Escolar Documentos
Profissional Documentos
Cultura Documentos
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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
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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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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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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
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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
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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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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.
Skills Stealth +6
Condition Immunities None
Senses passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 5 (1d6 + 2) piercing damage
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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)
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.
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.
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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.
Actions
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft.,
1 target. Hit: 5 (1d6 + 2) bludgeoning damage.
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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.
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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.
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)
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.
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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)
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.
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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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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.
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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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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.
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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 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 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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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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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.
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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
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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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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-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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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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__
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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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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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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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.
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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.
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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.
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.
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.
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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.
Skills Athletics +5
Damage Resistances Cold
Senses Darkvision 30ft., passive Perception 11
Languages --
Challenge 1 (200 XP)
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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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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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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 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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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 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 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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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)
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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.
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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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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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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.
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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.
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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 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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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.
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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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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.
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Apceros
Large Beast (Herbivore), Unaligned
Slagtoth
Large Beast (Herbivore), Unaligned
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Kelbi
Medium Beast (Herbivore), Unaligned
Armor Class 11
Hit Points 10 (2d8)
Speed 40ft.
Skills Perception +6
Senses passive Perception 16
Languages --
Challenge 1/8 (25 XP)
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.
Skills Perception +5
Senses passive Perception 15
Languages --
Challenge 1/4 (50 XP)
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Mosswine
Medium Beast (Herbivore), Unaligned
Armor Class 10
Hit Points 13(2d8 + 3)
Speed 30ft.
Rhenoplos
Medium Beast (Herbivore), Unaligned
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
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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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 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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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
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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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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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.
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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
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.
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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.
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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 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 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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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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