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Monster Hunter Monsterpedia


A comprehensive list of the monsters from monster hunter translated into D&D

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Equipment
Armour
Armour Armour
Monster Type Bonus Armour Feature
Advantage on Saving throws
Velocidrome All None to resist the Stunned
condition
Subtract 1d10 from any
Giadrome All None cold damage dealt to the
wearer
Advantage on saving throws
Gendrome All None to resist the Paralyzed
condition
Advantage on saving throws
Iodrome All None
against poison
Advantage on Saving throws
Great Jaggi All None
to resist the Stunned effect
Great Advantage on saving throws
All None
Wroggi against poison
Immune to the Unconscious
Great Baggi All None condition from any source
other than 0 hit points
Great An extra 5ft. of walking
All None
Maccao speed
Light
Subtract 1d12 from any fire
Yian Kut-Ku and None
damage dealt to the wearer
Medium
Immunity to the Poisoned
Medium
condition and subtract
Gypceros and None
1d12 from any lightning
Heavy
damage dealt to the wearer
Immunity to the Confusion
spell and similar effects.
Malfestio Light None Advantage on saving throws
against being knocked
unconscious
Advantage on saving throws
Qurupeco Light None
against being charmed
Light
Immune to the effects of
Yian Garuga and +1
monster roars
Medium
Advantage on saving throws
Barroth Heavy None
against being restrained

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Armour
Armour Armour
Monster Type Bonus Armour Feature
Heavy The wearer cannot be
Uragaan +2
(Plate) moved against their will
Advantage on saving throws
against being knocked prone
Heavy
Duramboros +2 and gain proficiency in
(Plate)
Constituion saving throws
while wearing the armour
Medium Resistance to fire damage
Glavenus and +2 and proficiency in all swords
Heavy while wearing the armour
Unarmed attacks inflict
Slime ( Brachydios stat
Medium
block). Upon detonation this
Brachydios and +2
slime deals fire damage
Heavy
equal to 1d12 + the wearers
proficiency bonus
Can use consumable items
Medium
as a bonus action. Healing
Deviljho and +3
Potions always heal you for
Heavy
their full amount
As an action the wearer can
gain +4 to AC. Their speed is
Daimyo Heavy 0 while in this state and they
None
Hermitaur (Plate) have disadvantage on
Dexterity saving throws. Can
be ended as a bonus action
Shogun Unarmed attacks deal 1d6
Medium +1
Ceanataur slashing damage
Light Can make one attack as a
Bulldrome and None bonus action after taking the
Medium dash action
Light If the wearer eats honey (an
Arzuros and None action) they regain 1d10 hit
Medium points
Light Difficult terrain made up of
Lagombi and None snow or ice doesn't reduce
Medium the wearer's movement
When you take the dodge
Medium
action you can move 5ft.
Volvidon and None
without provoking
Heavy
opportunity attacks
You gain a climb speed
Kecha
Light None equal to your walking speed
Wacha
and the Slow Fall trait

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Armour
Armour Armour
Monster Type Bonus Armour Feature
Medium The wearer is immune to any
Congalala and None ill effects from eating any
Heavy food, including poison
The wearer is immune to the
Light
effects of extreme cold and
Blangonga and +1
removes 1d12 from any cold
Medium
damage they take
Resistance to cold damage
Gammoth Heavy +2 and gain the Powerful Build
trait
Remove 1d12 from any
Khezu Medium None lightning damage and 1d10
from any acid damage taken
Immunity to the poisoned and
unconscious condition
Basarios Heavy +1
(except when caused by
reaching 0 hit points)
Medium Whenever you expend hit dice
Rathian and +1 to regain health you always
Heavy heal for the full amount
Resistance to fire and poison
Rathalos Medium +2
damage
Advantage on stealth checks.
Light
If the armour would normally
and
Nargacuga +1 impose disadvantage on
Medium
stealth, the Nargacuga variant
(Hide)
doesn't
Immune to the effects of
Tigrex Medium +2 monster roars and gain
resistance to thunder damage
Immune to the effects of
monster roars and as a bonus
action after moving at least
20ft. the wearer can make a
melee weapon attack using
the shoulder spike on the
Diablos Heavy +2
armour. You are considered
proficient in this attack and it
uses your strength modifier.
The attack deals (1d10 + your
strength modifier) piercing
damage
Royal
Medium None Gain a 30ft. swim speed
Ludroth
Whenever a creature hits you
with a melee attack and are
Gobul Medium None
within 5ft. of you they take
1d4 piercing damage
Advantage on saving throws
Light
against the Blinded effect. You
Nibelsnarf and None
are also immune to the effects
medium
of a desert environment

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Armour
Armour Armour
Monster Type Bonus Armour Feature
Advantage on saving throws
against the Paralysis effect.
Vespoid If you are not proficient in
Light None
Queen the save, you are considered
proficient in it while
wearing this armour
You gain proficiency in
crossbows and are
Seltas Heavy None
considered proficient when
using Ballistae and cannons
The same benfits as the
Seltas armour but you also
Seltas
Heavy +2 have advantage on any
Queen
check to grapple or shove
another creature
Advantage on saving throws
against the Blinded effect.
Cephadrome Medium None You are also immune to the
effects of a desert
environment
Gain a swim speed of 50ft.
Plesioth Medium None and you can hold yur breath
for twice as long as normal
Immunity to the effects of
Medium
monster roars and remove
Najarala and +1
1d10 from any thunder
Heavy
damage taken
Immunity to the poisoned
Nerscylla Medium +1 condition and gain the
Spider Climb ability

Wizards and Sorcerers All the armours that have the


option of being Light and/or medium can be made into cloaks
that those without armour proficiencies can wear to gain the
armour feature but no AC bonus

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Weapons
Attack
+
Weapon Damage
Monster Type Bonus Weapon Feature
When you make your first
attack on your turn you can
Velocidrome All None leap 20ft towards an enemy
in range and then make the
attack
Giadrome weapons can
Giadrome All None deal an extra 1d3 cold
damage once per turn
Once per turn a creature hit
by a Gendrome weapon
must succeed on a DC 12
Constitution saving throw
Gendrome All None
or be paralyzed for one
turn. A creature gains a
cumulative +2 bonus to the
save each time they fail.
Once per turn a creature hit
by an Iodrome weapon
must succeed on a DC 12
Constitution saving throw
Iodrome All None
or be poisoned for one
round. A creature gains a
cumulative +2 bonus to the
save each time they fail.
As an action once per long
rest, you may summon a
jaggi to help you. The jaggi
is friendly to you and your
allies and obeys any verbal
Great Jaggi All None commands given to it by
you (No action required). If
given no commands it
defends itself to the best of
its ability. The jaggi remains
until slain.
Once per turn a creature hit
by a Great Wroggi weapon
must succeed on a DC 13
Constitution saving throw
Great
All None or be poisoned for one
Wroggi
round and take 1d3 poison
damage. A creature gains a
cumulative +2 bonus to the
save each time they fail.
Once per turn a creature hit
by a Great Baggi weapon
must succeed on a DC 13
Constitution saving throw
Great Baggi All None or fall unconscious one
round or until it takes
damage. A creature gains a
cumulative +2 bonus to the
save each time they fail.

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Attack
+
Weapon Damage
Monster Type Bonus Weapon Feature
Slashing or After using the Dash
Great
piercing None action, one attack can be
Maccao
Weapons made with these weapons
Once per turn these
Yian Kut-
All None weapons deal an extra
Ku
1d6 fire damage
As an action you can
cause a bright flash with
this weapon in an attempt
to blind all creatures
within 15ft. of you. A
Gypceros Martial None
creature that can see you
must succeed on a DC 14
Constitution saving throw
or be blinded for one
round.
As a bonus action once
per short rest, you can
target one creature within
60ft of you that can see
you and attempt to
Light
Malfestio None hypnotise it. The target
Weapons
must succeed on a DC 14
Wisdom saving throw or
fall unconscious for 1
minute or until it takes
damage.
As an action three times
per long rest, you can
Qurupeco Any None grant a +1 bonus to your
allies attack and damage
rolls for 1 minute.
Can re-roll a 1 or 2 on
Yian Slasing
+1 weapon damage die. The
Garuga Weapons
new roll must be used.
Once per turn a creature
hit by a Barroth weapon
must succeed on a DC 14
Strength saving throw or
be restrained for one
Barroth Heavy None
round as mud envelops it.
The weapon has enough
mud to restrain 5
creatures. This mud
recharges on a long rest.
As an action you can
smash an Uragaan weapon
into the ground. All
creatures within 15ft. of
Weapons
you must succeed on a
that deal
Uragaan +2 Dexterity saving throw or
bludgeoning
fall prone and take 1d4
damage
bludgeoning damage. The
DC is equal to 8 + your
strength modifier +
proficiency bonus.

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Attack
+
Weapon Damage
Monster Type Bonus Weapon Feature
As an action you can make
one melee attack against
Heavy
Duramboros +2 each creature of your
Weapons
choice within your melee
range
All Glavenus weapons deal
slashing damage. As a
bonus action a creature
Any can sharpen the weapon
Glavenus +2
sword for one turn. While
sharpened, the weapon
deals an extra 1d10 fire
damage.
Brachydios weapons inflict
Slime (See Brachydios stat
block) Upon detonation
the slime deals fire
Martial
damage equal to 1d12 +
Brachydios Melee +2
the users proficiency
Weapons
bonus. After inflicting
Slime 3 times the weapon
takes 1 minute to recharge
this effect.
Deviljho weapons deal an
extra 1d6 Dragon damage.
Weapon damage dealt to
Deviljho All +3 any creature except
undead or constructs heals
the wielder for half the
damage dealt.
Daimyo Heavy As a bonus action you can
None
Hermitaur Weapons gain an extra +2 AC.
Any
weapon A creature hit by an Attack
Shogun that of Oppurtunity from a
+1
Ceanataur deals Ceanataur weapon has its
slashing speed reduced to 0
damage
If you move at least 20ft.
directly towards a creature
Simple before making an attack
Bulldrome Melee None against them you gain
Weapons advantage on the attack
roll and double your ability
modifier on the damage
You have advantage to hit
Arzuros All None any creature that has
honey/is covered in honey
Lagombi weapons can deal
an extra 1d4 cold damage
Lagombi All None
once per turn and reduce
the targets speed by 10ft.
When you take the dodge
Melee
Volvidon None action, you can make one
Weapons
attack as a bonus action

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Attack
+
Weapon Damage
Monster Type Bonus Weapon Feature
Kecha Wacha weapons can
Kecha Light
None deal an extra 1d6 Acid
Wacha Weapons
damage once per turn
A creature hit by Congalala
weapons must succeed on a
DC 14 Constitution saving
Congalala Any None
throw or they can't use
consumable items until the
end of their turn
Blangonga weapons can deal
Simple
Blangonga +1 an extra 1d8 Cold damage
Weapons
once per turn
Gammoth weapons deal
double damage to structures.
Any creature hit by a
Heavy Gammoth weapon must
Gammoth +2
Weapons succeed on a strength saving
throw or fall prone. The DC
is equal to 8 + your strength
modifier + proficiency bonus
As an action while wielding
Khezu weapons you can
surround yourself in a
lightning aura. Any creature
within 5ft. of you must
Khezu Any None
succeed on a DC 14
Dexterity saving throw or
take 2d6 lightning damage.
This recharges on a short
rest.
All Basarios weapons deal
Martial bludgeoning damage.
Basarios +1
Weapons Basarios weapons deal an
extra 1d6 fire damage
All Gravios weapons deal
Heavy
bludgeoning damage.
Gravios Martial +2
Gravios weapons deal an
Weapons
extra 1d8 fire damage
Martial Rathian weapons deal an
Rathian +1
Weapons extra 1d6 poison damage.
Martial Rathalos weapons deal an
Rathalos +2
Weapons extra 1d8 fire damage
A creature hit by a seregios
weapon must succeed on a
DC 16 Constituion saaving
throw or have a serrated
scale embedded in them.
While the scale is in them, a
Slashing creature takes 1d6 piercing
Seregios +2
weapons damage for every 10ft. it
moves. As an action a
creature can make a DC 15
Medicine check to removes
the scale. The weapon has 4
scales which recharge on a
long rest

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Attack
+
Damage
Monster Weapon Type Bonus Weapon Feature
Attacks with
Finesse/Ranged Nargacuga weapons
Nargacuga +2
Weapons score critical hits on a
19 or 20
As an action you can
unleash a blast of
thunderous force. Any
creature within 10ft,
of you must succeed
on a DC 16 Strength
saving throw or take
Martial Melee 1d6 thunder damage
Tigrex +2
weapons and 1d6 force damage
and be blasted 10ft
directly away. The
sound is that of a
Tigrex roar audible
from 500ft. away. This
recharges on a short
rest
Diablos weapons gain
an extra weapon die
Heavy on damage. You
Diablos +2
Weapons automatically miss
attacks on a roll of 1
or 2.
As an action you can
release gouts of water
from the weapon. Any
creature within 5ft. of
Royal
All None you must succeed on
Ludroth
a DC 13 Strength
saving throw or be
pushed 10ft. directly
away from you.
Once per turn, a
creature hit by a
Gobul weapon must
succeed on a DC 15
Weapons that Constituion saving
Gobul deal piercing None throw or be paralyzed
damage for 1 minute or until
they take damage. A
creature gains a +2
cumulative bonus to
the save when it fails.
Once per turn, a
creature hit by a
Nibelsnarf weapon
Martial must succeed on a DC
Nibelsnarf None
Weapons 14 Constituion saving
throw or be blinded
until the end of its
next turn.

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Attack
+
Weapon Damage
Monster Type Bonus Weapon Feature
Once per turn a creature
hit by this weapon takes
1d4 poison damage and
must succeed on a DC 13
Constituion saving throw
Vespoid Light
None or be poisoned for 1
Queen Weapons
round. While poisoned in
this way a creature is
paralyzed. A creature gains
a +2 cumulative bonus to
the save each time it fails.
Ammo fired by this
weapon deal acid damage.
Ranged
Seltas None The short and long range
Weapons
of the weapon is increased
by 20ft.
The same benfits as the
Seltas weapons but a
creature hit by an attack
Martial
Seltas with this weapon must
Ranged +2
Queen also succeed on a DC 16
Weapons
Strength saving throw or
be pushed 10ft directly
away from the wielder.
Cephadrome weapons
Cephadrome All None deal an extra 1d4 acid
damage
Plesioth weapons deal an
extra 1d8 acid damage
Plesioth All None once per turn and can be
wielded as normal
underwater
Najarala weapons deal an
extra 1d6 thunder damage
Martial and deafen creatures hit
Najarala +1
Weapons by it. Each swing creates a
thunderous boom audible
100ft away
Nerscylla weapons deal an
extra 1d4 poison damage.
Once per turn when you
hit a creature they must
succeed on a DC 14
Strength saving throw or
be restrained by webbing
for 1 minute. A creature
can use an action to
Finesse repeat the saving throw.
Nerscylla +1
Weapons The webbing has AC 10, 5
HP, is immune to psychic
damage, resistant to
bludgeoning damage and
is vulnerable to fire
damage. The weapon has
enough webbing to
restrain 3 creatures before
requiring a long rest to
recharge.

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PART 2
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Elder Dragon Equipment

Powerful Items

E
lder Dragon equipment is special as it can Magical Focus
have multiple innate bonuses rather than
one or two. It is also of nearly legendary or Staff (Requires attunement by a spellcaster)
even artifact rarity when compared to
magical items. Every Elder Dragon has its While holding this staff you have a +3 bonus to spell attack
own armour set and weapons each with rolls and spell save DC and can cast shocking grasp at will.
their own unique properties. Unlike other When you cast a spell that deals thunder or lightning damage
monster equipment however, all Elder Dragon equipment the spell counts as being one level higher than the slot used to
requires attunement so as to control the innate power of the cast it. When a creature has to make a saving throw to resist
Elder Dragon that lies within the armour or weapons. the damage of one of your lightning or thunder spells they
have disadvantage on the save. The wand has 7 charges. You
All Elder Dragon armour has a +3 bonus to AC, while can expend a charge to cast a 4th level lightning bolt. You can
weapons have a +3 bonus to attack and damage rolls expend more charges to increase the level. The staff regains
1d6 + 1 charges daily at dawn.
Kirin Kirin Soul (Recharges daily at Dawn)
Armour As an action, you can infuse the staff with the power of Kirin.
For 1 minute, your lightning spells ignore immunity and
Armour (Light,Hide), Legendary (Requires Attunement) resistance and paralyze enemies until the end of their turn if
While wearing this armour you gain a +3 to AC. It also gives they fail a save against a spell that deals lightning damage.
immunity to lightning damage and resistance to Acid, Thunder The staff itself also deals an extra 2d6 lightning damage when
and Cold. When wearing this armour, all Acid, Cold, Dragon, infused with this power.
Fire, Lightning, and Thunder damage you deal is increased by Set Bonus
one damage die. Whenever you take damage while wearing
this armour roll a d20. On a 20, half the damage taken. This While wearing Kirin armour and wielding a Kirin
effect can only trigger once every hour. weapon/Magical focus that you are attuned to, you gain the
following bonus: You can dash as a bonus action and gain
Lightning bolt (10 charges, Recharge evasion if you do not have it already.
1d10 charges daily at dawn)
As a bonus action, you can teleport up to 60ft. in a flash of
lightning.
Weapons
Weapons (All), Legendary (Requires Attunement)
You gain a +3 bonus to attack and damage rolls with these
weapons. These weapons also deal an extra 2d6 lightning
damage. You can make one attack with these weapons as a
bonus action.
Kirin's Storm (Recharges daily at dawn)
As an action, you can call down an immense lightning storm.
A bolt of lightning strikes each hostile creature you can see
within 120ft of you. Target creatures must make a DC 20
Dexterity saving throw or take 8d8 lightning damage and be
paralyzed until the end of their next turn.

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Kushala Daora Magical Focus


Staff (Requires Attunement by a druid, cleric or storm
Armour sorcerer)
Armour (Medium or Heavy but not hide), Legendary (Requires You gain a +3 bonus to your spell attack and spell save DC
Attunement) while holding this item. You can cast Gust at will. Your spells
You gain a +3 bonus to AC and immunity to cold damage that deal cold damage count as being one level higher than the
while wearing this armour. Due to the constant wind whipping slot used to cast them when cast using this focus. When you
around you, ranged attack rolls have disadvantage to hit you. cast a spell that utilizes wind and requires a saving throw
This wind can be dismissed or summoned as a bonus action. (Such as Gust of wind, Wind Wall etc.) any creature you
You are also immune to the effects of extreme cold and choose that is affected by it has disadvantage on the save.
extreme heat. You can also gain a fly speed equal to your Once per long rest you can cast Control Weather to make the
walking speed for one hour. This effect recharges daily at weather stormy.
dawn. Soul of Wind (Recharges on a long rest)
Dragon Wind (Recharges on Short Rest) As a bonus action you can infuse the staff with the power of
As a bonus action you can cause the wind surrounding you to wind for 1 minute. During this time You can cast the spell
become even stronger and wilder. For 1 minute all ranged Gust of Wind at will without using a spell slot and without
attacks automatically miss you except on a roll of 20. Also the requiring concentration. In addition to this, all creatures of
first time a creature comes within 5ft. of you or starts its turn your choice have their movement halved within 60ft. of you
there they must succeed on a DC 20 dexterity saving throw or and flying creatures of your choice within 60ft. of you must
be pushed back 10ft. and knocked prone. Any non-magical succeed on a DC 20 Strength saving throw or be unable to fly
flame within 5 feet of you is also put out. for the duration. A creature that is flying that fails this save
falls to earth. At the start of each of your turns for the duration
Weapons you can choose one creature within 60ft. of you (No action
required). These creatures must succeed on a DC 20 Strength
Martial Weapons, Legendary (Requires Attunement) saving throw or be knocked prone.
You gain a +3 bonus to attack and damage rolls while wielding Set Bonus
these weapons. Kushala weapons deal an extra 2d6 cold
damage. A creature you hit must succeed on a DC 15 While wearing the Kushala Daora armour and wielding a
Strength saving throw or fall prone. Kushala weapon/focus that you are attuned to you gain the
following benefits: You are immune to the prone condition
Kushala's Wrath (Recharges daily at while conscious and have advantage to escape any grapple or
dawn) effect that would restrain you.
As an action you can summon a tornado that is 60 feet tall
and has a 10 foot radius and move it up to 30 feet in any
direction. A creature must make a Strength saving throw the
first time on a turn that it enters the tornado or that the
tornado enters its space, including when the tornado first
appears or be sucked 10 feet up into the tornado, and take
4d10 bludgeoning damage. Large or smaller creatures are
also restrained. On a successful save a creature takes half
damage and remains where it is. The tornado lasts 1 minute
and you can move it 30 feet in any direction as a bonus action
on subsequent turns. Any creature inside the tornado on the
start of its turn can repeat the strength save. On a failure it is
pulled 10 feet higher up and takes 2d10 bludgeoning damage.
If it is already at the top, it is thrown 60 feet in a random
direction, taking 6d6 bludgeoning damage as it hits the
ground. On a successful save a creature simply falls from the
tornado, taking fall damage equal to the height it was at when
it succeeded.

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Teostra Magical Focus


Staff, Artifact (Requires attunement by a creature that can
Armour cast a spell that deals fire damage)
Armour (Medium or Heavy but not Hide), Artifact (Requires This staff gives you a +3 bonus to spell attack rolls and your
attunement) spell save DC. You can cast Firebolt at will. Any spell you cast
While wearing this armour you have a +3 bonus to AC and are that deals fire damage counts as one level higher than the slot
immune to fire damage. The armour is constantly generating used to cast it. Any spell you cast that deals fire damage
heat and as such grants resistance to cold damage and any ignites any creature it damages. An ignited creature takes
creature that touches you or hits you with a melee attack takes 1d10 fire damage at the start of each of their turns. A creature
3 (1d6) fire damage. This feature can be dismissed or can douse the fire on itself or another creature as an action.
activated as a bonus action. This armour also gives you You can also cast the spell Fireball once per day at 5th level.
advantage on Charisma checks when dealing with royalty. Watch the World Burn (Recharges on a
Supernova (Recharges on a Long Rest) Long Rest)
As an action you can release a immense blast of fire from your As an action you can imbue the focus with the power of
armour. Any creature within 60 feet of you must succeed on a Teostra. For 1 minute your spells that deal fire damage ignore
DC 20 Dexterity saving throw or take 55 (10d10) fire damage. resistances and immunities to fire. As well as this, double the
On a success creatures take half damage. After using this range and area of all spells that deal fire damage. You can also
ability the heat aura and cold resistance end until this ability choose not to affect your allies with these spells for the
recharges. duration of this effect. If you score a critical hit against a
creature with a spell that deals fire damage, maximize the
Weapons dice roll.
Any martial melee weapon, Artifact (Requires Attunement)
You gain a +3 bonus to attack and damage rolls with this
weapon. Teostra weapons deal an extra 2d6 fire damage on a
hit. When you hit a creature with one of these weapons they
also ignite. While ignited a creature takes 1d10 fire damage at
the start of each of their turns. A creature can douse the fire
on itself or another creature as an action. As a bonus action
you can douse the fire on any creature within 30 feet of you,
healing you for 1d10 per creature you douse. This feature
recharges on a short rest.
Emperor of Flame (Recharges on a Short
rest)
For 1 minute your attacks ignore resistance and immunity to
fire and all damage on a hit becomes fire (For example, if a
paladin divine smites, the damage changes from radiant to
fire). You also gain advantage to hit any creature that is already
ignited. As an action you can end this affect and cast Wall of
Fire at 4th level. You can only do this once per long rest.

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Chameleos

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Magical Focus
Shagaru magala Holy Symbol, Artifact (Requires attunement by a good aligned
Armour creature)
Armour (Light or Medium), Artifact (Requires attunement by a You gain a +3 bonus to your spell attack rolls and spell save
non-evil creature) DC while using this holy symbol. You can cast Guidance at
will. Your spells that heal or deal radiant damage count as one
While wearing this armour you have a +3 bonus to AC and level higher than the slot used to cast them. You can cast
cannot contract the frenzy virus. The wearer is also immune healing spells on evil creatures in order to deal radiant
to the frightened condition and has immunity to radiant damage equal to the spells healing instead. If the heal affects
damage. The armour sheds bright light out to 10ft and dim one target normally make a spell attack roll. If it affects
light for a further 10. This light can be dismissed or multiple targets you can choose to deal damage to evil
summoned as a bonus action. Any creature of an evil creatures or to heal but not both and Evil creatures must
alignment that is within the bright light has disadvantage on succeed on a Constitution saving throw to take half damage
all attack rolls, ability checks and saving throws. An evil from the spell. You cannot use Heal, Mass Heal or Power
creature that attempts to attune to this item must succeed on Word Heal with this affect.
a DC 20 Wisdom saving throw or take 55 (10d10) radiant
damage and be stunned for 1 minute. On a success the Heavenly Radiance (Recharges on a long
creature takes half damage and is not stunned. rest)
Awe-Inspiring Presence (2 charges,
As a bonus action you can imbue the holy symbol with radiant
power for one minute. For the duration all healing spells you
Recharges on a short rest) cast have their dice doubled. You can also cast the spell
As an action you can cause the light to briefly flare to 60ft. guiding bolt at will for the duration. As an action before the
around you as you float 5 feet into the air. Any creature of a duration ends, you can use an action to release the energy in
non-evil alignement within the area must succeed on a DC 20 the Holy Symbol. All evil creatures within 60 feet must
Wisdom saving throw or be charmed by you and your allies succeed on a DC 20 Charisma saving throw or be stunned
for 1 minute or until you or one of your allies damages them. until the end of their next turn. If killed while stunned in this
Any evil creature in the area must succeed on the same saving way the creatures is completely destroyed and can never be
throw or be frightened of you for 1 minute. While frightened returned to life except through the Wish spell. You can only
in this way the creature is also paralyzed. A feared creature use this feature 1d4 + 1 times.
can repeat the saving throw at the end of each of its turns. Any
creature that succeeds on the save or the effect ends on is Set Bonus
immune to this ability for 24 hours. While wearing Shagaru Magala armour and wielding a
Weapons Shagaru magala weapon/magical focus and attuned to them
you gain an aura of radiant energy. Any creature that touches
Any Weapon, Artifact (Requires attunement by a Cleric, you or hits you with a melee attacks takes 3 (1d6) radiant
Paladin, Divine Soul Sorcerer or Celestial Pact Warlock) damage. You also gain advantage on all Charisma
(Persuasion) checks with good aligned creatures and
You gain a +3 bonus to attack and damage rolls while wielding Charisma (Intimidation) checks against evil creatures.
this weapon. Shagaru magala weapons deal an extra 2d6
radiant damage. Any evil creature you hit must succeed on a
DC 15 Wisdom saving throw or have disadvantage on all
attack rolls until the end of their next turn. These weapons
shed bright light out to 10 feet and dim light for a further 10
feet. This light shines even in magical darkness.
Light of the Shining God (Recharges on
Short Rest)
As an action you can cause brilliant radiance to burst from the
weapon. Any creature of your choice within 60 feet must
succeed on a DC 20 Wisdom saving throw. On a failed save a
creature takes 36 (8d8) radiant damage and is blinded for 1
minute. A creature can repeat the save at the end of its turn to
end the blinded condition. On a success creatures take half
damage and are not blinded. Evil creatures have disadvantage
on the save.

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PART 3
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Monsters

Monsters make up the animals in the ecosystem of the world


of Monster Hunter. The term "Monsters" is not used in the
same way as the term 'Monstrosity' is in the Forgotten
Realms, but instead is used simply as an over-arching term for
all the different species lumped together, much like animals is
used for everything ranging from a bear to a goldfish.
Natural Creatures. All the monsters listed in this
suppl;ement function as though they had the Beast tag, except
in notable cases. Any monster with the Elder Dragon type is
not considered a beast, nor a dragon but is instead its own
monster type with its own rules which will be detailed in the
Elder Dragon portion of this supplement. For all other
monsters however, spells such as Dominate beast, or Animal
Friendship affect them, and a druid can wildshape into any
they have seen (CR restrictions still apply) etc. It is up to the
DM's discretion however whether they wish to see these
creatures as beasts or monstrosities, it is simply reccomended
they be seen as beasts as in Monster Hunter the Monsters are
a part of the natural world, not magical creatures as
monstrosities often are.
Enrage All monsters of size large and bigger listed in this
supplement have the enrage feature, even if it isn't listed on
their stat block. When this creature starts its turn with less
than half its maximum hit points and has taken damage since
its last turn, it enters a rage for a number of rounds equal to
1d8. While enraged, it gains immunity to exhaustion, has a +1
bonus to attack rolls, and rolls an extra damage die on attacks.
When the rage ends, the monster gains 3 levels of exhaustion.
The creature cannot re-enter rage for 2d4 rounds Certain
monsters have special enrage rules listed in their stat blocks,
which add additional benefits when they enrage. (Credit to
reddit user wandering-monster for these enrage rules. Will
eventually move this feature into all stat blocks instead of
here).

Subspecies and Deviants


Most subspecies and deviants will have the same
stats and abilities as their normal counterparts but
with slight differences. For example, the Red Khezu
would be identical to the Khezu. However things
such as the Gold and Silver Rathalos may be more
powerful, with increased Strength, AC and health
etc. In those cases I will be adding a section to the
end of this Bestiary with stat blocks for all
subspecies that have significant enough differences
as well as deviants.

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Amphibians
Amphibians are a class of monster that are superficially frog-
like in body structure, with powerful, spring-like back legs and
muscular forelegs. They are known to inhabit a diverse range
of environments and are typically carnivorous.

Zamite
Small Amphibian, Unaligned

Armor Class 14 (Natural Armour)


Hit Points 10(3d6)
Speed 15ft., swim 20ft., burrow 15ft. (Only in ice)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 11 (+0) 2 (-4) 10 (+0) 6 (-2)

Damage Resistances Cold


Senses Blindsight 10ft., passive Perception 10
Languages --
Challenge 1/4 (50 XP)

Amphibious The zamite can breath in both air and


water.
Growth. After increasing its max hp by 15 points the
zamite grows legs and becomes medium in size. It
gains an extra 10ft. of movement and its bite attack
replaces its blood drain attack.
Actions
Leech. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage, and
the zamite attaches to the target. While attached, the
zamite doesn't attack. Instead, at the start of each of
the zamite's turns, the target loses 5 (1d4 + 3) hit
points due to blood loss. The zamite's maximum
hitpoints increase equal to the damage it deals each
turn and it heals the same amount. These hitpoints
stack.
The zamite can detach itself by spending 5 feet of its
movement. It does so after the target dies. A
creature, including the target, can use its action to
detach the zamite.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

Zamite are a small, shark-like creature whose relatively large


mouth houses many rows of teeth made for attacking prey and
hunters.
Zamite have been sighted in a number of different stages of
development, with some having fully developed legs, while
others slide on their bellies.
During battle, Zamite can grow larger when it ingests bodily
fluids. These fluids also allow Zamites to grow legs if they are
ingested by the individuals without limbs.
Zamite behave just like Giggi in the manner of aggressively
attacking any possible food source and draining them of their
vital fluids.

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Zamtrios Actions
Large Beast (Amphibian), Unaligned Multiattack. The Zamtrios makes two bite attacks

Armor Class 14 (Natural Armour) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1
Hit Points 120(15d10 + 30) target. Hit: 15 (2d10 + 4) piercing damage and the
Speed 30 ft., swim 50 ft., burrow 40 ft. (Only in ice) target is grappled (Escape DC 16) and the Zamtrios
can't bite another target or use its Ice Breath.
Swallow (While Inflated). The Zamtrios makes a bite
STR DEX CON INT WIS CHA attack against one target it has grappled. On a hit the
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-3) target is swallowed. While swallowed a target is blinded
and restrained and takes 13 (2d12) acid damage at the
start of each of the Zamtrios' turns. If the Zamtrios
Skills Stealth +6 takes 20 damage from a creature it has swallowed, it
Damage Resistances Cold must make a DC 16 Constitution saving throw or
Senses Blindsight 30ft., passive Perception 11 regurgitate all swallowed creatures, which fall prone in a
Languages -- space within 10 feet of the Zamtrios. If the Zamtrios
Challenge 5 (1,800 XP) dies, a swallowed creature is no longer Restrained by it
and can escape from the corpse by using 10 feet of
Amphibious. The Zamtrios can breath in both air and Movement, exiting prone.
water.
Slam (While Inflated). The Zamtrios leaps into the air and
Standing Leap. The Zamtrios' long jump is 30 ft and its smashes into the ground in an area 30 ft from its
high jump is 20 ft regardless of whether it made a starting point. Any creature in the space Zamtrios lands
running start or not. in must make a DC 16 Dexterity saving throw. On a
failure, creatures take 22 (4d10) bludgeoning damage,
Enrage. When Zamtrios starts its turn with half its are knocked prone and are pushed to a space within 5ft.
maximum hit points (60) or less and has taken damage of the Zamtrios (Zamtrios' choice). On a success targets
since its last turn, it enters a rage for a number of take half damage and aren't knocked prone but are still
rounds equal to 1d6. While enraged, it gains immunity pushed (creature's choice). This uses the Zamtrios'
to exhaustion, has a +1 bonus to attack rolls, and rolls move action and action.
an extra damage die on melee attacks. When the rage
ends, Zamtrios gains 3 levels of exhaustion. The Ice Water (Recharge 5-6). The Zamtrios sweeps a beam
creature cannot re-enter rage for 2d4 rounds When the of icy water in a 60 ft cone infront of itself. Any creature
Zamtrios enrages it also encases itself in Ice Armour. in the cone must make a DC 16 Dexterity saving throw
This Armour gives the Zamtrios a +1 to AC and or take 21 (6d6) cold damage and have their speed
immmunity to cold damage. The Ice Armour persists reduced by 10 feet until the end of their next turn. On a
until the Zamtrios Inflates, its enrage ends or it takes 30 succes a creature takes half damage and doesn't have its
fire damage in a round. speed reduced. Targets killed by this attack are frozen
solid until thawed. The Zamtrios can't use its ice breath
Inflate. When the Zamtrios reaches 1/4 (30) health, it while inflated.
inflates. Its size becomes Huge and it gains a +2 to
strength but loses its burrow speed. If it enrages it does
not gain Ice Armour. The Zamtrios leaves this form
when it dies. Upon death the Zamtrios expels all the
built up water in its body. All creatures withing 5 ft of
the Zamtrios must make a DC 14 dexterity saving
throw. On a failure targets take 12 (3d6) bludgeoning
damage and 12 (3d6) cold damage and are knocked
prone. On a success targets take half the bludgeoning
damage and are not knocked prone.

Zamtrios and its juvenile form Zamite are in the Amphibian Abilities
monster class and are closely related to Tetsucabra. Within
the Dunes, there is a highly adapted Subspecies. Zamtrios is capable of shooting powerful torrents of water
from its mouth to blast away enemies. It can also travel
Physiology beneath the ice to launch ambush attacks on prey.
Using a specialized reactive fluid that is secreted through
Zamtrios is a large, quadrupedal monster with grey-blue skin its skin, it is capable of encasing itself in an icy armor.. The
and yellow fins. It is superficially shark-like in appearance, armor also forms a long and jagged spear at the end of its
with a long, pointed snout and a mouth filled with multiple snout. In addition, it can also fill itself with fluid and swell up
rows of sharp teeth. Zamtrios is sometimes seen encased in to massive proportions. In this state it is capable of rolling and
an ice-like armor, which forms many spines and horns all over jumping on top of targets in an effort to crush them.
its body. As the adult form of Zamite, its limbs are powerful
and fully-developed. Its skin is extremely elastic in order to
accommodate its inflation abilities.

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Behaviour Subspecies
Zamtrios primarily spend most of their time in the water or The Zamtrios has one subspecies, the Tigerstripe zamtrios
under ice, constantly roaming around their territory and which has adapted heavily to its desert environment, losing
searching for prey. Like the Zamites, Zamtrios have huge the icy armour and breath but gaining better control of its
appetites and have a single mind set on finding prey and to kill inflation abilities. A normal zamtrios in its ice armour (Top)
or eat any intruders in their territory. If Zamtrios have an and inflated Tigerstripe zamtrios (Bottom) are seen below.
enemy in their sight, they may actually chase them for miles
upon miles of ice. During the breeding season Zamtrios will
come together and mate. When female Zamtrios have mated
they will then lay their eggs within the ice.
Niche
Zamtrios is a powerful predator although it has to compete
with other fearsome monsters such as the Tigrex, Tidal
Najarala, the rare Kushala Daora, Stygian Zinogre, Seregios
and Deviljho. Lagombi also dwell in the area but these Fanged
Beasts mostly feed on plants, nuts, and mushrooms though
they will sometimes eat meat. From the size of the Lagombi,
its very possible Zamtrios would try to hunt them. Though
Zamtrios prefer to feed on smaller helpless prey, they are still
quite dangerous in their own right. Zamtrios have even been
found to feed on Plesioth in tropical waters. The massive and
aggressive Gammoth can seriously injure, if not outright kill
the Amphibian if confronted
Biology
Zamtrios is a very strange Amphibian with many bizarre
adaptations. Zamtrios now lacks the sharp spike its juvenile
form has but now is able to produce a type of "armor". It is
able to produce this armor by secreting a special fluid from its
skin that eventually freezes around it forming this icy armor.
This armor acts as a secondary protection against threats and
also acts as weapon. When it forms this armor, it will also
produce a long, rigid spike made of ice on top of its head,
replacing the spike it once had, and spike on its tail as another
weapon. When its not using its icy armor it will use freezing
water to attack threats or prey from a distance and will spit
balls of snow at them to stop their movement. Zamtrios have
an under layer of skin directly under their skin used to replace
previous old one. Their teeth, like saws, cut up prey just by
rubbing against them.
When Zamtrios is damaged greatly while it has its icy
armor, it will go through one of the most dramatic changes in
nature. When greatly damaged, Zamtrios will greatly expand
its body and inflate its body to several times its original body
size. It goes through this change to intimidate an attacker and
is able to do this from gas that it produces from inside its
body. The downside to this is that Zamtrios becomes more
susceptible to attacks while inflated and its maneuverability is
dramatically decreased.
Habitat
Zamtrios have been found living in the frozen tundras and
seaways of the Old World. They've also been sighted at the
Polar Field in the New World. However there is a Subspecies
of Zamtrios that inhabits deserts.

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Tetsucabra Stone Pillar (Recharge 4-6). As a bonus action the


Tetsucabra can use its tusks to pull a large boulder from
Large Beast (Amphibian), Unaligned
the ground. The boulder is 10 ft. wide, 10ft. thick and
20ft. tall. If the boulder cuts through a creatures space
Armor Class 14 (Natural Armour) when it appears, the creature is pushed to one side of
Hit Points 120(15d10 + 30) the boulder (Tetsucabra's choice). The Tetsucabra can
Speed 30ft., swim 20ft., Burrow 20ft. gain cover from this boulder. The boulder is an object
made of stone that can be damaged and destroyed. The
Boulder has AC 15 and 100 hit points. Reducing the
STR DEX CON INT WIS CHA boulder to 0 hit points destroys it. (The Tetsucabra can't
19 (+5) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3) do this while holding a rock).
Actions
Saving Throws STR +6
Senses Darkvision 30ft., passive Perception 10 Multiattack. The Tetsucabra makes two attacks: two with
Languages -- its tusks without a rock or two with its rock slam with a
Challenge 4 (1,100 XP) rock. Its exhausting Spit can replace one of its tusk
attacks.
Burrower. The Tetsucabra can burrow through solid rock, Tusks. Melee Weapon Attack: +6 to hit, reach 5 ft., one
leaving a 10ft. diameter hole behind it. target. Hit: 13 (2d8 + 4) piercing damage damage.
Enrage When Tetsucabra starts its turn with half its Rock Slam (While holding rock). Melee Weapon Attack:
maximum hit points (60) or less and has taken damage +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4)
since its last turn, it enters a rage for a number of bludgeoning damage.
rounds equal to 1d6. While enraged, it gains immunity Exhausting Spit. Ranged Weapon Attack +6 to hit, range
to exhaustion, has a +1 bonus to attack rolls, and rolls 30/60 ft., one target. Hit The Targets Speed is reduced
an extra damage die on melee attacks. When the rage to 0 and it can only take an action bonus action, not
ends, it gains 3 levels of exhaustion. Subsequent rages both, until the end of its next turn.
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds. Uproot Rock (Recharge 5-6). The Tetsucabra uproots a
rock and holds it in its mouth. While holding the rock its
Hold Breath. The Tetsucabra can hold its breath for 30 rock slam attack replaces its tusks. It also gains +1 to
minutes. AC but loses 10ft. of movement, its exhausting spit and
Standing Leap. The Tetsucabra's long jump is up to 30 ft. its burrow speed. After using rock slam 4 times the rock
and its high jump is up to 20 ft., with or without a breaks, and any creature within 5ft of the Tetsucabra
running start. must succeed on a DC 14 Dexterity saving throw or
take 7 (2d6) piercing damage, and Tetsucabra loses the
benefits of holding the rock.

Tetsucabra is a large Amphibian with a striking orange and


indigo coloration. Its lower jaw harbors large tusks along with
a large set of molars that are capable of crushing prey with
ease. Tetsucabra also has a spiky stubby tail that swells up
when angered. Tetsucabra is capable of lifting up large
boulders like a forklift and tossing them at attackers. It will
also use the boulders as shields against attackers and to block
off paths in areas. Utilizing its extremely powerful jaws,
Tetsucabra can crush boulders, sending shards flying to
damage enemies. It is also capable of spitting a green globular
substance that can decrease its prey's stamina.

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Bird Wyverns
There are two distinct types of Bird Wyverns: Flying Bird
Wyverns and Theropod Bird Wyverns. Flying Bird Wyverns
exhibit similar characteristics to True Wyverns, with a bipedal
stance along with developed and functional wings. Many of
these possess a hard, sharp beak which can be used to peck at
attackers, and generally behave in a bird-like manner.
Theropod Bird Wyverns are reminiscent of Brute Wyverns;
flightless, bipedal creatures with long tails and powerful legs.
Unlike Brute Wyverns however, these monsters are generally
quite small. Furthermore, Theropod Bird Wyverns almost
always live under a social hierarchy, with young individuals,
females and beta males led by a strong, dominant alpha male,
which can command and control his subjects during combat.
Bird Wyverns on the other hand usually live solitary lives
when compared to the Theropod Bird Wyvern, but are usually
more powerful alone as a result. Blue Yian Kut-Ku, an example of a Bird Wyvern
Theropod Bird Wyverns

Velociprey
Medium Beast (Bird Wyvern), unaligned

Armor Class 12
Hit Points 15 (3d8)
Speed 40ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 3 (-4) 9 (+0) 4 (-3)

Skills Stealth +6
Condition Immunities None
Senses passive Perception 10
Languages --
Challenge 1/4 (50 XP)

Pack Tactics. When one of the Velociprey's allies is


within 5 ft of its target the Velociprey has Advantage
on attack rolls

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) piercing damage

Velociprey are small, raptor-like monsters that inhabit forests,


jungles, grasslands and similar areas. They act almost like
wolves, ganging up on larger or more dangerous creatures to
take them down. They usually aren't dangerous to most
adventures, however that can be lethal when following a
Velocidrome into battle.

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Velocidrome Leaping Pounce: If the Velocidrome long jumps at least


20 ft towards a medium or smaller creature and then
Large Beast (Bird Wyvern), unaligned
hits it with a kick attack, the creature must succeed on a
DC 11 Strength or Dexterity saving throw (target's
Armor Class 13 choice). On a failure the target is knocked prone and the
Hit Points 28(5d8 + 5) Velocidrome can make a bite attack as a bonus action
Speed 50ft. against it.
Pack Tactics. If one of the Velocidrome's allies is within
STR DEX CON INT WIS CHA 5ft of its target, the Velocidrome gains advantage on
attack roles
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 4 (-3)
Standing Leap. The Velocidrome's long jump is up to 30
feet and its high jump is up to 10 feet, with or without a
Skills Perception +3, Stealth +7 running start.
Senses passive Perception 13
Languages -- Actions
Challenge 1 (200 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 7 (1d8 + 3) piercing damage
Enrage When Velocidrome starts its turn with half its
maximum hit points (14) or less and has taken damage Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1
since its last turn, it enters a rage for a number of target. Hit: 7 (2d4 + 3) slashing damage.
rounds equal to 1d4. While enraged, it gains immunity
to exhaustion, has a +1 bonus to attack rolls, and rolls Pack Call (Recharge 4-6). The Velocidrome calls two
an extra damage die on melee attacks. When the rage Velociprey to its aid. They arrive in 1d4 rounds. Roll
ends, it gains 3 levels of exhaustion. Subsequent rages initiative for them as a group. If this is used while
do not increase its exhaustion level over 3. It cannot re- Velociprey are present, it instead allows all Velociprey to
enter rage for 2d4 rounds. move towards the Velocidrome. This movement does
not provoke opportunity attacks.

Velocidrome lead packs of Velociprey. They are easily


distinguished from Velociprey by their large red crest, as well
as their red claws, one on each hand and foot. They are adult
Velociprey who have survived long enough to reach maturity.
Most packs are only lead by one Velocidrome, however
Velocidromes sometimes prefer two leaders in a pack because
it improves the hunting strength of the pack and they can split
into two groups for hunting.They can usually be found in
forests, hills, jungles and grasslands.

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Giaprey have crystal blue scales with sky blue stripes.
Although they are of a different species, White Velociprey have
Giaprey been seen in packs of Velociprey. Like all of the '-prey' family,
this sub-species also fights in a pack. They are a little stronger,
Medium Beast (Bird Wyvern), unaligned physically and defensively, than the average Velociprey, and
are noticeably tougher than their counterparts in battle. They
Armor Class 12 also have an added ability to spit ice to attack hunters. They
Hit Points 15(3d8) are usually led by a Giadrome, a much larger and more
Speed 40ft. powerful specimen than the standard Giaprey, with a large
crest and claws.
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

Skills Stealth +6, Perception +2


Damage Resistances Cold
Senses Darkvision 30 ft, passive Perception 12
Languages -
Challenge 1/2 (100 XP)

Pack Tactics. The Giaprey has advantage on an Attack


roll against a creature if at least one of the Giaprey's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated. .

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) piercing damage and 1 cold
damage.
Ice Spit. Ranged Weapon Attack: +4 to hit, range
20/60 ft., one target. Hit 5 (2d4) cold damage.

Giadrome Standing Leap. The Giadrome's long jump is up to 30


feet and its high jump is up to 10 feet, with or without a
Large Beast (Bird Wyvern), unaligned
running start.

Armor Class 13 Leaping Pounce. If the Giadrome long jumps at least 20


Hit Points 49(7d10 + 7) ft towards a medium or smaller creature and then hits it
Speed 50ft. with a kick attack, the creature must succeed on a DC
13 Strength saving throw (target's choice). On a failure
the target is knocked prone and the Giadrome can make
STR DEX CON INT WIS CHA a bite attack as a bonus action against it.

12 (+1) 16 (+3) 13 (+1) 3 (-4) 13 (+1) 4 (-3) Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Skills Stealth +7, Perception +3 target. Hit 7 (1d8 + 3) piercing damage
Damage Resistances Cold
Senses Darkvision 60 ft, Passive Perception 13 Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one
Languages -- target. Hit 8 (2d4 + 3) slashing damage
Challenge 2 (450 XP) Ice Spit. Ranged Weapon Attack: +5 to hit, range 30/60
ft., one target. Hit 7 (2d6) cold damage and the target
Enrage When Giadrome starts its turn with half its must make a DC 13 constitution saving throw. On a
maximum hit points (25) or less and has taken damage failed save it has disadvantage on its next weapon attack
since its last turn, it enters a rage for a number of and its speed is reduced by 10 ft until the end of its
rounds equal to 1d4. While enraged, it gains immunity next turn.
to exhaustion, has a +1 bonus to attack rolls, and rolls
an extra damage die on melee attacks. When the rage Pack Call (Recharge 5-6). The Giadrome calls two Giaprey
ends, it gains 3 levels of exhaustion. Subsequent rages to its aid. They arrive in 1d4 rounds. Roll initiative for
do not increase its exhaustion level over 3. It cannot re- them as a group. If this is used while Giaprey are
enter rage for 2d4 rounds. present, it instead allows all Giaprey to move towards
the Giadrome. This movement does not provoke
Pack Tactics. The Giadrome has advantage on an Attack opportunity attacks.
roll against a creature if at least one of the Giadrome's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.
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Genprey bodies are covered in a colorful yellow and green
hide, with a pair of yellow crests over their eyes. They are
Genprey capable of inflicting paralysis with their fangs, and like other
theropod Bird Wyverns, can leap great distances at foes.
Medium Beast (Bird Wyvern), Unaligned Genprey operate under the rule of their pack leader, the
Gendrome. They will respond aggressively to intruders, and
Armor Class 13 will rally to the Gendrome's call to gang up on a larger foe.
Hit Points 18(3d8 + 3) Hunters can easily identify a Gendrome by their big crest and
Speed 40ft. slightly larger size compared to a Genprey. The crest signifies
leadership over the pack. With a pack to protect them and
STR DEX CON INT WIS CHA
paralyzing fangs, they are a force to be reckoned with.
Gendrome pose a challenge to novice hunters. Quick attacks
10 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3) and high speed allow them to attack with surprising power.
Gendrome are in charge of making sure their pack is kept
Skills Stealth +7 alive and healthy. They choose which prey to hunt, and will
Senses Darkvision 30 ft, Passive Perception 11 often lead the attack. Gendrome will also actively patrol their
Languages -- territory alongside a handful of Genprey. They mostly inhabit
Challenge 1/2 (100 XP) the Desert, where their green-yellow scales serve as good
camouflage. They have, however, also been spotted in the
Pack Tactics. The Genprey has advantage on an Swamp, Sunken Hollow, Primal Forest and Great Forest.
Attack roll against a creature if at least one of the
Genprey's allies is within 5 ft. of the creature and the
ally isn't Incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 6 (1d6 + 3) piercing damage and the
target must succeed on a DC 11 Constitution saving
throw or become paralyzed until the end of its next
turn.

Gendrome Pack Tactics. The Gendrome has advantage on an Attack


roll against a creature if at least one of the Gendrome's
Large Beast (Bird Wyvern), Unaligned
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.
Armor Class 13
Standing Leap. The Gendrome's long jump is up to 30
Hit Points 56(8d10 + 8)
feet and its high jump is up to 10 feet, with or without a
Speed 50ft.
running start.
Leaping Pounce. If the Gendrome long jumps at least 20
STR DEX CON INT WIS CHA ft towards a medium or smaller creature and then hits it
12 (+1) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) with a kick attack, the creature must succeed on a DC
13 Strength or Dexterity saving throw (target's choice).
On a failure the target is knocked prone and the
Skills Stealth +7, Perception +3 Gendrome can make a bite attack as a bonus action
Senses Darkvision 60 ft, Passive Perception 13 against it.
Languages --
Challenge 2 (450 XP) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Enrage When Gendrome starts its turn with half its target. Hit 7 (1d8 + 3) piercing damage and the target
maximum hit points (28) or less and has taken damage must succeed on a DC 12 Constitution saving throw or
since its last turn, it enters a rage for a number of become paralyzed until the end of its next turn
rounds equal to 1d4. While enraged, it gains immunity
to exhaustion, has a +1 bonus to attack rolls, and rolls Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one
an extra damage die on melee attacks. When the rage target. Hit 10 (2d6 + 3) slashing damage
ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re- Pack Call (Recharge 6). The Gendrome calls two Genprey
enter rage for 2d4 rounds. to its aid. They arrive in 1d4 rounds. Roll initiative for
them as a group. If this is used while Genprey are
present, it instead allows all Genprey to move towards
the Gendrome. This movement does not provoke
opportunity attacks.

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Ioprey have lithe, raptor-esque bodies. They have vivid red
skin, with some black markings and purplish lavender
Ioprey colouration by the limbs.Ioprey have very distinctive head
crests, large and well rounded. Their lower jaw curls outwards
Medium Beast (Bird Wyvern), Unaligned significantly. Ioprey are easily distinguishable from other
Raptor species due to their larger size and bulbous frog-like
Armor Class 13 throat sac. This enlarged throat houses the Ioprey's potent
Hit Points 18(3d8 + 3) poison sac, which gives it the ability to spit toxins at its foes.
Speed 40ft. Whilst this might be a small nuisance to experienced hunters,
the fact Ioprey hunt in packs can quickly make them a
STR DEX CON INT WIS CHA
dangerous threat to a hunter not carrying a supply of
Antidotes. The Iodrome is significantly larger than normal
11 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3) Ioprey and possesses a larger crest. Unlike other pack
leaders, it has a more amphibian look, with salamander-like
Skills Stealth +7 skin that seems to glisten with moisture, and a frog-like throat
Damage Resistances Poison sac. It also lacks the sharp claws of its relatives, relying more
Senses Darkvision 30 ft, Passive Perception 11 on poison to bring down prey like Aptonoth and
Languages -- enemies.Although not as strong as Flying Wyverns, it can
Challenge 1/2 (100 XP) quickly cripple hunters with the power of its pack and poison.
Iodrome is a threat due to its speed, agility, considerable
Pack Tactics. The Ioprey has advantage on an Attack strength and poison.
roll against a creature if at least one of the Ioprey's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) piercing damage and 2 (1d4)
poison damage
Poison Spit. Ranged Weapon Attack: +5 to hit, range
20/60 ft., 1 target. Hit: 3 (1d6) poison damage.

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


and its high jump is up to 10 feet, with or without a
Large Beast (Bird Wyvern), Unaligned
running start.

Armor Class 14 Leaping Pounce. If the Iodrome long jumps at least 20 ft


Hit Points 56(8d10 + 8) towards a medium or smaller creature and then hits it
Speed 50ft. with a kick attack, the creature must succeed on a DC
13 Strength saving throw (target's choice). On a failure
the target is knocked prone and the Iodrome can make a
STR DEX CON INT WIS CHA bite attack as a bonus action against it.

13 (+1) 18 (+5) 13 (+1) 3 (-4) 12 (+1) 4 (-3) Actions


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1
Skills Stealth +7, Perception +3 target. Hit: 9 (1d8 + 4) piercing damage and 2 (1d4)
Damage Immunities Poison poison damage
Condition Immunities Poisoned
Senses Darkvision 60 ft, Passive Perception 13 Kick. Melee Weapon Attack: +6 to hit, reach 5 ft, 1
Languages -- target. Hit: 11 (2d6+4) slashing damage
Challenge 2 (450 XP) Poison Spit. Ranged Weapon Attack: +6 to hit, range
30/60 ft., 1 target. Hit: 5 (1d8) poison damage and the
Enrage When Iodrome starts its turn with half its target must succeed on a DC 13 Constitution saving
maximum hit points (28) or less and has taken damage throw or be poisoned for 1 minute. The target can make
since its last turn, it enters a rage for a number of the saving throw again at the end of its turn. While
rounds equal to 1d4. While enraged, it gains immunity poisoned in this way the target also takes 3 (1d6)
to exhaustion, has a +1 bonus to attack rolls, and rolls poison damage at the start of each of its turns.
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages Pack Call (Recharge 6). The Iodrome calls two Ioprey to
do not increase its exhaustion level over 3. It cannot re- its aid. They arrive in 1d4 rounds. Roll initiative for them
enter rage for 2d4 rounds. as a group. If this is used while Ioprey are present, it
instead allows all Ioprey to move towards the Iodrome.
Pack Tactics. The Iodrome has advantage on an Attack This movement does not provoke opportunity attacks.
roll against a creature if at least one of the Iodrome's
allies is within 5 ft. of the creature and the ally isn't
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Maccao are colorful red and green bird wyverns that live in
large packs, they can be found mostly in forests. Though they
Maccao attack prey aggressively with their strong legs, they are known
to flee once their leader is in danger. The Great Maccao's
Medium Beast (Bird Wyvern), Unaligned feathered crest sets it apart from its Maccao pack. Although
superficially similar to its younger brethren, a Great Maccao
Armor Class 12 is bigger and bulkier, with more brightly-colored plumage. It
Hit Points 15(3d8) also has powerful legs it uses to kick threats and to move with
Speed 40ft. great speed, and its spiked tail allows it to propel itself
forward and jump with tremendous force. Great Maccao has
STR DEX CON INT WIS CHA
powerful legs it uses to kick threats and to move with great
speed. It can stand on its tail and launch itself forward. Should
10 (+2) 15 (+3) 11 (+0) 3 (-4) 10 (+0) 6 (-2) its tail be damaged, it will be heavily restricted due to relying
on its tail for offense and movement. Unlike other Theropod
Senses Passive Perception 10 Bird Wyverns, Great Maccao exhibits little to no control over
Languages -- its pack. It would much rather run than stay and fight
Challenge 1/2 (100 XP) alongside the Maccao. However, it is known to work with its
pack to hunt large prey.
Pack Tactics. The Maccao has advantage on an Attack
roll against a creature if at least one of the Maccao's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.

Actions
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft.,
1 target. Hit: 5 (1d6 + 2) bludgeoning damage.

Great Maccao Pack Tactics. The Great Maccao has advantage on an


Attack roll against a creature if at least one of the Great
Large Beast (Bird Wyvern), Unaligned
Maccao's allies is within 5 ft. of the creature and the ally
isn't Incapacitated.
Armor Class 13
Tail Hop. The Great Maccao can use its bonus action to
Hit Points 49(7d10 + 7)
move up to its movement in feet by hoping on its tail.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Great Maccao makes two attacks: one
with its kick and one with its tail slam.
16 (+3) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2)
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1
Skills Perception +3 target. Hit: 10 (2d6 + 3) bludgeoning or slashing
Senses Passive Perception 13 damage.
Languages -- Tail Slam. Melee Weapon Attack: +5 to hit, teach 5ft., 1
Challenge 2 (450 XP) target. Hit: 7 (1d8+3) bludgeoning damage
Enrage When Great Maccao starts its turn with half its
maximum hit points (25) or less and has taken damage
since its last turn, it enters a rage for a number of
rounds equal to 1d4. While enraged, it gains immunity
to exhaustion, has a +1 bonus to attack rolls, and rolls
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds.

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At this stage of their lives, Jaggi are mostly pink, with purple
foreclaws, back-stripe, and head-frills, and with cream-colored
underbellies. Their tails are barbed along the length of the
appendage, and they sport sizable frills sprouting from behind
their jaws, possibly for making themselves look bigger to
other monsters. Though Jaggi and their kind display a higher
functioning level of cooperation than other Raptors, Jaggi are
often easily dealt with, even for novice Hunters. This is due, in
part, to their boisterous nature; Jaggi will often spend just as
much time vocalizing bark-like warnings against intruders as
they will attacking them. Jaggia are the females of the Jaggi
species. They are noticeably larger and bulkier than the
immature males, and are mostly a blue-purple in hue, the
exceptions being orange areas along their limbs and the sides
of their necks and cream-colored underbellies. Their tails,
unlike males of the species, have no barbs, and instead have a
soft feather-like hanging accent near their ends. Their frills,
located behind their jaws, are also more subdued than in Jaggia
other Jaggi variations, and hang limply. Great Jaggi's
distinctive feature is its frill and the lavender scales with the
crimson and tangerine overrides on the frills and the
abdomen part, but also the furs that grow on its neck and
along the back down to the middle tip of the tail. Great Jaggi's
muzzle are particularly thinner and much more wrinkly than
the other Bird Wyverns. While the tail has some barbs on
each sides, they are notably blunt and definable even used for
its tail whip attacks. Great Jaggi, along with the Great Baggi,
may attack other large monsters, indicating a highly
competitive and intelligent demeanor. It can also call its pack
of Jaggi to its aid at any time with a loud, resonating roar.
Being a larger and more powerful dominant male of Jaggi and
Jaggia, it is considered by hunters to be the boss of these
monsters.

Great Jaggi and its pack


Jaggi

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Jaggi Jaggia
Medium Beast (Bird Wyvern), Unaligned
Medium Beast (Bird Wyvern), Unaligned
Armor Class 12 (Natural Armour)
Armor Class 12 Hit Points 15(3d38 + 5)
Hit Points 10(2d8) Speed 30ft.
Speed 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 3 (-4) 10 (+0) 5 (-3)
11 (+0) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 4 (-3)
Senses Darkvision 30ft., Passive Perception 10
Senses Darkvision 30ft., Passive Perception 10 Languages --
Languages -- Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Pack Tactics. The Jaggia has advantage on an Attack
Pack Tactics. The Jaggi has advantage on an Attack roll against a creature if at least one of the Jaggia's
roll against a creature if at least one of the Jaggi's allies is within 5 ft. of the creature and the ally isn't
allies is within 5 ft. of the creature and the ally isn't Incapacitated.
Incapacitated.
Actions
Actions
Multiattack: The Jaggia makes two attacks with its
Multiattack: The Jaggi makes two attacks: one with its bite.
tail and one with its bite
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage and the
target. Hit 4 (1d4 + 2) piercing damage target must succeed on a DC 11 Strength saving
Tail. Melee Weapon Attack +4 to hit, reach 5ft., one throw or be knocked prone.
target. Hit: 5 (1d6 + 2) bludgeoning damage Bite Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 4 (1d4 + 2)

Great Jaggi Pack Tactics. The Great Jaggi has advantage on an Attack
roll against a creature if at least one of the Great Jaggi's
Large Beast (Bird Wyvern), Unaligned
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.
Armor Class 12
Hit Points 64(8d10 + 16) Actions
Speed 40ft. Multiattack. The Great Jaggi makes two attacks, one with
its bite and one with its tail.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 4 (-3) target. Hit 10 (2d6 + 3) piercing damage
Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one
Skills Perception +3 target. Hit 8 (1d10 + 3) bludgeoning damage and the
Senses Darkvision 60ft., Passive Perception 13 target must succeed on a DC 13 Strength saving throw
Languages -- or be knocked prone.
Challenge 2 (450 XP) Pack Call (Recharge 5-6). The Great Jaggi calls one Jaggi
and one Jaggia to its aid. They arrive in 1d4 rounds. Roll
Enrage When Great Jaggi starts its turn with half its initiative for them as a group. If this is used while Jaggi
maximum hit points (32) or less and has taken damage or Jaggia are present, it instead allows all Jaggi and Jaggia
since its last turn, it enters a rage for a number of to move towards the Great Jaggi. This movement does
rounds equal to 1d4. While enraged, it gains immunity not provoke opportunity attacks.
to exhaustion, has a +1 bonus to attack rolls, and rolls
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds.

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Wroggi are similar in body structure to Jaggi and Baggi, and
are covered in a slick, water-resistant hide of an orange
Wroggi colouration. They have a pair of poison sacs on either side of
their heads. Wroggi have poison sacs that they use to weaken
Medium Bird Wyvern, Unaligned enemies. Their movements and body structure are similar to
that of Jaggia. Wroggi are poisonous, but are not as strong or
Armor Class 12 as resistant to poison as their leader.The Great Wroggi has a
Hit Points 15 (3d8) slick salamander-like skin similar to the Iodrome, and, like its
Speed 30ft. close relatives the Great Jaggi and Great Baggi, Great Wroggi
are usually accompanied by a group of their smaller kin - in
STR DEX CON INT WIS CHA
this case, Wroggi. The most prominent feature of a Great
Wroggi is its delicate, translucent sac-like organ around the
10 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 5 (-3) neck. Because of its translucence, poison can be seen in the
sac before it spews out as a toxic mist.
Damage Resistances Poison
Senses Darkvision 30ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)

Pack Tactics. The Wroggi has advantage on an Attack


roll against a creature if at least one of the Wroggi's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) piercing damage and 1
poison damage.
Poison Spit Ranged Weapon Attack: +4 to hit, range
20/60 ft., 1 target. Hit: 3 (1d6) Poison damage.

Great Wroggi Actions


Large Bird Wyvern, Unaligned Multiattack. The Great Wroggi makes two attacks: one
with its bite and one with its tail.
Armor Class 12
Hit Points 64 (8d10 + 16) Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Speed 40ft. target. Hit 10 (2d6 + 3) piercing damage and 2 (1d4)
poison damage
Tail. Melee Weapon Attack +5 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit 7 (1d8 + 3) bludgeoning damage and the
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 5 (-3) target must succeed on a DC 13 strength saving throw
or be knocked prone.
Skills Perception +3 Poison Gas (Recharge 5-6). The Great Wroggi exhales a
Damage Resistances Poison 15ft. cone of poisonous gas. Any creature in the area,
Senses Darkvision 60ft., Passive Perception 13 must succeed on a DC 13 Constitution saving throw or
Languages -- take 10 (3d6) poison damage and be poisoned for 1
Challenge 2 (450 XP) minute. On a success creatures take half damage and
aren't poisoned. While poisoned in this way, creatures
Enrage When Great Wroggi starts its turn with half its take 2 (1d4) poison damage at the start of each of their
maximum hit points (32) or less and has taken damage turns. A target can repeat the saving throw at the end of
since its last turn, it enters a rage for a number of their turn to end the condition.
rounds equal to 1d4. While enraged, it gains immunity Pack Call (Recharge 5-6). The Great Wroggi calls two
to exhaustion, has a +1 bonus to attack rolls, and rolls Wroggi to its aid. They arrive in 1d4 rounds. Roll
an extra damage die on melee attacks. When the rage initiative for them as a group. If this is used while
ends, it gains 3 levels of exhaustion. Subsequent rages Wroggi are present, it instead allows all Wroggi to move
do not increase its exhaustion level over 3. It cannot re- towards the Great Wroggi. This movement does not
enter rage for 2d4 rounds. provoke opportunity attacks.
Pack Tactics. The Great Wroggi has advantage on an
Attack roll against a creature if at least one of the its
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.

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Baggi have the ability to put other creatures to sleep by using
its special liquid spit, that only lasts a few seconds. Baggi have
Baggi the same attacks as the creatures they resemble, the Jaggi, but
attack more without delay. They will spend much less time
Medium Beast (Bird Wyvern), Unaligned hissing and will rush at hunters without warning. Unlike Jaggi,
however, they can be either male or female. Great Baggi are
Armor Class 13 matured male Baggi that have taken over a pack of their own.
Hit Points 15(3d8 + 3) Great Baggi is also slightly larger than the Great Jaggi.It has
Speed 30ft. developed its own unique ability; it can spit a tranquilizing
liquid that inflicts sleep on its prey or hunters. It also has
STR DEX CON INT WIS CHA
developed the ability to command Baggi to surround prey or
hunters and spit tranquilizing liquid at them with a roar.
11 (+0) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 5 (-3)

Damage Resistances Cold


Senses Darkvision 30ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)

Pack Tactics. The Baggi has advantage on an Attack


roll against a creature if at least one of the Baggi's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 6 (1d6 + 3) piercing damage
Tranquilizing Spit. Ranged Weapon Attack: +5 to hit,
range 30/60ft., one target. Hit The target must make
a DC 11 Constitution saving throw or fall
unconscious until the start of the Baggi's next turn,
until it takes damage or until another creature takes
an action to shake it awake.

Great Baggi Pack Tactics. The Great Baggi has advantage on an


Attack roll against a creature if at least one of the Great
Large Beast (Bird Wyvern), Unaligned
Baggi's allies is within 5 ft. of the creature and the ally
isn't Incapacitated.
Armor Class 13
Ice Walk. Difficult terrain composed of ice or snow
Hit Points 63(9d10 + 9)
doesn't cost the Great Baggi extra movement.
Speed 40ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The Great Baggi makes two melee attacks:
one with its tail and one with its bite.
16 (+3) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 5 (-3)
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
Skills Perception +3 target. Hit 10 (2d6 + 3) piercing damage.
Damage Resistances Cold Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one
Senses Darkvision 60ft., Passive Perception 13 target. Hit 7 (1d8 + 3) bludgeoning damage.
Languages --
Challenge 2 (450 XP) Tranquilizing Spit. Melee Weapon Attack: +4 to hit, range
30/60ft., one target. Hit The target must succeed on a
Enrage When Great Baggi starts its turn with half its DC 13 Constitution saving throw or fall unconscious for
maximum hit points (31) or less and has taken damage 1 minute, until it takes damage or until another creature
since its last turn, it enters a rage for a number of takes an action to shake it awake.
rounds equal to 1d4. While enraged, it gains immunity Pack Call (Recharge 5-6). The Great Baggi calls two Baggi
to exhaustion, has a +1 bonus to attack rolls, and rolls to its aid. They arrive in 1d4 rounds. Roll initiative for
an extra damage die on melee attacks. When the rage them as a group. If this is used while Baggi are present,
ends, it gains 3 levels of exhaustion. Subsequent rages it instead allows all Baggi to move towards the Great
do not increase its exhaustion level over 3. It cannot re- Baggi. This movement does not provoke opportunity
enter rage for 2d4 rounds. attacks.

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Flying Bird Wyverns


Yian Kut-Ku Sensitive Hearing. If the Yian Kut-Ku takes thunder
damage or hears a very loud noise and is not deafened,
Large Beast (Bird Wyvern), Unaligned
it takes double damage and it must make a constitution
saving throw with a DC equal to half the damage dealt
Armor Class 14 (Natural Armour) or 10, whichever is higher. On a failure, it is stunned
Hit Points 96(12d10 + 24) until the start of its next turn and is deafened for 3
Speed 40ft., Fly 45 ft. rounds. After the stun ends the Kut-Ku immediately
enrages. While enraged it loses this trait.
STR DEX CON INT WIS CHA Actions
16 (+3) 16 (+3) 15 (+2) 2 (-4) 14 (+2) 5 (-3) Multiattack. The Yian Kut-Ku makes 2 melee attacks with
its peck or fires two fireballs.
Skills Perception +4 Peck. Melee Weapon Attack: +5 to hit, reach 5ft., one
Damage Resistances Fire target. Hit 12 (2d8 + 3)
Senses Passive Perception 14
Languages -- Fireball. Range 40 ft. The Yian Kut-Ku launches a small
Challenge 3 (700 XP) fireball at an area it can see within range. The fireball
explodes in a 5 ft radius sphere on impact. Any creature
Enrage When Yian Kut-Ku starts its turn with half its within the radius must make a DC 13 dexterity saving
maximum hit points (48) or less and has taken damage throw or take 11 (2d10) fire damage. On a successful
since its last turn, it enters a rage for a number of save the targets take half damage.
rounds equal to 1d6. While enraged, it gains immunity Clumsy Charge (Recharge 4-6). The Yian Kut-Ku uses its
to exhaustion, has a +1 bonus to attack rolls, and rolls move action and its action to move 40 ft. without
an extra damage die on melee attacks. When the rage provoking opportunity attacks. The first time the Kut-Ku
ends, it gains 3 levels of exhaustion. Subsequent rages moves through any creature's space, that creature must
do not increase its exhaustion level over 3. It cannot re- make a DC 14 dexterity saving throw, taking 19 (3d10 +
enter rage for 2d4 rounds. 3) bludgeoning damage and being knocked prone on a
failed save. On a success creatures only take half
Keen Hearing. The Yian Kut-Ku has advantage on
damage and aren't knocked prone. The Kut-Ku falls
Wisdom (Perception) checks that rely on hearing.
prone at the end of the 40 ft.

The Yian Kut-Ku is characterized by its large, fan-like ears


that unfurl when excited. They have a large, yellow beak with a
pink stripe running down its length. The lower jaw of its beak
is significantly bigger than the top jaw. Yian Kut-Ku's body is
covered in orange-pink plating and beige scales. Its wing
membranes are deep blue and its eyes are bright yellow.
These wyverns are small and relatively light, making them
quick and agile. They have an extremely powerful sense of
hearing, thanks to their large ears. The Yian Kut-Ku is capable
of moving at high speeds thanks to its light weight and small
stature. It is also able to produce flaming projectiles coming
from its flame sac, which can be shot from the mouth at
attackers. A somewhat temperamental, skittish, and
inquisitive wyvern. Yian Kut-Ku have a tendency to want to
appear bigger than they really are by spreading their wings,
flaring out their ears, and squawking loudly. They are
generally insectivores, preying on Konchu and other
Neopterons as a main part of their diet. They usually reside in
forests, hills and grasslands.

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Gypceros Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., 1


target. Hit: 12 (2d8 + 3) bludgeoning damage and the
Large Beast (Bird Wyvern), Unaligned
target must make a DC 12 dexterity saving throw or the
Gypceros steals one edible item the player is carrying at
Armor Class 14 (Natural Armour) random.
Hit Points 108(12d10 + 36)
Speed 30ft., Fly 45ft. Elastic Tail. Melee Weapon Attack: +5 to hit. reach 10 ft,
1 target. Hit: 13 (3d6 + 3) bludgeoning damage
Poison Glob. Range 40 ft., The Gypceros launches a glob
STR DEX CON INT WIS CHA of poison at an area within range. The poison covers a 5
16 (+3) 12 (+1) 16 (+3) 5 (-3) 10 (+0) 2 (-4) ft radius circle on the ground. All creatures in the area
must make a DC 13 Constitution saving throw or take
11 (2d10 ) poison damage and become poisoned for 1
Damage Vulnerabilities Fire minute. On a success a target takes only half damage
Damage Resistances Lightning and is not poisoned. While poisoned in this way a
Damage Immunities Poison creature takes 7 (3d4) poison damage at the start of
Condition Immunities poisoned, blinded each of its turns. It can repeat the saving throw at the
Senses Passive Perception 10 end of its turn.
Languages --
Challenge 3 (700 XP) Flashbang (Recharge 5-6). The Gypceros hits its crest
against the ridge on its beak and a bright flash emits
Enrage When Gypceros starts its turn with half its from the Gypceros' head. All creatures within 30 ft of
maximum hit points (54) or less and has taken damage the Gypceros must make a DC 13 Constitution saving
since its last turn, it enters a rage for a number of throw or be blinded until the end of the Gypceros' next
rounds equal to 1d6. While enraged, it gains immunity turn.
to exhaustion, has a +1 bonus to attack rolls, and rolls Reactions
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages Feign Death. When the Gypceros reaches 20 percent
do not increase its exhaustion level over 3. It cannot re- health (12) it can feign death, as though it had cast the
enter rage for 2d4 rounds. spell Feign Death on itself. The Gypceros will either wait
for the creatures to leave before moving, or, as an
Rubbery Hide. Due to the rubbery nature of the Action it will flail its body around in an attempt to defeat
Gypceros' hide lightning based spells have disadvantage any remaining creatures. Any creature within 5 ft must
to hit it and the Gypceros has advantage on saving succeed on a DC 13 Dexterity saving throw or take 26
throws against lightning damage. (4d12) bludgeoning damage, be thrown 10 feet away
and knocked prone. On a success creatures take half
Actions damage, remain where they are and not be knocked
Multiattack. The Gypceros makes a combination of 2 prone.
melee attacks or poison glob attacks.

Gypceros is among the largest and heaviest known Bird


Wyverns. Its most notable features are the lamp-like crest on
top of its head and a rubbery, shock-resistant hide. It has a
long pink tail with a bulbous tip, and is a uniform blue-grey
across most of its body. It possesses a poison sac which
allows it to produce toxic fluids for use against attackers.
Gypceros can use its luminous crest to produce dizzying
flashes and temporarily disorient foes. Its elastic tail can
extend and be used as a whip, and it can spit large globules of
poison to intoxicate attackers. Due to its shock-resistant hide
and flashing crest, it is immune to both shock traps and flash
bombs. Gypceros is a naturally timid wyvern. However, it is
rather intelligent and crafty, as evidenced by its willingness to
feign death in order to draw a foe in for a surprise attack.
Gypceros is usually found in swamps and marshlands,
although it can occasionally be seen in jungles and open
grasslands

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Qurupeco Call Monster (Recharge: When the called monster flees or


dies). The Qurupeco uses its action to call another
Lagre Beast (Bird Wyvern), unaligned
monster. The monster/monsters appear within 1d4
turns. Roll a d8. On a 1, three appropriate monsters of
Armor Class 13 CR 1/2 appear. On a 2 an appropriate monster of CR 1
Hit Points 147(21d10 + 21) appears. On a 3-4 an appropriate monster of CR 3
Speed 30ft., fly 40ft. appears. On a 5-6 an appropriate monster of CR 6
appears. On a 7 any monster of a CR higher than the
Qurupeco appears. The DM chooses this monster or
STR DEX CON INT WIS CHA chooses randomly. On an 8 a Deviljho appears. Any
13 (+1) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 8 (-1) monster summoned by the Qurupeco is charmed for 1
hour or until the Qurupeco loses concentration like a
spell. This charm ignores immunity to the condition. If
Saving Throws Charisma +2, Intelligence +1 the Qurupeco loses concentration the monster
Skills Perception +5 immediately turns hostile towards it, either fleeing or
Damage Resistances Fire attacking it, DM's choice. The Qurupeco can also
Condition Immunities charmed attempt to charm a hostile monster using this action.
Senses Passive Perception 15 The monster must make a DC 15 Wisdom saving throw
Languages -- or be charmed for 1 hour. This ability cannot call nor
Challenge 6 (2,300 XP) affect Elder Dragons.

Enrage When Qurupeco starts its turn with half its Buffing Song (Recharge 4-6). The Qurupeco sings a song.
maximum hit points (74) or less and has taken damage All allied creatures that can hear the Qurupeco either
since its last turn, it enters a rage for a number of get a +2 to attack and damage rolls, a +2 to AC or regain
rounds equal to 1d6. While enraged, it gains immunity (3d6 + the creatures CR/level) hit points, Qurupeco
to exhaustion, has a +1 bonus to attack rolls, and rolls chooses. All monsters gain the same benefit. Effects last
an extra damage die on melee attacks. When the rage for 1 minute but do not stack (except healing).
ends, it gains 3 levels of exhaustion. Subsequent rages Enfeebling Song (Recharge 6). The Qurupeco sings a
do not increase its exhaustion level over 3. It cannot re- song. All hostile creatures that can hear the Qurupeco
enter rage for 2d4 rounds. must make a DC 15 Charisma saving throw or either
take a -2 penalty to attack and damage rolls, a -2 penalty
Actions to AC or have their speed reduced to 0 and be unable to
take reactions. Qurupeco chooses the effect. All
Multiattack. The Qurupeco makes two peck attacks.
creatures suffer the same effect. On a success a
Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 creature is unaffected. Effects last for 1 round.
target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reaction
Flint Clash. Melee Weapon Attack: The Queropeco bangs
the flints on its wings together to create an explosion. Backline Fighter When a creature moves within 5ft. of
All creatures within 5ft of the Queropeco must make a the Qurupeco it can use its reaction to move its full
DC 15 dexterity saving throw or take 9 (2d8) fire movement away from the creature without provoking
damage and are set on fire for 1 minute. While on fire a attacks of oppurtunity.
creature takes 4 (1d8) fire damage at the start of each
of its turns. A creature can take an action to douse the
fire on itself or another creature.

The Qurupeco resembles a large bird with Pterosaur-like also partially webbed. It uses its masterful vocal mimicry
features, such as a fanged beak and leathery wings. It is abilities to summon aid from various monsters, as well as
mainly green colored with some scales being tinted yellow, it healing them and boosting their abilities. The Qurupeco's soft
also has a clump of iridescent purple feathers on its back crest and throat sac make it a very delicate monster.
between its shoulders. The Qurupeco has a short, stubby
brown crest extending from the back of its head. The
Qurupeco's soft crest stretches over the top of its head and
when calling opens out into the shape of a megaphone,
amplifying its calls. Its most notable feature however is its
bright red vocal sac which inflates when calling.The Qurupeco
also has a pair of thick, bulky growths on its wings which
produce sparks when struck against each other, much like
flints. It uses these to ignite its mucus, causing fiery
explosions. Its tail is shaped like a fan and can unfold
revealing brightly colored skin, most likely as a warning for
any would-be attacker.The Qurupeco's feet seem to have only 3
frontal digits on each foot. It may also have a back digit, but its
stubby appearance makes it looks more like a heel. Its feet are

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Malfestio Keen Eyesight. The Malfestio has Advantage on Wisdom


(Perception) checks that rely on sight.
Large Beast (Bird Wyvern), unaligned
Insomniac. The Malfestio is immune to being knocked
Armor Class 14 unconscious through any means other than physical
Hit Points 70(10d10 + 10) damage.
Speed 20ft., fly 50ft. Alert. The Malfestio is cannot be surprised by any
creature that is not invisible. The Malfestio loses this
trait when blinded.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 13 (+1) 5 (-3) 14 (+2) 5 (-3)
Actions
Multiattack. The Malfestio makes two attacks with its
Skills Perception +6, Stealth +6 wingblades
Senses Darkvision 120ft., Passive Perception 16 Wingblade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Languages -- 1 target. Hit: 9 (1d8 + 4) slashing damage.
Challenge 2 (450 XP)
Hypnotic Hoot (Recharge 4-6). The Malfestio sends a
Enrage When Malfestio starts its turn with half its wave of sound out in a 5 ft wide, 60 ft long line. All
maximum hit points (35) or less and has taken damage creatures in the line must make a DC 13 Constitution
since its last turn, it enters a rage for a number of saving throw or be knocked unconscious for 1 minute.
rounds equal to 1d4. While enraged, it gains immunity The creature wakes up if it takes any damage or if
to exhaustion, has a +1 bonus to attack rolls, and rolls another creature takes an action to shake it awake.
an extra damage die on melee attacks. When the rage Confusing Dust (recharge 5-6) The Malfestio creates a 5
ends, it gains 3 levels of exhaustion. Subsequent rages foot radius sphere of dust and pushes it forward in a 30
do not increase its exhaustion level over 3. It cannot re- ft line. Any creature hit by the cloud must make a DC 12
enter rage for 2d4 rounds. Constitution saving throw or become confused for 1
round as though affected by the confusion spell.

Malfestio superficially resembles an owl. Its body is covered in


blue plumage with a grayish belly, a yellow collar, and a white
face with a small beak and red eyes. On its head are long tufts
that point back and are tipped with yellow. There are hints of
yellow on its legs that end in scaly feet that have two talons
and one small vestigial toe. Its wings have bright blue
membranes. Along its wings are long blade-like claws. Its
flattened tail ends in a three-pointed shape. From its feathers
Malfestio can produce yellow scales that disoriente prey and
put them in a confused state. It can produce an ultrasound
beam that can easily put prey to sleep. The claws along its
wings are usually hidden but are revealed once the Bird
Wyvern becomes enraged. Malfestio is a nocturnal predator
that uses its talons and wing claws to attack prey. Like
Nargacuga, it sleeps in trees to avoid terrestrial predators. It
is known to inhabit forests primarily.

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Yian Garuga Cunning Intellect. The Yian Garuga has advantage on


Intelligence (Investigation) checks to notice traps.
Large Beast (Bird Wyvern), Unaligned
Actions
Armor Class 14 Multiattack. The Yian Garuga makes 3 attacks. Any
Hit Points 168(21d10 + 42) number of these can be with its fireball or peck.
Speed 30ft., fly 60ft.
Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., 1
target. Hit: 13 (2d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Fireball. Ranged Weapon Attack: +7 to hit, range 50/100
14 (+2) 19 (+4) 15 (+2) 8 (-1) 16 (+3) 7 (-2) ft., 1 target. Hit: 11 (3d8) fire damage
Tail Flip (Recharge 5-6). The Yian Garuga does a back flip,
Saving Throws INT +2 hitting enemies in front of it and behind it with its tail.
Skills Investigation +5, Perception +6, Stealth +7 All targets 5ft behind and in front of the Yian Garuga
Senses Passive Perception 16 must make a DC 15 Dexterity saving throw or take 13
Languages -- (2d8+4) bludgeoning damage and 5 (1d10) poison
Challenge 6 (2,300 XP) damage and be poisoned for 1 minute. While poisoned
in this way the creature takes 5 (1d10) poison damage
Keen Hearing. The Yian Garuga has advantage on at the start of each of its turns. On a success creatures
Wisdom (Perception) checks that rely on hearing. take half damage and are not poisoned. Creatures can
make a DC 15 Constitution saving throw to end the
Enrage. When Yian Garuga starts its turn with half its poisoned effect at the end of their turn.
maximum hit points (84) or less and has taken damage
since its last turn, it enters a rage for a number of Roar (Recharge 5-6). The Yian Garuga can roar as a bonus
rounds equal to 1d6. While enraged, it gains immunity action. Any creature within 10 ft of the Yian Garuga and
to exhaustion, has a +1 bonus to attack rolls, rolls an not deafened when it roars must make a DC 15
extra damage die on melee attacks and its movement is Constitution saving throw or be deafened and stunned
increased by 10 ft. When the rage ends, it gains 3 levels for 1 round. The stun also ends upon taking damage. On
of exhaustion. Subsequent rages do not increase its a success the creature is unaffected.
exhaustion level over 3. It cannot re-enter rage for 2d4
rounds. Also when the Yian Garuga first reaches half its Reactions
maximum hit points it can immediately use the roar Defensive Screech. When a creature makes a melee
action, even if it hasn't recharged, as a reaction. attack against the Yian Garuga it can use its roar as a
reaction if it's available.

Yian Garuga has a striking purple coloration, large defensive


spikes and an extremely tough shell. Its beak is sharp and
jagged, and it possesses a silver mane around the edge of its
face. Yian Garuga possesses a poisonous tail club and can
produce ear-splitting roars to stop foes in their tracks. It is
quite crafty and will avoid pitfall traps. In addition, it is
unaffected by sonic bombs. Highly aggressive for a Bird
Wyvern, Yian Garuga is known to behave similar to a Rathian,
as well as sharing a very similar set of attacks. It primarily
lives in jungles and forests, and sometimes visits swamps.

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Brute Wyverns
This class is considered to be Wyverns that are adapted to
complete life on land, even sometimes being called Theropods
from greatly resembling some predatory dinosaurs. These
monsters are typically large, bipedal theropods, that are prone
to living in areas abundant in food sources. Brute Wyverns
exhibit a wide variety of dietary habits; some are strictly
herbivorous or carnivorous, while others subsist on insects or
even minerals. These monsters often use their heavy,
muscular bodies to charge blindly through an environment to
damage attackers or prey, and include many defensive
adaptations, including tail clubs, horns, and even hammer-like
chins and fists.Brute Wyverns can be found in almost any type
of environment.

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Barroth Mud Roll. The Barroth rolls around in the mud as a bonus
action. This covers its body in mud, increasing its AC by
Large Beast (Brute Wyvern), Unaligned
1.

Armor Class 14 (Natural Armour) Actions


Hit Points 144(16d10 + 48) Multiattack. The Barroth makes two head slam attacks.
Speed 30ft., burrow 10ft.
Head Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
1 target. Hit: 12 (2d6 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA
Mud Throw (Recharge when Barroth rolls in Mud). The
20 (+5) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 4 (-3) Barroth shakes itself, flinging all the mud on its back off.
All creatures within 10 ft of the Barroth must make a DC
Saving Throws STR +8 15 Dexterity saving throw or take 10 (3d6) bludgeoning
Senses Tremorsense 10ft., passive Perception 11 damage and have their speed reduced to 0 until the end
Languages - of their next turn. On a success creatures take half
Challenge 5 (1,800 XP) damage and don't have their speed reduced. This rids
the Barroth of the mud on its body.
Enrage When Barroth starts its turn with half its Head Plow. The Barroth plants its head in the ground
maximum hit points (72) or less and has taken damage moves its full movement directly forward. Any creature
since its last turn, it enters a rage for a number of that the Barroth moves through the space of must make
rounds equal to 1d6. While enraged, it gains immunity a DC 15 Dexterity saving throw or take 12 (2d6+5)
to exhaustion, has a +1 bonus to attack rolls, and rolls bludgeoning damage and be knocked prone. At the end
an extra damage die on melee attacks. When the rage of this movement the Barroth can make a Head Slam
ends, it gains 3 levels of exhaustion. Subsequent rages attack against a creature in range. On a hit the creature
do not increase its exhaustion level over 3. It cannot re- takes an extra 7 (2d6) bludgeoning damage and is
enter rage for 2d4 rounds. knocked prone.

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Uragaan Rolling Charge (Recharge 5-6). The Uragaan rolls into a


ball and moves up to 60 ft. The first time the Uragaan
Huge Beast (Brute Wyvern), Unaligned
moves through a creature's space, the creature must
make a DC 16 Dexterity saving throw or take 22 (3d10
Armor Class 17 (Natural Armour) + 6) bludgeoning damage and be knocked prone. On a
Hit Points 240(20d12 + 100) success a target takes half damage and is not knocked
Speed 30ft., burrow 20ft. prone. At the end of the movement the Uragaan can
make a Chin Slam against a target within range.
STR DEX CON INT WIS CHA Tail Swipe (Recharge 5-6). The Uragaan swipes its tail
along the ground, dislodging molten rock from its body.
22 (+6) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3) Any creature within 5 ft of the Uragaan must make a DC
14 Dexterity saving throw or take 7 (2d6) bludgeoning
Saving Throws STR +10, CON +9 damage. 3 blast stones appear within 30 ft of the
Damage Resistances Fire; Bludgeoning, Piercing and Uragaan in spaces it chooses. The stones are size
Slashing from Nonmagical Attacks medium, have AC 12 and 30 hp and are made from
Senses Tremorsense 10ft., passive Perception 11 stone and have immunity to fire. When destroyed or
Languages -- when the Uragaan makes its chin slam attack, the stones
Challenge 14 (11,500 XP) detonate. Any creature within 10 ft of the stone must
make a DC 16 Dexterity saving throw or take 28 (8d6)
Enrage When Uragaan starts its turn with half its fire damage. On a success creatures take half damage.
maximum hit points (120) or less and has taken damage Emit Gas (Recharge 5-6). The Uragaan emits a
since its last turn, it enters a rage for a number of tranquillizing gas from its body. All creatures within 5ft
rounds equal to 1d8. While enraged, it gains immunity of the Uragaan must succeed on a DC 16 Constitution
to exhaustion, has a +2 bonus to attack rolls, and rolls saving throw or be knocked unconscious for 1 minute
an extra damage die on melee attacks. When the rage ,until they take damage or until another creature takes
ends, it gains 3 levels of exhaustion. Subsequent rages an action to shake them awake. When enraged this gas
do not increase its exhaustion level over 3. It cannot re- instead requires a DC 16 Dexterity saving throw, deals
enter rage for 2d4 rounds. 22 (4d10) fire damage and lights targets on fire on a
failed save. Targets take half damage and are not ignited
Roll. The Uragaan can curl into a ball to double its on a success. Targets that are on fire take 5 (1d10) fire
movement speed as a bonus action until the start of its damage at the start of their turn. A creature can take an
next turn. The Uragaan also has an AC of 20 against and action to douse the fire on itself or another creature.
can only take the Roll Charge action.
Actions Legendary Action
Move The Uragaan can use Roll and then move up to
Multiattack. The Uragaan makes two chin slam attacks. double its movement speed.
Chin Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., Crush (Costs 2 Actions) The Uragaan makes a Chin Slam
1 target. Hit: 19 (2d12 + 6) bludgeoning damage and attack.
the target must succeed on a DC 14 Strength saving
throw or be knocked prone. Any blast stones within 30 Minefield (Costs 2 Actions) The Uragaan uses the Tail
ft. of the Uragaan when it makes this attack detonate. Swipe action if available.

Uragaan is covered in a lustrous gold-colored hide. Its back is Barrel Bombs. Uragaan is found primarily in the Volcano
lined with hard crystals and its chin is plated with a rock-like region. It is completely at ease in the rocks and lava that
shell, suggesting the Uragaan has evolved a tough exterior due makes up its home.
to life in volcanic regions. Its underbelly is covered in a sticky,
tar-like substance which it uses to affix explosive rocks to
itself. Uragaan's signature ability is to roll its body into a wheel
to increase its speed and agility. It will do this often in an
attempt to crush the hunter. Uragaan may conduct either a
short roll, or a longer one where it may roll in a figure eight for
another stab at the hunter. It can also produce sleep gas or,
when enraged, emit flames, much like Gravios. This will put
Hunters to sleep or light them on fire. The gases effect
depends on the color: ghost-blue or red-orange respectively.
Uragaan will use its large jaw to attack, primarily by slamming
it into the ground. It may also attack with a wide tail sweep,
which flings explosive rocks into the area. If this has been
done, the next time Uragaan uses a heavy jaw smash, all
explosive rocks in the area will explode in a manner similar to

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Duramboros Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., 1


target. Hit: 23 (2d12 + 10) bludgeoning damage.
Huge Beast (Brute Wyvern), unaligned
Tail Club. Melee Weapon Attack: +10 to hit, reach 15 ft.,
Armor Class 17 (Natural Armour) 1 target. Hit: 36 (4d12 + 10) bludgeoning damage and
Hit Points 288(18d12 + 162) the target must succeed on a DC 18 Strength saving
Speed 30ft. throw or be knocked prone.
Tail Spin (Recharge 6). The Duramboros spins its tail
itself around for an entire round. Any creature within 15
STR DEX CON INT WIS CHA ft. of the Duramboros must make a DC 17 Dexterity
30 (+10) 8 (-1) 28 (+9) 2 (-4) 10 (+0) 5 (-3) saving throw or take 36 (4d12 + 10) bludgeoning
damage and be knocked 15 ft away and prone. On a
success targets take half damage and are only knocked
Saving Throws STR +15, CON +14 away. Any creature that comes within 10 ft of the
Damage Resistances Bludgeoning, Piercing and Slashing Duramboros on their turn while it spins must make the
from Nonmagical attacks. saving throw. On its next turn it launches itself up to 30
Senses passive Perception 10 ft in any direction. Any creature within 5ft of the
Languages -- Duramboros when it lands must succeed on a DC 17
Challenge 16 (15,000 XP) Dexterity saving throw or take 39 (5d12 + 10)
bludgeoning damage and be knocked prone. Any
Charge. If the Duramboros moves at least 20ft. straight creature in the Duramboros' space when it lands is also
forward and hits a creature with a horn attack the pushed to within 5ft of the Duramboros (their choice).
creature takes an extra 6 (1d12) damage and must On a success creatures take half damage and are not
succeed on a DC 18 Strength saving throw or be knocked prone. The Duramboros then falls prone and its
knocked prone. turn immediately ends. It cannot do this while
exhausted.
Enrage When Duramboros starts its turn with half its
maximum hit points (144) or less and has taken damage Legendary Action
since its last turn, it enters a rage for a number of
rounds equal to 1d8. While enraged, it gains immunity Can take 3 Legendary Actions, choosing from the
to exhaustion, has a +2 bonus to attack rolls, and rolls options below. Only one legendary action can be used at
an extra damage die on melee attacks. When the rage a time, and only at the end of another creature's turn.
ends, it gains 3 levels of exhaustion. Subsequent rages Spent legendary actions are regained at the start of each
do not increase its exhaustion level over 3. It cannot re- turn.
enter rage for 2d4 rounds. Detect The Duramboros makes a Wisdom (Perception)
Actions check

Multiattack. The Duramboros makes two melee attacks: Launch (Costs 2 Actions) If the Duramboros is spinning
One with its horns and one with its tail club. it can launch itself as detailed in the Tail Spin action.
Tail Smash (Costs 2 Actions) The Duramboros makes a
Tail Club attack.

Duramboros is a bulky, heavyset, bovine monster with stocky,


muscular legs and a thick upper body. It features a very thick
outer hide that is riddled with heavy folds, with a row of
armored plates running along its back and tail. Duramboros'
most distinctive features include its massive tail club, twin
brow horns, and a pair of energy-rich dorsal humps.
Duramboros' slow lifestyle often results in a layer of moss and
algae growing upon its hide, most noticeably along the back.
Duramboros is a herbivore, subsisting primarily on fallen tree
trunks. Using its ram-like pair of horns, as well its hammer-
like tail club, it is known to push or knock down weak or dead
trees in order to comfortably feed on them. Though generally
docile, Duramboros has a capacity for aggression if provoked.
It is known to use its tail club, horns, and overall mass to
attack foes. One of its most unique tendencies is to twirl in
place, using its tail club as a counter-balance to build up
momentum, allowing it to hurl itself at an attacker and crush
them with its body. Due to its diet, Duramboros is most
commonly encountered in highly forested areas.

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Glavenus Tail Slam. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 21 (2d12 + 8) bludgeoning damage and
Huge Beast (Brute Wyvern), Unaligned
6 (1d12) slashing damage.

Armor Class 16 (Natural Armour) Lava Glob. Ranged Weapon Attack: Range 60ft. The
Hit Points 294(21d12 + 147) Glavenus spits a glob of lava at a point within range. On
Speed 40ft. impact the lava covers a 5ft radius area for 1 round. Any
creature in the area on impact must succeed on a DC
16 dexterity saving throw or take 22 (4d10) fire
STR DEX CON INT WIS CHA damage. On a success creatures take half damage. Any
creature that starts its turn in the lava or the first time a
28 (+9) 14 (+2) 24 (+7) 5 (-3) 14 (+2) 7 (-2) creature enters the lava on its turn takes 11 (2d10) fire
damage.
Saving Throws STR +14, CON +12, INT +2 Tail Spin (Recharge 5-6). The Glavenus drags its tail
Damage Resistances Fire through its mouth, changing the state of its tail in the
Senses passive Perception 12 process. It then moves directly forward 30 ft, slicing its
Languages -- tail through the air as it does so. If the Glavenus moves
Challenge 19 (22,000 XP) through the space of another creature, that creature
must make a DC 18 dexterity saving throw or take 52
Aversion to Acid If the Glavenus takes Acid damage, it (8d12) slashing damage and be knocked 10 feet
has disadvantage on attack rolls and ability checks until backwards and knocked prone. If its tail is heated, half of
the end of its next turn. this damage becomes fire. On a successful save a
creature takes half damage and is knocked prone.
Enrage When Glavenus starts its turn with half its
maximum hit points (147) or less and has taken damage Reactions
since its last turn, it enters a rage for a number of
rounds equal to 1d8. While enraged, it gains immunity Tail Shield The Glavenus adds 5 to its AC against one
to exhaustion, has a +2 bonus to attack rolls, and rolls attack roll that would hit it. To do so, the Glavenus must
an extra damage die on melee attacks. When the rage see the attacker.
ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
Legendary Actions
enter rage for 2d4 rounds. Can take 3 Legendary Actions, choosing from the
options below. Only one legendary action can be used at
Metal Tail. The Glavenus' tail is made of metal, as are 4 a time, and only at the end of another creature's turn.
of the teeth at the front of its mouth. When the Spent legendary actions are regained at the start of each
Glavenus uses the Sharpen or Tail Spin actions, its tail turn.
changes state. While cooled, the tail gives the Glavenus
+4 AC. While heated, the Glavenus loses the AC bonus Detect The Glavenus makes a Wisdom (Perception)
but its tail slam and tail spin attacks deal an extra 13 check.
(2d12) fire damage. If the tail is heated, it cools after 2
turns. Sharpen. The Glavenus Sharpens its tail on the ground.
This changes the state of its tail from Heated to Cooled
Actions or from Cooled to Heated.
Multiattack. The Glavenus makes three attacks: two with Chomp The Glavenus makes a Bite attack.
its tail slam and one with its bite. A lava glob can replace Slice (Costs 2 Actions) The Glavenus makes a Tail Slam
any number of these attacks. attack.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 19 (2d10 + 8) piercing damage.

Glavenus is a large Brute Wyvern with dark red scales relentless and aggressive predators. Glavenus oftens drags its
covering its body. Two rows of blue, bony plates run along its tail across the ground and roars at the foe. This shows the
back, going from the eyes to the tail. Its underside is more of a enemy that it uses fire as a weapon in an attempt to scare
cream color. The main feature of Glavenus's physiology is its them off. Not only are they considered one of the strongest
huge, sword-like tail. The tail has originally the same color as Brute Wyverns, they are even believed to be the smartest ones
its back plates, although it will turn a rusty color or a fiery red around.
during the battle. Its hind legs are powerful and muscular,
while its front legs are much smaller and mostly useless. The
face and mandibles are covered in sturdy plating, particularly
resembling a Carnotaurus' head. Glavenus is able to sharpen
its blade-like tail in its mouth to give iself the ability to create
fiery explosions with its tail. These explosions not only give
Glavenus much greater range with some of its attacks, but
also make them more powerful. Glavenus is also able to
breathe fire projectiles from its mouth. Glavenus are

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Brachydios Multiattack. The Brachydios makes three attacks with its


Large Beast (Brute Wyvern), Unaligned Brach Hammer.
Brach Hammer. Melee Weapon Attack: +12 to hit, reach
Armor Class 18 (natural Armour) 5 ft., 1 target. Hit: 18 (2d10 + 7) bludgeoning damage
Hit Points 252(21d10 + 126) and the target is afflicted by slime.
Speed 40ft.
Head Slam (Recharge 5-6). The Brachydios slams its head
into the ground, covering a 10ft. radius of the ground in
STR DEX CON INT WIS CHA slime. When a creature starts its turn in the area or when
a creature first moves into the area on its turn they must
25 (+7) 15 (+2) 22 (+6) 5 (-3) 14 (+2) 5 (-3) make a DC 18 Dexterity saving throw or be afflicted by
slime. After 3 rounds this area explodes. Any creature in
Saving Throws STR +12, DEX +7, CON +11 the area when it explodes must make a DC 18 Dexterity
Damage Immunity Fire saving throw or take the damage of a normal slime
Senses passive Perception 12 detonation. On a success creatures take half damage.
Languages -- Any creature that is afflicted with slime that fails the
Challenge 17 (18,000 XP) save also has the slime on them immediately detonate
but only takes damage from one source.
Enrage. When Brachydios starts its turn with half its Detonate (Recharge 5-6, Must be enraged). The
maximum hit points (126) or less and has taken damage Brachydios causes the ground around it to explode. All
since its last turn, it enters a rage for a number of creatures within 10ft. of the brachydios must make a
rounds equal to 1d8. While enraged, it gains immunity DC 18 dexterity saving throw or take 49 (14d6) fire
to exhaustion, has a +2 bonus to attack rolls, and rolls damage, half damage on a success. Or the Brachydios
an extra damage die on melee attacks. Also, Brachydios' causes a chain reaction of explosions in a 10ft wide,
slime takes only two rounds to detonate when enraged. 30ft. long line. The effect is the same as first effect. Any
When the rage ends, it gains 3 levels of exhaustion. creature that is afflicted by slime and fails the save also
Subsequent rages do not increase its exhaustion level has the slime detonate.
over 3. It cannot re-enter rage for 2d4 rounds.
Legendary Actions
Slime. All of the Brachydios' melee attacks inflict slime
(included in the attack). Multiple afflictions of slime do Can take 3 Legendary Actions, choosing from the
not stack. A creature that has been afflicted with slime options below. Only one legendary action can be used at
can use a bonus action to make a DC 16 athletics check a time, and only at the end of another creature's turn.
to remove the slime on a success, or douse itself in Spent legendary actions are regained at the start of each
water to remove the slime. The Slime lasts for 3 rounds, turn.
changing from green to yellow and finally to red, where
Detect The Brachydios makes a Wisdom (Perception)
it detonates. A creature afflicted with slime when it
check.
detonates takes 27 (5d10) fire damage and is no longer
afflicted by the slime. The Brachydios loses this trait Punch (Costs 2 Actions) The Brachydios makes a Brach
when it is exhausted or if the Brachydios is doused in Hammer attack.
water (such as by a Tsunami spell) until it takes an
Leap (Costs 2 Actions) The Brachydios leaps to a point it
action to reapply it (cannot reapply until exhaustion
can see within 40 feet of it. If a creature is within range
ends). >
of it when it lands it can make one Brach Hammer
Actions attack.

Brachydios are easily identifiable by their glowing, green Brachydios' fist or horn attacks, it will adhere to the hunter's
slime-covered horns and "fists," as well as their shiny, armored body, and eventually explode. Hunters can remove the
hide covered in many plates and ridges that are made of substance by rolling or using a Deodorant. Notably,
obsidian. Unlike other Brute Wyverns, Brachydios sports a Brachydios is also capable of leaping far distances by using its
pair of long, highly developed forelimbs that it uses as its powerful hind legs and is much more agile than other Brute
primary means of defense. Brachydios' forelimbs and horn Wyverns. When enraged, Brachydios' fists, horn, and various
seem to secrete a mysterious slime. According to in-game ridges along is body glow a bright yellow and orange. In this
information, Brachydios "primes" this mucus to explode with state, Brachydios will no longer leave slime puddles, but will
its saliva, hence why it licks its arms, making it appear instead cause explosions directly on impact with almost all of
brighter green. Despite initial appearances, Brachydios does its horn and fist attacks.
possess claws on its forearms that are tucked away
underneath, and serve no apparent purpose in battle. By
slamming the ground or prey with its fists or horn, Brachydios
can deposit a puddle of its slime mold, which, once detached
from the monster's body, quickly undergoes a powerful
chemical reaction and violently explodes. The substance itself
is also sticky; if a hunter is struck directly by one of

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Deviljho Bite. Melee Weapon Attack: + 14 to hit, reach 5 ft., 1


target. Hit: 34 (4d12 + 8) piercing damage and the
Huge Beast (Brute Wyvern), Unaligned
target is grappled (Escape DC 19). While grappled in
this way the target is also restrained and the Deviljho
Armor Class 16 (Natural Armour) cannot bite another target.
Hit Points 340(20d12 + 200)
Speed 40ft. Stomp. Melee Weapon Attack: + 14 to hit, reach 5 ft., 1
target that the Deviljho isn't currently grappling. Hit: 27
(3d12 + 8) bludgeoning damage and all targets within 5
STR DEX CON INT WIS CHA ft of the Deviljho must succeed on a DC 15 dexterity
saving throw or be knocked prone.
27 (+8) 12 (+1) 30 (+10) 2 (-4) 15 (+2) 4 (-3)
Stone Fling. Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 36 (4d12 + 8) bludgeoning
Saving Throws STR +14, CON +16 damage. This attack deals an extra 13 (2d12) cold or
Condition Immunities Charmed, Frigtened fire damage if the environment allows it.
Senses Darkvision 60ft., passive Perception 12
Languages -- Gorge. The Deviljho makes one bite Attack against a
Challenge 22 (41,000 XP) Medium or smaller target it is Grappling. If the Attack
hits, the target is swallowed, and the grapple ends. The
Enrage. When Deviljho starts its turn with half its swallowed target is Blinded and Restrained, it has total
maximum hit points (170) or less and has taken damage cover against attacks and other effects outside the
since its last turn, it enters a rage for a number of Deviljho, and it takes 28 (8d6) acid damage at the start
rounds equal to 1d8. While enraged, it gains immunity of each of the Deviljho's turns and the Deviljgo heals for
to exhaustion, has a +1 bonus to attack rolls, and rolls the damage dealt. The Deviljho can have only one target
an extra damage die on melee attacks. Also, Deviljho's swallowed at a time. If the Deviljho takes 40 damage or
strength becomes 30 and it unlocks the use of its more on a single turn from a creature inside it, the
dragon breath while enraged. When the rage ends, it Deviljho must succeed on a DC 25 Constitution saving
gains 3 levels of exhaustion. Subsequent rages do not throw at the end of that turn or regurgitate all swallowed
increase its exhaustion level over 3. It cannot re-enter creatures, which fall prone in a space within 10 feet of
rage for 2d10 rounds or until its exhaustion ends. the Deviljho. If the Deviljho dies, a swallowed creature is
no longer Restrained by it and can escape from the
Ravenous Hunger. When Deviljho is exhausted its bite corpse by using 20 feet of Movement, exiting prone.
attack deals an extra 13 (2d12) acid damage. In Dragon Breath (Must Be Enraged, Recharge 5-6). The
addition, nonmagical armor worn by the target is partly Deviljho fires a 60 ft cone of draconic energy. All
dissolved and takes a permanent and cumulative -1 creatures in the area must make a DC 19 Constitution
penalty to the AC it offers. The armor is destroyed if the saving throw or take 78 (12d12) dragon damage on a
penalty reduces its AC to 10. Deviljho also becomes failed save, or half damage on a successful save.
exhausted for 2d4 + its constitution modifier (minimum
of 1) rounds after enraging. However if it successfully Legendary Actions
heals 30 HP from Gorge the exhaustion ends.
Can take 3 Legendary Actions, choosing from the
Blood Frenzy. The Deviljho has advantage to hit any options below. Only one legendary action can be used at
creature that doesn't have all it's hit points. a time, and only at the end of another creature's turn.
Spent legendary actions are regained at the start of each
Actions turn.
Multiattack. The Deviljho uses its Frightful Presence and
then makes 3 melee attacks. Only two of these can be a Detect The Deviljho makes a Wisdom (Perception)
bite attack. check.
Smash The Deviljho makes a Stomp attack or stone fling
Frightful Presence. Each creature of the Deviljho's choice attack.
that is within 120 feet of the Deviljho and aware of it
must succeed on a DC 19 Wisdom saving throw or Chomp (Costs 2 Actions) The Deviljho makes a bite
become Frightened for 1 minute. A creature can repeat attack or uses the swallow action.
the saving throw at the end of each of its turns, ending Annihilation (Costs 3 actions) The Deviljho uses its
the effect on itself on a success. If a creature's saving Dragon Breath, if available.
throw is successful or the effect ends for it, the creature
is immune to the Deviljho's Frightful Presence for the
next 24 hours .

Deviljho is a very large, bipedal Brute Wyvern characterized forelegs that it rarely utilizes. When provoked, Deviljho's back
by its uniform forest green colouration and muscular upper and shoulder muscles swell considerably. During this period,
body. Its thick hide is littered with short, jagged spines that areas of its skin will take on a bright red colouration. Deviljho
reach a maximum height along the back and tail. Deviljho has is armed with a powerful set of jaws that it can use to deliver
a narrow snout with a large lower jaw, covered in multiple bone-crunching bites to prey and foe alike. In addition, its
rows of teeth spreading outwards from the mouth. It has powerful hind legs allow it to run at relatively high speed and
massive, powerful hind legs, but tiny, poorly developed leap considerable distances towards prey.
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When enraged, Deviljho is capable of producing a mysterious
clouded emission which can be shot out of the mouth in a
stream at prey. This substance contains the Dragon Element
and can be very deadly to hunters as well as other monsters.
Deviljho is a nomadic monster, prone to wandering vast
distances in search of prey. Its status as a super-predator
allows it to overtake the territory of any monster that stands in
its path. Because of the extreme amount of energy its body
consumes, Deviljho is always in search of food sources. It is
known to be cannibalistic, and is also prone to eating prey
alive in order to waste as little time as possible in replenishing
its energy. Because of its nomadic nature, Deviljho is known
to inhabit a wide variety of environments.

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Carapaceons
Carapaceons are crustacean-like monsters that have hard
shells and exoskeletons or crab-like bodies, which mostly
require weapons with some magical properties to damage
properly. When they're weakened by physical damage, they
show internal bleeding by the frothing of the purple bubbles
from their mouths. Most of these crustaceans resemble crabs,
lobsters or scorpions.

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Daimyo Hermitaur Actions


Huge Beast (Carapaceon), Unaligned Multiattack. The Daimyo Hermitaur makes two claw
attacks.
Armor Class 20 (Shell Armour)
Hit Points 161(17d12 + 51) Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1
Speed 30ft., burrow 25ft. target. Hit: 14 (2d8 + 5) bludgeoning damage damage
and the target is grappled (Escape DC 16). The Daimyo
Hermitaur has two claws, each of which can only
STR DEX CON INT WIS CHA grapple one target.
20 (+5) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 3 (-4) Water Spout (Recharge 4-6). The Daimyo Hermitaur spits
pressurized water in a 10 ft wide, 20 ft long line. Any
creature in the area must make a DC 15 Dexterity saving
Damage Resistances Bludgeoning, Piercing and Slashing throw or take 27 (6d8) bludgeoning damage on a
from nonmagical weapons failure. On a success the target takes half damage.
Senses Blindsight 10ft., passive Perception 9
Languages -- Erupt. If the Daimyo Hermitaur is underground, it can
Challenge 8 (3,900 XP) erupt shell-first from the ground. Any creature above the
Daimyo Hermitaur when it emerges must succeed on a
Enrage When Daimyo Hermitaur starts its turn with half DC 16 dexterity saving throw or take 28 (8d6) piercing
its maximum hit points (81) or less and has taken damage and be knocked prone. On a success, creatures
damage since its last turn, it enters a rage for a number take half damage and are not knocked prone.
of rounds equal to 1d6. While enraged, it gains
immunity to exhaustion, has a +1 bonus to attack rolls,
Reactions
and rolls an extra damage die on melee attacks. When Shell Block. The Daimyo Hermitaur can use its reaction
the rage ends, it gains 3 levels of exhaustion. when targeted by a ranged or melee attack roll to retract
Subsequent rages do not increase its exhaustion level further into its shell and bring it's claws up to guard.
over 3. It cannot re-enter rage for 2d4 rounds. Until the start of its next turn the Daimyo Hermitaur's
AC becomes 22, it has immunity to being knocked
Hermit Shell. If the Daimyo Hermitaur takes 50 or more prone and resistance to all damage except thunder, it's
bludgeoning damage in one round , it's shell breaks. movement becomes 0 and it automatically fails
When its shell breaks, the Daimyo Hermitaur's AC dexterity saving throws. This affect ends if the Daimyo
becomes 16 and it can't use the Erupt or Shell Block Hermitaur takes thunder damage.
action. If the Daimyo Hermitaur burrows it can use an
action to try and find another shell. Roll percentile dice
and on a 50 or higher it finds a new monster skull to use
as a shell.

An excellent example of a Carapaceon, Daimyo Hermitaur are Behaviour


the adult form of the Hermitaur. Some other forms of Daimyo
Hermitaur includes Plum Daimyo Hermitaur and the Despite their size, Daimyo Hermitaur are fairly calm, when
Stonefist Hermitaur. undisturbed. However, Daimyo Hermitaur will turn aggressive
if they feel threatened or attacked. Most of time, they can be
Physiology seen foraging for food as they roam around their environment.
Daimyo Hermitaur has a large, crab-like body. It is covered in Niche
a red and white carapace and wears the skull of a Monoblos
as a protective shell. It has broad, shield-like claws and long Daimyo Hermitaur primarily feed on smaller creatures and
antennae. other resources for survival, including carrion and rarely
humans. Though they prey on other creatures, Daimyo
Abilities Hermitaur can sometimes serve as prey for monsters,
It can use its claws as shields to defend itself from attackers, although it is rare that a monster can breach its defenses.
and, as with the Monoblos, can also use them to dig into the
earth in order to attack foes from below. It can shoot
pressurized jets of water and can use its massive weight to
crush enemies.

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Biology
They have huge, thick claws capable of holding prey as well as Hermitaur
shielding the giant crab from most any attacks. Daimyo Medium Beast (Carapaceon), Unaligned
Hermitaur's shell is also very tough, able to deflect the blows
of most weapons. The one chink in the creature's armor is its
soft hindquarters, where many of the creature's major organs Armor Class 15 (Natural Armour)
are stored. To fix this problem, Daimyo Hermitaur will wear Hit Points 30(5d8 + 5)
the skulls of dead wyverns on their backs. Acquiring the right Speed 30ft., burrow 30ft.
size shell is a chore though, and occasionally Daimyo
Hermitaur can be spotted with shells too large, or small for STR DEX CON INT WIS CHA
their bodies. Almost all of Daimyo Hermitaur's shells come
from members of the larger species like Monoblos. Daimyo 14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)
Hermitaur also possess surprisingly strong legs, able to move
the creature with great speed if necessary. The legs assist the Damage Vulnerabilities lightning
creature in digging holes and they are able to launch Senses Blindsight 10ft., passive Perception 9
themselves many feet into the air, causing them to land Languages --
vigorously on top of hunters who don't react fast enough. Challenge 1/2 (100 XP)

Habitat Actions
It prefers tropical to subtropical areas with sands and water Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
such as the Desert and Jungle. target. Hit 5 (1d6 + 2) bludgeoning damage, and the
target is grappled (escape DC 11). The hermitaur has
Subspecies two claws, each of which can grapple only one
target.
There is only one subspecies of the Daimyo Hermitaur, the
Plum Daimyo. This subspecies is simply purple in colour and
prefers Diablos skulls to Monoblos skulls, and has very few if
any other distinguishing features. It does however have a
deviant known as the Stonefist Daimyo Hermitaur which has
one immense claw, which is much more powerful than a
normal Daimyo Hermitaur.
Hermitaur
A hermitaur is simply a young Daimyo Hermitaur and can
often be seen alongside the adult version.

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Shogun Ceanataur Hamstring. If the Shogun Ceanataur hits a creature with


an attack of opportunity, the creature's speed becomes
Huge Beast (Carapaceon), Unaligned
0 until the end of its turn.

Armor Class 18 (Shell Armour) Hermit Shell. If the Shogun Ceanataur takes 50 or more
Hit Points 161(17d12 + 51) bludgeoning damage in one round , it's shell breaks.
Speed 40ft., climb 40ft. When its shell breaks, the Shogun Ceanataur's AC
becomes 16. If the Shogun Ceanataur burrows it can
use an action to try and find another shell. Roll
STR DEX CON INT WIS CHA percentile dice and on a 50 or higher it finds a new
monster skull to use as a shell.
15 (+2) 18 (+4) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
Spider Climb. The Shogun Ceanataur can climb on any
surface, including upside down on ceilings, without
Saving Throws DEX +7, CON +6 making an ability check
Damage Resistances Bludgeoning, Piercing and Slashing
damage from nonmagical attacks Actions
Senses Blindsight 10ft., passive Perception 10
Languages -- Multiattack. The Shogun Ceanataur makes two claw
Challenge 8 (3,900 XP) attacks
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1
Enrage. When the Shogun Ceanataur starts its with half target. Hit: 17 (2d12 + 4) bludgeoning damage.
its maximum hit points (81) or less and has taken
damage since its last turn, it enters a rage for a number Clothes Line (Recharge 4-6). The Shogun Ceanataur walks
of rounds equal to 1d6. While enraged, it gains its full movement forward with its claws held out. This
immunity to exhaustion, has a +1 bonus to attack rolls, increases its width by the reach of its claws. Any
and rolls an extra damage die on melee attacks. It's creature the Shogun Ceanataur walks through the space
claws also fully extend. This increases the reach of its of must make DC 16 dexterity saving throw. On a failed
claws to 10 ft, makes them deal slashing damage, and save creatures take 17 (2d12 + 2) bludgeoning damage
targets hit must make a DC 16 constitution saving and are knocked prone. On a success creatures take half
throw or start bleeding for 1 minute. While bleeding a damage and are not knocked prone. While enraged, this
target takes 1d6 damage at the start of their turn. A action gains the same benefits as its claws.
successful medicine check of DC 14 can stop this. Water Blast (Recharge 5-6, Must Be On a Ceiling). The
When the rage ends, the monster gains 3 levels of Shogun Ceanataur fires a pressurized stream of water at
exhaustion. Subsequent rages do not increase its a creature underneath it. The creature and all creatures
exhaustion level over 3. The Shogun Ceanataur cannot within 5 ft of it must make a DC 16 Dexterity saving
re-enter rage for 2d4 rounds. throw or take 31 (9d6) bludgeoning damage. On a
success, creatures take half damage.

Shogun Ceanataur is a Carapaceon. However, they hardly Behavior


resemble their cousins, the Daimyo Hermitaur. Shogun
Ceanataur also has a Subspecies, known as Terra Shogun Each Shogun Ceanataur has their own personality. Some are
Ceanataur, and a Deviant, known as Armor Shredder Shogun more aggressive than others. When undisturbed, Shogun
Ceanataur. Ceanataur are usually fairly calm, however, if threatened, they
will turn aggressive in an instant. They’ll unsheath their claws
Physiology and will attempt to kill a foe. If the skull on Shogun
Shogun Ceanataur's body is covered in a blue carapace. Its Ceanataur's backside is broken, it'll immediately go looking
head is long and knife-shaped, and features a pair of lengthy for another one, so it can protect its vulnerable bottom.
antennae. Its folding claws act as sickles, and in rage mode Niche
are fully extended, adding a significant amount of range to its
reach. Shogun Ceanataur is known to inhabit a variety of Shogun Ceanataur are somewhat high in the food chain. They
shells, among them: A Gravios skull, a snail-like shell, and a primarily feed on small creatures that live in dark
skull belonging to an unknown wyvern. environments like shrimp and insects, but will also feed on
carrion. Despite this, they can more than hold their own
Abilities against larger species. They are also known to have battles
Shogun Ceanataur is capable of firing a stream of pressurized with Khezu and Terra Shogun Ceanataur in the caves of the
water from its shell. In addition, it is able to climb on walls swamp.
and ceilings, and can extend and retract its scythe-like claws.

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Biology
Compared to Daimyo Hermitaur, Shogun Ceanataur has a
much slimmer shape. From the lighter shell of Shogun
Ceanataur, it is able to move faster than Daimyo Hermitaur.
With this lighter armor, Shogun Ceanataur are also able to
attack and move offensively rather than defensively. Another
bizarre defense of Shogun Ceanataur is its own urine. While
wearing a skull and hanging on a ceiling, Shogun Ceanataur
are known to spray water on their enemies from the ceiling.
Habitat
Shogun Ceanataur is commonly found in subtropical areas
such as volcanoes and swamps, as well as in jungles.
Subspecies
The Shogun Ceanataur has one subspecies, the Terra Shogun
Ceanataur which is a more rust-red colouration. Apart from
this there is very little difference between the two. However it
also has a Deviant known as the Armour Shredder Shogun
Ceanataur, which uses the skull of a Glavenus on its back to
sharpen its claws and imbue them with fire.
Ceanataur
Ceanataur are simply young Shogun Ceanataur. They have
not yet developed the distinctive sword-like claws of their
parents, and they also retain their own shells rather than
using wyvern skulls.

Ceanataur
Medium Beast (Carapaceon), Unaligned

Armor Class 15 (Natural Armour)


Hit Points 30(5d8 + 5)
Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

Senses Blindsight 10ft., passive Perception 9


Languages --
Challenge 1/2 (100 XP)

Actions
Multiattack. The Ceanataur makes two claw attacks
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) bludgeoning damage, and the
target is grappled (escape DC 11). The ceanataur has
two claws, each of which can grapple only one
target.

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Elder Dragons Dragon Damage The Dragon Element is a Damage Type


which can be utilized offensively by both players and some
This class is made up of rare, elusive monsters that have lived monsters. It uses a strange and unknown power to cause
eternally since ancient times, that are able to bring additional damage. Monsters that are capable of using the
destruction to entire ecosystems and potentially the world Dragon Element can be found in a wide variety of
Elder Dragon Resilience All Elder Dragons have the Elder environments, and are generally extremely powerful and
Dragon Resilience trait, except for Kirin. This means that If oftentimes quite rare (Examples being the Deviljho). Weapons
damage reduces the Elder Dragon to 0 hit points, it must crafted from such creatures can deal Dragon damage, and
make a Constitution saving throw with a DC of 5+ the damage spells such as Chromatic Orb can use this element and
taken, unless the damage is dragon or from a critical hit. On a Elemental Weapon can infuse weapons with Draagon
success, the Elder Dragon drops to 1 hit point instead. Element.
Myriad of Forms Elder Dragons come in a large variety of
shapes and sizes. There are only a few 'true' Elder Dragons,
ones which have the typical draconic body structure of 4 legs
abd 2 wings. However the class of Elder Dragon is a very
broad one, ranging from creatures like Kirin which resemble
the celestial unicorns, to the mountain sized Lao Shan Lung.
They all share the same trait of being immensley powerful and
destructive. However their are some exceptions to this, for
example despite Shagaru Magala being classified as an Elder
Dragon, its juvenile form Gore Magala is classified as a "???"
Type. However, Gore Magala has Wyvern-specific loot, such as
Wyvern Tears, and can be captured. Creatures such as
Akantor and Ukanlos were once listed as Elder Dragons due
to their immense size and power, but after some research it
was found that they were actually more closely related to
Flying Wyverns, and were classed as such.
God-Like Power Due to their immense strength and power,
in the past, some Elder Dragons were worshipped as gods;
however, in the present, the Guild marked them as threats to
the ecosystem. Even today some Elder Dragons are reffered
to as living Natural disasters such as Alatreon. Akantor and
Ukanlos, which used to be classed as Elder Dragons are often Kirin, an Elder Dragon.
referred to as the Black God and White God and are thought
to have created the Furahiya Mountains. When an Elder
Dragon is present in an area, all other monsters will flee, with
the exception of other Elder Dragons, and a few powerful
monsters such as Deviljho, Rajang, Ukanlos and Akantor.
Masters of the Environment Elder Dragons are known to
inhabit every corner of the world of Minegarde. From atop the
highest peaks, storms rage around Kushala Daora, and in the
depths of the ocean the mighty Caedeus slumbers. Wherever
an Elder Dragon lives it will set up a lair from which it
ventures out to hunt. They are always the Apex Predator of
their habitat and will not abide by intrusion from other
predatory monsters. A few Elder Dragons are nomadic, such
as the Kirin. Aside from the nomadic Elder Dragons, most
other Elder Dragons cannot be found outside of a select
environment except on very rare occasions. For example,
Teostra is found in the depths of volcanoes where it makes its
lair. However it can sometimes be seen in areas such as the
desert if it needs to migrate due to lack of food, or being driven
out.

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Kirin Actions
Large Dragon (Elder Dragon), Unaligned Multiattack. The Kirin makes three melee attacks: two
with its gore and one with its buck.
Armor Class 18
Hit Points 225(30d10 +60) Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., 1
Speed 60 ft. target. Hit: 17 (2d8+ 8) piercing damage and 7 (2d6)
lightning damage
Buck. Melee Weapon Attack: +13 to hit, reach 5ft., 1
STR DEX CON INT WIS CHA target. Hit: 15 (2d6+8) bludgeoning damage
13 (+1) 26 (+8) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Lightning Strike. The Kirin summons a bolt of blue
lightning to strike a target it can see within 120 feet.
Saving Throws DEX +14, CON +8, CHA +5 The Target must make a DC 19 Dexterity saving throw
Skills Perception +8 or take 55 (10d10) lightning damage. If the creature
Damage Vulnerabilities Dragon fails the save by 5 or more it becomes paralyzed until
Damage Resistances Cold; Bludgeoning,Piercing and the end of the Kirin's next turn. On a successful save,
Slashing from Nonmagical Attacks. the target takes half damage and isn't paralyzed.
Damage Immunities Lightning Lightning Field (Recharge 5-6). The Kirin summons
Condition Immunities Charmed, Exhausted, Paralyzed, multiple lighting bolts around itself. All targets within
Incapacitated 5ft of Kirin must make a DC 19 Dexterity saving throw
Senses passive Perception 18 or take 36 (8d8) lightning damage. If they fail the save
Languages -- by 5 or more they are paralyzed until the end of the
Challenge 19 (22,000 XP) Kirin's next turn. On a successful save the targets take
half damage and are not paralyzed.
Aversion to Fire If the Kirin takes fire damage, it has
disadvantage on all attack rolls and ability checks until Legendary Actions
the end of its next turn.
Kirin can take 3 Legendary Actions, choosing from the
Avoidance. When the Kirin is subjected to an effect that options below. Only one legendary action can be used at
allows it to make a saving throw to take only half a time, and only at the end of another creature's turn.
damage, it instead takes no damage on a successful save Spent legendary actions are regained at the start of each
and only half damage if it fails. turn
Fleet Footed. The Kirin can dash or disengage as a bonus Detect The Kirin makes a Wisdom (Perception) check.
action.
Pinpoint Strike. The Kirin uses its lightning strike action.
Enrage. When the Kirin starts its turn with half its
maximum hit points (113) or less and has taken damage Protective Field. The Kirin uses the Lightning Field action
since its last turn, it enters a rage for a number of if it's available
rounds equal to 1d8. While enraged it has a +2 bonus to Lightning Dash. The Kirin disappears in a Bolt of
attack rolls, and rolls an extra damage die on melee lightning, reappearing 30 ft away.
attacks and all lightning damage. Also while enraged any
creature that hits it with a melee attack takes 7 (2d6) Lightning Bolt (Costs 2 Actions). The Kirin fires a streak of
lightning damage. When the rage ends Kirin cannot re- lightning from its horn. The lightning has the same
enter rage for 2d4 rounds. statistics as a 5th level lightning bolt spell dealing 35
(10d8) lightning damage on a failed Dexterity save and
Illumination. The Kirin's fur glows with an ethereal light. half damage on as success, with a DC of 19. If a creature
The Kirin sheds bright light up to 10ft around it and dim fails the save by 5 or more it is paralyzed for 1 round.
light another 10ft beyond.

Kirin are most famous for their horns, as they are incredibly
sharp, yet surprisingly fragile. The horn is present in both
males and females. Kirin also have incredibly tough hides,
that are beyond the sharpness of most weapons to damage.
This is because Kirin's fur is by nature incredibly strong, and it
is very tightly packed, effectively forming a suit of very flexible
armor around the creature. The white/blue coloration of its
hide is something of a mystery, though it appears to be also
covered in scales. Kirin appear to be relatively peaceful and
passive creatures, yet they are quite capable of launching a
powerful barrage of lightning attacks. Using their extreme
agility, Kirin can literally run circles around their opponent,
getting in close to gore an enemy with their horn, only to
quickly dart away and prepare another assault.

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-A thunderous boom emanates from the storm. Any
Kushala Daora creature that isn't deafened except the Kushala must succeed
Kushala Daora is a four legged Elder Dragon with a pair of on a DC 15 constitution saving throw or take 17 (5d6) thunder
widely spreading wings. Its skin is plated with metal that damage and be deafened for 1 round. On a failure creatures
makes weapons bounce off without magical reinforcement. only take half damage.
Kushala Daora has numerous horns lining its head and sharp Regional Effects
claws on each of its legs. Kushala Daora have the ability to The region containing a Kushala Daora’s lair is affected by the
manipulate strong winds, creating a wind barrier that creatures power over storms, which creates one or more of
surrounds it during rage mode. The wind barrier can knock a the following effects:
hunter back, making the hunter vulnerable to Kushala Daora's -An area of radius 3 miles is affected by the Kushala's storm
attacks. The wind barrier also makes it difficult for the hunter power and is perpetually stormy. Rain lightly obscures the and
to attack its body, except for head and the tail. However, this raging winds extinguish all nonmagical flames. Flight
wind barrier can be weakened by poisoning it. Kushala Daora becomes impossible for all creatures inside the storm of size
possesses some of the largest wings of any monster. It uses large or smaller. Any creature of a larger size treats the sky as
these to sail effortlessly in the air. It can hover off the ground difficult terrain when flying. This regional effect moves with
and blast hunters with wind. It uses a special organ to the Kushala Daora no matter what. The Kushala resides in
produce its famous wind based-attacks and abilities. When hit the eye of the storm, where the weather is less extreme.
with poison, its organ will be weak and its shield will -The region surrounding Kushala's lair is bitterly cold and
disappear for a short period of time while fighting the toxins. windy. The mountain itself is so cold that most creatures will
Kushala Daora have tough, metal filled skin, but suffer from a freeze. The Mountain itself is considered Extremely Cold and
severe weakness to poison, which can easily enter the fire or other heat sources do nothing to stave off the cold.
bloodstream through cracks created in the skin. Kushala -The peak of the mountain that Kushala makes it's lair on
Daora must infrequently shed their trademark skin as they becomes covered in snow and freezes over if it wasn't already.
grow. This can easily be spotted as the once shining silver
scales will rust over due to oxidation with air. The most well- If the Kushala dies, these effects fade over the course of 1d4
known ability about Kushala Daora is the storms it summons. days, with the Extreme Cold stopping immediately.
These storms can easily destroy whole regions, varying from
region to region. Kushala Daora can cause sandstorms,
hurricanes, and snowstorms though it is unknown how.
Kushala Daora are rare top predators, and fear almost
nothing. However, it is occasionally threatened by the large,
fast and aggressive Tigrex and the rare powerful Rajang. They
can compete with other elder dragons, especially Chameleos
in the Jungle. There are reports of Kushala Daora eating
mineral deposits, this may show how they manage to have a
metal rust-able skin.
A Kushala Daora's Lair
Kushala Daora makes its lair at the highest peak of the
highest mountain in the area. From its lair it patrols the
surrounding area, usually in a 5 mile radius or so. It claims
these areas as it's hunting ground and will drive out other
large monsters that it may compete with, including other
dragons. If an Ancient Dragon or other more powerful
creature comes to claim its lair it will usually leave to find
another. A Kushala Daora is CR 23 in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Kushala
Daora takes a lair action to cause one of the following effects;
the Kushala can’t use the same effect two rounds in a row:
-The Kushala causes a lightning bolt to strike an area it can
see within 120 ft. Each creature within 5ft of the area must
make a DC 16 dexterity saving throw or take 44 (8d10)
lightning damage. On a successful save the creature takes half
damage.
-The wind picks up in a 10 foot cube that the Kushala can
see within 120 ft of it. Any creature in the cube must make a
DC 16 Dexterity saving throw or take 24 (4d10) bludgeoning
damage and be knocked prone. On a successful save the
creature takes half damage and isn't knocked prone.

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Kushala Daora Frightful Presence. Each creature of the Kushala's choice


that is within 120 feet of the Kushala and aware of it
Huge Elder Dragon, Unaligned
must make a DC 20 Wisdom saving throw or become
frightened of it for 1 minute. A creature can repeat the
Armor Class 21 (Natural Armour) saving throw at the end of each of its turns, ending the
Hit Points 390(30d12 + 180) effect on itself on a success. If a creature's saving throw
Speed 40ft., fly 90ft. is successful or the effect ends for it, the creature is
immune to the Kushala's Frightful Presence for the next
24 hours.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1
22 (+6) 15 (+2) 22 (+6) 12 (+1) 14 (+2) 10 (+0) target. Hit: 17 (2d10 + 6) piercing damage and 5
(1d10) cold damage.
Saving Throws CON + 13, WIS + 9, CHA + 7 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft, 1
Damage Vulnerabilities Dragon target. Hit: 15 (2d8 + 6) bludgeoning damage.
Damage Resistances Thunder; Lightning; Bludgeoning,
Piercing and Slashing from Nonmagical Attacks Wind Breath (Recharge 5-6). The Kushala Daora exhales a
Condition Immunities Exhausted, Charmed, Deafened, gust of wind in a 60ft cone. All creatures in the area
Incapacitated must succeed on a DC 22 Dexterity saving throw or
Senses Darkvision 60ft., passive Perception 12 take 72 (16d8) bludgeoning damage. On a successful
Languages -- save creatures take half damage. The area is then
Challenge 21 (33,000 XP) considered heavily obscured for 1 round due to dust
and debris being kicked up. If the area is an icy area
Dragon Wind (Recharge 5-6). The Kushala can use a such as a tundra or the Kushala is in its lair then this
bonus action transform its Wind Barrier into Dragon action deals cold damage instead of bludgeoning and is
Wind. This barrier is black in colour and lasts 1 round. a DC 22 Constitution save instead of a Dexterity save.
While Dragon Wind is active the Kushala Daora gains Legendary Actions
immunity to ranged weapon or spell attacks and all
medium or smaller creatures that start their turn or The Kushala can take 3 Legendary Actions, choosing
move within 5ft. of Kushala on their turn must succeed from the options below. Only one legendary action can
on a DC 18 Dexterity saving throw or be knocked prone. be used at a time, and only at the end of another
creature's turn. The Kushala regains spent legendary
Enrage When Kushala starts its turn with half its actions at the start of its turn.
maximum hit points or less and has taken damage since
its last turn, it enters a rage for a number of rounds Dragon of Wind The Kushala can activate its Dragon
equal to 1d8. While enraged, it has a +3 bonus to attack Wind if available.
rolls, and rolls an extra damage die on melee attacks. Lord of Storms (Costs 2 actions) The Kushala Daora
When the rage ends Kushala cannot re-enter rage for causes thunder to boom and lightning to flash around it.
2d4 rounds. Any creature within 120 ft of the Kushala Daora must
Elder Dragon Resilience. If damage reduces the Kushala make a DC 19 Constitution saving throw or be deafened
to 0 hit points, it must make a Constitution saving if it can hear and blinded if it can see the Kushala until
throw with a DC of 5 + the damage taken, unless the the end of their next turn.
damage is dragon or from a critical hit. On a success, Whirlwind (Costs 2 actions) The Kushala Daora creates a
the Kushala Daora drops to 1 hit point instead. large tornado in an area it can see within 60ft of it. The
Legendary Resistance (3/day). If the Kushala fails a saving tornado has a radius of 5ft and is 30ft high. Any
throw, it can choose to succeed instead. medium or smaller creature that starts its turn in or
enters the tornado on its turn must succeed on a DC 19
Poison Vulnerability. When Kushala Daora takes poison Dexterity saving throw or take 28 (8d6) bludgeoning
damage its Wind Barrier trait and Dragon Wind fade for damage and be knocked prone. If the Kushala is in a
1 round. If Kushala Daora is poisoned its Wind Barrier frozen area or its lair the tornado deals cold instead of
and Dragon Wind cease to function while it remains bludgeoning damage. On a successful save a creature
poisoned. Kushala Daora has disadvantage on any saving takes half damage and isn't knocked prone. The tornado
throw to resist poison damage or being poisoned. lasts 5 rounds and the Kushala can use this legendary
Wind Barrier. Ranged attacks against Kushala Daora have action to move it up to 30ft. until it fades.
disadvantage. Melee attacks from medium or smaller Wing Attack (Costs 2 actions) The Kushala beats its
creatures have disadvantage while the creature is within wings. Each creature within 20ft. of the Kushala must
5ft of Kushala Daora. succeed on a DC 22 Dexterity saving throw or take 16
Actions (3d6 +6) bludgeoning damage and be knocked prone.
The Kushala can then fly up to half its flying speed
Multiattack. The Kushala can use its Frightful Presence. It without provoking attacks of oppurtunity..
then makes three attacks: two with its bite and one with
its tail.

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-The Teostra creates a Wall of Fire in an area it can see
Teostra within 120ft. of it. This wall is identical to a 4th level Wall of
Teostra's control over the Fire Element is speculated to come Fire spell but it only lasts for one round.
from his two curved horns. The relationship between the two -The Teostra creates a 10 ft. radius spehere of smoke at a
is unclear, but hunters can cripple the monster's ability to point it can see within 60 ft. of it. The area is heavily obscured
produce a fire aura if they can manage to destroy them. As to any creature except the Teostra. When a creature enters the
part of a sexually dimorphic species, Teostra is the male smoke's area for the first time on a turn or starts its turn there
counterpart to the Lunastra, though the two are rarely seen it must succeed on a DC 15 Constitution saving throw or have
together. Teostra is capable of producing a dangerous fire aura disadvantage on all attacks for that turn.
that deals constant damage over time to hunters standing Regional Effects
nearby. Unlike Rathalos, Rathian, Gravios or any other fire
wyvern, Teostra emits a live flame, resembling a The region containing a Teostra’s lair is warped by the
flamethrower-like attack. Teostra is a very aggressive monster. creatures power over fire and heat, which creates one or more
Teostra are a very aggressive monster. It will show of the following effects:
dominance to anything that it encounters. Compared to -The area within 1 mile of a Teostra's lair is affected by the
Lunastra, who give warnings to get out of its territory, Teostra Extreme Heat condition.
will ruthlessly attack intruders until they are dead. As one of -Smoke and ash is constantly flowing from the volcano,
the most aggressive Elder Dragons, Teostra are highly feared. making it difficult to see and breath while within 1/2 a mile of
It is not advised to go out into the Desert, Volcano, Swamp, or the volcano.
Tower when pairing with Lunastra, as the prospect of fighting -Lava and magma flow freely down the sides of the volcano
both Lunastra and Teostra together is often considered at all times, making climbing it extremely dangerous.
suicidal.
Being predatory Elder Dragons Teostra are powerful top These effects fade within 1d4 weeks upon the Teosta's death,
predators and are easily capable of killing weaker animals with the Extreme Heat fading immediately.
such as Aptonoth, Conga, Bulldrome, Iodrome, Apceros, and
Cephadrome. Armed with razor sharp claws and flesh ripping
teeth these Elder Dragons make short work of prey and
smaller predators. However these fearsome predators have to
contend with equally deadly predators such as Akantor,
Lavasioth, Rajang and Tigrex. All of these predators can
grievously injure if not kill a Teostra if a battle were to happen.
Yet with their size, strength, tenacity, and firepower these
Elder Dragons won't go down without giving a serious fight.
Possessing mastery over flame, there are few creatures that
can hope to last against Teostra for long. To defend itself, the
Teostra also utilizes a heat shield which damages enemies
that get too close. To keep its flame powers going, they
consume coal in volcanic environments. It also has detachable
wing scales or powder that explode when ignited from a spark
made when Teostra bites. It uses these to defend itself from
attackers, although they give little protection against enemies
with resilience to extreme heat such as Akantor or Lavasioth.
A Teostra's Lair
Teostra make their lairs in the depths of Volcanoes. From
here, it hunts around the rest of Volcano, and is almost always
the top predator there, driving out other large monsters that it
may compete with, including other dragons. It will usually flee
if an Ancient Red Dragon comes to claim its territory as the
Teostra is outmatched physically by the Dragon and its control
over fire serves as no defense against one. A Teostra is CR 23
in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Teostra takes
a lair action to cause one of the following effects; the Teostra
can’t use the same effect two rounds in a row:
-The Teostra causes a fountain of lava to erupt from a point
it can see within 120ft. of it, creating a 20-foot-high, 5-foot-
radius geyser. Each creature in the geyser's area must make a
DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on
a failed save, or half as much damage on a successful one.

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Teostra Frightful Presence. Each creature of the Teostra's choice


that is within 120 feet of the Teostra and aware of it
Huge Elder Dragon, Unaligned
must make a DC 20 Wisdom saving throw or become
frightened of it for 1 minute. A creature can repeat the
Armor Class 19 (Natural Armour) saving throw at the end of each of its turns, ending the
Hit Points 360(30d12 + 150) effect on itself on a success. If a creature's saving throw
Speed 40ft., fly 60 ft. is successful or the effect ends for it, the creature is
immune to the Teostra's Frightful Presence for the next
24 hours.
STR DEX CON INT WIS CHA
Fire Breath (Recharge 5-6). The Teostra breathes fire in a
26 (+8) 16 (+3) 20 (+5) 11 (+0) 16 (+3) 8 (-1) 60 ft. cone in front of itself. All creatures in the area
must succeed on a DC 21 Dexterity saving throw or
Saving Throws DEX +10, CON +12, WIS +10, CHA +6 take 70 (20d6) fire damage. On a success creatures
Damage Vulnerabilities Dragon take half damage.
Damage Immunities Fire Flame Dust (Recharge 6). The Teostra scatters explosive
Condition Immunities Exhausted, Charmed, Incapacitated dust in a 30-foot-radius around itself, lightly obscuring
Senses passive Perception 13 the area. As a bonus action, the Teostra can gnash its
Languages -- teeth, igniting the dust, which consumes it. Any
Challenge 21 (33,000 XP) creature in the area must succeed on a DC 21 Dexterity
saving throw or take 70 (20d6) fire damage. On a
Flame Aura. At the start of each of the Teostra's turns, success targets take half damage.
each creature within 5 feet of it takes 14 (4d6) fire
damage, and flammable objects in the aura that aren't Supernove (Recharge 6, Flame Dust must be recharged).
being worn or carried ignite. A creature that touches the The Teostra builds up a massive amount of fire around
Teostra or hits it with a melee Attack while within 5 feet itself, before unleashing it in a massive Supernova. All
of it takes 14 (4d6) fire damage. This Aura temporarily creatures within 40 feet of the Teostra must succeed on
disappears when the Teostra is prone. a DC 21 Dexterity saving throw or take 105 (30d6) fire
damage. On a success targets take half damage. The
Enrage When Teostra starts its turn with half its Teostra sacrifices its movement to do this. This also
maximum hit points (180) or less and has taken damage puts the Teostra's flame dust on recharge.
since its last turn, it enters a rage for a number of
rounds equal to 1d8. While enraged, it has a +3 bonus Legendary Actions
to attack rolls, rolls an extra damage die on melee The Teostra can take 3 Legendary Actions, choosing
attacks and its claws deal an extra 3 (1d6) fire damage. from the options below. Only one legendary action can
When the rage ends Teostra cannot re-enter rage for be used at a time, and only at the end of another
2d4 rounds. creature's turn. The Teostra regains spent legendary
Elder Dragon Resilience. If damage reduces the Teostra actions at the start of its turn.
to 0 hit points, it must make a Constitution saving Detect The Teostra makes a Wisdom (Perception)
throw with a DC of 5 + the damage taken, unless the check.
damage is dragon or from a critical hit. On a success,
the Teostra drops to 1 hit point instead. Smoke Breath. The Teostra exhales a cloud of smoke in a
30 ft. The area is heavily obscured for 1 round to every
Legendary Resistance (3/Day) If the Teostra fails a saving creature but the Teostra.
throw it can choose to succeed instead.
Close Range Detonation (Costs 2 Actions). The Teostra
Actions creates a small cloud of explosive dust around itself and
Multiattack. The Teostra uses its Frightful Presence. It detonates it. Any creature within 10 ft of the Teostra
then makes 3 melee attacks: two with its claw and one must make a DC 18 Dexterity saving throw or take 28
with its bite. (8d6) fire damage. On a success creatures take half
damage.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one Flame Shield (Cost 2 Actions). The Teostra's flame aura
target. Hit: 19 (2d10 + 8) piercing damage and 10 extends to 10 ft around itself until the start of the
(3d6) fire damage. Teostra's turn and deals an extra 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 17 (2d8 + 8) slashing damage.

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On initiative count 20 (losing initiative ties), the Chameleos
Chameleos takes a lair action to cause one of the following effects; the
Chameleos's body is covered by a purple and white hide, and Chameleos can’t use the same effect two rounds in a row:
its head ends with a protruding horn at the tip of its nose. Its -The Chameleos causes the entire area to fill with a light
eyes are similar to a real life chameleon's; large and orb-like, mist. The area is lightly obscured and sound is muffled for all
with the ability to control eye movement individually. The long creatures except the Chameleos. Affected creatures have
and elastic tongue can extend to grasp and steal items from a disadvantage on Wisdom (Perception) checks that rely on
distance. Its wings are a purple color with a grayish white sight or hearing until initiative count 20 on the next turn.
membrane, and are used for flight and controlling the -The Chameleos causes a 20ft. radius pool of poison to
direction of its poison fog. Chameleos's large tail is form in an area it can see within 120 ft of it. Any creature that
reminiscent of a leaf and has a curled, spiraling tip. starts its turn in or eneters the pool on its turn must succeed
Chameleos has the ability to camouflage itself by using the on a DC 16 Constitution saving throw or be poisoned as
electric currents running through its skin, refracting light in though by the Chameleos' poison gas ability. The pool lasts
the mist and thus making its body invisible. This camouflaging until initiative count 20 the following round.
ability is disabled if its horn is broken, and the tail severed. -A creature of the Chameleos' choice that it can see is
Known for using mist for protection, Chameleos's breath can entagled by plany material. The creature must succeed on a
create a thick fog to impair visibility as well as form dangerous DC 18 strength saving throw or be restrained as though by
toxic clouds. The stretching tongue is adept at stealing items the entangle spell until the start of its next turn.
from hunters, though this can be prevented with the Anti- Regional Effects
Theft skill. It can also spit out acid blobs to reduce defense,
and expel gas that inflicts stamina-lowering fatigue. Fanning The region containing a Chameleos’ lair is filled with the mist
its tail, it can cause High Pressure wind (much like Kushala it uses to hide, which creates one or more of the following
Daora's wind barrier). effects:
Chameleos are ambush hunters, waiting patiently for prey -The area within a mile of the Chameleos' lair is lightly
to pass by while they blend perfectly into their surroundings. obscured by mist at all times regardless of weather.
Chameleos can and will eat almost anything, and can use -All creatures within the area find it very difficult to get their
different tactics to take down varying sizes of prey. If it is a bearings. Any creature within 5 miles of the Chameleos' lair
supply camp, it'll steal with each opportunity it gets. have disadvantage on Wisdom (Survival) checks.
Chameleos are different from other Elder Dragons, as they -A Rangers Natural Explorer trait is negated while within 5
are not nearly as "elegant" in their appearance as other Elder miles of the Chameleos' lair.
Dragon species. Chameleos have a number of biological If the Chameleos dies, the mist fade over the course of 2d6
adaptations that make them extremely unique. Most notably is days, while the other effects fade immediately.
the Chameleos's trademark camouflage mechanism. Each
species of Chameleos has a different way of camouflaging
itself. By generating a weak electric current in its skin that
interacts with the mist it can breathe, the Elder Dragon can
bend light around itself, rendering it effectively invisible. Some
Chameleos use special ore to enable their camouflage. This
illusion is not, however, perfect; If Chameleos sustains
significant damage or dismemberment to its tail and or horn,
it can lose this ability altogether. Chameleos have
independently moving eyeballs that protrude from the sides of
its head to create a wider field of vision. Chameleos have
several nasty defenses should it ever come under attack. Its
acid is incredibly potent, capable of dissolving all but rock. For
hunters this often means severe armor degradation. They
possess an extremely strong poison, which can be released
from its mouth at will and often whipped into a thick cloud by
the dragon's wings. Finally, it can exhale large amounts of
mist to further hinder the vision of hunters, allowing it to
either make a swift getaway or launch a surprise attack with
ease.
Chameleos' Lair
The Chameleos makes its lair deep in the heart of jungles and
forests where very few creatures can reach. Its lair is always
hidden by mist and the Chameleos' presence makes tracking
and travelling near its lair very difficult. A Chameleos is CR 22
in its lair.
Lair Actions

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Chameleos Multiattack. The Chameleos makes three attacks: Two


with its tongue lash and one with its Acid Spit.
Huge Elder Dragon, Unaligned
Tongue Lash. Melee Weapon Attack: +13 to hit, reach
Armor Class 18 (Natural Armour) 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage
Hit Points 341 (31d12 + 124) and the target must make a DC 15 Dexterity saving
Speed 30ft., climb 30ft., fly 40ft. throw or the Chameleos steals a random consumable
item the player is carrying and uses it. If the target has
no consumable items they must instead make a DC 18
STR DEX CON INT WIS CHA Strength saving throw or be disarmed. Their weapon
lands within 5ft. of the Chameleos
17 (+3) 22 (+6) 18 (+4) 13 (+1) 20 (+5) 10 (+0)
Acid Spit. Ranged Weapon Attack: +13 to hit, range
60/120 ft., 1 target. Hit: 11 (2d10) acid damage.
Saving Throws INT +8, WIS +12, CHA +7
Additionally nonmagical armor worn by the target is
Skills Perception +19, Stealth +13
partly dissolved and takes a permanent and cumulative
Damage Vulnerabilities Dragon
-1 penalty to the AC it offers. The armor is destroyed if
Damage Immunities Poison
the penalty reduces its AC to 10.
Condition Immunities Poisoned, Exhausted,
Incapacitated, Charmed Poison Gas (Recharge 5-6). The Chameleos spits a cloud
Senses Blidnsight 40ft., Darkvision 120 ft., passive of poisonous gas. A 20ft radius cloud of poisonous gas
Perception 29 appears within 100 ft. of the Chameleos and lasts for
Languages -- one round. Any creature that starts its turn in the cloud
Challenge 21 (33,000 XP) or moves into it on their turn must make a DC 21
constitution saving throw or take 44 (8d10) poison
Alert. The Chameleos cannot be surprised by any damage and be poisoned for 1 minute. On a success
creature that is not invisible and creatures cannot gain creatures take half damage and aren't poisoned. While
advantage on it in anyway. The Chameleos loses this poisoned in this way targets take 11 (2d10) poison
trait when blinded. damage at the start of each of their turns. A target can
repeat the saving throw at the end of its turn to end the
Elder Dragon Resilience. If damage reduces the effect. The area is also heavily obscured.
Chameleos to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, unless Legendary Actions
the damage is dragon or from a critical hit. On a Can take 3 Legendary Actions, choosing from the
success, the Chameleos drops to 1 hit point instead options below. Only one legendary action can be used at
Elusive. The Chameleos can hide as a bonus action if it is a time, and only at the end of another creature's turn.
heavily obscured. Spent legendary actions are regained at the start of each
turn.
Enrage When Chameleos starts its turn with half its
maximum hit points (171) or less and has taken damage Fatiguing Spit The Chameleos spits an exhaustive fluid at
since its last turn, it enters a rage for a number of a creature it can see within 60 ft. of it. The creature
rounds equal to 1d8. While enraged, it has a +3 bonus must succeed on a DC 20 Constitution saving throw or
to attack rolls and rolls an extra damage die on melee have its speed reduced to 0, have to take take either an
attacks. When the rage ends Chameleos cannot re-enter action or a bonus action, not both, and be unable to
rage for 2d4 rounds. take reactions until the end of its next turn.
Keen Eyesight. The Chameleos has advantage on Tail Wind. The Chameleos slaps its tail on the ground
Wisdom (Perception) checks that rely on sight. multiple times, creating high pressure winds. Any
Legendary Resistance (3/Day) If the Chameleos fails a creature within 5ft. of the Chameleos must succeed on
saving throw it can choose to succeed instead. a DC 18 dexterity saving throw or fall prone.
Superior Invisibility. As a bonus action, the Chameleos Obscuring Mist (Costs 2 Actions) The Chamleos exhales
can turn invisible until its concentration ends (as if a 60 foot cone of mist. The mist persists for one round
concentrating on a spell). Any equipment the and the area is heavily obscured to all creatures except
Chameleos wears or carries is invisible with it. the Chameleos.
Thief (Costs 2 Actions) The Chameleos makes a Tongue
Actions Lash attack.

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__
Gore Magala
Gore Magala is a very unique wyvern, sharing traits and Frenzied
similarities to that of the Elder Dragons, possessing six limbs, When a creature other than a Giant or Humanoid
including the clawed wings on its back. Though, its overall fails 3 saves against the Frenzy Virus it becomes
appearance and stance resembles a quadrupedal wyvern like Frenzied.
the Nargacuga. Its body is covered in dark exoskeleton plates, Frenzied A Frenzied creature is permanently
with notable features including the hidden feelers that are frenzied unless the spell Greator Restoration or
folded alongside its face, the lack of visible eyes and fanged spell of similar power is cast on it. A Frenzied
jaws that are actually parts of its external armor plates. The creature also acts much more agressively, even to
other unique part is its wings, which are covered in jet-black those it considered allies as well as being immune
fur that resemble a tattered and ragged cape. The claws on its to the charmed condition. After 10 days a frenzied
wings are extremely prehensile, and even seem to possess creature will die if it hasn't been treated.
opposable thumbs. They are used for grabbing, help at Frenzied creatures in combat In combat, Frenzied
running and maintaining stability. When not engaged in creatures become much more dangerous than their
combat, Gore Magala tends to cloak its body with its wings by base counterpart. A Frenzied creature deals an extra
latching them onto its back. die of damage on all attacks and its melee attacks
inflict the Frenzy Virus (As detailed in the Gore and
The pollen-like scales of Gore Magala are used to Shagaru Magala stat blocks. The DC of the virus is
understand their environment and leave behind a trail that the same as the creature the virus originated from).
Gore Magala uses to see both predators and prey by heat. As Frenzied monsters also gain the Reckless trait..
Gore Magala's senses increase and become better from these However, they also lose any damage resisitaces they
scales, its color under its wings will slowly change and get had (except for bludgeoning, piercing and slashing
brighter. When its sense are at their highest peak, two feelers damage from nonmagical weapons. They also
will poke out from its head and it will release large amounts of reatain any immunities they had.)
scales into the air. The hairs will darken the sky as if an Apex Some creatures can overcome the Frenzy
eclipse was in the area and it will begin to walk on all six. This Virus and become Apex. To do so the creature must
state is known as the Frenzy State. Gore Magala has an succeed on a DC 20 Constitution saving throw. The
unusually high metabolism but rarely feeds on much prey. saving throw can be repeated after every long rest
Due to this metabolism, its hairs on its wings are constantly but the DC increases by 2 each time it is failed.
left behind and flying in the air. These hairs are used to Only creatures of CR 10 and over can become
Apex. An Apex Creature retains all the benefits of
understand their environment and leave behind a trail that the Frenzied condition and none of the negatives.
Gore Magala uses to see both predators and prey by heat. As well as this it also gains immunity to critical hits
Once it smells something in the area, it will begin to spread and resisitance to bludgeoning, piercing and
around its hairs around the area in order to find the target and slashing damage from nonmagical attacks if it didn't
these hairs will attach onto the target, allowing the Gore have it already.
Magala to see them with heat. As Gore Magala's senses
increase and become better from these hairs, its color under
its wings will slowly change and get brighter. When its sense
are at their highest peak, two antennae will appear from its
head and it will release a large amounts of hairs into the air.
The hairs in the sky will darken the sky as if an eclipse was in
the area and it will begin to walk on all six. This is its Frenzy
State. When it enters this state, it will begin to use its wing
claws to allow it to walk and attack better using them.
Gore Magala's most infamous feature is the Frenzy Virus.
This virus is spread from Gore Magala's scales and hairs
while its breath has similar properties to them. The Frenzy
Virus causes some abnormalities in the nervous system,
increased physical strength, and a decrease in the body's
resistance. This virus makes all monsters extremely violent
and eventually kills most of them. Some may overcome the
effects of the Frenzy Virus and actually develop a relationship
with it, becoming physically stronger from the virus while also
spreading the virus like Gore Magala in order to get rid of
competition from their own species. These rare individuals
are known as Apex Monsters. In some cases, the Frenzy Virus
can even affect Gore Magala itself. Rare special individuals
who have failed to molt properly have been found to have no
control over the virus, unlike Shagaru Magala. This causes
their normal habits to change and also causes them to be
extremely violent compared to normal individuals and their
adult form. These rare special individuals are called Chaotic
Gore Magala.

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Gore Magala Legendary Resistance (3/Day). If the Gore Magala fails a


saving throw, it can choose to succeed instead.
Large Elder Dragon, Unaligned
Actions
Armor Class 18 (Natural Armour) Multiattack. The Gore Magala can use its frightful
Hit Points 300(30d10 + 120) presence and then makes three attacks with its Wing
Speed 40ft., fly 80ft. Slam or Frenzy Blast.
Gore Magala. Each creature of the Gore Magala's choice
STR DEX CON INT WIS CHA that is within 120 ft. of the Gore Magala and aware of it
23 (+6) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 10 (+0) must succeed on a DC 19 Wisdom saving throw or
become Frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Saving Throws DEX +10, CON +11, INT +6, CHA +6 the effect on itself on a success. If a creature's saving
Skills Perception +9, Stealth +10 throw is successful or the effect ends for it, the creature
Damage Resistances Necrotic is immune to the Gore Magalas Frightful Presence for
Condition Immunities Charmed, Exhaustion the next 24 hours.
Senses Blindsight 200ft. (Blind beyond this range),
passive Perception 19 Wing Slam. Melee Weapon Attack: +12 to hit, reach 10
Languages -- ft., 1 target. Hit: 23 (3d10 + 6) bludgeoning damage.
Challenge 18 (20,000 XP) Frenzy Blast. Ranged Weapon Attack: +12 to hit, range
120 ft., 1 target. Hit: 16 (3d10) poison damage and the
Aversion to Radiance. If the Gore Magala takes radiant target is afflicted with the Frenzy Virus.
damage, it has disadvantage on Attack rolls and Ability
Checks until the end of its next turn. Tail. Melee Weapon Attack +12 to hit, reach 15 ft., 1
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Enrage When Gore Magala starts its turn with half its
maximum hit points (150) or less and has taken damage Legendary Actions
since its last turn, it enters a rage for a number of Can take 3 Legendary Actions, choosing from the
rounds equal to 1d8. While enraged, it has a +2 bonus options below. Only one legendary action can be used at
to attack rolls and rolls an extra damage die on melee a time, and only at the end of another creature's turn.
attacks. When the rage ends Gore Magala cannot re- Spent legendary actions are regained at the start of each
enter rage for 2d4 rounds. turn.
Frenzy Mode. When the Gore Magala enrages it also
enters Frenzy Mode. While in frenzy mode any creature Tail Attack. The Gore Magala makes one attack with its
that hits the Gore Magala with a melee attack is afflicted tail.
with the frenzy virus, the area grows dark (as though it Frenzy Pool. The Gore Magala causes a 10 foot radius
were dusk) and the Gore Magala's blindsight range is pool of frenzy to appear in an area it can see within 120
doubled. The Frenzy Mode (But not the Enrage) ends feet of it. A creature that starts its turn in, or enters the
early if the Gore Magala is incapacitated or knocked pool on its turn is afflicted by the frenzy virus.
prone.
Frenzy Detonation (Costs 2 Actions). The Gore Magala
Frenzy Virus. The Gore Magala's ranged attacks inflict the unleashes a blast of Frenzy in a 30 ft. cone. Any creature
frenzy virus (included in the attack. Undead, Dragons, in the area must make a DC 18 constitution saving
Elder Dragons and Constructs are immune to this throw or take 35 (10d6) poison damage and be afflicted
effect). At the end of each of the target's turns, it must by the frenzy virus. On a successful save creatures take
make a DC 15 Constitution saving throw. After failing half damage but are still afflicted by the virus.
three of these saving throws, the frenzy virus takes full
effect and the creature stops making the saves. If the Wing Attack (Costs 2 Actions). The Gore Magala beats its
target is a Giant or Humanoid, for 1 minute the creature wings. Each creature within 10 ft. of the Gore Magala
takes an extra die of damage from any attack that inflicts must succeed on a DC 20 Dexterity saving throw or
the frenzy virus and cannot be afflicted with the frenzy take 13 (2d6 + 6) bludgeoning damage and be knocked
virus until this effect ends. As well as this, the creature prone. The Gore Magala can then fly up to half its flying
cannot regain hit-points in anyway except for spells and speed.
potions until after their next short rest. These affects
can be removed by Greater Restoration. After
succeeding on three of these saving throws, the
creature overcomes the virus and is temporarily
invigorated. A Giant or Humanoid gains resistance to
any attack that inflicts the frenzy virus and deals an extra
die of damage on all weapon and spell attacks for 1
minute, as well as being immune to the Frenzy Virus for
the duration of this effect. Any creature other than a
Giant or Humanoid that fails the three saves becomes
permanently Frenzied . If such a creature succeeds on 3
saves it is unnaffected. .

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On initiative count 20 (losing initiative ties), the Shagaru
Shagaru Magala Magala takes a lair action to cause one of the following
Shagaru Magala's body structure is similar to its juvenile effects; the Shagaru Magala can’t use the same effect two
form, Gore Magala. However, following the skin-shedding, its rounds in a row:
body is now covered in glittering golden scales, as well as its -A 5 ft. radius, 30ft. high geyser of Frenzy Virus erupts from
horns, claws and other spiky protrusions, which changed a point the Shagaru Magala can see within 200 ft. of it. Any
colors from crimson red / purple to dark brown. The once creature in the area must succeed on a DC 16 Constitution
hidden eyes underneath the horns are also now fully opened. saving throw or take 21 (6d6) poison damage and becoming
Its ragged-tattered wings also became golden scaly sheets that afflicted with the Frenzy Virus on a failed save, or half as
when fully expanded, resembles a star shape (more much damage on a successful one.
specifically, when both wings are expanded.) -The Shagaru Magala causes a 20 foot cube of darkness to
Having reached adulthood, Shagaru Magala's physical appear at a point it can see within 120 feet for one round. Any
abilities are greatly enhanced; they are much stronger, more creature that starts their turn in the cube, or enters the cube
agile, and most of all, more ferocious. Their usual state is like on their turn must succeed on a DC 15 constitution saving
that of an enraged Gore Magala, but with more variety of throw or be blinded until they leave the cube.
attacks and evasive maneuvers. -The Shagaru Magala causes a dark fog to appear in a 20
Apart from more aggressive melee attacks like the clawed foot radius around itself. The fog smothers all non-magical
wings-pounce and a grab attack that involves crushing and light and heavily obscures the area. The fog lasts one round.
then hurling hunters around like a ragdoll, their virus breath Regional Effects
attacks are also enhanced; with the range of the explosion
being larger and dealing more damage, while the scattered The region containing a Shagaru Magala’s lair is corrupted by
pools of virus, not only infecting the hunters, also explode the Frenzy Virus, which creates one or more of the following
shortly after they were deposited, limiting the hunters' effects:
movements during a frenzied fight. -All non-humanoid or Giant creatures in an area of 5 miles
When enraged, a Shagaru Magala will fly high up into the around the Shagaru Magala's lair are afflicted with the frenzy
sky and let out a deafening roar, while covering itself in virus after every long rest unless already frenzied.
purplish energy aura, before proceeding to deliver aerial -A creature that drinks from water or eats food found within
assaults, or swooping down on unwary hunters. 5 miles of the Shagaru Magala's lair become afflicted with the
While appearing divine, like a mythical deity of sorts, it also frenzy virus.
shows to be calm and calculating, as shown during the first -The area within 1 mile of the Shagaru magala is lightly
encounter with the player in the Sanctuary, where it calmly obscured by a faint purple fog. Any creature that enters the fog
scanned its opponent. However, once the monster initiated an is afflicted by the frenzy virus. The fog cannot be dispersed.
attack, its feral and brutal nature is displayed in full force; it -Any Gore Magala within 10 miles cannot molt into a
will chase and attack its enemies in a wild and destructive Shagaru Magala.
manner, unleashing everything it has got until its target is
dead. Being in a constant rage state that is comparable to a If the Shagaru magala dies, the fog fades over the course of
raging Gore Magala, its looks almost to deceive others of its 1d4 days. The water and food remains contaminated for 1
horrific monstrous nature. month after the Shagaru Magala dies. Any frienzied creature
Just like when they were still a juvenile, they release Frenzy reamins frienzied and can spread the virus, however creatures
Virus to infect other monsters nearby. The reason for this is to do not automatically become frenzied while within 5 miles of
claim territory for themselves, prevent other Gore Magala the Shagaru Magala's lair.
from molting properly, and to release the next generation of
Gore Magala into their territory. However, the infection radius
seems to be wider than ever, as the virus can be seen leaking
out from its den, infecting many monsters in the Heaven's
Mount. The virus strain also seems to be more intense, easily
corrupting a mighty beast like Zinogre and turning pack-
monsters like the Iodrome and Ioprey against each other. The
dark virus aura that envelops a Shagaru Magala is so intense
that it's said to dissipate only once the progenitor monster is
dead.
Other from the encounter at its den in the Heaven's Mount,
not much else is known about this unique and dangerous
monster.
Shagaru Magala Lair
The Shagaru Magala makes its lair in an isolated, arena-like
zone located somewhere between the Ancestral Steppe and
the Heaven's Mount called the Sanctuary. It is characterized
by its rocky outcroppings, fractured ground, and long, dry
grass. A Shagary Magala is CR 23 in its lair.
Lair Actions
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Shagaru Magala Illumination The Shagaru Magala sheds bright light in a


30-foot radius and dim light in an additional 30 ft.
Huge Elder Dragon, Unaligned
Legendary Resistance (3/Day). If the Shagaru Magala fails
Armor Class 19 (Natural Armour) a saving throw, it can choose to succeed instead.
Hit Points 408(34d12 + 170) Actions
Speed 40ft., fly 90ft.
Multiattack. The Shagaru Magala uses its Awe-Inspiring
presence. It can then make three attacks with its Wing
STR DEX CON INT WIS CHA Slam or Frenzy Blast.
27 (+8) 20 (+5) 21 (+5) 12 (+1) 19 (+4) 13 (+1) Awe-Inspiring Presence. Each creature of the Shagaru
Magala's choice that is within 120 feet of the Shagaru
Saving Throws DEX +12, CON +12, INT +8, CHA +8 Magala and aware of it must succeed on a DC 20
Skills Perception +11 Wisdom saving throw or become Charmed for 1
Damage Vulnerabilities Dragon minute. A creature can repeat the saving throw at the
Damage Resistances Radiant end of each of its turns, ending the effect on itself on a
Condition Immunities Charmed, Exhausted, Incapacitated success. If a creature's saving throw is successful or the
Senses Blindsight 120ft., passive Perception 21 effect ends for it, the creature is immune to the Shagaru
Languages -- Magala's Awe-Inspiringl Presence for the next 24 hours.
Challenge 21 (33,000 XP) Wing Slam. Melee Weapon Attack: +15 to hit, reach 10
ft., 1 target. Hit: 30 (4d10 + 8) bludgeoning damage.
Aversion to Necrosis If the Shagaru Magala takes
Necrotic damage it has disadvantage on Attack rolls and Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., 1
Ability Checks until the end of its next turn target. Hit 17 (2d8 + 8) bludgeoning damage.
Frenzy Blast. Ranged Weapon Attack: +15 to hit, range
Enrage When the Shagaru Magala starts its turn with half 120 ft., 1 target. . Hit 16 (3d10) poison damage and the
its maximum hit points (204) or less and has taken target is afflicted with the Frenzy Virus.
damage since its last turn, it enters a rage for a number
of rounds equal to 1d8. While enraged, it has a +3 Legendary Actions
bonus to attack rolls, rolls an extra damage die on melee
attacks and its melee attacks inflict the frenzy virus. Can take 3 Legendary Actions, choosing from the
When the rage ends Shagaru Magala cannot re-enter options below. Only one legendary action can be used at
rage for 2d4 rounds. Also, when the Shagaru Magala a time, and only at the end of another creature's turn.
first reaches half its maximum hit points, it immediately Spent legendary actions are regained at the start of each
disengages, flies 30ft. into the air, and uses its Awe- turn.
Inspiring presence as a reaction.
Frenzy Pool The Shagaru Magala causes a 10 foot radius
Elder Dragon Resilience. If damage reduces the Shagaru pool of frenzy to appear in an area it can see within 120
Magala to 0 hit points, it must make a Constitution feet of it. A creature that starts its turn in, or enters the
saving throw with a DC of 5 + the damage taken, unless pool on its turn is afflicted by the frenzy virus. The pool
the damage is dragon or from a critical hit. On a lasts for one round.
success, the Shagaru Magala drops to 1 hit point
instead. Tail Attack The Shagaru Magala makes one tail attack.

Frenzy Virus. The Shagaru Magala's ranged attacks inflict Frenzy Detonation (Costs 2 Actions). The Shagaru Magala
the frenzy virus (included in the attack, undead, dragons, unleashes a blast of Frenzy in a 30 ft. cone. Any creature
Elder Dragons and constructs are immune to this in the area must make a DC 19 constitution saving
effect). At the end of each of the target's turns, it must throw or take 49 (14d6) poison damage and be afflicted
make a DC 18 Constitution saving throw. After failing by the frenzy virus. On a successful save creatures take
three of these saving throws, the frenzy virus takes full half damage but are still afflicted by the virus.
effect and the creature stops making the saves. If the Wing Attack (Costs 2 Actions). The Shagaru Magala beats
Target is a Giant or Humanoid, for 1 minute the creature its wings. Each creature within 10 ft. of the Shagaru
takes an extra die of damage from any attack that inflicts Magala must succeed on a DC 22 Dexterity saving
the frenzy virus and cannot be afflicted with the frenzy throw or take 15 (2d6 + 8) bludgeoning damage and be
virus until this effect ends. As well as this, the creature knocked prone. The Shagaru Magala can then fly up to
cannot regain hit-points in anyway except for spells and half its flying speed.
potions until after their next short rest. These affects
can be removed by Greater Restoration. After
succeeding on three of these saving throws, the
creature overcomes the virus and is temporarily
invigorated. A Giant or Humanoid gains resistance to
any attack that inflicts the frenzy virus and deals an extra
die of damage on all weapon and spell attacks for 1
minute. For the duration it is also immune to the frenzy
virus. Any creature other than a Giant or Humanoid that
fails the three saves becomes permanently Frenzied . If
such a creature succeeds on 3 saves it is unnaffected.

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Valstrax/Valphalk Wing Blade. Melee Weapon Attack: +18 to hit, Reach


15ft., one target. Hit 26 (2d10 + 10) piercing damage
Huge Elder Dragon, Unaligned
Around the World (Recharge 5-6). The Valstrax flies up
Armor Class 20 into the air and circles the area, taking on the guise of
Hit Points 336 (28d12 + 140) the Red Comet. Any creature within 5 feet of it when it
Speed 40ft., Fly 200ft. takes off must succeed on a DC 20 Strength saving
throw or be knocked prone. It then comes crashing
down at the speed of sound at an area it can see within
STR DEX CON INT WIS CHA 120 feet of its starting point. Any creature within 20
feet of the Valstrax when it lands must make a DC 21
18 (+4) 30 (+10) 20 (+5) 13 (+1) 14 (+2) 9 (-1) Dexterity saving throw. On a failed save creatures take
45 (10d8) bludgeoning damage and 45 (10d8) dragon
Saving Throws STR +12, DEX +18, CON +13, INT +9 damage, are afflicted with Dragon Blight and are flung
Skills Acrobatics +18, Perception +10 10 feet backwards and knocked prone. On a success
Damage Resistances Bludgeoning, Piercing and Slashing creatures take half damage, are not afflicted with dragon
from Nonmagical attacks. blight and are not knocked back or prone. All creatures
Condition Immunities Charmed, Exhaustion, Frightened in the area are deafened. This movement does not
Senses passive Perception 20 provoke attacks of opportunity. After using this ability
Languages -- the Valstrax is incapacitated for the next three turns.
Challenge 25 (75,000)
Reactions
Avoidance. When the Valstrax is subjected to an effect Disengaging Blast. When a creature moves to within 5
that requires it to make a saving throw to take half feet of Valstrax it can immediately make a Dragon Blast
damage, it instead take no damage on a success and half attack against them and move 50 feet directly
damage on a failure. backwards.
Elder Dragon Resilience. If damage reduces the Valstrax Legendary Actions
to 0 hit points, it must make a Constitution saving The Valstrax can take 3 Legendary Actions, choosing
throw with a DC of 5 + the damage taken, unless the from the options below. Only one legendary action can
damage is dragon or from a critical hit. On a success, be used at a time, and only at the end of another
the Valstrax drops to 1 hit point instead. creature's turn. Spent legendary actions are regained at
Enrage. When the Valstrax starts its turn with half its the start of each turn.
maximum hit points (168) or less and has taken damage
since its last turn, it enters a rage for a number of Fly. The Valstrax moves up to half its fly speed without
rounds equal to 1d8. While enraged, it has a +3 bonus provoking attacks of opportunity.
to attack rolls, rolls an extra damage die on melee Roar. The Valstrax roars, Any creature within 30 feet of
attacks and its melee attacks inflict dragon blight. When the Valstrax must succeed on a DC 21 Constitution
the rage ends Valstrax cannot re-enter rage for 2d4 saving throw or be deafened until the end of their next
rounds. turn.
Flyby. Valstrax does provoke attacks of opportunity Stab. The Valstrax makes a Wing Blade attack.
when it flies out of reach.
Close Range Blast (Costs 2 Actions). The Valstrax fires a
Legendary Resistance (3/Day). If the Valstrax fails a saving blast of dragon energy into the ground. Any creature
throw it can choose to succeed instead. within 10 feet of the Valphalk must succeed on a DC 21
The Red Comet. Valstrax can dash as a bonus action Dexterity saving throw or take 36 (8d8) dragon damage,
when flying. When traveling at a fast pace and flying it be afflicted by dragon blight and knocked 10 feet
has disadvantage on Wisdom (perception) checks. backwards. On a success creatures only take half
When flying at top speed the Valstrax is damage.
indistinguishable from a red comet. Rocket Charge (Costs 2 Actions). The Valstrax flies up to
half its fly speed directly forward without provoking
Actions attacks of opportunity. If it passes through another
Multiattack. The Valstrax makes three attacks with its creatures space, that creature must succeed on a DC 21
Wing Blade or with its dragon blast. Dexterity saving throw or take 26 (3d10 + 10)
bludgeoning damage and fall prone. On a success
Dragon Blast. Ranged Weapon Attack: +18 to hit, Range creatures take half damage and are not knocked prone.
100/200 ft., one target. Hit 26 (4d12) dragon damage
the target is afflicted by dragon blight for one round.

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Fanged Beasts Bullfango


Fanged Beasts (Also known as Pelagus and Primatius) Medium Beast (Fanged Beast), Unaligned
monsters are beastly mammalian creatures that operate with
only legs, and no wings. They are often much faster than other
larger threats. Armor Class 11 (Natural Armour)
Hit Points 18(3d8 + 3)
Bulldromes have larger tusks than Bullfango as well as white Speed 40ft.
fur, as opposed to the bullfangos black fur. Bulldromes are
more agile when running and proficient at finding and locking STR DEX CON INT WIS CHA
onto their victims. They can be very aggressive towards their
accompanying pack of Bullfango when hungry. Bulldrome 14 (+2) 11 (+0) 12 (+1) 4 (-3) 2 (-4) 5 (-3)
possess thick, course, fur that insulate the creatures from cold
environments. This fur also acts as a way to show their old Senses passive Perception 9
age. Bulldrome are extremely strong creatures, able to easily Languages --
outrun hunters. This aids the creature greatly during its blind, Challenge 1/4 (50 XP)
charging attacks. A bulldrome's most recognized feature is its
two large tusks. The tusks are initially of identical size, but Charge. If the bullfango moves at least 20 feet
they commonly grow asymmetrical over time. These are the straight toward a target and then hits it with a tusk
result of a long healthy life. Bulldrome tusks will grow attack on the same turn, the target takes an extra 3
constantly, and will be likewise worn down by the creature as (1d6) slashing damage. If the target is a creature, it
it ruts and grazes. must succeed on a DC 11 Strength saving throw or
be knocked prone.
Keen Smell. The bullfango has advantage on Wisdom
(Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest If the
bullfango takes 8 damage or less that would reduce
it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.

Bulldrome Enrage When Bulldrome starts its turn with half its
maximum hit points (27) or less and has taken damage
Large Beast (Fanged Beast), Unaligned
since its last turn, it enters a rage for a number of
rounds equal to 1d4. While enraged, it gains immunity
Armor Class 12 (Natural Armour) to exhaustion, has a +1 bonus to attack rolls, and rolls
Hit Points 54(6d10 + 18) an extra damage die on melee attacks. When the rage
Speed 40ft. ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds.
STR DEX CON INT WIS CHA
Relentless (Recharge on a Short or Long Rest). If the
18 (+4) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 5 (-3) Bulldrome takes 10 damage or less that would reduce it
to 0 hit points, it is reduced to 1 hit point instead.
Senses passive Perception 9 Keen Smell. The Bulldrome has advantage on Wisdom
Languages -- (Perceptiom) checks that rely on smell.
Challenge 1 (200 XP)
Actions
Charge. If the Bulldrome moves at least 20 feet straight
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one
toward a target and then hits it with a tusk attack on the
target. Hit: 11 (2d6 + 4) slashing damage.
same turn, the target takes an extra 7 (2d6) slashing
damage. If the target is a creature, it must succeed on a
DC 13 Strength saving throw or be knocked prone.

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Arzuros Enrage When Arzuros starts its turn with half its
maximum hit points (27) or less and has taken damage
Large Beast (Fanged Beast), Unaligned
since its last turn, it enters a rage for a number of
rounds equal to 1d4. While enraged, it gains immunity
Armor Class 13 (Natural Armour) to exhaustion, has a +1 bonus to attack rolls, and rolls
Hit Points 56(7d10 + 14) an extra damage die on melee attacks. When the rage
Speed 40ft. ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds.
STR DEX CON INT WIS CHA
Honey Eater. The Arzuros has advantage on Wisdom
19 (+4) 10 (+0) 15 (+2) 2 (-4) 13 (+1) 5 (-3) (Perception) checks to find honey. Arzuros will be
attracted to any creature carrying honey. The Arzuros
Senses passive Perception 11 has advantage on attack rolls against a creature carrying
Languages -- honey. If the Arzuros eats honey it regains 7 (2d6) hit
Challenge 3 (700 XP) points.
Keen Smell. The Arzuros has advantage on Wisdom
Charge If the Arzuros moves at least 30 feet straight (Perception) checks that rely on smell.
toward a creature and hits it with a claw attack on the
same turn, it must succeed on a DC 14 Strength saving Actions
throw or be knocked prone. Multiattack. The Arzuros makes three melee attacks: two
with its claws and one with its bite
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1
target. Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, 1
target. Hit: 8 (1d6 + 4) piercing damage.

Arzuros is noted for its turquoise colored fur and ursine body
structure. It has a ridge of erect hair aligned with its nose. Its
back is made of a tough hide, somewhat characteristic of a
carapace. Hair runs from its cheeks, connecting to its back,
where it forms a trim along the sides of the back. The claws of
an Arzuros have elongated, red nails. Each claw has a tough
brace encasing and protecting the wrist and forearm. Arzuros
has large, bulky legs connected to much smaller feet and a
short, wide tail. Arzuros are omnivorous creatures that enjoy
feasting on fish and honey. When eating honey, Arzuros pays
little to no attention to its surroundings. When threatened by
other large monsters, Arzuros will try to use its size and claws
to frighten the monster, or will use its agility to escape.
Arzuros often hangs its tongue out of its mouth.
An Arzuros will stand on its hind legs to seem much larger
to the opponent, much like bear. Its front limbs are used as
weapons, and are lined with long sharp claws and spikes on
its arms that can greatly wound an attacker. It uses them
much like many other creatures, by swiping and slashing at its
attackers and/or prey. It can also use them to run fast and turn
easier when running from predators. Arzuros also have
hardened plate-like scales on their backs, and forelimbs. This
gives the Arzuros protection from rear assaults and when
feeding on bee hives as the stinging and biting insects barely
even faze the creatures. Arzuros are omnivores, meaning they
are capable of eating both plants and other animals. They're
commonly seen by rivers, hunting fish, and in the forest,
searching for certain plants, insects, and carrion. The favorite
meal of an Arzuros is honey. They will do just about anything
to get their hands on honey, including steal from hunters.
While being large themselves, Arzuros are vulnerable to being
attacked and preyed upon by even larger predators in the
forest, such as Zinogre.

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Lagombi Ice Slide. The Lagombi can dash as a bonus action when
on ice or snow.
Large Beast (Fanged Beast), Unaligned
Sensitive Hearing. When the Lagombi takes thunder
Armor Class 13 (Natural Armour) damage or hears a very loud noise and isn't deafened it
Hit Points 56(8d10 + 8) takes double damage and it must make a Constitution
Speed 30ft. saving throw with a DC equal to half the damage dealt
or 10, whichever is higher. On a failure, it is stunned
until the start of its next turn and is deafened for 3
STR DEX CON INT WIS CHA rounds. After the stun ends the lagombi immediately
enrages. While enraged the Lagombi loses this trait.
14 (+2) 15 (+2) 12 (+1) 3 (-4) 10 (+0) 3 (-4)
Actions
Skills Perception +2 Multiattack. The Lagombi makes two claw attacks.
Damage Resistances Cold
Senses passive Perception 12 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1
Languages -- target. Hit: 7 (1d8 + 2) slashing damage.
Challenge 2 (450 XP) Snow Ball (Recharge 5-6). The Lagombi rolls a 5 ft wide
ball of snow and ice in a 30 ft line. Any creature in that
Enrage When Lagombi starts its turn with half its line must make a DC 13 dexterity saving throw or take 6
maximum hit points (28) or less and has taken damage (1d10) bludgeoning damage and 6 (1d10) cold damage
since its last turn, it enters a rage for a number of and their speed is reduced by 10 feet until the end of
rounds equal to 1d4. While enraged, it gains immunity their next turn. The bludgeoning damage increases by
to exhaustion, has a +1 bonus to attack rolls, and rolls 1d10 for every 10 ft the ball travels. On a successful
an extra damage die on melee attacks. When the rage save the creature takes half damage and doesn't have its
ends, it gains 3 levels of exhaustion. Subsequent rages speed reduced.
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds. Sliding Charge (Recharge 4-6, must be on ice or snow).
The Lagombi slides 40 feet straight forward on its
Keen Hearing. The Lagombi has advantage on Wisdom stomach. If it moves through a creature's space that
(Perception) checks that rely on hearing. creature must make a DC 14 dexterity saving throw or
take 11 (2d10) bludgeoning damage and be knocked
Ice Walk. Difficult terrain composed of ice or snow prone. On a success targets take half damage and are
doesn't cost the Lagombi extra movement. not knocked prone. This movement does not provoke
opportunity attacks.

A large, wombat-like Fanged Beast. Its ears are long and


highly sensitive, and its face features a beak-like mouth along
with small red eyes. A Lagombi's belly is made of a low-
friction material and is shaped so that it can slide upon the ice
like a sled. It is covered in a thick fur coat to keep it warm in
its sub-zero homeland. A Lagombi has superb hearing in order
to remain aware of predators. Fortunately for hunters, that
also leaves it vulnerable to loud noises, such as Sonic Bombs
(like Yian Kut-Ku). It attacks by throwing chunks of ice,
swiping with its claws, and sliding around on its belly in order
to ram foes. To traverse from area to area it slides on its belly
much like a penguin. Lagombi is a relatively docile monster,
but will respond with aggression when provoked or
threatened. It is evidently an insectivore, as it enjoys feeding
on Bnahabra and Vespoid.
Lagombi have a warm pelt that helps them survive the cold.
These creatures have a plastron-like shell on their stomachs,
allowing them to slide across the ice with ease, possibly for
escaping from larger monsters. This can also be used to easily
surprise intruding hunters. Their ears are highly sensitive,
allowing them to notice predators like Barioth and Tigrex
even when they are far away, giving them plenty of time to
escape. Lagombi claws are able to tear through flesh easily
and even freeze over the wounds left over on prey.

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Volvidon Actions
Large Beast (Fanged Beast), Unaligned Multiattack. The Volvidon makes 3 attacks: two with its
claws and one with its tongue or paralyzing spit.
Armor Class 16 (Natural Armour)
Hit Points 88(11d10 + 22) Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1
Speed 30ft. target. Hit: 10 (2d6 + 3) slashing damage.
Tongue. Melee Weapon Attack: +5 to hit, range 30 ft., 1
target. Hit: 6 (1d6 + 3) bludgeoning damage and the
STR DEX CON INT WIS CHA target must make a DC 14 Strength saving throw or be
16 (+3) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 6 (-2) pulled to within 5ft of the Volvidon and knocked prone.
Paralyzing Spit (Recharge 5-6). Ranged Weapon Attack:
Damage Resistances Fire +5 to hit, range 30 ft., 1 target. Hit: 2 (1d4)
Senses passive Perception 10 bludgeoning damage and the target must succeed on a
Languages -- DC 13 Constitution saving throw or be paralyzed for 1
Challenge 4 (1,100 XP) round.
Rolling Charge (Recharge 4-6). The Volvidon curls itself
Enrage When Volvidon starts its turn with half its into a ball and moves up tp its movement. The first time
maximum hit points (44) or less and has taken damage it moves through another creature's space, the creature
since its last turn, it enters a rage for a number of must make a DC 14 Dexterity saving throw or take 12
rounds equal to 1d4. While enraged, it gains immunity (3d8) bludgeoning damage and be knocked prone. On a
to exhaustion, has a +1 bonus to attack rolls, and rolls successful save the target takes half damage and is not
an extra damage die on melee attacks. When the rage knocked prone. This movement does not provoke
ends, it gains 3 levels of exhaustion. Subsequent rages opportunity attacks.
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds. Reactions
Roll. The Volvidon can curl into a ball to double its Defensive Curl. As a reaction, when the Volvidon is
movement speed as a bonus action. The Volvidon also attacked it can curl itself up, increasing its AC to 18 and
gains an AC of 18 and can only take the Rolling Charge giving it resistance to bludgeoning, piercing and
action. slashing from nonmagical attacks until the end of the
turn.

Volvidon is a medium-sized monster, slightly larger than an


Aptonoth. It is covered in a series of red armor plates, which
are segmented around the midsection and allow the Volvidon
to curl into a ball. It possesses an extremely long, chameleon-
like tongue which is covered in sticky saliva.
It is capable of spitting out a paralyzing liquid. Being a
Fanged Beast, the Volvidon uses attacks similar to those of
Arzuros and Lagombi. It is known to pull prey and foes toward
its mouth using its long tongue. In addition to aiding
transportation, its ability to roll up into a ball allows it to crush
foes during combat.
It will typically avoid trouble, but if cornered, Volvidon can
be surprisingly aggressive. It is an insectivore which uses its
long, sticky tongue to feed on Neopterons.
Volvidon have a special armor on their backs, protecting
them from attacks while also being very flexible. When
contorted into a ball, there is little that a predator can do.
Their shells can even withstand fire and lava. Its tongue is
long and sticky, allowing it to grasp prey from long distances.
Since it feeds mainly on Bnahabra and Altaroth, it is able to
convert the paralyzing toxins the insects naturally produce in
to its own system due to a specialized organ located in its
mouth along with a smelly gas. This being done, now its own
saliva has the same paralytic qualities, aiding it in its defense
against predators. Volvidon also possess the ability to curl up
and roll backwards, or side to side. This can be a life-saver if
confronted by predators such as Deviljho or Stygian Zinogre.

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Kecha Wacha Glide. The Kecha Wacha takes no damage from falling
and falls at half the normal speed. At the end of its fly
Large Beast (Fanged Beast), Unaligned
speed, the Kecha Wacha drops from the air.

Armor Class 14 Keen Hearing. The Kecha Wacha has advantage on


Hit Points 60(10d8 + 10) Wisdom (Perception) checks that rely on hearing..
Speed 30ft., Climb 40ft., fly 30ft. Sensitive Hearing. When the Kecha Wacha takes thunder
damage and isn't deafened it takes double damage and
it must make a Constitution saving throw with a DC
STR DEX CON INT WIS CHA equal to half the damage dealt or 10, whichever is
12 (+1) 18 (+4) 13 (+1) 3 (-4) 14 (+2) 6 (-2) higher. On a failure, it is stunned until the start of its
next turn and is deafened for 3 rounds. After the stun
ends, the Kecha Wacha Enrages immediately. While
Saving Throws DEX +6 enraged it loses this trait.
Skills Perception + 4
Senses passive Perception 14 Actions
Languages --
Challenge 3 (700 XP) Multiattack. The Kecha Wacha makes any combination of
3 claw or spit attacks.
Enrage. When Kecha Wacha starts its turn with half its Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1
maximum hit points (30) or less and has taken damage target. Hit: 11 (2d6 + 4) slashing damage.
since its last turn, it enters a rage for a number of
rounds equal to 1d4. While enraged, it gains immunity Spit. Ranged Weapon Attack: +6 to hit, range 30/50ft., 1
to exhaustion, has a +1 bonus to attack rolls, and rolls target. Hit: 5 (1d8) bludgeoning damage and the
an extra damage die on melee attacks. Its movement target's movement speed is reduced by 10 ft. until the
speed also increases by 10ft. when enraged. When the end of their next turn.
rage ends, it gains 3 levels of exhaustion. Subsequent
rages do not increase its exhaustion level over 3. It
Reactions
cannot re-enter rage for 2d4 rounds. Escape. When the Kecha Wacha is targeted by a melee
attack, it can use its reaction to disengage and move 20
feet backwards.

Kecha Wacha is a lemur-like monster with long arms and these Pelagi can shoot out globs of mucus water at an
hook-like fingers and claws. It has bright yellow fur and blue attacker. Kecha Wachas are arboreal monsters that have large
skin. It can fold its spiked ears over its face, forming a "mask" and hooked claws that enable them to get an excellent grip on
that is likely used to intimidate would-be attackers. It also slippery vines. The tail of this creature ends in a hooked barb
sports a tube-like trunk and large, forward-facing eyes. It is and will allow a Kecha Wacha to hang upside in trees just like
capable of attacking from a distance by shooting globs of an oppossum. One particular adaptation that Kecha Wacha
mucus from its trunk-like nose which can slow attackers. have that separates them from other Pelagi like Congalala is
Kecha Wacha is able to glide using a membrane between its their ability to glide. These creatures have a "Patagium" which
arms, legs, and tail, in a manner similar to a flying squirrel. is an extension of the skin at the abdomen that runs up to the
This makes the Kecha Wacha the only Fanged Beast able to tip of each digit, thus uniting the forelimb with the body. This
"fly". Curious in nature Kecha Wacha will investigate anything membrane allows the creatures to glide in search of food or to
in their environment that is new to them. As relatively escape ground-based predators like a Stygian Zinogre.
peaceful monsters these creatures would rather flee than
fight, yet if fleeing is not an option they can be surprisingly
aggressive and will readily use their long, sharp, and hooked
claws, trunk-like nose and mask-like ears to defend
themselves. The ears of a Kecha Wacha can be utilized in
multiple ways. These ears are capable of listening for insect
larvae inside trees and aid the Pelagi in escaping potential
predators. If cornered a Kecha Wacha will fold its ears over its
face and will attempt to frighten the attacker off with the
bright eye spots on its ears. This gives a Kecha Wacha the
appearance of a menacing creature and because Kecha
Wacha folds its eyes with its ears the Kecha Wacha cannot see
but as its ears are closer to the floor it can hear the movement
sounds of the attacking predators. Like its ears the tapir
trunk-like nose of a Kecha Wacha has multiple uses. This
trunk is used for sucking up water and spraying it back into its
owner's mouth just like that of an elephant. Inside the trunk is
a specialized organ that can store large amounts of water and
this water can be used for defense whenever needed since

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Conga
Medium Beast (Fanged Beast), Unaligned

Armor Class 12
Hit Points 21(3d8 + 6)
Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA


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

Senses passive Perception 10


Languages --
Challenge 1/2 (100 XP)

Actions
Multiattack. The Conga makes two attacks with its
claws.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Fart. The Conga farts, releasing a noxious gas in a 10
ft cone. Any creature in the area must succeed on a
DC 11 Constitution saving throw or take 5 (2d4)
poison damage and be unable to use consumable
items until the end of their next turn. On a success
creatures take half damage and can still use
consumable items.

Congas resemble pink gorillas with a face of a hippopotamus,


black underbellies and have a blonde patch of hair on top of
their head. Congas most likely fill a variety of roles. They are
quite fond of mushrooms and have fangs that are used in
eating meat so they can hunt small prey like Mosswine. Their
most likely common predators are Velociprey, Genprey,
Remobra, and Ioprey. They may also be scavengers. The
Conga's most notable adaptation for its life is its ability to
produce strong farts. This fart causes a creature's throat to
itch, making it hard for species to eat properly. The pink fur is
used as a warning to potential predators.

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Congalala Relentless Attack. The Congalala gains advantage on all


melee attack rolls until the end of the turn, but at the
Large Beast (Fanged Beast), Unaligned
end of its turn it falls prone.

Armor Class 13 (Natural Armour) Actions


Hit Points 162(18d10 + 54) Multiattack. The Congalala makes three claw attacks.
Speed 30ft., climb 30ft.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1
target. Hit: 8 (1d8 + 4) slashing damage.
STR DEX CON INT WIS CHA
Fart (Recharge 5-6). he Congalala farts, releasing noxious
18 (+4) 12 (+1) 17 (+3) 5 (-3) 10 (+0) 3 (-4) gas in a 20 ft cone. All creatures in the area must make a
DC 15 constitution saving throw or take 11 (2d10)
Senses passive Perception 10 poison damage and they can't use consumable items for
Languages -- 3 rounds on a failed save. On a success creatures take
Challenge 5 (1800 XP) half damage and can still use consumable items.
Breath Attack (3 uses after eating a mushroom). The
Enrage When Congalala starts its turn with half its Congalala exhales a gas in a 30 ft cone. All creatures in
maximum hit points (81) or less and has taken damage the areamust make a DC 15 Constitution saving throw
since its last turn, it enters a rage for a number of or be subjected to the effects of the breath attack. On a
rounds equal to 1d6. While enraged, it gains immunity successful save creatures take half damage if the attack
to exhaustion, has a +1 bonus to attack rolls, and rolls deals damage and are unaffected by other conditions of
an extra damage die on melee attacks. Its Fart ability the breath.
also immediately recharges. When the rage ends, it
gains 3 levels of exhaustion. Subsequent rages do not Reactions
increase its exhaustion level over 3. It cannot re-enter
Belly Shield. When a creature makes an attack roll against
rage for 2d4 rounds.
the Congalala it can puff out its stomach, gaining an AC
Mushroom Eater. Congalala's love to eat mushrooms and of 16 and resistance to bludgeoning, piercing and
as such always carry one around in their tail. As a bonus slashing damage from non-magical attacks for 1 turn.
action the Congalala can eat the mushroom, gaining its
breath atack. Roll a d6 to determine what effect the
mushroom had. 1-The breath attack deal 19 (3d12) fire
damage. The save is Dexterity based instead of
Constitution. 2-The breath attack deal 14 (4d6) poison
damage and the target is poisoned for 1 minute if they
failed the save. The target can make a DC 13
Constitution saving throw at the start of its turn to end
the effect. 3- The Breath attack deal 22 (4d10) necrotic
damage and the Congalala is poisoned until it uses all
three uses of its breath attack. 4- The targets are
knocked unconscious for 1 minute on a failed save. On
a success nothing happens. 5-The target is paralyzed for
1 round on a failed save. On a success nothing happens.
6- The Congalala gains +2 strength for 3 rounds but no
breath attack.

Congalala resembles a giant, tailed gorilla with pink fur, a food, be it fish, prey, or plant life, they may choose to claim the
hippo-like head, and long front claws. The spike on its head is region as their own. Congalala are one of the few creatures
actually hair that the Congalala has smoothed into shape to with opposable thumbs. This makes it very easy for them to
signify that they are the pack leader. Congalalas are grasp fruit hanging from trees and reach other out-of-the-way
surprisingly intelligent beasts. Despite their apparently food sources that other land based creatures do not have
adorable appearance, the Congalalas should never be access to. If food runs out in the Congalala's dominant area, it
underestimated. While they are for the most part very docile, may resort to gathering up its pack and launch a raid on
they react well to the presence of herbivores, so long as they human territory or even another area dominated by a different
give a wide berth. They can quickly become aggressive to Congalala or large monster in an attempt to plunder food or
anything that disrupts feeding or startles them, for example, if claim the territory.
they see hunters. When damaged enough, their rage mode is
triggered. Most of their upper jaw will be red, and they will be
more aggressive. Congalala are large omnivorous apes. They
often lead small packs of Conga and will sometimes become
quite territorial. Congalalas are typically nomads, searching
for any kind of food and absently wandering from one region
to the next. However, if they find an area particularly rich in

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Blango
Medium Beast (Fanged Beast), Unaligned

Armor Class 11
Hit Points 28(4d8 + 8)
Speed 30ft., climb 30ft., burrow 5ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Athletics +5
Damage Resistances Cold
Senses Darkvision 30ft., passive Perception 11
Languages --
Challenge 1 (200 XP)

Pack Tactics. The Blango has advantage on an Attack


roll against a creature if at least one of the Blango's
allies is within 5 ft. of the creature and the ally isn't
Incapacitated.
Aversion to Fire. If the Blango takes fire damage, it
has disadvantage on attack rolls and ability checks
until the end of its next turn.
Actions
Multiattack. The Blango makes two fist attacks
Fist. Melee Weapon Attack +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack +5 to hit, range 25/50
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
and 2 (1d4) cold damage if in a frozen area.

Blango are white-furred, ape-like creature with a bright red


face. The skin beneath its coat is a dull purple color..It can
burrow underneath the snow in wait for prey or stalk the rock
and ice above. Blangos frequently hunt in packs. Although
weak when fighting alone, Blango will fight ferociously when
led by a Blangonga. If the Blangonga enters Rage mode the
Blangos will follow suit and enter rage as well, throwing ice
chunks at hunters. Under the leadership of the Blangonga, the
Blango are most likely a high class predator, as there is little
that can oppose the tight-knit group. Blango prey upon Anteka
and Popo. Blango have developed a thick layer of fur and fat,
as well as strong muscles to quickly cover ground and climb, a
skill required in the mountains. They also have a tight pack
connection and work together thus being highly coordinated
in their attacks.

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Blangonga Pack Tactics. The Blangonga has advantage on attack


rolls if at least one of the Blangonga's allies is within 5ft
Huge Beast (Fanged Beast), Unaligned
of the target and the ally isn't incapacitated.

Armor Class 14 (Natural Armour) Actions


Hit Points 154(14d12 + 56) Multiattack. The Blangonga makes two fist attacks.
Speed 40ft., climb 40ft., burrow 15ft.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 1
target. Hit: 17 (2d10 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA
Frozen Rock. Ranged Weapon Attack: +9 to hit, range
22 (+6) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 6 (-2) 60/100 ft., one target. Hit: 22 (3d10 + 6) bludgeoning
damage and 6 (1d10) cold damage.
Saving Throws STR +9. DEX +5 Freezing Breath (Recharge 5-6). The Blangonga exhales a
Skills Athletics +9 freezing blast of air in a 30 ft cone. Targets in the area
Damage Resistances Cold must make a DC 16 dexterity saving throw or take 36
Senses Darkvision 30ft., passive Perception 12 (8d8) cold damage on a failed save. On a success take
Languages -- half damage. Creatures killed by this attack are frozen
Challenge 8 (3,900 XP) solid until thawed.
Aversion to Fire. If the Blangonga takes fire damage, it Roar (Recharge when all Blangos are dead). The Blangonga
has disadvantage on attack rolls and ability checks until roars, summoning 2 blangos which burst from the
the end of its next turn ground around the Blangonga. These Blangos go on the
Blangonga's initiative.
Enrage. When Blangonga starts its turn with half its
maximum hit points (77) or less and has taken damage
since its last turn, it enters a rage for a number of
rounds equal to 1d6. While enraged, it gains immunity
to exhaustion, has a +1 bonus to attack rolls, and rolls
an extra damage die on melee attacks. Also, its roar
ability immediately recharges, it gains +10 ft movement
and gains +2 strength for the duration. While enraged all
Blango's in the area gain the same benefits. When the
rage ends, it gains 3 levels of exhaustion. Subsequent
rages do not increase its exhaustion level over 3. It
cannot re-enter rage for 2d4 rounds.

As the alpha-male of the pack, the Blangonga is twice as large allows them to dig rapidly into deep arctic snow, which is an
as the average Blango with a much more aggressive excellent position to ambush prey. A Blangonga's strength
temperament. Its strong, muscled limbs allow it to run and helps them to hold prey while they make a killing blow. The
leap at a startling speed, and its powerful roar can catch massive monkeys are surprisingly fast and nimble, which
hunters unaware without adequate hearing protection. By enable them to run and leap great distances. This agility helps
calling out to its pack, the Blangonga can summon Blangos to them to quickly scale or descend mountains with ease. They
fight beside it in battle. Its deadly speed can bewilder the are aided in this by their large whiskers, which help to balance
novice hunter, as they can perform a dive that can send them the creature as it moves about.
rolling into their foes and deal out massive damage.
Blangongas can break ice at their feet and hurl it at hunters.
Blangongas are incredibly aggressive creatures. They will
ruthlessly attack hunters and prey, yet shy away from anything
larger than themselves. Blangonga have some of the toughest
fur of any known monster. Its fur helps prevents cold air from
touching their skin and can also prevent snow and ice from
touching their skin. Their fur has even been seen to be able to
stop paintballs from splattering on their skin and even
stopping arrows from piercing through their skin. From the
furs pearly white color, it serves as excellent camouflage. The
Blangonga's best recognized features is its fangs. Its long
canines are more a show of dominance than a practical tool.
They can, obviously, inflict deep wounds on prey and help to
pin them down while the Blangonga rakes the victim with its
paws. Unlike Blango, Blangonga have a "beard" on their face
that signifies that they are the leader. Blangonga are
astoundingly strong creatures. They can easily toss large
boulders or massive ice chunks with ease. This strength
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Gammmoth Trunk. Melee Weapon Attack: +15 to hit, reach 10 ft., 1


target. Hit: 19 (2d8 + 10) bludgeoning damage and if
Gargantuan beast (Fanged Beast), Unaligned
the target is large or smaller it is grappled (Escape DC
19). While grappled in this way the target is also
Armor Class 14 (Natural Armour) restrained and is automatically hit by the Gammoth's
Hit Points 340(20d12 + 200) slam.
Speed 40ft.
Slam. The Gammoth slams one target it has grappled
into the ground repeatedly. The target automatically
STR DEX CON INT WIS CHA takes 36 (4d12 + 10) bludgeoning damage, is knocked
prone and the grapple ends.
30 (+10) 6 (-2) 30 (+10) 3 (-4) 16 (+3) 6 (-2)
Inhale (Recharge 5-6). The Gammoth inhales air through
its trunk in a 60 ft cone. Any creature inside the cone
Saving Throws STR +15, CON +15 must succeed on a DC 18 strength saving throw or take
Damage Vulnerabilities Fire 14 (4d6) cold damage and be pulled to within 5ft of the
Damage Resistances Bludgeoning, Piercing and Slashing gammoth and knocked prone. On a success targets take
from Nonmagical Attacks. half damage and aren't pulled or knocked prone. The
Damage Immunities Cold Gammoth can then use its Stomp as a bonus action if
Senses passive Perception 13 it's available.
Languages --
Challenge 18 (20,000 XP) Stomp (Recharge 6). The Gammoth rears up onto its
hind legs and smashes its front legs down onto the
Aversion to Fire. When the Gammoth takes fire damage, ground. Any creature within 5 ft of the Gammoth and in
it has disadvantage on attack rolls and ability checks front of it must succeed on a DC 18 dexterity saving
until the end of its next turn. throw or take 42 (5d12 + 10) bludgeoning damage. On
a success targets take half damage. If the Gammoth has
Enrage When Gammoth starts its turn with half its its ice armour on, this attack deals an extra 11 (2d10)
maximum hit points (170) or less and has taken damage cold damage but the armour is lost.
since its last turn, it enters a rage for a number of
rounds equal to 1d8. While enraged, it gains immunity Legendary Actions
to exhaustion, has a +2 bonus to attack rolls, and rolls Can take 3 Legendary Actions, choosing from the
an extra damage die on melee attacks. When the rage options below. Only one legendary action can be used at
ends, it gains 3 levels of exhaustion. Subsequent rages a time, and only at the end of another creature's turn.
do not increase its exhaustion level over 3. It cannot re- Spent legendary actions are regained at the start of each
enter rage for 2d4 rounds. turn.
Actions Apply Armour The Gammoth encases its legs in snow
Multiattack. The Gammoth makes three attacks, two and ice. This increases its AC by 2, but decreases its
with its gore and one with its trunk. movement by 10ft.
Grab (Costs 2 Actions) The Gammoth makes a Trunk
Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 attack
target the Gammoth isn't grappling. Hit: 29 (3d12 +
10) bludgeoning damage. Smash (Costs 2 Actions) The Gammoth uses its Slam
action.

Gammoth resembles a huge Woolly mammoth. It is by far the replaced by rage and aggression. A full grown Gammoth is On a
largest Fanged Beast known to date. The fur covering its huge larger than a full grown Duramboros. Gammoth's whole body prote
body is mostly bluish, although it's also white and red on its is covered in fur that is mixes of reds, blues, and whites. This throu
trunk, legs, back and underside. It has brown plating covering fur is perfect for protecting it against the cold of the snowy
most of its head and feet, as well as two tusks seemingly made environments it lives in and also perfect for absorbing
of the same material. This plating is said to be extremely powerful attacks from threats. On a Gammoth's legs are
resistant to damage. The underside of its trunk seems to be spikes used for sticking snow to its legs. This snow on
covered in a scaly hide, and is lined with numerous spikes. Gammoth's legs is both used as a weapon and as an armor.
Interestingly, Gammoth is sometimes seen with its legs The snow is able to protect Gammoth's legs from being
encased in ice. Gammoth is able to breathe snow from its damaged easily by threats and to make its attacks, which
trunk, encasing enemies in snow. This snow can also be involve it smashing down on its enemies with its immense
applied to its legs, encasing them in an icy armor. It can also weight, more destructive. Its trunk is strong and used for
use its trunk to create a large vortex, sucking hunters in from picking up objects like certain foods. However, Gammoth have
a distance so it can trample them more easily. However, been seen violently grabbing smaller monsters and slamming
Gammoth mainly uses its brute strength and sheer size to them down on the ground if they threatened it. Its trunk is
deal with threats. Gammoth are hostile to just about anything. estimated to be strong enough to lift up large Flying Wyverns.
They are particularly hostile towards Tigrex, however. This is The trunk is also used to protect itself or even to coat its legs.
said to be because Tigrex is the natural predator of young It coats its legs in snow to make its smashing attacks more
Gammoths, and as Gammoth grows older its fear of Tigrex is destructive, making it less likely for its threats to get out alive.

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Rajang Relentless (Recharge short/long rest) If the Rajang takes


30 damage or less that would reduce it to 0 hit points,
Huge Beast (Fanged Beast), Unaligned
it is reduced to 1 hit point instead.

Armor Class 15 Actions


Hit Points 360 (30d12 + 150) Multiattack. Rajang makes two attacks with its fists.
Speed 50ft.
Fists. Melee Weapon Attack: +16 to hit, Reach 10ft., one
target. Hit 36 (4d12 + 10) bludgeoning damage
STR DEX CON INT WIS CHA
Boulder Toss. The Rajang rips a massive boulder from
30 (+10) 20 (+5) 21 (+5) 5 (-3) 13 (+1) 6 (-2) the earth and throws it at a point within 60ft. Any
creature within 10ft. if this point must make a DC 20
Saving Throws DEX +11 , STR +16, CON +11 Dexterity saving throw. On a failure a creature take 55
Skills Athletics +16, Acrobatics +11, Perception +7 (10d8 + 10) bludgeoning damage and fall prone. On a
Damage Immunities Lightning success the creature takes half damage and does not fall
Condition Immunities Frightened prone.
Senses Darkvision 60ft., passive Perception 17 Lightning Beam (Recharge 5-6). The Rajang fires a beam
Languages -- of electricity in a 10ft. wide, 60ft long line. Any creature
Challenge 24 (62,000 XP) in the area must make a DC 20 Dexterity saving throw.
On a failed save creatures take 65 (10d12) lightning
Agressive As a bonus action, the Rajang can move up to damage and must succeed on a DC 20 Constituition
its speed toward a hostile creature that it can see. saving throw or be paralyzed until the end of their next
turn. On a success creatures take half damage and
Enrage When Rajang starts its turn with three quarters of automatically succeed on the Constitution save.
its maximum hit points (270) or less and has taken
damage since its last turn, it enters a rage for a number Reactions
of rounds equal to 1d10. While enraged, it gains
immunity to exhaustion, has a +3 bonus to attack rolls, Increase Muscle Mass When the Rajang is enraged and is
and rolls an extra damage die on melee attacks. It also targeted by a melee or ranged attack roll, it can use its
begins to glow, shedding bright light in a 10ft radius. reaction to gain resistance to bludgeoning,piercing and
It's Dexterity also increases to 24, its AC increases to slashing damage until the end of the turn.
17 and its movement speed increases to 60ft. It also Legendary Actions
gains an extra die on all lightning damage rolls. When
the rage ends, it gains 3 levels of exhaustion. Rajang can take 3 Legendary Actions, choosing from the
Subsequent rages do not increase its exhaustion level options below. Only one legendary action can be used at
over 3. It cannot re-enter rage for 2d4 rounds. a time, and only at the end of another creature's turn.
Spent legendary actions are regained at the start of each
Furious Rajang enrages at 3/4 health rather than 1/2 turn.
health.
Grappler The Rajang has advantage to grapple any Grab The Rajang attempts to grapple a creature within
creature smaller than it. 10ft. of it.
Rampage. When the Rajang reduces a creature to 0 hit Punch The Rajang makes a fist attack.
points with a melee attack on its turn, the Rajang can Launch (Costs 2 Actions) The Rajang uses the Boulder
take a bonus action to move up to half its speed and Toss action.
make a fist attack.

Rajang is a powerful Fanged Beast that was once considered Abilities


an Elder Dragon in legend due to its sheer power. Its closest
known relatives are Furious Rajang. The Rajang's most notable attack is its ability to shoot
electricity from its mouth, either as a blast or a beam. They
Physiology are hated by many hunters, due to their combination of speed,
Rajang strongly resembles the Blangonga in its appearance aggression and power. They are also well known for their
and movement, even borrowing some of its attacks. However, dramatic Rage Mode, in which much of the fur on their front
notable differences include Rajang's broader muscles, large body rises and becomes yellow.
horns, hairy tail tip and its ability to use electricity-based Behavior
attacks.
Rajang are at best described as being ultra aggressive. Willing
to attack and kill anything that threatens them, brutally at that.
However, they are rarely seen in the wild due to their
lonesome nomadic lifestyle.

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Biology
Rajang is one of only a handful of monsters able to wield
deadly lightning. How it produces its charge is an electrical
inner organ. Rajang are extremely fast and nimble despite
their size. Rajang exhibits extreme physical strength, easily
knocking a hunter off their feet and into the air. When golden,
Rajang is even faster and more deadly than its already
powerful base form.In this enraged state, Rajang is on par
with Elder Dragons like Teostra and Lunastra. It is believed
that the tail of the Rajang has something to do with its
electrical golden powers, as when the tail is able to be cut it
loses its golden power instantly, though this only applies to
average Rajang. Some Rajang stay in there golden form and
are known to be extremely violent and powerful. Just recently,
it was discovered that Rajang have a unique defense against
threats. When in danger, they will increase the strength in
their arm and legs and they will be able to deal more damage
and move even faster. This unique adaptation can also harden
the muscles to increase its defense. Interestingly, their arms
and legs will glow red indicating this. They can only do this
when enraged however.
Niche
In almost any habitat that the Rajang happens to be passing
through, it enforces itself as the apex predator of the
surrounding area. Its nature and adaptations allow it to hunt
and prey on virtually anything smaller than itself. A Rajang's
particular favorite prey is the elusive Kirin. Hunting Rajang in
force would now seem a more sensible choice after hunters
are faced with such a task. In their chosen habitats Rajang are
forced to compete with equally fearsome predators such as
Tigrex, Khezu, Blangonga, Rathalos, Lavasioth, Yian Garuga,
Deviljho and some Elder Dragons. These predators are
capable of seriously wounding Rajang due to its unarmored
body.
Subspecies
The only variant of Rajang that is known is the Furious
Rajang, which is a Rajang that seems to be permanently
enraged whilst having a further enrage itself.
To the right is a normal rajang and an enraged rajang. (from
top to bottom)

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Fanged Wyverns
Fanged Wyverns are a class of monster that are known for
being Fanged Beast-like Wyvern monsters that have highly
developed limbs. For a long time, the only known species of
these wyverns were Zinogre and its subspecies as they are the
only ones found in the old world. More recently, Tobi-Kadachi,
Jagras, Great Jagras and several other Fanged Wyverns were
discovered in the new world, although they are more reptilian
in nature when compared to Zinogre. With the new additions
to this classification, the common traits of the Fanged
Wyverns have been narrowed to being quadrupedal and
having wingless limbs, while other body structures may vary;
some like Girros and Tobi-Kadachi anchor their weight
completely on their limbs pointing downward, while Great
Jagras occasionally drags their bodies with limbs spreading to
the sides, not unlike Leviathans.

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Zinogre Lightning Absorption If the Zinogre is subject to


lightning damage, it instead takes no damage and gains
Large Beast (Fanged Wyvern), Unaligned
a charged level immediately, to a maximum of two.

Armor Class 17 Actions


Hit Points 260 (26d10 + 104) Multiattack. The Zinogre makes two melee attacks or
Speed 40 ft. two ranged attacks.
Claw. Melee Weapon Attack: +12 to hit, Reach 5ft., one
STR DEX CON INT WIS CHA target. Hit 20 (3d8 + 7) slashing damage.
24 (+7) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 8 (-1) Tail Slam. Melee Weapon Attack: +12 to hit, Reach 10ft.,
one target. Hit 23 (3d10 + 7) bludgeoning damage.
Saving Throws DEX +9, CON +9, CHA +4 Thunderbug Strike. Ranged Weapon Attack: +9 to hit,
Skills Acrobatics +9, Perception +6 Range 60/120 ft., one target. Hit 18 (4d8) lightning
Damage Resistances Thunder damage.
Damage Immunities Lightning
Senses passive Perception 16 Lightning Storm (Recharge 5-6). The Zinogre calls down a
Languages -- torrent of lightning at its position. Any creature within
Challenge 16 (15,000 XP) 15 feet of the Zinogre must succeed on a DC 18
Constitution saving throw or take 55 (10d10) lightning
Charged The Zinogre can charge itself up to increase its damage. The Zinogre must have 2 levels of charge to do
combat ability and damage. The Zinogre loses all charge this.
levels if it is incapacitated.
Reactions
• Level 1: The Zinogre can make 3 attacks rather than Fully Charged When the Zinogre reaches its second level
two for its Multiattack, but only two can be claw attacks, of charge it can use its Lightning Storm action as a
and its speed increases by 5 feet. reaction.
• Level 2: The Zinogres claw attack gains a reach of 10 Legendary Actions
feet and deals an extra 11 (2d10) lightning damage. Its
movement speed also increases by a further 10 feet and The Zinogre can take 3 Legendary Actions, choosing
it is immune to exhaustion. While charged any creature from the options below. Only one legendary action can
that hits the Zinogre with a melee attack or touches it be used at a time, and only at the end of another
takes 4 (1d8) lightning damage. creature's turn. Spent legendary actions are regained at
the start of each turn.
Enrage When the Zinogre starts its turn with half its
maximum hit points (130) or less and has taken damage Charge The Zinogre spends the next 3 turns charging
since its last turn, it enters a rage for a number of itself up, to a maximum of two. While charging it cannot
rounds equal to 1d8 and immediately gains one level of take any actions or reactions and its movement is 0.
charge. While enraged the Zinogre has advantage on all
attack rolls against creatures with a slower walking Howl The Zinogre howls, instilling fear in creatures
speed than it, rolls an extra die of damage on all attacks nearby. Any creature within 30 feet of the Zinogre that
and has immunity to exhaustion. Also, its movement can hear it must succeed on a DC 18 Wisdom saving
speed increases by another 5 feet trow or be frightened for 1 minute. A creature can
repeat the save at the end of its turn to end the
Evasion When the Zinogre is subject to an attack that condition. If a creature's saving throw is successful or
requires a Dexterity saving throw in order to take half the effect ends for it, the creature is immune to the
damage, it instead takes no damage on a success and Zinogre's Howl for the next 24 hours
half damage on a fail.
Move The Zinogre can move up to its speed without
taking attacks of opportunity.

Zinogre is in the class Fanged Wyvern and was the first ever Physiology
monster of that class. Once ignored by the Guild, the species
became a threat when they started showing up near Yukumo Zinogre is a quadrupedal monster with superficially lupine
Village. Due the to guild hunters work it was found that an features. It has highly developed limbs, sharp fangs and claws.
Amatsu caused this as it chased the herds off the Sacred Its forelegs are extremely powerful and can kill prey in one
Pinnacle to the Misty Peaks. Some Zinogre are known to brutal blow. Despite its hulking size, Zinogre is very agile and
change, eventually becoming Stygian Zinogre by gathering the is able to perform many impressive aerial and land-based
energy of Dracophage Bugs. maneuvers. The spikes on its body mostly lie flat, but when it
has built up an electric charge they stick out vertically into the
air.

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Abilities When supercharged the spikes on their backs erect in order


to release excess electricity so that they don't injure
Uniquely, Zinogre can 'charge' itself by summoning themselves or possibly die from too much electricity surging
Thunderbugs from the vicinity, utilizing their natural electrical in their bodies. When and if they do die in this state the
abilities for its own purposes, during which time its claws will Thunderbugs will flee, sensing their protector is dead and will
emit blue light similar to the markings on its back. The charge seek another Zinogre to protect them.
has two levels; first, a weaker preliminary charge will form,
and if Zinogre charges up again, a stronger charge will form. Niche
Each state of charge means Zinogre will deal a corresponding One of the apex predators, Zinogre is likely quite high in the
level of damage and become more agile, but beware; Zinogre food chain and only troubled by Rathalos, Rathian,
can enter a traditional enraged state even in its final charge Nargacuga, and Deviljho. Yet, despite its competition with
state. At this point its body will glow an electrical blue and its such formidable predators, Zinogre is rather formidable itself.
attacks increase even more in power. The states of charge can Recent information suggests that Arzuros are wary of this
be determined aesthetically; after its first charge, numerous monster. It can even prey on large monsters such as the
Thunderbugs fly around Zinogre's body, and after the second, aforementioned Arzuros, firmly solidifying its role as apex
all Zinogre's fur stands on end in spiked clumps to release predator in the Misty Peaks. When traveling to the Deserted
excess electricity. Island these creatures come into contact with large predators
Behaviour including Lagiacrus, Royal Ludroth, Plesioth, Brachydios, as
well as all of the aforementioned monsters. The favorite prey
Zinogre are somewhat similar to wolves, they even howl like of Zinogre is Bird Wyverns, in particular Gargwa. Zinogre is
them. But they do not form packs, quite the contrary, they are famous for its battles with the "Bubble Fox Wyvern"
solitary hunters. This is no surprise, since they are extremely Mizutsune.
powerful and agile monsters, not needing teamwork to take
down prey. According to eyewitnesses adult Zinogre make Subspecies
herds and raise their young. During this period of time it is ill- Zinogre has one subspecies and one deviant. Its subspecies,
advised to go hunting Zinogre as the adults will aggressively Stygian Zinogre, has evolved to utilise dracophage bugs to
attack any intruders getting too close to their offspring. They harness the power of the Dragon element rather than
appear to fear Amatsu as one chased them off the Sacred thunderbugs. The Deviant, the Thunderlord Zinogre, was
Pinnacle born with much larger lightning storing organs, alllowing it to
Biology charge itself a 3rd time, while also being in a permanent state
of charge.
The average size of an adult Zinogre is approximately
1455.4cm. Zinogre seems very wolf-like if one looks at its
face, and has a very muscular set of forelimbs - very
comparable to those of big cats. It has surprising agility for
such a large monster, similar to Nargacuga.It has sharp claws
attached to strong muscular fore-limbs, which are used to
deliver a fatal blow to prey and hunters. It also helps them to
climb mountains and rocky terrain. It can also harness the
power of electricity, much like a Lagiacrus, using it to take
down larger prey and to defend itself and its territory.
Thunderbugs are seen gathering around Zinogre when it is
"charging" electricity; they may act as a source of energy. Also,
Gargwa are known to eat Thunderbugs, so it is possible that
Zinogre has a special relationship with Thunderbugs. As
Zinogre preys on Gargwa, Thunderbugs become safe, simply
by flying around in close proximity to a Zinogre.Zinogre can
exploit this by absorbing the energy emitted by the bugs
during battle, granting it special abilities. Thunderbugs might
glow blue instead of their normal colour to indicate that they
have allied with a Zinogre.If you look close at a Zinogre, you
can see a energy field around it. Juvenile Zinogre have more
hair on their bodies compared to adults and is white in color.
It is believed that the increased hair protects the juvenile's
shell and help speeds up the storage of electricity.This fur will
shed as the juvenile Zinogre mature into adulthood. Whenever
they become enraged their claws somehow change shape and
the reason for this greatly puzzles scientists. In a
supercharged state, they seem to glow, internally and
externally.

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Flying Wyverns
Flying Wyverns are large, bipedal monsters that have two
wings. These Wyverns are known as "True Wyverns".
However, there are some Wyverns that are quadrupedal,
operating their wingarms as forearms instead like Tigrex and
Nargacuga. These monsters have been dubbed by fans as
"Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due
to these species only displaying partial Wyvern traits. Some
are flightless despite their classification as Flying Wyverns,
like the Akantor and Ukanlos. These wyverns show their
Wyvern ancestry by the small forewings on their two front
limbs. Flying Wyverns make up a large majority of the
monsters in the land of Minegarde.
Most Flying Wyverns are large or larger and are almost
always solitary hunters. An exception to this rule is the
Rathalos and the Rathian, which tend to hunt as a pair, being
monogamous in nature.
The appearance of Flying Wyverns varies wildly, from the
horrifying and alien looking Khezu to the brutally powerful
Diablos. Flying Wyverns have also adapted to almost every
environment. Diablos and Monoblos live in the desert while
Barioth and Ukanlos live in frozen tundras. Other Flying
Wyverns have adapted to be completely nomadic such as the
Tigrex, which has been seen in the freezing mountains as well
as in deserts and volcanoes.

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Khezu Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1


target. Hit: 10 (2d6 + 3) piercing damage and another 3
Large Beast (Flying Wyvern), Unaligned
(1d6) acid damage. If the target is a medium or smaller
creature that is surprised or paralyzed it is also grappled
Armor Class 13 (Natural Armour) (Escape DC 15). While grappled in this way, the target
Hit Points 108(12d10 + 36) takes 3 (1d6) acid damage at the start of each of the
Speed 30ft.,climb 30ft., fly 40ft. Khezu's turns, is restrained and the Khezu cannot bite
another target.
STR DEX CON INT WIS CHA Swallow The Khezu attempts to swallow a creature it is
currently grappling. The Khezu makes a bite attack
17 (+3) 11 (+0) 16 (+3) 3 (-4) 10 (+0) 2 (-4) against the creature. If it hits, the target does not take
damage but the Khezu instead swallows it. Once
Skills Stealth +6, Perception +3 swallowed the target is restrained and blinded and takes
Damage Resistances Cold, lightning 17 (3d10) acid damage on the start of each of the
Senses Blindsight 120ft., blind beyond this range., Khezu's turns and the Khezu cannot swallow another
passive Perception 13 target. If the Khezu takes 20 damage from a creature
Languages -- inside of it, it must make a DC 16 Constitution saving
Challenge 6 (2,300 XP) throw or regurgitate the swallowed creature, which falls
prone in a space within 10 feet of the Khezu. If the
Cave Hunter. The Khezu has advantage on Dexterity Khezu dies a swallowed creature is no longer Restrained
(Stealth) checks made while in a cave or underground by it and can escape from the corpse by using 10 feet of
Movement, exiting prone.
Enrage When Khezu starts its turn with half its Lightning Ball. The Khezu fires a 5ft wide ball of lightning
maximum hit points (54) or less and has taken damage along the ground in a 60 ft line. Any creature the ball
since its last turn, it enters a rage for a number of passes through must succeed on a DC 15 dexterity
rounds equal to 1d6. While enraged, it gains immunity saving throw or take 17 (3d10) lightning damage and
to exhaustion, has a +1 bonus to attack rolls, and rolls become paralyzed until the end of the Khezu's next turn.
an extra damage die on melee attacks. When the rage On a success the target only takes half damage. This
ends, it gains 3 levels of exhaustion. Subsequent rages attack fails if a creature is currently grappled by the
do not increase its exhaustion level over 3. It cannot re- Khezu.
enter rage for 2d4 rounds.
Screech. The Khezu screeches, releasing any grappled
Grounded. The Khezu can't move and use its lightning target. All creatures within 20 ft of the Khezu must
ball actions in the same turn. make a DC 16 Constitution saving throw or be stunned
Keen Smell. The Khezu has advantage on Wisdom and deafened for 1 round.
(Perception) checks that rely on smell.
Reactions
Spider Climb. The Khezu can climb difficult surfaces
without making an ability check, including upside down Lightning Aura. When the Khezu is subjected to a melee
on ceilings. attack it can surround itself in an aura of lightning. All
creatures withing 5 ft of the Khezu must make a DC 16
Actions Dexterity saving throw or take 17 (3d10) lightning
damage and if they failed the save by 5 or more,
Multiattack. The Khezu makes two attacks with its bite. become paralyzed until the start of the Khezu's next
turn. On a success creatures takes half damage and are
not paralyzed. This attack does not affect a target
currently grappled by the Khezu.

Khezu are large, pale Wyverns with a flabby, rubbery hide their young, known as Whelps. The Whelps grow inside their
which they constantly keep damp, similar to that of an victim until it dies, or when they are strong enough to leave.
amphibian. Many of their blood vessels and veins can be seen Although Khezu are cave dwellers, they go out when they
through their pale skin. Their tail features a specialized orifice please, or when food inside grows too scarce. While Khezu
which bonds to the ground during electrical attacks and helps outside a cave are vulnerable to larger Wyverns like Tigrex,
them cling onto cave ceilings. Their mouth features rows of inside caves Khezu have the advantage. In addition to being
sharp teeth. Khezu feet lack claws, and instead have suction unhampered by the dark, they can cling to the ceiling and
pad-like toes to assist them in climbing and hanging from cave attack from above.
walls and ceilings. Spending most of their lives in the dark,
their eyes have regressed greatly, though they make up for this
with a superb sense of smell. A layer of fat helps to keep them
warm and prolong the time they can spend hunting for food.
Khezu have an extendable neck which allows them to grasp
and ambush prey from afar, such as from a cave ceiling. Khezu
are hermaphrodites, which means an individual is both male
and female. To reproduce they paralyze a creature and inject

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Gigginox Spider Climb The Gigginox can climb difficult surfaces


without making an ability check, including upside down
Large Beast (Flying Wyvern), Unalignedt
on ceilings.

Armor Class 14 Actions


Hit Points 126 (14d10 + ) Multiattack. The Gigginox makes two attacks using its
Speed 30ft., Climb 30ft., Fly 30ft. bite or poison spit.
Bite. Melee Weapon Attack: +7 to hit, Reach 10ft., one
STR DEX CON INT WIS CHA target. Hit 15 (2d10) piercing damage plus 3 (1d6)
16 (+3) 18 (+4) 17 (+3) 4 (-3) 13 (+1) 6 (-2) poison damage and the the target is grappled (escape
DC 15) if it is size medium or smaller. While grappled in
this way the target is also restrained and the Gigginox
Saving Throws CON +6 , DEX +7 cannot bite another target.
Skills Stealth +7
Damage Immunities Poison Poison Spit. Ranged Weapon Attack: +7 to hit, Range
Condition Immunities Poisoned 60/100ft., one target. Hit 10 (3d6) poison damage and
Senses Blindsight 200ft. (Blind beyond this radius) a creature must succeed on a DC 15 constitution saving
Languages -- throw or be poisoned for 1 minute. While poisoned in
Challenge 7 (2'900 XP) this way the creature takes 4 (1d8) poison damage at
the startr of each of its turns. A creature can repeat the
Aversion to Fire If the Gigginox takes fire damage, it has saving throw at the end of each of its turns to end the
disadvantage on attack rolls and ability checks until the poisoned condition.
end of its next turn. Swallow The Gigginox attempts to swallow a creature it
is currently grappling. The Gigginox makes a bite attack
Cave Hunter The Gigginox has advantage on Dexterity against the creature. If it hits, the target does not take
(Stealth) checks made while in a cave or underground damage but the Gigginox instead swallows it. Once
Enrage When Gigginox starts its turn with half its swallowed the target is restrained and blinded and takes
maximum hit points (62) or less and has taken damage 20 (4d10) acid damage on the start of each of the
since its last turn, it enters a rage for a number of Gigginox's turns and the Khezu cannot swallow another
rounds equal to 1d6. While enraged, it gains immunity target. If the Giiginox takes 20 damage from a creature
to exhaustion, has a +1 bonus to attack rolls, and rolls inside of it, it must make a DC 16 Constitution saving
an extra damage die on melee attacks. When the rage throw or regurgitate the swallowed creature, which falls
ends, it gains 3 levels of exhaustion. Subsequent rages prone in a space within 10 feet of the Gigginox. If the
do not increase its exhaustion level over 3. It cannot re- damage is fire, the Gigginox automatically fails the save.
enter rage for 2d4 rounds. If the Gigginox dies a swallowed creature is no longer
Restrained by it and can escape from the corpse by
Lay Egg (Recharge 6) As a bonus action the Gigginox lays using 10 feet of Movement, exiting prone.
a Giggi egg on the ground or on its own back. The egg
goes on the Gigginox's initiative. If it lays the egg on its Toxic Gas (Recharge 5-6) The Gigginox releases a toxic
back its speed is reduced by 5ft. until the egg is gas around itself. Any creature within 10ft. of the
destroyed but the egg moves with the Gigginox. Gigginox must make a DC 16 Constituion saving throw
Alternativelt the Gigginox can lay a poison egg which or take 22 (5d8) poison damage and be poisoned for 1
appears identical to a Giggi egg but does not create minute. On a successful save a creature takes half
Giggi and explodes in a poison mist when destroyed. damage and is not poisoned. While poisoned a creature
Any creature within 5ft. of the egg when it is destroyed takes 13 (3d8) poison damage at the start of each of its
must succeed on a DC 15 Constitution saving throw or turns. A poisoned creature can repeat the saving throw
take 10 (2d10) poison damage and be poisoned for 1 at the end of each of its turns to end the poisoned
minute. A poisoned creature can repeat the saving condition.
throw at the end of each of its turns. On a success a
creature takes half damage and is not poisoned

Gigginox is a Flying Wyvern that is the adult form of the Giggi. developed hind legs to leap around or to the ceilings of caves,
Giggnox's closest relative is Khezu. Baleful Gigginox is a Gigginox will use all four limbs plus its tail to propel itself,
genetic defect of GigginoxGigginox are similar to the Khezu, suggesting that the Gigginox's limbs aren't as well developed
in that they are blind, cave-dwelling Wyverns. However, they do as the Khezu.
not sense prey by smell; instead, Gigginox have a special
organ that can detect the body heat of their prey. Gigginox are
wide and flat, unlike the Khezu, which is bulky and has large
fat reserves. Also, Gigginox does not have highly moisturized
skin, and unlike the Khezu, it does not have visible veins.
Gigginox is notably much more agile than the Khezu, being
able to flip around without difficulty, and being much faster,
probably due to their flat body, and their ability to sense body-
heat instead of smelling. While the Khezu primarily uses its
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Abilities
Also similar to the Khezu is the Gigginox's elastic neck and
tail, which can stretch out to twice their length in an attempt
to attack prey. Their top skin is grey-white, and their under-
skin is dark red. When enraged a Gigginox's top color will
change to a darker grey, almost black hue. Their head, tail and
chest marks are white but have eye-like sections that glow
purple when inside dark areas. Gigginox have a circular,
leech-like maw, which contains many sharp teeth. They can
also attach to the ceilings of caves like the Khezu. They can
spit poison or release it as a form of gas from pores under
their body. Gigginox can lay gelatinous globs, called Giggi
Sacs, that spawn young Giggi. However, they may also excrete
purple globs that burst into poisonous clouds in mere
seconds, these may trick those unfamiliar with Gigginox into
attacking them instead.
Niche
Gigginox are high in the food chain within their caves.
Gigginox are known to feed on Baggi, Popo, Anteka, and
Bullfango. Gigginox rarely leave the caves they inhabit due to
the threat of other large predators such as Tigrex, Glacial
Agnaktor, Stygian Zinogre, Barioth, and Brachydios.
Biology
The average size of an adult Gigginox is approximately
1092.0cm. Just like Khezu, it produces a similar mucus-like
substance on its body. This substance isn't really produced
while its calm, making it look dry, it is mainly produced when
Gigginox is enraged. When enraged, it combines the toxins
with the mucus, giving it a darker appearance. On the
Gigginox's face, underbelly, and tail are poisonous organs.
These organs are used to produce a toxic poison that is
produced in a "glob" form but, spreads out in a "fog-like" form.
Gigginox spits the globs of poison on the ground because if its
able to get a prey item to inhale enough of the poisonous gas,
the creature will likely die. Unlike Khezu, Gigginox doesn't
smell for prey, rather Gigginox uses specialized heat organs to
detect prey. The red underside of Gigginox has many tiny
hairs on them. This allows Gigginox to hang onto ceilings and
walls.
Behavior
The Gigginox is highly territorial, staking out a cavern or other
such area to lay its eggs. During the day, they sleep much
longer than most other monsters in the area but at night they
become truly active. They will spend sometime awake during
the day but if they instantly sense potential prey in the area,
they will actively stalk the creature in the caves. Said prey
items are later left behind as corpses in caves to make it
easier to catch prey. Despite a Gigginox's looks, they are
considered to be quite intelligent compared to some other
Flying Wyverns. Gigginox even save food in their caves.
Environment
The Gigginox is known to live in the tundra though migrates
to other cave systems in different regions, leaving behind its
offspring. It has also been found to inhabit the Underdark in
the Forgotten Realms.

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Giggi Sac Giggi


Medium Object, Unaligned Tiny Beast (Flying Wyvern), Unaligned

Armor Class 10 (Natural Armour) Armor Class 12


Hit Points 20 (4d8) Hit Points 4 (2d4)
Speed 0ft. Speed 20ft., Climb 20ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 10 (+0) 0 (-5) 0 (-5) 0 (-5) 3 (-4) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 3 (-4)

Damage Immunities Poison Skills Stealth +4


Condition Immunities Blind, Charmed, Deafened, Damage Immunities Poison
Exhausted, Frightened, Incapacitated, Petrified Condition Immunities Blind, Poisoned, Prone
Poisoned, Prone, Paralyzed, Stunned, Unconscious Senses Blindsaight 60ft. (Blind beyond this range)
Senses None Languages --
Languages -- Challenge 1/8 (25 XP)
Challenge 0 (10 XP)

Adhesive The Giggi egg can stick to any surface it is


Actions
placed on. Leeching Bite. Melee Weapon Attack: +4 to hit,
Reach 5ft., one target. Hit: 5 (1d6 + 2) piercing
Actions damage and the Giggi attaches to the target. While
attached, the Giggi doesn't Attack. Instead, at the
Spawn Giggi. The Egg spawns a Giggi within 5ft. of it. start of each of the Giggi's turns, the target loses 5
It can spawn up to 5 Giggi, after which it is (1d4 + 3) Hit Points due to blood loss. The Giggi can
destroyed. detach itself by spending 5 feet of its Movement. It
does so after it drains 20 Hit Points of blood from
the target or the target dies. A creature, including the
target, can use its action to detach the Giggi.

< Giggi spawning from a Giggi Sac

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Basarios Actions
Large Beast (Flying Wyvern), Unaligned Multiattack. The Basarios makes three attacks, two with
its slam and one with its tail swipe. It can't use a slam
Armor Class 17 (Natural Armour) and a tail swipe against the same target.
Hit Points 216(20d10 + 80)
Speed 30ft., burrow 30ft., fly 20ft. Slam. Melee Weapon Attack +9 to hit, reach 5 ft., 1
target. Hit: 12 (2d6 + 5) bludgeoning damage.
Tail Swipe. Melee Weapon Attack +9 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA 1 target. Hit: 11 (1d12 + 5) bludgeoning damage..
21 (+5) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 4 (-3) Poison Gas (Recharge 4-6). The Basarios emits a
poisonous gas all around it. Any creature within 10 ft of
Saving Throws STR +9, CON +8 Basarios must succeed on a DC 16 Constitution saving
Damage Resistances Fire; poison; Bludgeoning, Piercing throw. On a failed save creatures take 13 (2d12) poison
and Slashing from Nonmagical Attacks. damage and are poisoned for 1 minute. While poisoned
Senses Tremorsense 20ft., passive Perception 11 in this way a target takes 6 (1d12) poison damage at the
Languages -- start of each of its turns. At the end of its turn the
Challenge 10 (5,900 XP) creature can repeat the save to end the poisoned
condition. On a successful save a target takes half
Enrage When Basarios starts its turn with half its damage and is not poisoned.
maximum hit points (108) or less and has taken damage Sleeping Gas (Recharge 5-6). All creatures within 10 ft of
since its last turn, it enters a rage for a number of the Basarios must succeed on a DC 16 Constitution
rounds equal to 1d6. While enraged, it gains immunity saving throw. On a failure a creature is knocked
to exhaustion, has a +1 bonus to attack rolls, and rolls unconscious for 1 minute, until they take damage or
an extra damage die on melee attacks. When the rage until another creature takes an action to shake them
ends, it gains 3 levels of exhaustion. Subsequent rages awake. On a success a creature is unaffected.
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds. Fire Beam (Recharge 5-6). The Basarios fire a 5ft wide,
100 ft long line of flame and heat. Any creature in the
False Appearance. While half buried underground the line must make a DC 16 Dexterity saving throw or take
Basarios is indistinguishable from a pile of rocks. 35 (10d6) fire damage. On a success a creature takes
half damage.

Basarios is a small, rocky wyvern. It is the juvenile form of


Gravios. Its hard, stone-like shell can be used for protection
against other large wyverns, doubling up as effective
camouflage when Basarios partially buries itself in the ground.
It is able to release either sleeping or poisonous gas from its
underside and, on extremely rare occasions, a fire plume. It is
also known to unleash a very powerful lava beam at times. It
can also hurl balls of fire like a Yian Kut-Ku, although it
prefers to charge towards adversaries.
When resting or changing areas, it burrows underground,
exposing only its back, giving it the appearance of a large gray
rock. Being very heavy, it is a slow mover, and although it has
wings, it rarely uses them to fly. Even when it does, its weight
allows it to fly only for a short time.
Despite its ability to hide, in most areas it is visible. This is
because the rocks on its back are a slightly lighter color than
other rocks, or because it has burrowed into plain view in the
middle of the area.
Thick, rock-like shells protect Basarios from most of the
volcanic heat. Basarios has relatively large claws on its short
wings, used to assist the creature in digging. Basarios's short
tail has not yet developed into Gravios's trademark mace-like
appendage. A Basarios's back resembles a rocky outcropping
commonly found in the volcanic region and serves as a crude
yet effective camouflage. When all else fails, Basarios can
expel either a poisonous, or sleep-inducing gas from pores all
over their body. The gases are the remains from its previous
meals.

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Gravios Flaming Gas (Recharge 5-6) All creatures within 10 ft of


the Gravios must succeed on a DC 18 Dexterity saving
Huge Beast (Flying Wyvern), Unaligned
throw. On a failure a creature takes 22 (4d10) fire
damage and is lit on fire. On a success a creature takes
Armor Class 19 (Natural Armour) half damage and is not ignited. While ignited a creature
Hit Points 264 (20d12 + 100) takes 5 (1d10) fire damage at the start of each of its
Speed 30ft., Burrow 30ft., Fly 20ft., Swim 20ft. (Lava turns. A creature can douse the flame on itself or
Only) another creature using its action.
Heat Beam (Recharge 5-6) The Gravios fire a 5ft wide,
STR DEX CON INT WIS CHA 150 ft long line of flame and heat. Any creature in the
line must make a DC 18 Dexterity saving throw or take
24 (+7) 8 (-2) 21 (+5) 2 (-4) 12 (+1) 5 (-3) 45 (10d8) fire damage. On a success a creature takes
half damage.
Saving Throws STR +12, CON +10 Sleeping Gas (Recharge 5-6). All creatures within 10 ft of
Damage Resistances Bludgeoning, Piercing and Slashing; the Gravios must succeed on a DC 18 Constitution
Poison saving throw. On a failure a creature is knocked
Damage Immunities Fire unconscious for 1 minute, until they take damage or
Senses passive Perception 11, Tremorsense 20ft. until another creature takes an action to shake them
Languages -- awake. On a success a creature is unaffected.
Challenge 18 (20'000 XP)
Legendary Actions
Enrage When Gravios starts its turn with half its Gravios can take 3 Legendary Actions, choosing from
maximum hit points (132) or less and has taken damage the options below. Only one legendary action can be
since its last turn, it enters a rage for a number of used at a time, and only at the end of another creature's
rounds equal to 1d8. While enraged, it gains immunity turn. Spent legendary actions are regained at the start of
to exhaustion, has a +2 bonus to attack rolls, and rolls each turn.
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages Detect The Gravios makes a Wisdom (Perception)
do not increase its exhaustion level over 3. It cannot re- check.
enter rage for 2d4 rounds.
Knock Away The Gravios makes a Tail Swipe attack. If the
Actions attack hits the target takes half damage and is pushed
10 feet directly away from the Gravios.
Multiattack. The Gravios makes three attacks, two with
its slam and one with its tail swipe. Gas (Costs 2 Actions) The Gravios uses one of its
available gas actions.
Slam. Melee Weapon Attack: +12 to hit, Reach 5ft., one Roar (Costs 2 Actions) The Gravios roars, requiring all
target. Hit 18 (2d10 + 7) bludgeoning damage creatures within 60ft. of the Gravios that can hear it to
Tail Swipe. Melee Weapon Attack: +12 to hit, Reach make a DC 18 Constitution saving throw or be stunned
15ft., one target. Hit 13 (1d12 + 7) bludgeoning until the end of the Gravios' next turn.
damage and the target must succeed on a DC 18
Strength saving throw or be knocked prone.

Gravios are apart of the Flying Wyvern classification. They are Abilities
the adult form of the Basarios and are distant relatives of
Monoblos, Diablos, and Varusaburosu. Its unknown if Gravios Gaps in the Gravios' underside expel a knockout gas potent
have subspecies, however, Black Gravios have been seen enough to put many monsters to sleep. It seems to have lost
though they aren't subspecies of Gravios but just individuals its poisoning ability. This gas is produced inside the Gravios'
that were badly burnt by lava while they were Basarios. body. Furthermore, these defense mechanisms may be used to
deter would-be predators, although there would be few
Physiology monsters able to penetrate the Gravios's shell. Gravios can
Gravios is covered in a dense, stone-like armored shell which also expel flammable gas as a waste product of its 'heat beam',
protects its body from physical damage. It is very large in size, and of its diet.
towering over most other wyverns and measuring several
dozen feet in length. Because of its size and incredible weight,
it is only capable of limited flight, despite having large and
seemingly-developed wings. It has a thick tail with a mace-like
club at the end.

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Biology
Among the largest of the Flying Wyverns, Gravios out-weighs
its brethren but can still lift its bulk for a limited time using its
wings. Thick, durable rock-like body armor shields Gravios
from intense volcanic heat.
Gravios' major organs are in the center of its body to also
avoid to much heat. Its shovel-like head assists when feeding
on hard rocky surfaces. Inside the stomach of Gravios is a
special bacteria that helps them process and digest minerals,
allowing Gravios to get nutrients from the minerals. Its stout
legs support its great weight and a thick, club-like tail helps
balance the creature and is useful in self-defense. Gaps in the
Gravios' underside expel a knockout gas, potent enough to put
many monsters to sleep, that is produced inside the Gravios'
body. This gas is usually expelled after a Gravios has had a
meal and used for protection against predators. Gravios can
also expel flammable gas to cool themselves down and burn
enemies. Since the Gravios feeds on rocks and minerals, they
fuel their heat beams mainly with explosive ores. Gravios can
are able to submerge themselves and "swim" through lava
channels with ease due to their size and heavily-armored shell.
Niche
Gravios is easily one of the strongest wyverns found in either
the swamp or volcanic regions. They feed heavily on volcanic
rocks for minerals and ores, which consequently aid the
development of their supremely strong shells, gases and fire
beam but they will also occasionally eat meat. Gravios are
known to migrate to the Swamps feed on ore and smaller
species. The bulk of the Gravios is enough to discourage
predation, as is its habits to travel using the lava systems of
the Volcano. The Akantor is the only known true natural
predator of the Gravios.
Despite its extreme aggression and incredibly hard shell,
the Gravios is not immune to attacks: the Akantor is known to
prey on them, and the Shogun Ceanataur wears a Gravios
skull on its back to protect this vulnerable area. The Terra
Shogun Ceanataur is also seen to use a Black Gravios skull
on said body part.
Behaviour
Relatively docile until provoked but like most wyverns are
fiercely territorial. It is surprisingly passive to most other
inhabitants of this area but considering its near-impervious
shell, it is probably just not bothered by it except during its
battle an Akantor. It has been discovered as proud and strong
as they are some Gravios can be tamed and are used as pets
by a few hunters.
Habitat
Gravios is found roaming in swamps and volcanic regions
mostly. However they have also been found in forested areas
too, alongside their younger counterpart, the Basarios.
Subspecies
To the right-top is the Black Gravios (a Gravios originating
from a Basarios scorched by lava at a young age), while below
is the normal Gravios.

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Rathian Pair Bond. While the Rathian is fighting alongside its


mated Rathalos it has advantage on attack rolls and
Large Beast (Flying Wyvern), Unaligned
enrages if the Rathalos enrages. When Rathalos is killed
the Rathain enters a permanent state of enrage.
Armor Class 15 (Natural Armour)
Hit Points 162(18d10 + 54) Actions
Speed 40ft., fly 50ft. Multiattack. The Rathian makes three attacks: Two bite
attacks and one tail swipe attack. It can't use its tail
swipe and bite attacks against the same target; it can
STR DEX CON INT WIS CHA
use a Fireball in place of any number of these attacks.
18 (+4) 16 (+3) 17 (+3) 3 (-4) 14 (+2) 7 (-2)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1
target. Hit: 14 (3d6 + 4) piercing damage.
Saving Throws DEX +7
Damage Resistances Fire;poison Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Skills Darkvision 60ft., passive Perception 12 1 target. Hit: 13 (2d8 + 4) piercing damage and the
Languages -- target must make a DC 15 Constitution saving throw or
Challenge 10 (5,900 XP) be poisoned for 1 minute. The poison is the same as the
one in the Tail Flip action.
Enrage. When Rathian starts its turn with half its Fireball. Ranged Weapon Attack: +8 to hit, range 60/120
maximum hit points (81) or less and has taken damage ft., 1 target. Hit: 11 (2d10) fire damage. Any creature
since its last turn, it enters a rage for a number of within 5 ft of the target must succeed on a DC 16
rounds equal to 1d6. While enraged, it gains immunity Dexterity saving throw or take half the damage rolled on
to exhaustion, has a +1 bonus to attack rolls, rolls an the main target.
extra damage die on melee attacks and its bite attack
deals an extra 3 (1d6) fire damage. When the rage ends, Tail Flip. The Rathian does a back flip, hitting any
it gains 3 levels of exhaustion. Subsequent rages do not creatures within 10 feet of it and not beside it with its
increase its exhaustion level over 3. It cannot re-enter tail. Creatures in the area must make a Dexterity saving
rage for 2d4 rounds. throw. On a failure a creature takes 17 (3d8 + 4)
piercing damage and 6 (1d12) poison damage and is
Keen Sight The Rathian has advantage on Wisdom also poisoned for 1 minute. While poisoned in this way
(Perception) checks that rely on sight. a creature takes 6 (1d12) poison damage at the start of
each of its turns. A creature can make a DC 15
Constitution saving throw at the end of its turn to end
the poisoned condition. On a successful Dex save a
creature takes half damage and is not poisoned.

One of the most recognized monsters, Rathian are a part of Behaviour


the Flying Wyvern classification along with their male
counterparts, the Rathalos. Rathian is very territorial, choosing to patrol from ground
while her Rathalos mate patrols from the sky. She will
Physiology become very aggressive to potential threats, especially when
Rathian is a medium-sized true flying wyvern similar in looks in close proximity to her nest and young.
to her male counterpart, Rathalos. Her hide is a dull, muted Biology
green in contrast to the Rathalos's deep red, and her lower
mandible features a long, protruding chin spike. Her upper Rathian have a poisonous tail, but lack the poisonous claws of
back and wingtips are covered in a moss-like fur not seen on the male wyvern. They instead have developed poisonous
the Rathalos, and while her clubbed tail lacks bony spikes, it barbs that deter most attackers. The roar of a Rathian is just
makes up for this with its ability to poison foes upon contact. as fierce as that of a Rathalos and its land-based
maneuverability is even greater. Both Rathian and Rathalos
Abilities have a spike protruding from their chin, but it grows much
Rathian, like her mate, can generate flaming projectiles from larger and sharper on Rathian, making their tackle attack
her mouth. She is notably more proficient in the use of this even more dangerous for wyverns and hunters alike. Rathian
weapon however, as she is commonly seen releasing multiple have the ability to perform backflips to knock a foe out of its
blasts at once. In addition, she is capable of charging up and way while simultaneously poisoning them.
releasing a more potent fire blast which can ignite a swath of
ground in front of her. She can use the poisonous barbs on
her tail club to inflict blunt-force, toxic wounds on foes, even if
her tail was cut off. Her powerful legs allow her to run at high
speeds, making her easily capable of chasing down most prey.
Like the Rathalos, her vision is very keen.

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Niche
Rathian are high in the food chain. They feed on herbivores,
like Kelbi and Aptonoth, and lesser predators, like Velociprey
and Jaggi. While being powerful predators themselves
Rathian compete with other fearsome creatures such as
Tigrex, Zinogre, Seregios, Plesioth, Espinas, Gore Magala,
Najarala, Ivory Lagiacrus, and Deviljho.Rathian stands in the
top of several food chains in the New World, being the female
counterpart of the apex Rathalos. However, some monsters
like Anjanath are less inclined to back off against Rathian
then they are against Rathalos, which the female wyvern is
not unprepared to face, especially when it concerns the safety
of her nest. Diablos of the deserts are one of the few monsters
that could pose a threat to Rathian beside Elder Dragons and
invasive monsters.
Subspecies
To the right is the basic Rathian species. Below are the
genetic variations, the Pink and Gold rathian which are more
powerful, with Gold being the most powerful of the three.

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Rathalos Pair Bond. While the Rathalos is fighting alongside its


mated Rathian it has advantage on attack rolls and
Large Beast (Flying Wyvern), Unaligned
enrages if the Rathian enrages. When Rathian is killed
the Rathalos enters a permanent state of enrage.
Armor Class 15 (Natural Armour)
Hit Points 198(22d10 + 33) Actions
Speed 35ft., fly 70ft. Multiattack. The Rathalos makes three attacks, only one
of which can be its Talon attack.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1
21 (+5) 14 (+2) 17 (+3) 3 (-4) 15 (+2) 8 (-1) target. Hit: 17 (2d10 + 6) piercing damage.
Talon. Melee Weapon Attack: +11 to hit, reach 5 ft., 1
Saving Throws DEX +6 target. Hit: 19 (2d12 + 6) slashing damage and 5
Skills Perception +6 (1d10) poison damage and the target must succeed on
Damage Resistance Fire;poison a DC 17 Constitution saving throw or be poisoned for 1
Senses Darkvision 60ft., passive Perception 16 minute. While poisoned in the way a creature takes 13
Languages -- (2d12) poison damage at the start of each of its turns.
Challenge 14 (11,500 XP) The creature can make the saving throw at the end of
each of its turns to end the poison effect.
Dive Attack. If the Rathalos is flying and dives at least 30 Fireball. Ranged Weapon Attack: + 11 to hit, range
feet straight toward a target and then hits it with a Talon 60/100 ft., 1 target. Hit: 13 (2d12) fire damage and if
attack, the attack deals an extra 6 (1d12) damage to the the target is a creature or flammable object, it ignites.
target. While on fire a creature take 5 (1d10) fire damage at
the start of each of its turns. To end the effect a creature
Enrage. When Rathalos starts its turn with half its must use an action to douse the fire on itself or another
maximum hit points (99) or less and has taken damage creature.
since its last turn, it enters a rage for a number of
rounds equal to 1d8. While enraged, it gains immunity Legendary Actions
to exhaustion, has a +2 bonus to attack rolls, rolls an
extra damage die on all attacks and its bite attack deals Rathalos can take 3 Legendary Actions, choosing from
an extra 3 (1d6) fire damage. When the rage ends, it the options below. Only one legendary action can be
gains 3 levels of exhaustion. Subsequent rages do not used at a time, and only at the end of another creature's
increase its exhaustion level over 3. It cannot re-enter turn. Spent legendary actions are regained at the start of
rage for 2d4 rounds. each turn
Flyby The Rathalos does not provoke attacks of Detect The Rathalos makes a Wisdom (Perception)
opportunity when it flies out of an enemies reach check
Keen Sight. The Rathalos has advantage on Wisdom Fly The Rathalos moves up to half its fly speed.
(Perception) checks that rely on sight.
Blast (Costs 2 Actions) The Rathalos makes a fireball
attack.

One of the most recognized monsters, Rathalos are a part of Abilities


the Flying Wyvern classification along with their female
counterparts, the Rathian. There is also two genetic Rathalos are expert flyers, and as such are prone to hunting
mutations of the Rathalos, the Azure Rathalos and the Silver from the skies. By launching a surprise aerial attack, they can
Rathalos. inflict poisonous wounds with their talons or burn prey with
flaming projectiles. On the ground, Rathalos remain
Physiology formidable opponents. Using their powerful legs, they can
Rathalos are large, bipedal wyverns with a spiny, armored chase down prey from a distance or inflict blunt-force damage
hide covering their body. Their outer shell features much with their clubbed tail.
brighter and more vibrant colors than that of their female At a close enough range, they are known to use their sharp
counterpart, the Rathian. It is primarily bright red, with black teeth to bite at foes as well. Rathalos are highly territorial
markings throughout. Like the Rathian, Rathalos possess a monsters, and as such, are aggressive towards intruders. They
flame sac which is used to produce deadly flaming projectiles will chase away or attempt to kill any monster which may pose
from the mouth. The talons upon their feet are highly a threat to their land. While hunting, Rathalos will stalk prey
poisonous and are known to to inflict toxic mortal wounds on from the air before swooping in for the kill. Once they have
larger prey. In addition, their long, thick tail features a heavy successfully brought down their prey, they will carry it away to
spiked club at the end. Rathalos' wing membranes feature eat in private, safe from scavengers or other large monsters
ornate patterns which are likely used to attract potential which might attempt to steal the kill.
mates.

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Behaviour Habitat
Rathalos are highly territorial monsters, and as such, are Rathalos have been spotted in many kinds of environments,
aggressive towards intruders. They will chase away or attempt from the temperate Forest and Hills to the extreme heat of the
to kill any monster which may pose a threat to their land. Volcano. As a master of flight, they will travel far and wide,
While hunting, Rathalos will stalk prey from the air before searching for prey from the skies.
swooping in for the kill.Once they have successfully brought
down their prey, they will carry it away to eat in private, safe Subspecies
from scavengers or other large monsters which might attempt Below, from top to bottom, is the Rathalos, Azure Rathalos
to steal the kill.Like most true flying wyverns, Rathalos and Silver rathalos. Each one is more powerful than the last
possesses the cunning, speed, and strength to fell almost any and exclusively bond with their rathian counterpart. (Rathalos
threat or prey they come across in the wild though they will and Rathian, Azure and Pink, Silver and Gold)
rarely challenge anything larger than themselves outside of
their territory. Rathalos are especially aggressive during
mating season. After mating with a Rathian, Rathalos will
patrol his territory from the skies, looking for any threats to
attack and eliminate from the his territory.
Niche
Rathalos fear almost nothing else found in their habitat range,
except other large predators and Elder Dragons. Rathalos
may prey on lesser wyverns, particularly bird wyverns such as
Jaggi, Velociprey and their alpha forms or pelagus such as
Bullfango.
Only certain predators in a Rathalos' territory are strong
enough to fight back if a Rathalos is attacking. Foremost
among them are other wyverns and large monsters that live in
the same habitat. Such predators include Lagiacrus, Seregios,
Tigrex, Gore Magala, Brachydios, Deviljho, Stygian Zinogre,
Agnaktor, Lavasioth and the rare Rajang as they are large and
powerful enough to threaten and possibly kill an adult
Rathalos, but it wont go down without putting up a fight!
Rathalos is one of the few monsters who sits at the top of
New World habitat's food chain, namely in the Ancient Forest
region where other monsters such as Great Jagras, Tobi-
Kadachi and even Anjanath would try their best not to cross
the line set by the male Fire Wyvern. However, Elder Dragons
and powerful invaders like Deviljho and Bazelgeuse would
take more than Rathalos' established dominance to be fend
off, at times Rathalos would actually avoid confrontation with
said monsters altogether for survival's sake and wait for them
to move on or being dealt with by Hunters. Rathalos
presumably gain sustenance in the New World by preying on
Aptonoth like it does in the Old World.
Biology
An adept flyer, Rathalos often use fire-balls to attack foes from
both land and air. Rathalos are able produce these fireballs
due to it having multiple flame sacs. Rathalos have powerful
hind legs, making them fast on the ground, as well as giving
them the capability to launch devastating claw attacks from
the air, often severely injuring its target. While in the air, they
are also capable of diving to claw foes on the ground. A
Rathalos' claws contain a potent toxin used to injure and sap
the preys strength. Rathalos, like many others of its kind, have
a powerful roar that they use to intimidate rivals and stun
prey. Its bright red scales serve as camouflage in volcanic
areas.
The Rathalos' body build, along with the Rathian's, differs
between the Old World and New World. In the New World,
Rathalos have a wider wingspan, while in the Old World, their
wingspan is less. This due to them being subspecies of each
other.

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Barioth Actions
Large Beast (Flying Wyvern), Unaligned Multiattack. The Barioth makes three attacks: One with
its bite, one with its claws and one with its tail swipe.
Armor Class 16
Hit Points 198(22d10 + 66) Bite Melee Weapon Attack: +10 to hit, reach 5 ft., 1
Speed 50ft., climb 40ft., fly 40ft. target. Hit: 19 (2d12 + 6) piercing damage
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 1
target. Hit: 15 (2d8 + 6) slashing damage.
STR DEX CON INT WIS CHA
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15
16 (+2) 22 (+6) 16 (+3) 4 (-3) 15 (+2) 6 (-2) ft., 1 target. Hit: 15 (2d8 + 6) piercing damage. If in icy
terrain this attack deals an extra 7 (2d6) cold damage
Saving Throws DEX +11 and the target's speed is reduced by 10 feet.
Skills Perception +7, Stealth +11, Acrobatics +11 Wind Blast (Recharge 5-6). The Barioth fires a blast of
Damage Resistances Cold wind at a point within 30ft., creating a 5 foot radius, 60
Senses Darkvision 120ft., passive Perception 17 foot tall tornado at that point. When a creature enters
Languages -- the tornadoe’s area for the first time on a turn or starts
Challenge 14 (11,500 XP) its turn there it must make a DC 17 Strength saving
throw. On a failure creatures take 35 (10d6)
Brutal Critical If the Barioth lands a critical hit with its bludgeoning damage and are sucked 30 feet up into the
bite attack it deals an extra two die of damage. tornado. On a success creatures take half damage and
are pushed backwards out of the tornado's area. If the
Enrage. When Barioth starts its turn with half its Barioth enters the area of the tornado it is unaffected by
maximum hit points (99) or less and has taken damage it, but can use a bonus action to immediately travel to
since its last turn, it enters a rage for a number of the top of the tornado. The tornado disappears at the
rounds equal to 1d8. While enraged, it gains immunity end of the Barioth's next turn, dropping any creature
to exhaustion, has a +2 bonus to attack rolls, rolls an without a flying speed that is in it. If used in an icy area
extra damage die on all attacks and its movement speed the tornado deals cold damage instead of bludgeoning.
increases by 10 feet. When the rage ends, it gains 3
levels of exhaustion. Subsequent rages do not increase Reactions
its exhaustion level over 3. It cannot re-enter rage for
2d4 rounds. Uncanny Dodge The Barioth can use its reaction to half
the damage of any attack against it.
Evasion. When the Barioth is subjected to an effect that
requires a Dexterity saving throw to take only half Legendary Actions
damage, it instead takes no damage on a success and Barioth can take 3 Legendary Actions, choosing from
only half on a failure. the options below. Only one legendary action can be
Hyper Accurate. The Barioth scores a critical on a 19 or used at a time, and only at the end of another creature's
20. turn. Spent legendary actions are regained at the start of
each turn
Nimble Escape The Barioth can take the Disengage or
Hide action as a Bonus Action on each of its turns. Detect The Barioth makes a Wisdom (Perception) check
Pounce If the Barioth moves at least 20 ft. straight Move The Barioth moves up to its speed without
toward a creature and then hits it with a claw Attack on provoking attacks of opportunity.
the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked prone. If the target Swipe (Costs 2 Actions) The Barioth makes a claw attack
is prone, the Barioth can make one bite Attack against it against all creatures in range.
as a Bonus Action.

Barioth is a Flying Wyvern that is distantly related to Abilities


Nargacuga. Its closest known relative is Sand Barioth.
Barioth can move quickly and attack wildly, presenting a
Physiology challenge even to experienced hunters. Barioth uses its fangs
Barioth is a quadrupedal Flying Wyvern, with various cat-like and claws to slide around on the ice making it hard to keep up
features. Its body is mostly covered with icy white plates and with. It is able to slide its tail to its side and wield it in a club-
spikes along its neck, spine, and tail. Its face features two like fashion. It is capable of producing a wind blast; Barioth
massive, curved tusks of an amber coloration. Its forelegs are will spit out an icy ball that will create a powerful tornado.
longer and more powerful than its back legs, with deadly However, this wind blast will not work while Barioth is
spikes along its wings, as well as three large claws. fatigued.Barioth can and will perform side jumps and dodges,
similar to other Pseudowyverns.

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Behavior
Barioth are skilled hunters that are surprisingly agile for their
size. When feeding, these wyverns prefer to eat the soft
internal organs of their prey when compared to tougher flesh.
During their Breeding Season, male Barioths will show off
their impressive tusks to attract females to mate with.
Sometimes males will invade the territory of a female in order
to mate with them. This behavior, however, is not without its
risks, as females will attack males if they have already mated
or simply aren't impressed. After a female Barioth has mated
it will find a nice secluded cave to raise its offspring in.
Females are viviparous, becoming pregnant and then having
2-3 fur covered young that hide in the caves of the Tundra.
Interestingly, each Barioth has its own unique way of fighting.
Biology
Barioth are accustomed to the Tundra and the polar regions.
Their pelts, which are colored pure white, provide camouflage
that easily allows them to ambush prey, or even top predators,
in the blinding snow. They possess extremely sharp front
canines which can pierce through the hides of Popo like soft
butter, causing them to bleed profusely from the resulting
wound. They have razor-sharp claws which deal heavy damage
to even the toughest of monsters, and can mince anything in
as little as a few slices. These claws and spikes also aid
Barioth in scaling the slippery, steep, glaciers that make up its
home. Its squinted eyes have evolved to compensate for the
blinding glare created by the sun reflecting off the snow
during the day. Unlike other Flying Wyverns, Barioth's wings
are very sleek and flexible, allowing it to perform amazing
maneuvers while flying. The nature of its wings allows Barioth
to hover in one spot for long periods of time, as well as
perform complete 180 degree turns mid flight.
Niche
Barioth are one of the monsters who are seated at the end of
the food chain in their icy domain. They are extremely agile
and surprisingly strong. They ambush Popo, Anteka, Pokara
or Lagombi, who have protein-rich meat under their thick
hides. Barioth prefer eating the internal organs of their prey.
The only other competitors who have the capacity to defeat a
Barioth are Stygian Zinogre, Brachydios, Tigrex, and Glacial
Agnaktor. Gigginox and Baleful Gigginox also pose a
dangerous threat.
Habitat
Barioth inhabits icy areas such as the tundra or the snowy
mountains, where the roaming herbivores on which it preys
are large and plentiful.
Subspecies
Only one known subspecies of Barioth exists, the Sand
Barioth. This is a subspecies that has evolved to live deep in
the deserts as apposed to the freezing tundra and mountains,
leading it to evolve a more sandy orange colour than the ice
white of the normal Barioth.

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Nargacuga Tail Spike Regrowth The Nargacuga has fifty tail spikes.
Used spikes regrow when the Nargacuga finishes a
Large Beast (Flying Wyvern), Unaligned
short rest.

Armor Class 17 Actions


Hit Points 160(20d10 + 40) Multiattack. The Nargacuga makes three attacks: two
Speed 50ft., climb 30ft., fly 40ft. with its wingblades and one with its tail swipe. It can
replace any number of these attacks with its Spike
Throw.
STR DEX CON INT WIS CHA
16 (+2) 24 (+7) 14 (+2) 7 (-2) 15 (+2) 6 (-2) Wingblade. Melee Weapon Attack: +11 to hit, reach 5 ft.,
1 target. Hit: 16 (2d8 + 7) slashing damage.
Saving Throws DEX +12, INT +3 Tail Swipe. Melee Weapon Attack: +11 to hit, reach 15
Skills Perception +7, Stealth +15 ft., 1 target. Hit: 16 (2d8 + 7) bludgeoning damage.
Senses Darkvision 120ft., passive Perception 17 Tail Slam (Recharge 5-6). The Nargacuga's tail doubles in
Languages -- length, the spikes extend and it slams it into the ground
Challenge 15 (13,000 XP) in a 30 ft long, 5ft wide line. All creatures in the area
must make a DC 17 dexterity saving throw or take 34
Avoidance. When the Nargacuga is subjected to an (6d8 + 7) piercing damage and be knocked prone. On a
effect that requires a saving throw to take only half successful targets take half damage and are not knocked
damage, it instead takes no damage on a success and prone.
only half on a failure.
Spike Throw. Ranged Weapon Attack: +11 to hit, range
Enrage. When Nargacuga starts its turn with half its 100/200ft., one target. Hit 16 (2d8 + 7) piercing
maximum hit points (80) or less and has taken damage damage and the targets must succeed on a DC 17
since its last turn, it enters a rage for a number of Constitution saving throw or start bleeding for 1
rounds equal to 1d8. While enraged, it gains immunity minute. While bleeding the creature takes 4 (1d8)
to exhaustion, has a +2 bonus to attack rolls, rolls an piercing damage at the start of each of its turns. A
extra damage die on all attacks, its movement speed creature can make a DC 15 medicine check as an action
increases by 15 feet, and it gains a +2 Dexterity and +1 to stop itself or another creature from bleeding.
AC. Its tail swipe attack also deals piercing damage.
When the rage ends, it gains 3 levels of exhaustion. Reactions
Subsequent rages do not increase its exhaustion level Uncanny Dodge The Nargacuga can use its reaction to
over 3. It cannot re-enter rage for 2d4 rounds. half the damage of any attack against it.
Hyper Accurate. The Nargacuga scores a critical on a 19 Legendary Actions
or 20.
Nargacuga can take 3 Legendary Actions, choosing from
Keen Senses (Hearing or Sight). The Nargacuga has the options below. Only one legendary action can be
advantage on Wisdom (Perception) checks that rely on used at a time, and only at the end of another creature's
hearing or sight turn. Spent legendary actions are regained at the start of
Sensitive Hearing. If the Nargacuga takes thunder each turn
damage or hears a very loud noise and is not deafened it
takes double damage and must make a Constitution Detect The nargacuga makes a Wisdom (Perception)
saving throw with a DC equal to half the damage taken check.
or 10, whichever is higher, or be stunned for 1 round Move The Nargacuga moves up to its speed without
and deafened for 3 rounds. After the stun ends, the provoking attacks of opportunity.
Nargacuga enrages immediately. While enraged
Nargacuga loses this trait. Volley (Costs 2 Actions) The Nargacuga fires a volley of
tail spikes in a 60 foot cone. Any creature in the area
Sneak Attack. The Nargacuga adds 21 (6d6) to the must succeed on a DC 17 Dexterity saving throw or
damage when it hits a target with a weapon Attack and take 22 (5d8) piercing damage and start bleeding as
has advantage on the Attack roll. detailed in the spike throw attack. On a success targets
take half damage and do not start bleeding. This uses 10
of the Nargacugas tail spikes.

Nargacuga is a swift Flying Wyvern known to the Guild for


many years. It is known for its different appearance from most
other Flying Wyverns though its closest relatives are the
Green Nargacuga and Lucent Nargacuga. Two other close
relatives of Nargacuga are Barioth and Sand Barioth.

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Physiology Niche
It has black scales, black fur and nightmarish red eyes, giving The Nargacuga is an incredibly powerful and highly adapted
it the look and style of a predatory black panther. Its dark, monster. There is almost no doubt that Nargacuga is the top
feral appearance suggests that it may mainly be a nocturnal predator in its most famed environment the Great Forest and
predator. This wyvern has been sighted within the Forest at a dangerous force to be reckoned within its other
both night and daytime, the Jungle, and also the Swamp. environments like Swamps and Jungles because of its
When it's in Rage Mode, its eyes glow bright red and leave a camouflage, coupled with its phenomenal speed. The only
trail of reddish lines when Nargacuga moves. Also, its tail predators which would be any fight for the Nargacuga would
erects large spikes which can be flung and linked up with its be the Chameleos in Jungles and Swamps, Kushala Daora,
attacks for devastating hits. Their vertebrae and tail muscles Rathian, Rathalos which is sometimes found in Swamps and
are extremely flexible, making the tail of Nargacuga also the Great Forest and to a certain extent, Yian Garuga, which
prehensile. Its tail is also its most powerful weapon. The sometimes inhabits the Great Forest as well as the Jungle. In
scales at the end of the tail can also be shaken to produce the Misty Peaks, Nargacuga does not have many opponents
rattling sounds similar to that of a rattle snake. that would be a match for it, with the exceptions of Zinogre
Like Yian Kut-Ku, they are surprised by the shock of sound and Mizutsune. Although Duramboros would not need to
which will make them enter rage mode as soon as they challenge Nargacuga for food, it would still likely try to kill
recover. Nargacuga due to its aggressive personality.
Abilities Habitat
Nargacuga has the ability to attack with almost every part of Nargacuga is extremely adapted to life in heavily forested
its body, mainly its bladed wings and its spiked tail. Its head areas. Old World Nargacuga thrive in the Great Forest, Old
can be used for biting, similar to Tigrex. Its bladed wings are Jungle, Jungle, Misty Peaks, Old Swamp, Swamp, Sanctuary
used almost for the entire battle and inflict grievous wounds. and Jurassic Frontier. Their New World counterparts are seen
Its tail tip is also extremely dangerous. When in Rage Mode inhabiting the Deserted Island and Flooded Forest.
its tail spikes will protrude until it gets out of it (Although they
will protrude when it uses tail slams and it shoots tail spikes). Subspecies
Nargacuga also has extremely strong muscles that let it jump The Nargacuga has two different subspecies, the Green
long distances and tall heights. nargacuga (Which is just that, a Green Nagacuga, however it
Behavior does have venomous tail spikes) and the Lucent Nargacuga
which is much larger, and can utilise moonlight to turn
Nargacuga is a careful and cautious monster. It is very easy invisible. It also has a Deviant called the Silverwind
for it to sneak up to a hunter. Nargacuga lives in dark places nargacuga which can cause slicing blasts of wind to fire from
that it has adapted to. It rests on high trees that are hard to each tail swing.
reach, or maybe can't be reached, so hunters can't catch it by
surprise for capturing it. Nargacuga will wake up when
hunters are right in front of the tree due to its natural senses.
Biology
The Nargacuga is well adapted to heavily forested areas.
Nargacuga is covered in black scales and fur so they can
camouflage with the shadows. The reason why they don't have
a shell is because with their hairs, Nargacuga are a lot more
agile and don't have to worry about being slowed down by
their shell while chasing down prey. To help Nargacuga cut
through branches and vines in its environment, it has evolved
wing blades that are used as both tools and as weapons. One
slash from these blades can easily kill medium size prey.
Though it has wings, it prefers to glide rather than fly. The
Nargacuga's main weapon is its tail. The tail is half of its
length and strong enough to break the bone of large monsters.
If that wasn't enough, its tail is covered in many fine spikes
used to deliver fatal blows in one swing or even shot at
enemies from a distance. When Nargacuga's eyes glow red, it
is its blood vessels that give it this color

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Tigrex Multiattack. The Tigrex makes two attacks: two with its
Huge Beast, Unaligned bite or one with its bite and it uses its tail spin.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 1
Armor Class 15 (Natural Armour) target. Hit: 23 (3d10 + 7) piercing damage.
Hit Points 220(20d12 + 80)
Speed 40ft., fly 30ft. Tail Spin. The Tigrex spins around in a circle. Any
creature within 5 ft of Tigrex must succeed on a DC 17
dexterity saving throw or take 14 (2d6 + 7) bludgeoning
STR DEX CON INT WIS CHA damage and be knocked 10 feet away and prone. On a
success targets take half damage and are not knocked
25 (+7) 15 (+2) 18 (+4) 3 (-4) 14 (+2) 6 (-2) away or prone.
Violent Charge (Recharge 6). The Tigrex moves its full
Saving Throws STR +12, DEX +7, CON +9 movement straight forward. If it passes through another
Skills Perception +7 creature's space, the creature must succeed on a DC 18
Damage Resistances Cold, Thunder Dexterity saving throw or take 43 (8d8 + 7)
Senses Darkvision 60ft., passive Perception 17 bludgeoning damage and be knocked prone. On a
Languages -- success creatures only take half damage. This uses the
Challenge 15 (13,000 XP) Tigrex's move action as well.
Enrage. When Tigrex starts its turn with three quarters Reactions
its maximum hit points (165) or less and has taken
Enraged Roar When the Tigrex enrages, it can use its
damage since its last turn, it enters a rage for a number
reaction to leap 15 feet backwards without provoking
of rounds equal to 1d8. While enraged, it gains
attacks of opportunity and use its Roar legendary action
immunity to exhaustion, has a +2 strength, and rolls an
for free.
extra damage die on melee attacks. It can also use its
Violent charge as a bonus action whenever it uses it as Legendary Actions
an action. When the rage ends, it gains 3 levels of
exhaustion. Subsequent rages do not increase its The Tigrex can take 3 Legendary Actions, choosing from
exhaustion level over 3. It cannot re-enter rage for 2d4 the options below. Only one legendary action can be
rounds. While exhausted the Tigrex falls prone at the used at a time, and only at the end of another creature's
end of its violent charge. turn. Spent legendary actions are regained at the start of
each turn
Rampage When the Tigrex reduces a creature to 0 Hit
Points with a melee Attack on its turn, the Tigrex can Detect The Tigrex makes a Wisdom (Perception) check.
take a Bonus Action to move up to half its speed and Leap The Tigrex disengages and leaps 20 feet
make a bite Attack. backwards.
Reckless. At the start of its turn, the Tigrex can gain Roar (Costs 2 Actions). The Tigrex lets out an ear-
advantage on all melee weapon Attack rolls during that splitting roar. Any creature within 30 ft of the Tigrex
turn, but Attack rolls against it have advantage until the must succeed on a DC 18 Constitution saving throw or
start of its next turn. be stunned for 1 round. Any creature within 10 ft of the
Relentless (Recharges on Short or long rest) If the Tigrex Tigrex also takes 22 (4d10) thunder damage and is
takes 30 damage or less that would reduce it to 0 Hit pushed 10 ft away and knocked prone. On a success
Points, it is reduced to 1 hit point instead. targets are not stunned or knocked prone but are still
pushed and only take half damage.
Actions

Tigrex is a large, quadrupedal wyvern characterized by its prey, however, it will stand upon all fours and ready itself for
massive head and jaws, powerful limbs and striking combat. It will usually attempt to intimidate would-be
yellow/blue striped coloration. The top of its head is tipped attackers with an ear-splitting roar. If combat becomes intense
with a pair of horn-like ears, and its segmented tail ends with enough, it will flush blood to its forelimbs, face, and eyes, in
a spiny protrusion. As a quadrupedal wyvern, its wings have order to give its skin a bright-red glow as an effort to further
evolved into forelegs, which allows it to run at very fast intimidate attackers.
speeds. Though it possesses a pair of adequately-developed
wings, it is rarely seen flying in a traditional sense. It is in fact
more prone to gliding from location to location. It has a
powerful set of lungs which gives it the ability to produce
extremely loud, concussive roars which can physically damage
nearby objects. Unlike many other monsters, Tigrex does not
wield any elements. Rather, it relies on its sheer brute
strength to bring down opponents. When idle, Tigrex will
assume a bipedal gait, standing only upon its hind legs while
holding its forelimbs at its side. When threatened or engaging

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Diablos Underground Hearing. The Diablos' tremorsense does


not work while deafened. If the Diablos takes thunder
Huge Beast (Flying Wyvern), Unaligned
damage or hears a very loud noise while underground
and not deafened it must succeed on a DC 19
Armor Class 17 (Natural Armour) Constitution saving throw or it immediately leaves the
Hit Points 315(21d12 + 168) ground and is knocked prone unless it is enraged.
Speed 40ft., Burrow 40ft., Fly 20ft.
Actions
Multiattack. The Diablos makes any combination of two
STR DEX CON INT WIS CHA
attacks with its gore or its tail.
28 (+9) 13 (+1) 26 (+8) 3 (-4) 10 (+0) 6 (-2)
Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., 1
target. Hit: 28 (3d12 + 9) piercing damage.
Saving Throws STR +15, CON +14
Senses Tremorsense 30ft., passive Perception 10 Tail. Melee Weapon Attack: +15 to hit., reach 15ft., 1
Languages -- target. Hit: 20 (2d10 + 9) bludgeoning damage and the
Challenge 18 (20,000 XP) target must succeed on a DC 19 Strength saving throw
or be knocked prone.
Charge. If the Diablos moves at least 20 feet straight Erupt (Recharge 5-6, Must be underground). The Diablos
toward a target and then hits it with a gore attack on the erupts from beneath the earth with incredible force. Any
same turn, the target takes an extra 13 (2d12) creature in the Diablos' space when it emerges must
bludgeoning damage. If the target is a creature, it must succeed on a DC 18 dexterity saving throw or take 45
succeed on a DC 19 Strength saving throw or be thrown (10d8) bludgeoning damage and be thrown 20 feet
10 feet backwards and knocked prone. back and knocked prone. On a success creatures take
half damage, are pushed to within 5 ft. of Diablos and
Enrage. When Diablos starts its turn with three quarters are not knocked prone.
its maximum hit points (236) or less and has taken
damage since its last turn, it enters a rage for a number Legendary Actions
of rounds equal to 1d8. While enraged, it gains
immunity to exhaustion, has a +2 bonus to attack rolls, The Diablos can take 3 Legendary Actions, choosing
and rolls an extra damage die on melee attacks. While from the options below. Only one legendary action can
enraged it also gains an extra 10 feet of movement and be used at a time, and only at the end of another
the Aggressive trait. When the rage ends, it gains 3 creature's turn. Spent legendary actions are regained at
levels of exhaustion. Subsequent rages do not increase the start of each turn
its exhaustion level over 3. It cannot re-enter rage for
2d4 rounds. Dig The Diablos moves up to its burrow speed without
provoking attacks of oppurtunity.
Reckless At the start of its turn, the Diablos can gain
advantage on all melee weapon Attack rolls during that Tail Swipe (Costs 2 Actions) The Diablos makes a tail
turn, but Attack rolls against it have advantage until the attack against all creatures in a 15 foot cone.
start of its next turn. Roar (Costs 3 actions). The Diablos unleashes a
Siege Monster The Diablos deals double damage to deafening roar. All creatures within 60 feet of the
objects and structures. Diablos must succeed on a DC 18 Constitution saving
throw or be Stunned until the end of the Diablos's next
turn and Deafened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns to end
the deafened condition.

Diablos is a violent species of Flying Wyvern part of a family, is the dominant native monster of New World's Wildspire and d
known as Blos. This family includes Monoblos and White Waste. Diablos are extremely territorial that it would jump self-d
Monoblos. During the Breeding Season, female Diablos in into a fight against almost any monster to keep its turf, spine
heat change color and become the Black Diablos, a much ranging from Barroth, Rathian and even another Diablos. may f
more violent and dangerous version of the regular Diablos. Elder Dragons like Nergigante and Teostra seem to be the
Diablos are Herbivores that readily feed on any kind of only contender that would make a Diablos consider to lay low.
vegetation in their territory. Diablos are known to feed on Diablos' chief adaptation is its twin horns. Both are strong and
different types of desert vegetation, most commonly giant sharp, witnessed phenomenon in the New World shows that
cacti which can reach sizes of up to 12 feet tall. But with the these horns are strong enough to easily overpower a Barroth's
size of the plants also comes rarity, so Diablos are always on scalp in a physical clash, but they wear constantly. Diablos has
the look out for these rare and succulent food, which leads to blunt claws on its wings, strong neck muscles that allow it to
frequent territorial disputes. In desert environments, Diablos support its bulky head even while charging, and a pair of
occasionally come into contact with large predators such as strong hind legs that help it to burrow through desert sand.
Tigrex, Kuarusepusu, Sand Barioth, Akura Vashimu, Such powerful muscles also make it formidable in combat,
Nibelsnarf, Odibatorasu, Hyujikiki, and rare Elder Dragons and although Diablos cannot launch projectiles from a
found in said environments. Although not a predator, Diablos distance, it more than makes up for it with its extreme speed

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Seregios Talons. Melee Weapon Attack: +11 to hit, Reach 5ft.,


one target. Hit 19 (3d8 + 6) Slashing damage. If the
Large Beast (Flying Wyvern), Unaligned
target is size large or smaller it is also grappled (Escape
DC 18). The Seregios has two talons, each of which can
Armor Class 16 only grapple one target. If the Seregios stops flying it
Hit Points 240 (30d10 + 60) must release any grappled targets. A target must also
Speed 35ft., Fly 80ft. succeed on a DC 18 Constitution saving throw or begin
bleeding out. While bleeding out a creature takes 6
(1d12) piercing damage at the start of each of its turns.
STR DEX CON INT WIS CHA It also takes this damage for every 10 feet it moves. A
19 (+4) 23 (+6) 15 (+2) 5 (-3) 14 (+2) 7 (-2) creature can stop itself or another creature bleeding by
succeeding on a DC 16 Wisdom (Medicine) check.
Saving Throws DEX +11, STR + 9 Scale Throw Ranged Weapon Attack: +11 to hit, Range
Skills Acrobatics +11, Perception +7 50/80ft., one target. Hit 17 (2d10 + 6) piercing damage
Senses Darkvision 60ft., passive Perception 17 and the target must succeed on a DC 18 Constitution
Languages -- saving throw or its movement speed is reduced by 15
Challenge 14 (11,500 XP) ft., and it begins to bleed (As detailed in the Talons
attack).
Dive Attack If the Seregios is flying and dives at least 30 Fling. One Large or smaller object held or creature
feet straight toward a target and then hits it with a Talon Grappled by the Seregios is Thrown up to 60 feet in a
attack, the attack deals an extra 9 (2d8) damage to the random direction and knocked prone. If a Thrown target
target. strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was Thrown. If
Enrage When Seregios starts its turn with half its the target is Thrown at another creature, that creature
maximum hit points (120) or less and has taken damage must succeed on a DC 18 Dexterity saving throw or
since its last turn, it enters a rage for a number of take the same damage and be knocked prone.
rounds equal to 1d8. While enraged, it gains immunity
to exhaustion, has a +2 bonus to attack rolls, and rolls Legendary Actions
an extra damage die on melee attacks. Also, while
enraged a creature that touches the Seregios or hits it The Seregios can take 3 Legendary Actions, choosing
with a melee Attack while within 5 feet of it takes 7 from the options below. Only one legendary action can
(2d6) piercing damage. Subsequent rages do not be used at a time, and only at the end of another
increase its exhaustion level over 3. It cannot re-enter creature's turn. Spent legendary actions are regained at
rage for 2d4 rounds. the start of each turn
Flyby The Seregios doesn't provoke attacks of Detect The Seregios makes a Wisdom (Perception)
opportunity when it flies out of an enemies reach check.

Actions Fly The Seregios moves up to half its fly speed.

Multiattack. The Seregios makes three attacks with its Throw The Seregios uses the Fling action.
talons or with its scale throw. Its Fling can replace any Attack (Costs 2 Actions) The Seregios makes one attack.
number of these.

An elusive breed of wyvern only rarely spotted throughout the Abilities


lands in recent years. Known for its ability to launch razor-
edge scales at prey, and for its ability to stand those scales on Seregios can fire its quill-like scales at attackers as well as
end to strike at any who threaten it. Seregios are Flying using its powerful feet and talons to slash and grasp prey and
Wyverns and are a highly adaptable species. Seregios are also foes alike. It is also an incredibly acrobatic flier, being one of
said to resemble some species of ancient wyverns. the few creatures capablt of threatening Rathalos in the air.
Physiology Behavior
Seregios is a medium to large-sized bipedal wyvern covered in Seregios are hostile usurpers of the land.
lustrous gold scales. Its face features red markings around the They are violent fighters and will battle other monsters in
eyes which continue along its body, its head being topped with order to kick them out of their territory claim it as their own,
a single, backwards-curving horn. Its feet are zygodactyl in this includes their own kind in their land. In most cases, the
nature, with two toes facing forward and two toes facing monster they are fighting will end up dead after the battle and
backward. Each of Seregios's scales can swivel individually as while some live on. The bigger the Seregios, the larger
it will use them to perform a rattling display when agitated. amount of territory it needs. Once a territory is gained by a
Seregios, it will mark its territory with its own Blade Scales. If
Seregios lose their territory, they will either search for a new
one or steal one from another large predatory monster.

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Biology
The Seregios is covered in extremely sharp Blade Scales.
These scales are capable of cutting through the armor of
certain prey and flinging them at a distance with good aim. On
impact the scales will embed themselves in the victim like
shrapnel and can leave complicated gouges in prey and even
rocks. The wounds the scales leave behind are extremely
painful for the victim and said pain can last for long periods of
time, possibly causing infections as well. The most defining
trait that this species is that they have Zygodactyly feet like
roadrunners and other birds. So far, Seregios are the only
species in the Flying Wyvern class that possess them. The feet
of these creatures can be used as devastating weapons
against prey and enemies alike.
A hunting Seregios use their feet to grasp their prey in a
vice-like grip giving their victims little hope for escape. When
in flight the claws on their wings are utilized for control and to
allow them to shift their weight more easily.A Seregios is one
of a few wyverns whose flight mobility and control is
comparable to a Rathalos. Seregios will also utilize the thick,
sturdy blade-like horns on their heads along with their blade-
scaled covered tails in combat
Niche
Seregios are powerful, territorial and highly aggressive
predators. With their razor sharp weapons a Seregios can
make short work of their unfortunate victims. Common prey
for the wyverns are Apceros, Gargwa, Slagtoth, Rhenoplos,
and Aptonoth. Other monsters such as Blue Yian Kut-Ku,
Seltas, Kecha Wacha, and Gendrome can be preyed upon as
well. These creatures would do well to avoid a Seregios at all
cost. Larger Seregios have been seen flying with smaller
Flying Wyverns clutched in their talons, including other
Seregios. Reports like this confirm that the wyverns will
cannibalize each other. Due to their capability of living in a
number of different environments, Seregios compete with a
large number of other large predators. Seregios competes
with predators such as Rathalos, Rathian, Brachydios, Tidal
Najarala, Deviljho, Nibelsnarf and Tigerstripe Zamtrios.
Seregios have also been witnessed aggressively attacking
Rathalos and Rathian (including their subspecies) and are
said to be serious rivals toward them.
Habitat
The Guild has known about the Seregios for quite a long time
and has let hunters hunt them. However, due to the rarity of
the creatures at the time these hunts were limited until they
became an increasing problem. According to the Guild,
Seregios are surprisingly not native in the Old World
environments they have been seen inhabiting. These wyverns
can be considered as an invasive species as they are from
another land. The Old World environments that Seregios have
been seen inhabit include the Dunes, Ancestral Steppe,
Sunken Hollow, Volcanic Hollow, Frozen Seaway, Primal
Forest, Forest and Hills, and the Everwood. Some Seregios
have been known to attack ships in the Great Sea and others
affected by the Apex Status have been reported attacking the
Battlequarters. According to some ecological info, it doesn't
seem like the Seregios live in Deserts and doesn't seem like
the land they come from even has Deserts. It is said that
Seregios live in rocky areas.

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Akantor Claw. Melee Weapon Attack: +18 to hit, Reach 10ft.,


one target. Hit 23 (2d12 + 10) bludgeoning damage.
Gargantuan Beast (Flying Wyvern), Unaligned
Frightful Presence. Each creature of the Akantor's choice
Armor Class 20 (Natural Armour) that is within 120 ft. of the Akantor and aware of it must
Hit Points 420 (20d20 + 200) succeed on a DC 21 Wisdom saving throw or become
Speed 40ft., Burrow 40ft., Swim 30ft. (Lava Only) Frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature's saving throw
STR DEX CON INT WIS CHA is successful or the effect ends for it, the creature is
immune to the Akantor's Frightful Presence for the next
30 (+10) 6 (-2) 30 (+10) 3 (-4) 10 (+0) 8 (-1) 24 hours.
Tail Slam. Melee Weapon Attack: +18 to hit, Reach 20ft.,
Saving Throws STR +18, CON +18, WIS +8 one target. Hit 21 (2d10 + 10) bludgeoning damage
Damage Resistances Cold; Bludgeoning,Piercing and and the target must succeed on a DC 21 Strength
Slashing from Nonmagical Attacks. saving throw or fall prone.
Damage Immunities Fire
Senses Darkvision 60ft., passive Perception 10, Sonic Beam (Recharges 5-6). The Akantor releases a huge
Tremorsense 10ft. sonic blast in a 10 foot wide, 100 foot long line. Any
Languages -- creature in the area must make a DC 21 Constitution
Challenge 25 (75,000 XP) saving throw. On a failed save creatures take 75 (12d6)
thunder damage and are deafened for 1 minute. On a
Aggressive As a Bonus Action, the Akantor can move up success, creatures take half damage and are not
to its speed toward a hostile creature that it can see. deafened.

Burrower The Akantor can burrow through solid rock, Legendary Actions
leaving a 20 foot diameter hole behind. The Akantor can take 3 Legendary Actions, choosing
Enrage When Akantor starts its turn with half its from the options below. Only one legendary action can
maximum hit points (210) or less and has taken damage be used at a time, and only at the end of another
since its last turn, it enters a rage for a number of creature's turn. Spent legendary actions are regained at
rounds equal to 1d8. While enraged, it gains immunity the start of each turn
to exhaustion, has a +3 bonus to attack rolls, and rolls Tail. The Akantor makes a tail slam attack.
an extra damage die on melee attacks. When the rage
ends, it gains 3 levels of exhaustion. Subsequent rages Body Slam (Costs 2 Actions). The Akantor rears up and
do not increase its exhaustion level over 3. It cannot re- slams its body into the ground. Any creature within 10
enter rage for 2d4 rounds. feet of the Akantor must succeed on a DC 21 Dexterity
saving throw or take 32 (4d10 + 10) bludgeoning
Legendary Resistances (3/Day). If the Akantor fails a damage and be knocked prone. On a success creatures
saving throw it can choose to succeed instead. take half damage and are not knocked prone.
Siege Monster The Akantor deals double damage to Roar (Costs 3 Actions). The Akantor releases an earth-
objects and structures. shattering roar. Any creature within 30 feet of the
Actions Akantor must make a DC 21 Constitution saving throw
or take 33 (6d10) thunder damage and be stunned until
Multiattack. The Akantor uses its Frightful Presence and the end of their next turn. On a success, creatures take
then makes three attacks; one with its bite and two with half damage and are not stunned. As well as this, if
its claws.. Akantor is in a volcanic environment, 4 5ft. diameter, 30
ft. tall geysers of lava erupt randomly from the ground
Bite. Melee Weapon Attack: +18 to hit, Reach 10ft., one within 60 feet of Akantor. A creature caught in one of
target. Hit 36 (4d12 + 10) piercing damage and 6 these geysers must succeed on a DC 18 Dexterity
(1d12) acid damage. In addition, nonmagical armor saving throw or take 35 (10d6) fire damage. On a
worn by the target is partly dissolved and takes a success creatures take half damage.
permanent and cumulative -1 penalty to the AC it offers.
The armor is destroyed if the penalty reduces its AC to The Black God (Costs 3 Actions). The Akantor
10. immediately recharges its Sonic Beam and uses it.

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Herbivores
Herbivores are minor monsters that eat vegetation. While Popo
there are herbivorous monsters in other classes, such as Large Beast (Herbivore), Unaligned
Diablos and Duramboros, monsters in the Herbivore class are
usually docile, reside at the bottom of the food chain, and Armor Class 12 (Natural Armour)
therefore pose little threat to a hunter. Hit Points 28(4d10 + 4)
Speed 30ft.

Aptonoth STR DEX CON INT WIS CHA


Large Beast (Herbivore), Unaligned 16 (+3) 10 (+0) 13 (+1) 3 (-4) 11 (+0) 6 (-2)

Armor Class 11 (Natural Armour) Senses passive Perception 10


Hit Points 28(4d10 + 4) Languages --
Speed 30ft. Challenge 1/2 (100 XP)

Charge If the Popo moves at least 20 feet straight


STR DEX CON INT WIS CHA toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC
16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 6 (-2)
12 Strength saving throw or be knocked prone.
Senses passive Perception 10 Passive Popo cannot enrage and would rather flee
Languages -- than fight.
Challenge 1/2 (100 XP)
Actions
Charge. If the Aptonoth moves at least 20 feet Gore. Melee Weapon Attack: +3 to hit, reach 5 ft.,
directly towards a creature and hits it with a headbutt one target. Hit: 8 (1d10 + 3) piercing damage.
attack on the same turn the target must succeed on
a DC 13 Strength saving throw or fall prone.
Passive. Aptonoth cannot enrage and would rather
flee than fight.
Actions
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., 1
target. Hit: 7 (1d8 + 3) piercing damage.
Headbutt. Melee Weapon Attack +3 to hit, reach 5
ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage.

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Apceros
Large Beast (Herbivore), Unaligned

Armor Class 15 (Natural Armour)


Hit Points 28(4d10 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (-4) 13 (+1) 2 (-4) 11 (+2) 6 (-2)

Senses passive Perception 10


Languages --
Challenge 1 (250 XP)

Irate. Apceros cannot enrage but will defend


themselves from any threat.
Charge. If the Apceros moves at least 20 feet straight
toward a creature and then hits it with a headbutt
attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone.
Actions
Headbutt. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage
Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 9 (1d10 + 4) piercing damage

Slagtoth
Large Beast (Herbivore), Unaligned

Armor Class 11 (Natural Armour)


Hit Points 28(4d10 + 4)
Speed 30ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10


Languages --
Challenge 1/2 (100 XP)

Irate. Slagtoth cannot enrage but will defend


themselves from any threat.
Charge If the Slagtoth moves at least 20 feet straight
toward a creature and then hits it with a slam attack
on the same turn, that target must succeed on a DC
12 Strength saving throw or be knocked prone.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2)

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Kelbi
Medium Beast (Herbivore), Unaligned

Armor Class 11
Hit Points 10 (2d8)
Speed 40ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

Skills Perception +6
Senses passive Perception 16
Languages --
Challenge 1/8 (25 XP)

Keen Hearing The Kelbi has advantage on Wisdom


(Perception) checks that rely on hearing.

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

Anteka
Medium Beast (Herbivore), unaligned

Armor Class 12
Hit Points 12 (2d8 + 2)
Speed 40ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 5 (-3)

Skills Perception +5
Senses passive Perception 15
Languages --
Challenge 1/4 (50 XP)

Keen Hearing and Smell. Anteka have advantage on


Wisdom (Perception) checks that rely on hearing or
smell.
Charge. If the Anteka moves at least 20 feet straight
toward a creature and then hits it with an antler
attack on the same turn, that target must succeed on
a DC 12 Strength saving throw or be knocked prone.
Actions
Antlers. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 7 (2d4 + 2) piercing damage

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Mosswine
Medium Beast (Herbivore), Unaligned

Armor Class 10
Hit Points 13(2d8 + 3)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 7 (-2)

Senses passive Perception 10


Languages --
Challenge 1/8 (3474 XP)

Keen Smell. Mosswine have advantage on Wisdom


(Perception) checks that rely on smell.
Charge If the Mosswine moves at least 30 feet
straight toward a creature and then hits it with a
headbutt attack on the same turn, that target takes
an additional 2 (1d4) bludgeoning damage and must
succeed on a DC 11 Strength saving throw or be
knocked prone.
Actions
Headbutt. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit 3 (1d4 + 1)

Rhenoplos
Medium Beast (Herbivore), Unaligned

Armor Class 13 (Natural Armour)


Hit Points 21 (3d8 + 6)
Speed 40ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10


Languages --
Challenge 1/4 (50 XP)

Charge. If the Rhenoplos moves at least 20 feet


straight toward a creature and then hits it with a
headbutt attack on the same turn, the target thakes
an extra 3 (1d6) bludgeoning damage. If the target is
a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.

Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d6 + 2) bludgeoning
damage.

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Leviathans
Leviathans are a class of monsters that are specialized in
swimming. Leviathans are known to usually be the top
predators of their environments like Flying Wyverns. They
come in a variety of different types, but usually have the same
long, snake-like body type, with Gobul and Nibelsnarf being
the exceptions. They inhabit a variety of environments such as
the open ocean, coastlines and swamps but are almost always
near water. The most notable exceptions are the Agnaktor
which has adapted to swim in lava deep within volcanoes
rather than in water, and the Nibelsnarf which swims through
the sand much like the Cephadrome (a piscine wyvern).
Ludroth are mostly yellow-green in coloration, with long,
sinewy bodies that enable swift and sweeping underwater
movements to confuse their prey. Their claws are stubby, but
effective, and their strong tails end in reinforced bony
segments. Powerful jaws allow for moderately strong biting
attacks.
The majority of Ludroth are female, and form harems
around the male Royal Ludroth, which has a notable sponge
coating. Female Ludroths also have a sponge like material
growing on them, which is the yellow-brown stripes along the
top of their spines (behind the head). It is unclear whether the
sponges are part of a co-evolved symbiotic relationship or the
result of some unknown trait.

Ludroth
Medium Beast (Leviathan), Unaligned

Armor Class 12 (Natural Armour)


Hit Points 36(6d8 + 6)
Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA


14 (+2) 11 (+0) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

Senses passive Perception 10


Languages --
Challenge 1 (200 XP)

Amphibious. The Ludroth can breath in both air and


water.

Actions
Multiattack. The Ludroth makes two attacks
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1
target. Hit: 5 (1d6 + 2) piercing damage.
Tail Melee Weapon Attack +4 to hit, reach 5 ft., 1
target. Hit: 8 (2d6 + 2) bludgeoning damage
Water Spit Ranged Weapon Attack +4 to hit, range
20/60 ft., 1 target. Hit: 4 (1d8) bludgeoning damage
and the targets speed is reduced by 5 feet until the
end of their next turn.

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Royal Ludroth Royal Presence. Any Ludroth within 60 ft of the Royal


Ludroth has a +1 to attack and deals an extra die in
Large Beast (Leviathan), Unaligned
damage rolls.

Armor Class 13 (Natural Armour) Actions


Hit Points 117(13d10 + 39) Multiattack. The Royal Ludroth makes one attack with its
Speed 30ft., swim 45 ft. bite and another with its tail. It can replace any of
number of these attacks with a Water Spit.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1
17 (+3) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3) target. Hit: 10 (2d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., 1
Senses passive Perception 11 target. Hit: 14 (2d8 + 3) bludgeoning damage.
Languages -- Water Spit. Ranged Weapon Attack: +5 to hit, range
Challenge 4 (1,100 XP) 40/60 ft., 1 target. Hit: 12 (3d8) bludgeoning damage
and the targets speed is reduced by 10 ft for 1 round.
Amphibious. The Royal Ludroth can breath in both air
and water. Pressure Release (Recharge 4-6). The Royal Ludroth
releases water from its mane forcefully. Any creature
Enrage When Royal Ludroth starts its turn with half its within 5ft of the Royal Ludroth must succeed on a DC
maximum hit points (59) or less and has taken damage 15 Strength saving throw or take 27 (6d8) bludgeoning
since its last turn, it enters a rage for a number of damage. If the creature is size medium or smaller it is
rounds equal to 1d6. While enraged, it gains immunity also pushed back 10 ft and knocked prone. On a
to exhaustion, has a +1 bonus to attack rolls, and rolls success, creatures take half damage and are not
an extra damage die on melee attacks. When the rage knocked prone or pushed back.
ends, it gains 3 levels of exhaustion. Subsequent rages
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds.

Royal Ludroth has a crown-like crest composed of several


finger-like appendages tipped with black spikes as well as a
large, spongey yellow mane. The Royal Ludroth has a long,
serpentine body with four squat limbs. Its hind pair of legs are
shaped like paddles for swimming, and its foremost pair are
more muscular, tipped with developed digits ending in long
black claws. Its jaws are lined with shear-like plates in the
place of teeth. Using its large, absorbent mane, Royal Ludroth
can take on gallons of water for use in its many water-based
defences. It can produce mucus-based globules that can be
spewed at foes, and can force water out of the mane at high
speeds, blasting back nearby enemies. They are adept
swimmers, and are formidable hunters in an aquatic
environment. As the alpha male, Royal Ludroth will usually
roam around with a harem of females in tow. It is an
aggressive creature, and will lash out at anything that
threatens it or its clan.
Like Great Jaggi, the males of the Ludroth species increase
in size and develop physical changes that set them apart from
younger males and the opposite gender, in this case a large,
spongy mane. This mane sucks water like a sponge, allowing
the Royal Ludroth to survive out of water for some time.
However, when weakened, it must go back to its watery
domain to fill its sponge up with water. Their manes are made
of specialized hairs and fibers. Their scales enable them to
move gracefully on land with the help of a special extract
found inside them. The extract allows a Royal Ludroth to run
without spending much energy for long distances. The claw of
a Royal Ludroth are better adapted for movement, plunging
into the earth with each step taken.

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Nibelsnarf Bite. Melee Weapom Attack +8 to hit, reach 5 ft., 1


target. Hit: 18 (2d12 + 5) piercing damage, the target is
Huge Beast (Leviathan), Unaligned
grappled and restrained (escape DC 17) and the
Nibelsnarf cannot bite another target.
Armor Class 13 (Natural Armour)
Hit Points 100(10d12 + 30) Swallow. he Nibelsnarf makes a Bite attack against a
Speed 20ft., burrow 40ft. (Only in sand) creature it is currently grappling. If the attack hits, the
target is swallowed. A swallowed target is blinded and
restrained, has total cover against attacks outside the
STR DEX CON INT WIS CHA nibelsnarf and takes 11 (2d10) acid damage at the start
of each of the Nibelsnarf's turns. If the Nibelsnarf takes
20 (+5) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3) 30 damage from creatures inside it, it must make a DC
16 Constitution savig throw or regurgitate all swallowed
Skills Stealth +6 creatures, which land prone within 5 ft. of the
Senses Tremorsense 120ft., passive Perception 10 Nibelsnarf. If the Nibelsnarf dies, swallowed creatures
Languages -- are no longer restrained and can leave the Nibelsnarf by
Challenge 5 (1,800 XP) using 15 ft. of movement, exiting prone.
Sand Breath (Recharge 5-6). The Nibelsnarf exhales a
Enrage When Nibelsnarf starts its turn with half its whirlwind of sand in a 30 ft cone in front of it. All
maximum hit points (50) or less and has taken damage creatures in the cone must make a DC 16 Dexterity
since its last turn, it enters a rage for a number of saving throw. On a failure creatures take 28 (8d6)
rounds equal to 1d6. While enraged, it gains immunity bludgeoning damage and are blinded for 1 minute. On a
to exhaustion, has a +1 bonus to attack rolls, and rolls success targets take half damage and aren't blinded. A
an extra damage die on melee attacks. When the rage creature must use an action to wipe the sand from its
ends, it gains 3 levels of exhaustion. Subsequent rages eyes and end the blinded condition.
do not increase its exhaustion level over 3. It cannot re-
enter rage for 2d4 rounds. From Below (Recharge 6). The Nibelsnarf erupts from
beneath a creature and attempts to swallow it. The
Poor Eyesight. The Nibelsnarf has disdvantage on creature must make a DC 16 dexterity saving throw. On
Wisdom (Perception) checks that rely on sight. a failure the creature takes 18 (2d12 + 5) piercing
damage and is immediately swallowed. On a success the
Underground Hearing. The Nibelsnarf's tremorsense target takes half damage and is knocked prone. All other
does not work while deafened. If the Nibelsnarf takes creatures in the Nibelsnarf's space when it erupts are
thunder damage or hears a very loud noise while pushed to within 5ft. of the Nibelsnarf (creature's
underground and not deafened it immediately leaves the choice) and must succeed on a DC 14 Dexterity saving
ground and is knocked prone. throw or take 14 (2d8 + 5) bludgeoning damage and be
knocked prone.
Actions
Multiattack. The Nibelsnarf makes two bite attacks, or
one bite and one swallow.

Nibelsnarf are capable of burrowing into the sand and of of the sand as an attack, as the sand shoots from the gills at a
disguising themselves as sand dunes to ambush prey. You can high enough speed to hurt individuals caught in the blast.
see if a sand dune is a disguised Nibelsnarf if it blows out 2 Niblesnarf seem to have very strong stomachs, capable of
small patches of sand from the ground every 2 seconds. It withstanding a bomb exploding in it. Inside the massive
shows superficial similarities to Gobul, and may be closely mouth of this predator is an enlarged uvula that stores
related. It can swim in the sand just like Piscine Wyverns. nutrients. This organ is essential to the leviathan's survival
They are seen preying on Rhenoplos, using their powerful within the arid Sandy Plains.
jaws to crush their shells. They harbor a weak spot within
their mouths (the uvula) that hunters can reach. Attacks
demonstrated include sand spewing, charging and a leaping
bite. It has the remarkable ability to swim in sand, shared only
with a few monsters, and its streamlined body helps it move
through it at great speeds. It has a huge mouth for eating its
prey such as Rhenoplos in one bite, like the Gobul. It locates
its prey with hearing. It shares this trait with the Agnaktor,
which is also a land dwelling Leviathan. It is possible that the
two developed this ability because they spend most of their
time underground. It spits sand at predators that try to attack
it. Its eyes are on top of its head, so it can see its prey easier
when lurking in the sand; however, their placement also
makes it difficult for it to see anything directly in front of it.
They also have salamander-like "gills" which it uses to filter
out sand and absorb minerals in the sand. It uses this clearing

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Gobul Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1


target. Hit: 15 (2d10 + 4) piercing damage. If the target
Large Beast (Leviathan), Unaligned
is size large or smaller it must succeed on a DC 16
Dexterity saving throw or be swallowed by the Gobul. A
Armor Class 14 (Natural Armour) swallowed creature is Blinded and Restrained, it has
Hit Points 135 (15d10 + 45) total cover against attacks and other effects outside the
Speed 20ft., Swim 40ft., burrow 10ft. (Only underwater) Gobul, and it takes 18 (4d8) acid damage at the start of
each of the Gobul's turns. The Gobul cannot have more
than one large creature or three medium creatures
STR DEX CON INT WIS CHA swallowed at the same time. If the Gobul takes 20
19 (+4) 11 (+0) 16 (+3) 3 (-4) 12 (+1) 6 (-2) damage or more on a single turn from a creature inside
it, the Gobul must succeed on a DC 18 Constitution
saving throw at the end of that turn or regurgitate all
Skills Stealth +6 swallowed creatures, which fall prone in a space within
Senses passive Perception 11, blindsight 30ft. 10 feet of the Gobul. If the Gobul dies, a swallowed
Languages -- creature is no longer Restrained by it and can escape
Challenge 8 (3,900 XP) from the corpse by using 10 feet of Movement, exiting
prone.
Amphibious. The Gobul can breath in both air and water.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1
Enrage. When Gobul starts its turn with half its target. Hit: 11 (2d6 + 4) piercing damage and the target
maximum hit points (68) or less and has taken damage must succeed on a DC 15 Constitution saving throw or
since its last turn, it enters a rage for a number of be poisoned until the end of the Gobul's next turn.
rounds equal to 1d6. When enraged the Gobul puffs up While poisoned in this way the target is also paralyzed.
its body and extends venomous spines from its back. A The paralysis ends early if the target takes any damage.
creature that touches the Gobul or hits it with a melee Vacuum (Recharge 4-6, must be underwater). The Gobul
Attack while within 5 feet of it while it is enraged takes inhales water in a 20 foot cone. Any creature of size
3 (1d6) piercing damage and must succeed on a DC 12 large or smaller in the area must succeed on a DC 15
Constitution saving throw or be poisoned for 1 turn. Strength saving throw or be immediately swallowed by
While poisoned in this way the creature is also the Gobul if it can do so. Surprised creatures and
paralyzed. It also gains immunity to exhaustion, has a +1 creatures without a swim speed have disadvantage on
bonus to attack rolls, and rolls an extra damage die on the saving throw. On a successful save creatures move
melee attacks. When the rage ends, it gains 3 levels of 10 feet closer to the Gobul but are not swallowed.
exhaustion. Subsequent rages do not increase its
exhaustion level over 3. It cannot re-enter rage for 2d4 Legendary Actions
rounds.
The Gobul can take 2 Legendary Actions, choosing from
Lure. The gobul has a lure on its head that always sheds the options below. Only one legendary action can be
bright light out to 5 feet and dim light out to another 5. used at a time, and only at the end of another creature's
As a bonus action the Gobul can use the Lure to charm turn. Spent legendary actions are regained at the start of
a creature with an intelligence score of 3 or lower if the each turn
Gobul is burrowed into the riverbed. The creature must
succeed on a DC 16 Wisdom saving throw or be Flash The Gobul emits a flash from its Lure. All creatures
charmed by the Gobul. While charmed in this way the within 30 feet of the Gobul that can see it must
creature has an intense desire to investigate the lure. succeed on a DC 15 Constitution saving throw or be
blinded until the end of their next turn.
Actions Tail The Gobul makes a tail attack.
Multiattack. The Gobul makes any combination of two
attacks with its Bite or Tail. It cannot hit the same target Gulp (Costs 2 Actions) The Gobul makes a Bite attack
with its bite and tail.

Gobul is a uniquely-evolved Leviathan reminiscent of angler balloon to appear more imposing. Gobul can use the plant-like
and puffer fish, along with traits which are calling cards of whiskers on its chin and natural camouflage abilities to blend
Catfish (the tentacles below its mouth). Its body is covered in into the river floor and remain undetected by prey.
purple scales, and a bright, bio-luminescent lure dangles from
its forehead. It possesses a gargantuan mouth filled with
equally formidable teeth. Its back features an array of
retractable spines, and its tail is tipped with quills which are
capable of inflicting paralysis if touched. Gobul's massive
mouth and throat mean that it can swallow prey almost as
large as itself completely whole. Its lure can violently emit
blinding flashes of light to disorient prey to make for an easy
meal. When enraged, it is capable of puffing out its body like a

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Agnaktor Tail. Melee Weapon Attack: +9 to hit, Reach 15ft, one


target. Hit 18 (3d8 + 5) bludgeoning damage plus an
Huge Beast (Leviathan), Unaligned
extra 3 (1d6) fire damage if its magma armour is soft. A
creature hit by this attack must succeed on a DC 17
Armor Class 16 (Soft Magma Armour)/19 (Hard Magma Strength saving throw or fall prone.
Armour)
Hit Points 198 (18d12 + 72) Constrict Melee Weapon Attack: +9 to hit, reach 5ft.,
Speed 30ft., Burrow 40ft., Swim 40ft. (lava only) one target of size medium or larger. Hit 18 (2d12 + 5)
bludgeoning damage plus an extra 7 (3d4) fire damage
if the magma armour is soft. A creature hit by this attack
STR DEX CON INT WIS CHA is also grappled (Escape DC 18). While grappled in this
way the target is also restrained and the Agnaktor
20 (+5) 14 (+2) 19 (+4) 3 (-4) 14 (+2) 6 (-2) cannot Constrict another target.
Erupt (Recharge 5-6, must be underground) The Agnaktor
Saving Throws DEX +6 erupts from beneath the earth with incredible force. Any
Damage Immunities Fire creature in the Agnaktor's space when it emerges must
Senses Blindsight 30ft., Passive Perception 12 succeed on a DC 18 Dexterity saving throw or take 36
Languages -- (8d8) bludgeoning damage and be thrown 10 feet back
Challenge 14 (11,500 XP) and knocked prone. If the Agnaktor is in a volcano,
creatures take an extra 18 (4d8) fie damage as lava
Burrower The Agnaktor can burrow through solid stone, spews forth alongside the Agnaktor. On a success
leaving a 10ft. wide tunnel behind it. creatures take half damage, are pushed to within 5 ft. of
Agnaktor and are not knocked prone.
Enrage When Agnaktor starts its turn with half its
maximum hit points (99) or less and has taken damage Heat Beam (Recharge 5-6). The Anaktor fires an intense
since its last turn, it enters a rage for a number of beam of heat in an 80 foot long, 5 foot wide line. Any
rounds equal to 1d8. While enraged it gains immunity to creature in the line must make a DC 18 Dexterity saving
exhaustion, has a +2 bonus to attack rolls, and rolls an throw. On a failure, creatures take 44 (8d10) fire
extra damage die on melee attacks. When the rage ends, damage and are lit on fire. On a success creatures take
it gains 3 levels of exhaustion. Subsequent rages do not half damage and are not ignited. Creatures that are on
increase its exhaustion level over 3. It cannot re-enter fire take 5 (1d10) fire damage at the start of each of
rage for 2d4 rounds. their turns. A creature can use an action to douse the
fire on itself or another creature. If the Agnaktor's
Magma Armour The Agnaktor covers itself in magma magma armour is hardened when it uses this ability, it
whenever it swims through lava. After 1 round without softens
taking fire damage, submerging itself in lava or using its
heat beam, this magma turns to rock. While the magma Legendary Actions
is rock the Agnaktor has an AC of 19. Whenever the
Agnaktor uses its heat beam, takes 10 fire damage in The Agnaktor can take 3 Legendary Actions, choosing
one round or submerges itself in lava the armour from the options below. Only one legendary action can
softens again. While soft the armour grants 16 AC and a be used at a time, and only at the end of another
creature that touches the Agnaktor or hits it with a creature's turn. Spent legendary actions are regained at
melee Attack while within 5 feet of it takes 7 (3d4) fire the start of each turn
damage. Dig The Agnaktor moves up to half its burrow speed.
Actions Peck The Agnaktor makes a beak attack
Multiattack. The Agnaktor makes two attacks: one with Laster Show (Costs 3 Actions) The Agnaktor uses its heat
its beak and one with its tail. beam if it's available.
Beak. Melee Weapon Attack: +9 to hit, Reach 10ft, one
target. Hit 16 (2d10 + 5) bludgeoning damage.

Also known as Fire-Pike Wyverns, Agnaktor uses its tough Its body is covered in a lava-like armor which hardens when
snout and great strength to burrow through rocks and cooled and softens when heated. It has a drill-like beak which
sometimes even cave ceilings. It is encrusted with hardened is lined with rows of needle-like teeth. The Agnaktor closely
lava that can be softened from the heat when they spit magma resembles the Uroktor in essentially every way; the only real
or burrow. It is the adult form of the Uroktor and has only one differences are the size of the Agnaktor and its ability to get
known Subspecies, Glacial Agnaktor. magma to stick to its body. Even the ability to fire blasts of fire
are present on both, though the Agnaktor is capable of
Physiology unleashing a coherent beam.
Agnaktor is in many ways similar to Lagiacrus; both are
quadrupedal Leviathans of similar size and body shape. It is
noted for its remarkable ability to swim through lava and
tunnel through solid volcanic rock.

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Abilities Niche
Its fighting style is similar to that of other Leviathans. It can Agnaktor is at the top of the food chain in the Volcano.
charge at a hunter and "swim" straight through solid rock in Common prey for the Leviathans are Rhenoplos, Slagtoth,
order to smash into them and produce a powerful orange and Apceros. Despite its role in the food chain, Agnaktor
beam, highly reminiscent of the one produced by Gravios. Its competes with other large predators. These predators include
skin is coated in lava armor that is usually orange-red, Rathalos, Brute Tigrex, Stygian Zinogre, Lavasioth and
indicating that it is heated and vulnerable, but if it goes too Brachydios. Brachydios are one of the few monsters that have
long without using its fire beam or being physically exposed to ever actually been seen killing an adult Agnaktor.Similar to
heat, the armor will cool, and become black and hard. In areas their New World counterparts, Agnaktor sits at the top of the
with physical ceilings, it may tunnel through the roof as well food chain in the Volcanic regions they reside in. Herbivores
as the ground. and weaker monsters such as Ioprey, Iodrome and Volvidon
make up most of their diet. They will also feed on carcasses if
Behavior given the opportunity. However, they still have to compete with
Agnaktor are reasonably aggressive. Despite Agnaktor being other predators such as Rathalos, Tetsucabra, Glavenus and
powerful predators, they are known to leave their habitat the nomadic Deviljho. With its size and powerful heat beam, it
when a powerful monster appears or during a volcanic would be a match for most predators in the area. Elder
eruption. During the Breeding Season, both males and Dragons, along with the massive Gravios and Uragaan are the
females will swim to the summit of an active volcano to mate, only monsters that would make an Agnaktor turn tail and flee
this is also where most Agnaktor learn the dig through the due to their size and strength.
ceiling technique. Habitat
The female will then make a nest somewhere near the top
and then give live birth to 2-30 individuals at a time. Agnaktor Agnaktor lives solely in scorching volcanic environments.
who use the ceiling digging attack have mated at least once in
their life. Subspecies
Biology The Agnaktor has only one subspecies, the Glacial Agnaktor,
which has evolved to live in freezing tundras as well as having
The average length of an adult Agnaktor is 2714.7cm. developed a beam of freezing cold as opposed to scorching
Agnaktor has developed the remarkable ability to swim heat
through lava, meaning it can both sneak up on prey and
escape from a more powerful enemy. It has a very strong beak,
which it uses to burrow straight through hard volcanic rock at
incredible speeds. It can even launch itself into the 'ceiling' of
an area with this great speed. It also uses its beak to crack
open the sturdy shells of armored prey. Agnaktor is capable of
producing a powerful lava beam, which it can maneuver a full
360 degrees with its long neck. While swimming it swallows
some of the lava and stores it in its body so that it can produce
its powerful lava beam. Produced between Agnaktor's scales
is a non-flammable substance that never burns. This
substance allows Aganktor to coat its hide with lava and swim
in lava. The molten rock on its body will eventually harden
into a thick armor of rock, but when the Agnaktor touches
lava, its coating becomes soft again. Its chest and beak armor
will also soften if it fires its beam. Furthermore, its beak
armor alone softens whenever it attacks by jabbing its beak
through the ground, exposing it to the lava underneath. This
harder coat of black rock as it cools down, as well as the
softer skin armor when it heats up, may represent a tactical
adaptation, trading defense for a fire element or vice-versa.

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Uroktor
Medium Beast (Leviathan), Unaligned

Armor Class 14 (Natural Armour)


Hit Points 28 (4d8 + 8)
Speed 30ft., Burrow 30ft., Swim 30ft. (only in lava)

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 14 (+2) 2 (-3) 11 (+0) 6 (-2)

Damage Immunities Fire


Senses Blindsight 30ft., passive Perception 10
Languages --
Challenge 1 (200 XP)

Burrower The Uroktor can burrow through solid rock,


leaving a 5ft., wide tunnel behind it.

Actions
Tail. Melee Weapon Attack: +5 to hit, Reach 5ft, one
target. Hit: 6 (1d6 + 3) bludgeoning damage
Erupt (can only use while underground). The Uroktor
erupts from beneath a target creature. The creature
must succeed on a DC 13 Dexterity saving throw or
take 14 (4d6) bludgeoning damage and be knocked
prone. On a success the target is unaffected.

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Mizutsune Slippery The Mizutsune has advanatage on any check or


saving throw to escape a grapple or the restrained
Huge Beast (Leviathan), Unalignedt
condition. Attempts to grapple the Mizutsune have
disadvantage.
Armor Class 16
Hit Points 209 (22d12 + 66) Actions
Speed 50 ft. Multiattack. Mizutsune makes three attacks; two with its
bite and one with its tail
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +10 to hit, Reach 10 ft., one
17 (+3) 22 (+6) 17 (+3) 3 (-4) 12 (+1) 8 (-1) target. Hit 15 (2d8 + 6) piercing damage
Tail. Melee Weapon Attack: +10to hit, Reach 15 ft., one
Saving Throws Dex +10. CHA +3 target. Hit 19 (3d8 + 6) bludgeoning damage and the
Skills Acrobatics +10 target is afflicted with Bubble Blight.
Damage Resistances Acid Bubble Breath. Ranged Weapon Attack: +10 to hit,
Senses Blindsight 30 ft., passive Perception 11 Range 40/100 ft., one target. Hit 5 (2d4) acid damage
Languages -- and the target is afflicted with Bubble Blight.
Challenge 12 (8,400 XP)
Water Beam. The Mizutusune fires a stream of water,
Aversion to Lightning If the Mizutsune takes lightning sweeping it in a 60 foot cone. Creatures in the area
damage it has disadvantage on all attack rolls and ability must succeed on a DC 18 Dexterity saving throw or
checks until the end of its next turn. take 22 (5d8) bludgeoning damage and 22 (5d8) acid
damage and be knocked prone. On a success creatures
Bubble Blight Whenever the Mizutsune hits a creature take half damage and are not knocked prone.
with its tail or its bubble breath they are afflicted by
bubble blight. While afflicted by Bubble Blight a creature Legendary Action
other than a mizutsune has disadvantage on all dexterity The Mizutsune can take 3 Legendary Actions, choosing
checks and saving throws, and whenever they attempt from the options below. Only one legendary action can
to move must succeed on a DC 16 Dexterity saving be used at a time, and only at the end of another
throw or fall prone. If submerged in or blasted by water creature's turn. Spent legendary actions are regained at
the bubbles are removed the start of each turn
Bubble Sense The Mizutusune knows the location of any
creature in contact with its Bubble Trail or afflicted by Bubble Breath The Mizutsune makes a Bubble Breath
bubble blight. attack.

Bubble Trail Whenever the Mizutsune moves along the Bubble Traps The Mizutsune creates 3 Bubbles in spaces
ground, it leaves a soapy trail behind it that dissapears within 30 feet of itself. These Bubbles have a radius of
after one round. Any creature other than a Mizutsune 5ft. and last one round. Any creature that touches the
that attempts to move across the trail must succeed on Bubble is inflicted with Bubble Blight. For each Bubble
a DC 16 Dexterity saving throw or fall prone and be trap roll a percentile die. On a 90 or above the Bubble
afflcietd by Bubble Blight. A creature inflicted by Bubble also heals any creature by 3d8. On a 10 or lower the
Blight is automatically knocked prone. bubble will give a creature a +3 bonus to melee damage
rolls.
Enrage When Mizutsune starts its turn with half its
maximum hit points (105) or less and has taken damage Move The Mizutsune moves up to its movement speed
since its last turn, it enters a rage for a number of without provoking attacks of opportunity.
rounds equal to 1d8. While enraged it gains immunity to Tail Flip (Costs 2 Actions) The Mizutsune makes a tail
exhaustion, has a +2 bonus to attack rolls, and rolls an attack and then moves up to half its movement without
extra damage die on melee attacks. When the rage ends, provoking attacks of oppurtunity.
it gains 3 levels of exhaustion. Subsequent rages do not
increase its exhaustion level over 3. It cannot re-enter
rage for 2d4 rounds.

Mizutsune is a recently discovered species of Leviathan that Its head has a long snout and is beautifully adorned by
resembles a sacred beast found in Yukumo Village's legends. many fin-like appendages. These fins are pink with yellow
markings, and they can also be seen on its back and tail. Its
Physiology feet are said to be quite different from other Leviathans and
Like most other Leviathans, Mizutsune has a long, slender allow Mizutsune to move swiftly on land.
body. However, it is one of the few Leviathans to actually have
fur on its body. This fur covers its chest, underbelly, legs and
tail. Its scales are light colored and resemble those of a fish.

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Abilities Subspecies
Mizutsune is able to breathe bubbles at its enemies and able The Mizutsune lacks a subspecies, however it does half a
to produce these bubbles in its fur. It is unknown at this time Deviant, the Heavenly-Eye Mizutsune, which is a Mizutsune
what the bubbles do though many believe it hinders the that is blind, thus relying upon its bubbles completely to
movement of prey. It can also fire pressurized jets of water survey the world.
from its mouth, much like Plesioth.
Behaviour
Mizutsune are rather calm in nature until provoked. They
prefer to be left alone resting near large bodies of water, while
covered in their special secretions. They prefer to avoid
confrontations, however, will defend themselves if need be.
Once a threat has left, Mizutsune won't chase after the threat
but will instead let it go. Though Mizutsune are usually calm,
they are known to turn aggressive during Breeding Season.
Mizutsune become aggressive or even berserk during their
Breeding Season. In this season, it is not a good idea to go
fishing from them being known to injure people due to their
blind rage. Male Mizutsune have large fins and are able to
flash their fins red to show emotion to the female Mizutsune,
in order to attract them.
Biology
Mizutsune's most unique adaption is its ability to produce
bubbles. It is able to produce the bubbles by using special
fluid secretions, produced from its own body along with water,
and rubbing its hairs in the secretions. These stiff yet soft
purple hairs are found on its chest, tail, legs, and sides. The
hairs are used for sliding on the fluids it produces, spreading
the fluids, and even using the fluids to produce more bubbles.
Mizutsune can also breath these bubbly fluids from its mouth.
It is known to use the bubbles it produces both offensively and
defensively in battle. It uses the bubbles to help it move faster
and to make it more flexible in battle, while simultaneously
impeding the movement of any foes. In order to stop itself
quickly while moving, Mizutsune has special hook-like claws
that allow it to stop sliding quickly to face threats and not
leave itself open. Despite Mizutsune's strange appearance, the
fins it has actually act as receptors for detecting the presence
of predators and prey coming through vibrations in the
secretions. Like a snake, Mizutsune's teeth are recurved to
prevent prey from escaping easily. Its jaws are even designed
like a snake to an extent, even being able to open its mouth
wide and swallow some large prey.
Niche
Mizutsune are carnivorous in nature, feeding mainly on fish
and other small prey. However, Mizutsune are known to feed
on larger prey occasionally like Kelbi. Though Mizutsune are
capable predators, they must compete with other large
predatory monsters like Zinogre, Lagiacrus, Nargacuga, and
Plesioth.
Habitat
Mizutsune have been identified living in the Misty Peaks,
Primal Forest, and Jungle in the Old World.

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Lagiacrus Discharge (Recharge 6) The Lagiacrus discharges


lightning from its body. Any creature within 60ft. of the
Huge Beast (Leviathan), Unaligned
Lagiacrus must make a DC 18 Dexterity saving throw or
take 45 (10d8) lightning damage and become paralyzed
Armor Class 16 (Natural Armour) until the end of their next turn. On a success targets
Hit Points 312 (26d12 + 130) take half damage and are not paralyzed This can only be
Speed 30ft., Swim 50ft. used underwater.
Thunder Strike (Recharge 6) The Lagiacrus chooses up to
STR DEX CON INT WIS CHA three creatures within 40ft. of it. The targets must each
make a DC 18 Dexterity saving throw as bolts of
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 7 (-2) lightning strike them. On a failure a creature takes 33
(6d10) lightning damage on land, 39 (6d12)
Saving Throws DEX +9, CON +10 underwater, and is paralyzed until the end of the
Damage Immunities Lightning lagiacrus' next turn or until it takes damage. On a
Senses Darkvision 120ft., Passive Perception 10 success targets take half damage and are not paralyzed.
Languages --
Challenge 16 (15,000 XP on land), 18 (20,000 Legendary Actions
underwater) The Lagiacrus can take 3 Legendary Actions, choosing
from the options below. Only one legendary action can
Enrage When Lagiacrus starts its turn with half its be used at a time, and only at the end of another
maximum hit points (156) or less and has taken damage creature's turn. Spent legendary actions are regained at
since its last turn, it enters a rage for a number of the start of each turn
rounds equal to 1d8. While enraged it gains immunity to
exhaustion, has a +2 bonus to attack rolls, and rolls an Charge The next time the Lagiacrus deals lightning
extra damage die on melee attacks. When the rage ends, damage, increase the damage by one damage die for
it gains 3 levels of exhaustion. Subsequent rages do not each use of charge. The damage then goes back to
increase its exhaustion level over 3. It cannot re-enter normal.
rage for 2d4 rounds. Roar The Lagiacrus unleashes an ear-piercing roar. Any
creature within 30ft. of it that can hear it must succeed
Hold Breath: The Lagiacrus can hold its breath for up to on a DC 18 Constitution saving throw or be stunned
12 hours. until the start of the Lagiacrus' next turn or until they
Actions take damage

Multiattack. The Lagiacrus makes three attacks: Two with Swim The Lagiacrus moves up to half its swim speed
its bite and one with its tail. It cannot hit the same without provoking attacks of opportunity.
target with its bite and tail. It can replace one of these Lightning Shield (Cost 2 Actions) The Lagiacrus
attacks with its lightning ball. surrounds itself with an aura of lightning until the start
of its next turn. When a creature comes within 10ft. of
Bite. Melee Weapon Attack: +11 to hit, Reach 10ft., one the Lagiacrus for the first time on a turn or starts its turn
target. Hit 20 (3d8 + 7) piercing damage. there, it must succeed on a DC 18 Constitution saving
Tail Melee Weapon Attack: +11 to hit, Reach 15ft., one throw or take 18 (4d8) lightning damage and become
target. Hit 18 (2d10 + 7) bludgeoning damage and the paralyzed until the end of its turn. On a success a
target must succeed on a DC 18 strength saving throw creature takes half damage and is not paralyzed. This can
or fall prone. only be used underwater.
Lightning Ball. Ranged Weapon Attack: +11 to hit, Range
30ft. (60ft. underwater), one target. Hit 13 (2d12)
lightning damage on land, 22 (4d10) lightning damage
underwater.

The Lagiacrus is one of the most famous and feared Abilities


Leviathan, a group that also includes Agnaktor, Uroktor, Royal
Ludroth, Gobul , Nibelsnarf and Mizutsune. Lagiacrus also The dermal spikes on its back allow it control over lightning
has two different variants, Ivory Lagiacrus, Lagiacrus that and they glow white whenever it makes use of this ability. It is
have been feeding on quartz, and Abyssal Lagiacrus, old also an excellent swimmer and is much more dangerous in
individuals found deep in the abyss. the water than on land.
Physiology
When a Lagiacrus is fully sunbathed, it turns a dry grayish-
blue color and its dermal spikes turn brown. When it returns
to the water, Lagiacrus regains a striking deep blue color and
its spikes return to their original color of a very light beige.

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Behavior Habitat
Lagiacrus are highly aggressive Leviathans that is the "Lord Despite its ability to come up on land, they prefer to stay by
of the Sea". To hunt down and capture prey, Lagiacrus will deep waters. They rarely need to travel far from water, due to
swim in a circle to form a whirlpool. These whirlpools are the abundance of prey in both of their tropical environments.
used to suck up fish and other prey so Lagiacrus can shock Lagiacrus can be found almost anywhere with large bodies of
them to death before feeding on their quarry. These water.
whirlpools are occasionally used sink boats and ships.
Subspecies
Biology There are two subspecies of Lagiacrus, the Ivory Lagiacrus
Lagiacrus is a large, blue aquatic leviathan, adapted to life in which lives predominantly on land, and the Abyssal Lagiacrus
tropical waters. Its hood-like structure is allows it to swim which lives deep in the abyssal waters and is extremely
through the water much quicker along with the help of its tail powerful.
and limbs. Lagiacrus are able to stay submerge underwater
for up to half a day without coming out for air. The large
dorsal spikes on its back are used to release its electric
attacks alongside a possible electro sac below each spike. Its
able to release this electricity by contracting its cells at high
speeds inside its muscles.When it does this some of the
electricity actually combines with some of the mucus in its
mouth, allowing it to spit out lightning projectiles from its
mouth. In other regions, the Lagiacrus is able to bend the
lightning it creates around it, how it does this is still unknown.
Niche
Lagiacrus is the top predator of its habitat, and even predators
such as Rathalos and Rathian prefer to keep out of its way. Of
course being the Lagiacrus' only real competition besides
each other, the Fire Wyverns would be considered a threat to
a Lagiacrus, as would a Lagiacrus to a Fire Wyvern.
Lagiacrus's control of Thunder Element makes it a dangerous
adversary in the aquatic habitat it resides, even for the well
defended Gobul of Flooded Forest. Even Plesioth that migrate
to the Deserted Island and Flooded Forest would be wary of
the large and powerful leviathan as its powerful electrical
attacks can easily cripple or even kill the Piscine Wyvern. This
would cause Plesioth to avoid Lagiacrus and its two
Subspecies at all costs. Lagiacrus are known to feed on fish,
lobsters, Kelbi, Aptonoth, and Epioth. In the Old World,
Lagriacrus still reside as the top predator of their
environment, the Jungle and Ruined Ridge. They prey on the
local herbivores and occasionally other larger monsters such
as Velocidrome, Bulldrome and Arzuros. Due to their size and
strength, most predators would choose to stay out of its way.
Monsters such as Rathian, Mizutsune and Plesioth would
rather retreat than fight back against a Lagiacrus if its
attacking. That being said, other powerful top predators such
as Rathalos, Nargacuga, Zinogre and Glavenus are still
capable of fighting back and driving off the Lagiacrus if
necessary. But with its electrical adaptations, even the mighty
Deviljho would know its better to stay away from the
Leviathan The only known predator of the Lagiacrus is the
Elder Dragon Nakarkos, which has been observed using its
electrical organ to perform electric attacks of its own.

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Neopterans
Neopterons are insectoid monsters known for their rigid
carapaces. These monsters can range in size from tiny to
enormous, and some species can fly, while others cannot.
Neopterons are very susceptible to poison and fire, yet hold
quite a resistance to the Dragon Element. Their materials are
often used to make very sharp weapons.

Vespoid
Small Beast (Neopteran), Unaligned

Armor Class 11 (Natural Armour)


Hit Points 10(3d6)
Speed 5ft., fly 35ft.

STR DEX CON INT WIS CHA


2 (-4) 14 (+2) 10 (+0) 2 (-4) 4 (-3) 2 (-4)

Damage Vulnerabilities Poison


Senses Blindsight 30ft., passive Perception 7
Languages --
Challenge 1/4 (50 XP)

Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage and the
target must succeed on a DC 10 Constitution saving
throw or be poisoned for 1 round. The target is
paralyzed while poisoned in this way.

Vespoids are wasp-like insects roughly the size of a housecat.


They have barbed stingers at the end of their abdomens, and
fly using three pairs of wings. They are known to be a
nuisance for hunters, due to their stings that cause hunters to
flinch, resulting in them being exposed to any further attacks.
Their stingers are loaded with a neuro-toxin that can paralyze
foes. Vespoids can be found in almost any environment.
Vespoid are simple workers to a single large Vespoid
Queen. They come in two varieties. The small worker Vespoid
is charged with gathering food, maintaining the hive, and
caretaking the queen and her eggs. The large, sturdier soldier
vespoids exist for the sole purpose of defending the queen.
They will frequently attack any intruders, no matter how large
or small. Their stingers don't penetrate the thick shells of
most wyverns, but pose a significant deterrent to humans and
Fanged Beasts alike.
Vespoid have developed very durable body structures. Their
wings can carry their light frame great distances in search of
food, and their tough exoskeleton protects them from some
attacks. This shell also to helps to offer the small creature
protection from any climate. Vespoid have a nasty stinger that
injects its foes with a paralyzing toxin. Their main defense
and weapon is their huge numbers. By staying and working
together, it decreases their chances of being eaten and
increases their chances of taking down larger prey.

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Queen Vespoid Royal Guard. The Queen always has 5 Vespoids


accompanying her at all times. Roll initiative for the 5
Large Beast (Neopteran), Unaligned
vespoids as a group, but separately from the Queen.
These vespoids have a +2 to all stats and a +1 to their
Armor Class 15 (Natural Armour) AC
Hit Points 60(10d10 + 5)
Speed 10ft., fly 45ft. Actions
Multiattack. The Queen Vespoid makes two attacks with
her stinger. She can replace on of these with her
STR DEX CON INT WIS CHA
Corrosive Spray.
6 (-2) 17 (+3) 10 (+0) 3 (-4) 5 (-3) 2 (-4)
Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1
target. Hit: 8 (1d10 + 3) piercing damage and an extra 5
Damage Vulnerabilities Poison (2d4) poison damage and the target needs to make a
Condition Immunities Prone DC 14 Constitution saving throw or become poisoned
Senses Blindsight 60ft., passive Perception 7 for 1 round. While poisoned in this way the target is
Languages -- also paralyzed.
Challenge 3 (700 XP)
Corrosive Spray The Queen sprays a corrosive gas in a 15
Hive Queen. When the Queen Vespoid is within 120 ft foot cone. Creatures in the area must succeed on a DC
of other Vespoid's, they are immune to being charmed, 14 Dexterity saving throw or their nonmagical armour
they gain advantage on attack roles, and they gain a +2 takes a permanent and cumulative -2 to AC. If the
bonus to all saving throws and ability checks. As well as armours AC bonus reaches 10, it is destroyed.
this, if a Vespoid is within 5 ft of the Queen, the Release Pheremones (Recharge 6). The Queen can release
Vespoid can become the target of an attack directed at phermones into the air. 1d6 Vespoids appear after 3
the Queen instead as a reaction. This attack rounds. These vespoids go off the royal guard vespoid's
automatically hits the Vespoid. initiative. Any creature within 5ft. of the Queen must
make a DC 14 Dexterity saving throw or have their AC
halved for one round.

The Vespoid Queen looks similar to the average Vespoid but


is several times larger, with a more pronounced abdomen and
giant, rainbow coloured wings. She has a ridged exoskeleton
covering her soft innards and she has a crown-like structure
atop her head.
Vespoid Queen rarely leave their nests as they send out
workers to forage for food. They feed on smaller insects, birds,
small mammals, lizards, and some vegetation. Whenever the
queen does leave the nest she puts herself in serious danger
as she can be preyed upon by creatures such as Gypceros,
Yian Kut-Ku, Hypnocatrice, Congalala, Plesioth, and Iodrome.
The Vespoid Queen rarely does battle; when it does, it
essentially performs the same attacks as Vespoids with more
power; however, it does possess an additional attack: it sprays
body fluid at hunters that halves defense. It also produces a
beating sound in order to command swarm of Vespoid in
battle. The queen spends a vast majority of her time staying
within the nest and laying eggs. Vespoid Queen can be quite
aggressive towards threats. The she only appears when she
fears her swarm is in danger of being wiped out

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Seltas Enrage When Seltas starts its turn with half its maximum
hit points (24) or less and has taken damage since its
Large Beast (Neopteran), Unaligned
last turn, it enters a rage for a number of rounds equal to
1d4. While enraged it gains immunity to exhaustion, has
Armor Class 12 (Natural Armour) a +1 bonus to attack rolls, and rolls an extra damage die
Hit Points 48(8d10) on melee attacks. When the rage ends, it gains 3 levels
Speed 20ft., fly 50ft. of exhaustion. Subsequent rages do not increase its
exhaustion level over 3. It cannot re-enter rage for 2d4
rounds.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
Actions
Multiattack. The Seltas makes two claw attacks.
Damage Vulnerabilities Poison Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1
Senses Blindsight 30ft., passive Perception 10 target. Hit: 5 (1d6 + 2) slashing damage.
Languages --
Challenge 1 (200 XP) Horn. Melee Weapon Attack: +4 to hit, reach 10 ft., 1
target. Hit: 6 (1d8 + 2) piercing damage.
Charge. If the Seltas moves 20 ft directly toward a Acidic Mucus. Ranged Weapon Attack: +4 to hit, range
creature and them hits it with a horn attack, the attack 30/60ft., one target. Hit 2 (1d4) acid damage and the
deal an extra 4 (1d8) piercing damage and the creature target suffers a permanent and cumulative -1 ro AC if it
must make a DC 14 Strength saving throw or be is wearing nonmagical armour. The armour is destroyed
knocked prone. if the penalty reduces its AC to 10.

Seltas is a large, mantis like insectoid with a brightly-colored,


highly resistant exoskeleton, which is covered in spines and
knobs. He has six legs, the foremost pair are armored and
weaponized for combat, and a pair of collapsible wings. His
head is hidden beneath a large, armored canopy that extends
far beyond the rest of his upper body. He has a pair of
compound eyes and powerful slicing mandibles. Seltas is the
male counterpart to the Seltas Queen.
Seltas is capable of highly precise movement in air, thanks
to his highly-developed wings. His forelimbs are designed for
jabbing and slashing, and will also spear his prey with its
armored canopy. His compound eyes provide him with an
extremely wide field of vision. It can shoot three green globs
that cause armour to dissolve.
Seltas is predatory in nature, both large and powerful
enough to prey on both hunters and small monsters alike. He
is known to attack from the skies and use his weaponized
forelimbs to attack. In addition, he is commonly known to
attach himself to his massive female partner and transport her
with his powerful wings.
When he is forced to merge with Seltas Queen, he will
struggle at first to escape. But when the merge has been
completed, he will fight alongside Seltas Queen without
question as if hypnotized. He won't even fight back when being
eaten by his mate, indicating that Seltas Queen has full
control of Seltas.
Seltas possess an organ within their body that produces a
disgusting liquid. This liquid can be used as a weapon, and as
a means of feeding, as the liquid is highly corrosive by itself.
When combined with the pheromones from the Seltas Queen,
this liquid can make enemies, and most notably hunters,
fatigued. Seltas have a long, armored canopy that can be used
to pierce through predators and prey alike, which is also able
to pierce through rock with their powerful speed. His wings
are strong and allow it to fly at break neck speeds. The main
weapon of the Seltas, his claws, are used as weapon and as
tool to hold down and subdue prey.

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Seltas Queen Fling. One Large or smaller object held or creature


grappled by the Seltas Queen is thrown up to 60 feet in
Huge Beast (Neopteran), Unaligned
a random direction and knocked prone. If a thrown
target strikes a solid surface, the target takes 3 (1d6)
Armor Class 19 (Natural Armour) bludgeoning damage for every 10 feet it was thrown. If
Hit Points 308 (22d12 + 154) the target is thrown at another creature, that creature
Speed 30ft., burrow 30ft. must succeed on a DC 18 Dexterity saving throw or
take the same damage and be knocked prone.
STR DEX CON INT WIS CHA Bulldoze (Recharge 5-6). The Seltas Queen moves it's full
speed forward. The first time the Seltas Queen moves
25 (+7) 13 (+1) 24 (+7) 4 (-3) 14 (+2) 5 (-3) through a creatures space on her turn, the creature must
make a DC 18 Strength saving throw or take 35 (10d6)
Saving Throws STR +12, CON +12 bludgeoning damage and be pushed 10 ft to the side
Damage Vulnerabilities Poison and knocked prone. On a success the target takes only
Damage Resistances Bludgeoning, Piercing and Slashing. half damage and is still pushed but not knocked prone.
Senses Blindsight 60ft., passive Perception 12 This movement does not provoke oppurtunity attacks.
Languages -- Water Pistol (Recharge 5-6). The Seltas Queen fires
Challenge 17 (18,000 XP) highly pressurised water in a 60 ft line and moves 10
feet back from recoil without provoking attacks of
Enrage When Seltas Queen starts its turn with half its opportunity. Any creature in the line must succeed on a
maximum hit points (154) or less and has taken damage DC 18 Dexterity saving throw or take 45 (10d8)
since its last turn, it enters a rage for a number of bludgeoning damage and be knocked prone. On a
rounds equal to 1d8. While enraged it gains immunity to success a creature takes half damage and is not knocked
exhaustion, has a +2 bonus to attack rolls, and rolls an prone.
extra damage die on melee attacks. When the rage ends,
it gains 3 levels of exhaustion. Subsequent rages do not Legendary Actions
increase its exhaustion level over 3. It cannot re-enter The Seltas Queen can take 3 Legendary Actions,
rage for 2d4 rounds. choosing from the options below. Only one legendary
Royal Guard. The Seltas Queen is always accompanied by action can be used at a time, and only at the end of
one Seltas. A Seltas fighting alongside the Queen has another creature's turn. Spent legendary actions are
advantage on attack roles and can use a reaction, while regained at the start of each turn
within 5 ft of the Queen, to become the target of an Pheremones The Seltas Queen can release pheromones
attack originally targeting the Queen. from pores on its body as a bonus action. Any creature
Actions within 5 ft of the Seltas Queen takes 5 (2d4) poison
damage and must succeed on a DC 14 Constitution
Multiattack. The Seltas Queen makes 3 attacks: two with saving throw or be unable to use consumable items for
her slam and one with her pincer. Fling can replace the 1 round. If there are no Seltas in the area then one
pincer attack when a creature is grappled. appears within 20 ft of the Queen after 2d4 rounds. If
there is a Seltas in the area, it sits atop the Seltas Queen,
Slam. Melee Weapon Attack +13 to hit, reach 5 ft., 1 giving her additional benefits. While the Seltas is atop
target not currently grappled by the Seltas Queen. Hit: the Queen, the Queen gains a fly speed equal to the
20 (2d12 + 7) bludgeoning damage. Seltas', Bulldoze daamage increases by 17 (5d6), and
Pincer. Melee Weapon Attack +13 to hit, reach 15 ft., 1 whenever the Seltas flies the Queen moves as well,
target Hit: 26 (3d12 + 7) piercing damage and if the however neither of them can dash and the Seltas falls
target is large or smaller it is also grappled (Escape DC off the Queen, landing prone if she burrows. The Seltas
18). While grappled in this way the target is also acts on the Queen's initiative and also takes half of all
restrained. damage directed at the Queen. If the Seltas dies while
flying, the Queen falls prone and takes falling damage. If
the Queen dies, the Seltas falls prone beside her body.
Throw The Queen uses the Fling action.
Slam (Costs 2 Actions) The Queen slams a grappled
target into the ground, dealing 33 (6d10) bludgeoning
damage and releasing the creature.

The Seltas Queen is a very large, beetle-like Neopteron with female counterpart to Seltas, although she is physically very
an armor-like exoskeleton covering its body. She is primarily a different. Seltas Queen can use her large, heavy limbs or
lustrous green color, but also features beige stripes and weaponized tail to incapacitate prey. She also makes use of
orange spines. She has six limbs, four of which make contact the Water element, frequently shooting large water globs in a
with the ground, the other two being used for digging and rapid-fire fashion.
grasping prey. In addition, she has a long, segmented tail with
a large pincer-like structure at the end. Seltas Queen is the

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As a female, Seltas Queen is capable of casting a pheromone
to attract Seltas when in need; in her case, as often as
possible. Whenever a Seltas dies, another one will quickly
come to her aid. These pheromones can also inflict stench to
the hunter. Since she is mostly seen together with Seltas, they
have many attacks where the two 'merge' together, with Seltas
being on top of Seltas Queen. Both of them may perform
combined attacks or even chain attack combos together. One
of the most bizarre attacks has Seltas lifting his partner and
literally throwing her down in an attempt to crush the hunter.
Seltas can also use his wings as a sort of "propeller", in order
to give Seltas Queen a boost during her charges. Likewise, the
Seltas will use its horn as the Queen charges. Seltas Queen
exhibits a strong symbiosis with her male counterpart, Seltas.
As she is incapable of flight, she is always accompanied by a
male that is capable of lifting her and transporting her
elsewhere. The two also often rely on each other for
protection, especially when the Queen sleeps.
However, she is known to be extremely violent towards her
male counterpart, such as forcefully grabbing him or even
outright killing and devouring him when in need of energy.
These creatures are the largest known species of
Neopteron to date. In fact, they are so heavy that whenever
they walk the ground will shake. Seltas Queen have massive
and powerful legs that end with two claws. These powerful
limbs not only enable the giant insect to climb up rocky,
uneven terrain like that of the Heaven's Mount, but greatly
make the task of burrowing easy. The large pincers on the tail
are mainly used for defense but, can also be used as a another
limb for both grabbing objects and prey alike. In its tail, there
are specialized organs that produce pheromones that'll send a
Seltas flying to a female's exact location. When the male is
within range, the female will quickly grab it and inject a
special pheromone-like substance that causes the male to
cease struggling. The male is then under the female's
complete control and will do whatever she requires of him. If
in battle, both the male and female will fight as one, this
makes fighting the deadly Seltas Queen even deadlier as the
two Neopterons will fight as one. A Seltas Queen is also
capable of spitting balls of high-pressured watery mucus from
its mandibles to slow down and injure prey. Leading a mainly
solitary lifestyle, Seltas Queen will only seek out the company
of a Seltas if needed. Whether it be for food, mating,
transportation, or added protection a Seltas Queen won't
hesitate in releasing her specialized pheromones to bend a
male to her will. Amazingly if in battle and in dire need of
sustenance a Seltas Queen will not hesitate in violently killing
and then eating her male counterpart to survive.
Seltas Queen are large and highly opportunistic predators
that have a high position in the food chain. Herbivores such as
Rhenoplos and Gargwa are common prey. But other animals
like Gendrome, Yian Kut-Ku, Kecha Wacha, or Great Jaggi
may find themselves in risk of being eaten. Even a Seltas isn't
safe from the a female's hunger. The known competitors of
this giant insect consist of Zinogre, Gore Magala, Brachydios,
Glavenus, Rajang, and Elder Dragons like Teostra. But with
an incredibly tough exoskeleton, powerful grasping forearms,
mucus balls and extremely large and deadly tail pincers they
are a force to be reckoned with.

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Piscine Wyverns Cephalos' body shapes are streamlined and flat, to help them
swim through the sand. They have a vaguely hammer-shaped
Piscine Wyverns are a class of monsters that is made up of head, with eyes that face upwards. Their brown and beige
wyverns that have evolved to be specialized in swimming in coloration helps them camouflage themselves among the
just about anything and that lack the ability to fly. desert sands. These monsters are surprisingly social,
swimming through the loose sand and hunting in packs. They
are predatory, and can work together to defeat creatures many
times their size. From spending large amounts of time
Cephalos swimming in the sand, their eyesight has become very poor
and now they are nearly blind. Instead Cephalos listen for not
Large Beast (Piscine Wyvern), Unaligned
only for the footsteps of prey but, also for the breathing of
prey. If the sounds are extremely loud, they will be shocked out
Armor Class 12 (Natural Armour) the ground and stunned by the loud noise. To stay cool in the
Hit Points 39(6d10 + 6)
Speed 20ft., burrow 30ft. (Only in sand)
heat of the desert, its scales hold large amounts of moisture in
its body, allowing for more activity in its environment. They
can't breath in the sand so they have to occasionally jump out
STR DEX CON INT WIS CHA the sand in order to breath air. While swimming, however,
they will swallow some of the sand as they swim. The
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2) swallowed sand is stored in a special organ in their body, that
combines sand with its mucus, and saves this sand as a
Senses Tremorsense 60ft., passive Perception 10 weapon to injure prey.
Languages -- The true color of a Cephalos is blue, or rarely purple, but
Challenge 1 (200 XP) over time sand sticks to their bodies covering the blue
coloration.
Surface Swimmer. When burrowing the Cephalos
gains three quarter cover against all attacks as its fin
protrudes from the sand.
Underground Hearing The Cephalos' tremorsense
does not work while deafened. If the Cephalos takes
thunder damage or hears a very loud noise while
underground and not deafened it immediately leaves
the ground and is knocked prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 9 (2d6 + 2)
Sand Spit. Ranged Weapon Attack: +4 to hit, range
30/60 ft., 1 target. Hit: 7 (2d6) bludgeoning damage
and the target must make a DC 12 Constitution
saving throw or be blinded for 1 minute. The target
can use an action to end the blinded condition by
removing the sand from its eyes.

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Cephadrome Surface Swimmer. When burrowing the Cephadrome


gains three quarter cover against all attacks as its fin
Large Beast (Piscine Wyvern), Unaligned
protrudes from the sand.

Armor Class 13 (Natural Armour) Underground Hearing. The Cephadrome's tremorsense


Hit Points 80(10d10 + 20) does not work while deafened. If the Cephadrome takes
Speed 30ft., burrow 30ft., only in sand thunder damage or hears a very loud noise while
underground and not deafened it immediately leaves the
ground and is knocked prone.
STR DEX CON INT WIS CHA
Actions
16 (+3) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 4 (-3) Multiattack. The cephadrome can make any combination
of three attacks. A hip check counts as two.
Saving Throws DEX +4
Senses Tremorsense 80ft., passive Perception 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages -- target. Hit: 12 (2d8 + 3) piercing damage.
Challenge 4 (1,100 XP) Hip-Check. Melee Weapon Attack +5 to hit, reach 10
feet, 2 targets that are side by side. Hit: 16 (2d12 + 3)
Enrage When Cephadrome starts its turn with half its bludgeoning damage and the target must succeed on a
maximum hit points (40) or less and has taken damage DC 15 Strength saving throw or be pushed 10 feet back
since its last turn, it enters a rage for a number of and knocked prone.
rounds equal to 1d6. While enraged it gains immunity to
exhaustion, has a +1 bonus to attack rolls, and rolls an Sand Spit. Rangede Weapon Attack: +5 to hit, range
extra damage die on melee attacks. When the rage ends, 30/60 ft., 1 target. Hit: 11 (2d10) bludgeoning damage
it gains 3 levels of exhaustion. Subsequent rages do not and the target must make a DC 14 Constitution saving
increase its exhaustion level over 3. It cannot re-enter throw or be blinded for 1 minute. The target can use an
rage for 2d4 rounds. action to wipe the sand from its eyes, ending the
blinded condition on itself.
Paralyzing Fin. While burrowing, if the Cephadrome Erupt. If the Cephadrome is burrowing, it can burst from
moves through another creature's space they must the ground. All creatures above the Cephadrome when it
make a DC 14 Dexterity saving throw or take 7 (2d6) erupts must make a DC 14 Dexterity saving throw or
slashing damage on a failed save. On a success the take 14 (4d6) bludgeoning damage and be knocked
target takes no damage. If the creature takes damage prone. On a success the targets take half damage and
they must then make a DC 14 Constitution saving throw are not knocked prone.
or be paralyzed until the end of their next turn.

Cephadrome have yellow eyes, yellow or pink fins and blue or Cephadrome swims in sand to avoid danger, then attacks
purple scale covered skin. This skin appears brownish black unexpectedly to startle its foe. It also uses a sand "spray" to
due to sand covering their body. They have a flat, diamond- attack from a distance. As leader its role may be as a main
shaped head (much like a hammerhead shark or a attacker. A Cephadrome is also very protective of the
Diplocaulus, an extinct prehistoric amphibian), fins, and tail, Cephalos in its pack. They will attack larger predators or even
which helps propel them through the sand. Their caution in the aggressive Diablos to distract the foe away from its pack.
fighting causes them to run away frequently by diving into the
sand. They use hipchecks, tail swipes, and shoot sand streams
to damage hunters.
While swimming they have been known to paralyze prey
with their dorsal fin. Since they have excellent hearing, they
can be stopped by a sonic bomb which will startle them out of
the sand, similar to the Plesioth. Cephadrome are very
aggressive, but will assume evasive maneuvers if they sense
that the threat is too dangerous.
Interestingly, the life of these creatures begins in water. The
females will lay their eggs in an oasis and those eggs will
hatch during the dry season. After the offspring hatch they will
swim in the mud and as it dries it will become much tougher
for the hatchlings to swim in. When the mud begins to turn
into sand the hatchlings will slowly learn to swim through the
sands of the desert and it is very important that they do so.

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Plesioth Actions
Large Beast (Piscine Wyvern), Unalignedl Multiattack. The Plesioth makes 2 attacks. Only one can
be a hipcheck.
Armor Class 16 (Natural Armour)
Hit Points 144(16d10 + 48) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1
Speed 30ft., swim 60 ft. target. Hit: 13 (2d8 + 4) piercing damage and the target
must succeed on a DC 13 Constitution saving throw or
fall unconscious for 1 minute, until they take damage, or
STR DEX CON INT WIS CHA until another creature takes an action to shake them
awake.
19 (+4) 12 (+1) 16 (+3) 2 (-4) 6 (-2) 4 (-3)
Hip-Check. Melee Weapon Attack: +7 to hit, reach 15 ft.,
one target. Hit: 23 (3d12 + 4) bludgeoning damage and
Damage Vulnerabilities Lightning the target must succeed on a DC 16 Strength saving
Senses passive Perception 8, Darkvision 60 ft. throw or be pushed back 10 ft and knocked prone.
Languages --
Challenge 6 (2300 XP) Water Jet (Recharge 5-6). The Plesioth fires a
concentrated stream of water in a 5 ft wide, 80 ft long
Amphibious. The Plesioth can breath in both air and line. Any creature in the line must succeed on a DC 15
water. Dexterity saving throw or take 35 (10d6) bludgeoning
damage and be knocked prone. On a successful save the
Enrage When Plesioth starts its turn with half its target takes half damage and isn't knocked prone.
maximum hit points (72) or less and has taken damage
since its last turn, it enters a rage for a number of Legendary Actions
rounds equal to 1d6. While enraged it gains immunity to The Plesioth can take 2 Legendary Actions, choosing
exhaustion, has a +1 bonus to attack rolls, and rolls an from the options below. Only one legendary action can
extra damage die on melee attacks. When the rage ends, be used at a time, and only at the end of another
it gains 3 levels of exhaustion. Subsequent rages do not creature's turn. Spent legendary actions are regained at
increase its exhaustion level over 3. It cannot re-enter the start of each turn
rage for 2d4 rounds.
Underwater Hearing. If the Plesioth takes Thunder Retreat The Plesioth can move up to its movement
damage or is affected by a very loud noise while speed towards a body of water it can see without
underwater it must make a Constitution saving throw provoking attacks of opportunity.
with a DC equal to the damage taken or 15, whichever is Hip Check (costs 2 Actions) The Plesioth makes a Hip
higher. On a failure it immediately leaves the water and Check attack.
is knocked prone. On a success it takes only the normal
effects of the ability or item.

Plesioth are bipedal monsters with a wyvern-esque body creatures can also breath through their skin like an amphibian
structure. They have webbed feet and a paddle-like tail, and or sea snake. Inside their fin's spines, a horrific neurotoxin
are covered in shiny, fish-like scales. Their mouth is filled with can be found in them. This toxin can make a victim fall asleep
shark-like teeth, and their eyes glow a bright yellow. Their with a single touch or a single bite. The fins of Plesioth allow
head and back feature large fins which can fold in and out at it to swim fast enough to pass a galloping horse. Covering a
will. Plesioth is a large ambush hunter. The creature can hunt Plesioth's body is these shiny black scales used to hold in
both fish underwater and prey on the surface coming too moisture. A scale from older Plesioth can fend off claw and
close to the waters edge. Its defenses are somewhat poor, and fang attacks. Plesioth have powerful jaws that can crush the
it will try to avoid any kind of confrontation, be it on the shell of Carapaceon, and other armored species, making
surface or underwater. Plesioth are somewhat territorial, preying on those species easier. One of its most well-known
actively patrolling its turf until it finds a suitable meal. On land features is its ability to breath high-pressurized water at its
it is most likely high in the food chain, due to being so large foes. The water that it uses is swallowed while swimming
many monsters would not attack it. However, due to their before Plesioth actually uses it as a weapon.
limited mobility out of water, they are at risk from attacks
from other large, more agile monsters, such as a fire wyvern
or Tigrex, so they never venture far from their native rivers or
lakes. Plesioths are more dominant underwater than they are
on land, since there is less competition, challenges would
come mainly from the Leviathans, with Lagiacrus being a
major threat, seeing as Plesioths are vulnerable to electric
attacks, which the Lagiacrus utilize, but it is unknown what
reaction they might pull if interacting with the gigantic
Ceadeus. Plesioth do not possess gills for breathing
underwater, so they have to come up for air every so often to
fill their lungs with air. In addition to having lungs these

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Snake Wyverns
Snake Wyverns are a relatively new class of monster. These
monsters are known for their serpentine features, such as
long, coiling bodies and forked tongues. They can range
dramatically in both size and overall body structure, with
some members being large, serpentine land-dwellers, while
others are smaller and more reminiscent of Flying Wyverns,
like Remobra, which was reclassified upon the discovery of
Najarala.

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Najarala Paralyzing Bite (Recharge 5-6). Melee Weapon Attack +8


to hit, reach 10 ft., 1 target the Najarala has advantage
Huge beast (Snake Wyvern), Unaligned
against. Hit: 21 (3d10 + 5) and the target must make a
DC 16 constitution saving throw or be paralyzed for 1
Armor Class 15 (Natural Armour) minute or until it takes damage. The target can repeat
Hit Points 110(10d12 + 40) the saving throw at the end of its turn.
Speed 40ft., burrow 40ft.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., 1
target. Hit: 18 (3d8 + 5) bludgeoning damage and the
STR DEX CON INT WIS CHA target is grappled and restrained (Escape DC 17). While
a creature is grappled the Najarala cannot constrict
21 (+5) 11 (+0) 18 (+4) 3 (-4) 14 (+2) 6 (-2) another target.
Scale Throw (Recharge when there are no scales on the
Saving Throws STR +9, CON +9 ground). Ranged Weapon Attack: +3 to hit, range 40/50
Damage Resistances Thunder ft., one target. Hit: 12 (2d6 + 5) piercing damage. If this
Condition Immunities Deafened attack misses, the scale embeds in the ground 5 ft from
Senses Blindsight 30ft., passive Perception 12 the target. When the Najarala roars, all scales on the
Languages -- ground detonate. Any creature within 5 ft of the scales
Challenge 10 (5,900 XP) must make a DC 16 Dexterity saving throw or take 22
(4d10) thunder damage and be stunned for 1 round on
Enrage. When Najarala starts its turn with half its a failure. On a success a creature takes half damage and
maximum hit points (55) or less and has taken damage is not stunned. A creature can only be affected by one
since its last turn, it enters a rage for a number of scale at a time.
rounds equal to 1d6. While enraged it gains immunity to
exhaustion, has a +1 bonus to attack rolls, and rolls an Legendary Actions
extra damage die on melee attacks. When the rage ends, The Najarala can take 3 Legendary Actions, choosing
it gains 3 levels of exhaustion. Subsequent rages do not from the options below. Only one legendary action can
increase its exhaustion level over 3. It cannot re-enter be used at a time, and only at the end of another
rage for 2d4 rounds. creature's turn. Spent legendary actions are regained at
Scale Regrowth The Najarala has 30 scales on its tail. The the start of each turn
Najarala regrows all expended scales upon taking a long Scale Throw The Najarala makes a scale throw attack.
rest.
Paralyzing Bite (Costs 2 Actions) The Najarala makes a
Actions Paralyizing Bite attack.
Multiattack. The Najarala makes three attacks: two with Roar (Costs 2 Actions). The Najarala roars. All creatures
its bite and one with its constrict or three with its scale within 10 ft (30 ft with Neck Sounders) must make a
throw. DC 15 (18 with Neck Sounders) constitution saving
throw or be stunned and deafened for 1 round.
Bite. Melee Weapon Attack +8 to hit, reach 10 ft., 1 Deafened creatures are unaffected. Any scales on the
target. Hit: 16 (2d10 + 5) piercing damage. ground within range detonate.

Najarala is a large Snake Wyvern with bright green skin It is an aggressive ambush predator that will strike when
adorned with large orange-yellow plates on its back and tail. It prey is in reach. Najarala will also utilize the misty fog in its
has a long serpentine body with small though fully functional environment to launch ambush attacks on unsuspecting
fore- and hindlimbs that aid it in moving around on uneven hunters or prey.
ground. Najarala also has a large beak-like mouth similar to
that of a parrot, along with a small pair of tusks. Najarala is
capable of burrowing underground and attacking
unsuspecting enemies or prey from below. Its fangs can
deliver a potent paralyzing venom in order to subdue its
opponents if they were to attempt escape from its circling trap
attack. The tail plates can be flung at enemies to create a
deafening noise, and they can be made to shatter into many
pieces through powerful vibrations generated by the plating
around Najarala's body. These shards will always cause the
Stun status, unless an appropriate armor skill grants
protection against it. It may also constrict its target with its
long and large body, causing damage over time until the victim
manages to break free.

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Temnocerans This class is characterized by its arachnoid characteristics,


such as the ability to produce silk, though they have six limbs
similar to Neopterons or Carapaceons. This class includes
only one type of monster, the Nerscylla and its subspecies.

Nerscylla Actions
Large Beast (Temnoceran), Unaligned Multiattack. The Nerscylla makes two swipe attacks.

Armor Class 15 Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 112(16d10 + 16) creature. Hit: 16 (2d10 + 5) slashing damage
Speed 40ft., climb 40ft. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature that the Nerscylla has advantage against. Hit:
14 (2d8 + 5) piercing damage and 9 (2d8) poison
STR DEX CON INT WIS CHA damage, and the target must make a DC 15 Constitution
15 (+2) 20 (+5) 13 (+1) 4 (-3) 12 (+1) 5 (-3) saving throw, becoming poisoned on a failed save.
While poisoned in this way, the target takes 4 (1d8)
poison damage at the start of each of its turns. The
Saving Throws DEX +8, INT +0 creature can repeat the constitution save to end the
Skills Stealth +13 effect.
Damage Resistances Lightning
Damage Immunities Poison Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Condition Immunities Poisoned creature. Hit: 9 (1d8 + 5) and the target must succeed
Senses Blindsight 30ft., Darkvision 60ft., passive on a DC 15 Constitution saving throw or fall
Perception 11 unconscious for 1 minute or until it takes damage other
Languages -- than poison.
Challenge 7 (2,900 XP) Web. Raned Weapon Attack: 9 to hit, range 60/90 ft.,
one creature. Hit: The target is restrained by webbing
Enrage When Nerscylla starts its turn with half its and the Nerscylla can immediately use a bonus action to
maximum hit points (56) or less and has taken damage pull the creature 60 ft towards itself and make a sting
since its last turn, it enters a rage for a number of attack if its available. As an action, the restrained target
rounds equal to 1d6. While enraged it gains immunity to can make a DC 15 Strength check, bursting the webbing
exhaustion, has a +1 bonus to attack rolls, and rolls an on a success. The webbing can also be attacked and
extra damage die on melee attacks. When the rage ends, destroyed (AC 10; hp 10; vulnerability to fire damage;
it gains 3 levels of exhaustion. Subsequent rages do not immunity to bludgeoning, poison, and psychic damage).
increase its exhaustion level over 3. It cannot re-enter
rage for 2d4 rounds. Legendary Actions
Poison Spikes Whenever a creature hits Nerscylla with a The Nerscylla can take 2 Legendary Actions, choosing
melee attack while within 5ft. of it or touches it they from the options below. Only one legendary action can
must succeed on a DC 12 Constitution saving throw or be used at a time, and only at the end of another
take 3 (1d6) poison damage and be poisoned until the creature's turn. Spent legendary actions are regained at
end of its next turn. the start of each turn
Spider Climb. The Nerscylla can climb difficult surfaces, Restrain The Nerscylla makes a Web attack.
including upside down on ceilings, without needing to
Web Swing The Nerscylla swings off a web, landing in a
make an ability check.
space within 40 feet of it without provoking attacks of
Web Sense. While in contact with a web, the Nerscylla opportunity.
knows the exact location of any other creature in
Sting (Costs 2 Actions) The Nerscylla makes a Sting
contact with the same web..
attack.

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