TEXT: A menagerie of community monsters
  for the world’s greatest roleplaying game
  MONSTER MANUAL
  Expanded Bestiary
  
  Bestiary compiled, edited and designed 
  to resemble oﬃcial Monster Manual
  by Smyris
  MONSTER MANUAL
  Expanded Bestiary
  
  Chokers
  Chokers are ravenous, greedy hunters. 
  They lurk in the darkness of caves and 
  dungeons, snatching any prey they can 
  get their grasping tendrils on. Easily 
  bribed and hard to escape from, they can 
  at best be controlled and at worst, be 
  consumed 
  consumed by. 
     Alien Physique. A typical choker appears 
  to be a mottled brown, semi-humanoid creature 
  with long tendril-like limbs ending with four ﬁngers. 
  A 
  A choker’s skull, spine, and rib cage are bony, but its 
  limbs are tentacles with joints of cartilage. Their limbs 
  have a peculiar movement and seem almost ﬂuid. 
  Their hands and feet are covered in a spiny pad that 
  helps them grip almost anything with ease.
        Basement Dwellers Chokers live in dark, solitary 
  environments with plenty of places it can use to 
  ambush potential prey. As such you will usally ﬁnd 
  chokers living in caves, dungeons, city slums and, in 
  some instances, forests and swamps. 
     Ravenous Appetite. A choker’s hunger can almost
  never be satisﬁed. It’s build however, does not allow it
  to atta
  to attack prey head on without facing diﬃculty.          
  Because of this, choker’s prefer to ambush individuals;
  using their unique abilities to hide in unusual places
  such as on ceilings and above doorframes. A choker
  will do almost anything for food, a smart adventurer
  can use their knowledge of undercommon to bribe the 
  choker into leaving you alone or even helping them
  aachieve their goals.
     Trinket Collectors. Chokers are of limited 
  intelligence and have little society of their own.         
  Despite this, they are often fascinated by the products 
  of more advanced cultures, and have been known to 
  collect small tokens from their prey. Chokers are 
  socially advanced enough to identify themselves and 
  others with names,and oc
  others with names,and occasionally form rudimentary 
  friendships or alliances with less savory humans.
  
  A mass of beaks, feathers and blood falls upon a 
  villager, his tortured screams are quickly cut oﬀ by the 
  guttural screeching of the dark mass engulﬁng him. 
  The swarm claims another victim. Gore crows, birds 
  whose corpses have been granted a twisted mimicry of 
  life, often act as vicious sentries, protecting the skies 
  ab
  above territories claimed by necromancers.
     Appearance. The unique resurrection process used 
  when creating gore crows darkens the feathers of any 
  bird  aﬀected. This gives the creature it’s characteristic 
  crow-like appearance, in reality a gore crow can be any 
  breed of bird.
     Hive Mind. Due to the diﬃculty and ineﬃciency of 
  creating and controlling ea
  creating and controlling each of the birds necessary to 
  form a gore crow swarm. Necromancer’s will often 
  resurrect an entire group at the same time by infusing 
  it with a single soul. This grants the swarm a single 
  consciousness, giving it unnatural coordination in it’s
  actions and allowing the swarms master to control it 
  as though it were a single entity. A member separated
  from the swarm is unable to function alone, falling to
  the ground and failing around until reunited. A gore 
  crow can be resurrected alone too, such creatures 
  make excellent spies, or grusome pets.
     Devious Hunters. Gore crows are capable of 
  mimicking sounds it has heard, these sounds will often 
  be 
  be warped in a way that is disturbing to listeners. Gore 
  crows use these sounds to lure in, or terrify victims
  before swooping in and picking them apart until 
  nothing remains.
   
  Gore Crows
  
  Graveirs
  Graveirs are depraved, lecherous and treacherous 
  monstrosities. Larger than ghouls, they have three 
  bony combs on their head and short but cruel, thick 
  claws. Their teeth and thin tongue allow them to eat 
  marrow — and the more rotten and rancid the marrow, 
  the more it is to their liking. The vile graveirs’ teeth are 
  coated with rotten ﬂe
  coated with rotten ﬂesh and marrow, so anyone who 
  engages one in battle beware.
        Failed Transformation. When a ghoul is infused 
  with a stronger dose of abyssal energy in order to turn 
  it into a ghast, occasionally the process goes wrong. 
  When this happens, the result is often a graveir, an ab-
  erration even among ghouls. Unable to be controlled, 
  graveirs are more often than not killed immediately, 
  but sometimes the ﬁends who create them decide 
  to deposit them on the material plane, either out of 
  amusement or malice.
     Grave Dwellers. While not vulnerable to the eﬀects 
  of direct sunlight, graveirs are repulsed by it, hiding 
  underground and only coming out at night. Their pre-
  ferred habitats are crypts ingraveyards, where they 
  have easy and frequent access to corpses.
  While not very intelligent, many graveirs are able to 
  understand the function of the mortal gravediggers 
  who work in the graveyards, and leave them alone as 
  they bring in new food. Many smaller towns and villag-
  es cannot aﬀord to hire adventurers to dispose of 
  graveirs for them, and so submit to their presence as 
  an unavoidable necessity.
  
  Jermlaines, are evil underground dwellers who spend 
  their days sneaking, hiding and plotting to humiliate 
  larger races and create general mischief. Most races
  refer to these troublemakers simply as ‘gremlins’.
     Ankle Biters Jermlaine are tiny, mishappen, grey
  skinned  goblinoids covered with warts, pimples and 
  hai
  hair. They have large, mis-shapen noses which 
  compliment their small, beady eyes and yellow, jagged 
  teeth. Jermlaine are very small, typically only growing 
  to about 15 inches in height. With foul dispositions 
  and evil designs, jermlaines are also extremely adept at 
  hiding and sneaking, as such they can sometimes be 
  mistaken for a mishappen rat.
        Giant Families. Jermlaines typically dwell in large
  underground networks of tunnels appropriate to their 
  size (though some have been known to lair in the 
  sewers of major cities, even allying themselves with 
  local thieves' guilds). They live in large extended 
  families ranging from about twelve to ﬁfty individuals 
  living only to plot and scheme. A clan consists of four 
  to sixteen su
  to sixteen such families, each led by a patriarch. The 
  strongest and smarted of the patriarchs becomes clan 
  chief. Male jermlaines are warriors; females are 
  warriors before and after their childbearing years, but 
  remove themselves from combat while rearing children. 
  They teach their young how to ambush and humiliate 
  larger species.
        Rodent Lovers. Jermlaine seem to have a kinship of 
  sorts with rats. Their language, akin to high-pitched, 
  ratlike squeaking, apparently allows them to
  communicate to these rodents and others like them.
  Societies of jermlaine are often accompanied by many 
  rats, as many as an entire plague, including a few giant 
  ones. Jermlaine share their homes with the rats and 
  other rodents, pooling their resources. Th
  other rodents, pooling their resources. They treat these 
  vermin as trusted equals, and jermlaine clans name 
  themselves after the type of rodent they share their lives 
  with.
  Jermlaine
  
  A Nymph is a powerful fey spirit of impossible beauty 
  and grace. Playful guardians of the natural world, 
  These elf like beings watch over locations they feel 
  hold signiﬁcance, protecting these areas from those 
  who would seek to do them harm.
     Naturally Curious. Nymph’s are playful by nature,
  preferring to ma
  preferring to make friends rather than enemies. If 
  someone in her domain proves themselves kind
  hearted, a nymph will make her presence known to 
  them, oﬀering them shelter and safe passage through 
  her land. She m
  her land. She may also try to convince travelers to stay 
  a while so that she can learn more about them. She 
  may even attempt to seduce someone she ﬁnds        
  particularly interesting and, in rare cases, will leave 
  her home under the protection of a lesser fey and join 
  her new friend in their adventure.
     Elven Face. A Nymph’s face is very elf like in
  appearance. Their faces are angular with hi
  appearance. Their faces are angular with high 
  cheekbones and elven ears. These ears will sometimes 
  appear feathered, this feature is a sign of age and is 
  only seen on particularly ancient Nymphs.
     One with Nature. A Nymph’s beauty has a physical 
  eﬀect on the natural world around them causing plants 
  to grow and bloom and generally making the area 
  around them more colorful and vibrant. Their 
  around them more colorful and vibrant. Their          
  inﬂuence on the land they protect often makes it an 
  ideal home for wildlife, who will settle down and help 
  the nymph guard the area. A Nymph’s connection with 
  nature means they prefer to not to wear clothes, doing 
  so only in the presence of those they respect, and only 
  at that those being’s speciﬁc request. 
        Impossible Splendour. The beauty of the Nymph is
  impossible for most humanoids to comprehend, 
  blinding those who look at her directly. They will often 
  hide their beauty with magic when around others.
  Nymphs
  
  Primit
  Primitive draconic creatures, rage drakes have more 
  in common with large and dangerous dire animals 
  than with true dragons. Although capable of at least 
  rudimentary reasoning, rage drakes remain   
   
  minimalistic in many ways. Cruel and selﬁsh, rage 
  drakes embody many of the worst qualities of evil              
  dragon-kind. Some sages believe that rage drakes 
  were created d
  were created deliberately in an attempt to ﬁnd a mount 
  with the fearsome physical abilities of a dragon but 
  without the intelligence and powerful magical abilities. 
  Rage drakes do not hoard treasure, though they do 
  value precious gems . . . as snacks.
     Dragon Dogs. Rage drakes have dull, deep red 
  scales and the feline build common to true dragons. 
  Unlike many other draconian creatures, they do not 
  have wings. However, their size and strength make 
  them extremely fast compared to most ground   
  creatures. A typical rage drake can grow to be over 12 
  feet long and can weigh up to 6,000 pounds.
     Draconic Instinct
     Draconic Instincts. Brutal, instinctive hunters, rage 
  drakes hide and ambush their foes when possible. 
  Beyond this instinctive hunting technique, rage drakes 
  take a simple approach to the many battles they ﬁght 
  in their violent lives. When combat begins, a rage 
  drake charges and bites the nearest foe, refusing to let 
  go for as long as possible and applying more and more 
  strength with their vice-li
  strength with their vice-like jaw. It will also attempt to 
  tear foes to shreds using its razor-sharp claws. Once in 
  combat a rage drake is almost impossible to calm 
  down, and if over-matched is more likely to ﬁght to the 
  death than run or submit.
     Rage Drake Mounts. Although they are too             
  intelligent to be trained by usual means, rage drakes 
  can occasionally be bribed or bullied into serving as 
  mounts for extremely powerful riders. Riding a rage 
  drake, even a thoroughly cowed one, is always risky, 
  and the rider must be prepared to deal with the rage 
  drake’s attempt to assert control or turn on its rider. 
  Controlling a mount is especially diﬃcult when the 
  Controlling a mount is especially diﬃcult when the 
  creature enters a rage. A rage drake willing to serve as 
  a mount is almost impossible to pur
  a mount is almost impossible to purchase, and hide-
  ously expensive to maintain as the creature requires 
  frequent rewards of food, drink and precious gems in 
  order to keep it happy and reasonably loyal. In general, 
  if one wants to maintain the loyalty and garner some 
  level of obedience from a rage drake, a rider can 
  expect to spend anywhere from 500 to 1,500 gp on the 
  creature 
  creature every month.
     Fiendish Breed. Demon princes often breed power-
  ful ﬁendish versions of rage drakes to use in their 
  Abyssal armies. These ferocious monsters are even 
  more terrifying than their ordinary cousins, combining 
  draconic fury with demonic toughness and vigour. For-
  tunately, this variant is rarely seen outside of the deep-
  est pits of the Abyssal planes.
  Rage Drake
  
  Art Credits in Order of Appearance
  ‘Alligator Fight’ by chaostheory999,  1-2
  ‘Green Dragon’ by Ben Wootten,  3
  ‘Choker Ambush’ by Unknown,  4
  ‘Vine Choker’ by Liarath,  4
  ‘Zombie Golden Eagle’ by David Szilagyi,  5
  ‘Graveir Concept’ by Unknown,  6
  ‘Rat Riding 
  ‘Rat Riding Forager Imp’ by ﬁrecrow78,  7
  ‘Rage Drake’ by Jae,  8
  ‘Water Nymph Sketch’ by GenkiGoth,  9
  ‘Water Nymph’ by Unknown,  9
  
  THE A TO Z
  COMMUNITY BESTIARY
  The Dungeons and Dragons community presents 
  a horde of fantastical DUNGEONS & DRAGONS 
  creatures. including chokers, gore crows, golems 
  and nymphs - a monstrous feast for Dungeon 
  Masters ready to further challenge and excite their 
  players while populating their adventures.
  The mons
  The monsters contained herein are culled from the 
  minds of it’s greatest players and from across the 
  fantasy multiverse, with easy-to-use game statistics 
  and thrilling stories to feed your imagination.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Monster Manual - Expanded Bestiary.pdf