TEXT: EN World EN5idEr | Monstrous Menagerie: Mythical Spooks
   
  writing Jeremy Connal
   color art Jacob E. Blackman
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  M
  onstrous Menagerie 
   presents 
  new 
  and 
  fantastic creatures with which 
  Game Masters of all levels of 
  experience can populate their 
  campaign worlds. The creatures 
  found within these pages may 
  be beneficent or malign, horrific 
  or wondrous, but all are sure to 
  astound your players.
  These three creatures are ap-
  propriate for a night of horror 
  gaming, as minions of a spooky 
  evil mastermind, or as remind-
  ers of the price of wickedness.
  Monstrous Menagerie
  mythical
  spooks
  
  Monstrous Menagerie: Mythical Spooks | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
  and article titles, and  EN World and EN Publishing 
  logos, are designated Product Identity.
  Acheri
  Small undead, neutral evil
  Armor Class 11
  Hit Points 35 (10d6)
  Speed 0 ft., fly 30 ft. (hover)
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (–2) 
  13 (+1) 
  10 (+0) 
  9 (–1) 
  9 (–1) 
  17 (+3)
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing and slashing from nonmagical 
  weapons
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, fright-
  ened, grappled, paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 9
  Languages any languages it knew in life
  Challenge 4 (1,100 XP)
  Aura of Affliction (1/Day). The acheri can undertake a 1 
  hour ritual to bind itself to a 15-foot radius area. While 
  bound to the area, the acheri cannot move outside of it 
  unless it spends 1 hour to undo the ritual. While bound, 
  at dawn every creature in a 1-mile radius must make 
  a DC 13 Constitution saving throw. On a failed save, 
  the creature’s Constitution is reduced by 1. The target 
  dies if this reduces its Constitution to 0. Otherwise, 
  the reduction lasts until the target finishes a long rest. 
  While a creature’s Constitution is reduced it has the 
  poisoned condition. This is a poison effect.
  Ethereal Sight. The acheri can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa.
  Incorporeal Movement. The acheri can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  in side an object.
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  Infected Victims. Any creature that dies as a result of 
  reduced Constitution by the acheri becomes riddled 
  with disease. Any creature attempting to handle the 
  body must make a DC 13 Constitution saving throw 
  or reduce its Constitution by 1 and is poisoned until it 
  finishes a long rest. This is a poison effect.
  Stench. Any creature that starts its turn within 5 feet of 
  the acheri must succeed on a DC 11 Constitution sav-
  ing throw or be poisoned until the start of its next turn. 
  On a successful saving throw, the creature is immune 
  to the acheri’s Stench for 24 hours.
  ACTIONS
  Touch of Disease. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 11 (3d6+1) poison damage. On a 
  critical hit, the creature suffers as though it failed a 
  saving throw against the acheri’s Aura of Affliction.
  Plague Burst (Recharge 5–6). Each creature within 30 
  feet must make a DC 13 Constitution saving throw. On 
  a failed save the creature’s Constitution is reduced by 
  1d4. The creature dies if this reduces its Constitution 
  to 0. Otherwise, the reduction lasts until the creature 
  finishes a short or long rest. While a creature’s Consti-
  tution is reduced it has the poisoned condition. On a 
  successful save, the creature is poisoned until the end 
  of its next turn. This is a poison effect.
  Unlike normal ghosts who appear because of some 
  unfinished business, acheri come forth after a child 
  is murdered or left to die while in isolation. This 
  tragedy corrupts the youthful soul, filling it with 
  sickness, disease, and a compulsive need to spread 
  infection to other beings.
  Looking much like they did in life, the only way 
  to tell the difference from an acheri and a normal 
  ghost is to notice the spirit’s eyes have been re-
  placed with large black circles—deep pits leading 
  into endless nothingness.
  Acheri travel from the place of their death to the 
  nearest settlement of intelligent creatures and use 
  their new powers to spread sickness until every-
  one in the community is either dead or gone, then 
  journeys to the next nearest village to do the same. 
  While this may seem malevolent acheri do not act 
  out of malice or hatred—after the transformation 
  they have no memories of their past lives and cannot 
  
  EN World EN5idEr | Monstrous Menagerie: Mythical Spooks
  be reasoned with, driven forward only by the raw 
  emotions and impulses of their twisted soul. 
  Cuca
  Small fey, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 52 (15d6)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  10 (+0) 
  9 (–1) 
  9 (–1) 
  14 (+2)
  Saving Throws str +4, dex +4, con +2
  Skills Stealth +4 
  Senses passive Perception 9
  Languages Sylvan
  Challenge 2 (450 XP)
  Hide in Plain Sight. The cuca can fold its body into itself 
  and become indistinguishable from a pumpkin. While 
  in this form the cuca is restrained and unable to attack, 
  but it can still cast spells.
  Innate Spellcasting. The cuca’s spellcasting ability is 
  Charisma (spell save DC 13). The cuca can innately cast 
  the following spells, requiring no material, somatic, or 
  verbal components: 
  At will: minor illusion
  2/day each: silent image
  1/day each: invisibility
  Magic Resistance. The cuca has advantage on saving 
  throws against spells and other magical effects.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) bludgeoning damage and the 
  target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained.
  Swallow. The cuca makes one bite attack against a 
  Medium or smaller creature it is grappling (the cuca 
  has advantage when using this attack against a 
  Small-sized or smaller creature). If the attack hits, that 
  creature takes the bite’s damage and is swallowed, 
  and the grapple ends. While swallowed, the creature 
  is blinded and restrained, it has total cover against 
  attacks and other effects outside the cuca, and it takes 
  14 (4d6) acid damage at the start of each of the cuca’s 
  turns. If the cuca takes 10 damage or more on a single 
  turn from a creature inside it, the cuca must succeed 
  on a DC 15 Constitution saving throw at the end of that 
  turn or regurgitate all swallowed creatures, which fall 
  prone in a space within 5 feet of the cuca. If the cuca 
  dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 5 feet of move-
  ment, exiting prone.
  The cuca is a cruel fey that delights in preying upon 
  villages in search of what it believes to be naughty 
  children worthy of punishment. Having a head re-
  sembling a jack-o-lantern and a long sinewy body 
  similar to vines that seem to twist and turn on their 
  own, the cuca stalks in the night moving swiftly 
  from house to house until it spots a youngster still 
  up after dark. Once it finds its prey the cuca hunts 
  after them for days, even weeks, playing pranks on 
  the child to get them in trouble with their commu-
  nity’s adults. Only once it is satisfied with the pain 
  it has inflicted does the cuca use its powers to lure 
  its youthful victim out of bed—to be devoured. 
  Rabisu
  Medium fiend, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 97 (15d8+30)
  Speed 30 ft., fly 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  13 (+1)
  Saving Throws str +5, con +4
  Skills Athletics +7, Intimidation +5
  Damage Resistances necrotic; bludgeoning, piercing 
  and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal, Celestial, Infernal
  Challenge 4 (1,100 XP)
  Leap. The rabisu can long jump up to 30 feet and high 
  jump up to 20 feet.
  Pounce. If the rabisu moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack 
  on the same turn, that target must succeed on a DC 
  13 Strength saving throw or be knocked prone. If the 
  target is prone, the rabisu can make one bite attack 
  against it as a bonus action.
  
  Monstrous Menagerie: Mythical Spooks | EN World EN5idEr
  Regeneration. The rabisu regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight. If the rabisu takes radiant damage or damage 
  from holy water, this trait doesn’t function at the start 
  of the rabisu’s next turn.
  Sunlight Weakness. While in sunlight, the rabisu has 
  disadvantage on attack rolls, ability checks, and saving 
  throws.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by the 
  rabisu, incapacitated, or restrained. Hit: 6 (1d6+3) 
  piercing damage plus 10 (3d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the rabisu 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  A humanoid slain in this way and then buried in the 
  ground rises the following night as a rabisu spawn 
  under the rabisu’s control.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8+3) damage. Instead of dealing 
  damage, the rabisu can grapple the target (escape 
  DC 13).
  The bastardization of angels, rabisu warp the beau-
  ty and purity of the celestial beings they once were 
  into abominable horrors that feed off the mortals 
  they served before their transformation. These 
  vile creatures stand gaunt, have raven-like wings, 
  a mouth that is a twisted maw of fangs, and long 
  blade-like nails. 
  Either because they choose to become evil or were 
  corrupted by it, these formerly holy warriors have 
  been reborn as perversions that lurk in the shadows 
  to perform the bidding of evil masters. Usually they 
  are couriers for more powerful fiends, passing mes-
  sages to cohorts on the Material Plane, but almost 
  as often they’re potent necromancers in their own 
  right that create lesser spawn of themselves to enact 
  truly fell works. e
  Rabisu Spawn
  Medium undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 32 (5d8+10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  9 (–1) 
  14 (+2) 
  8 (–1) 
  9 (–1) 
  9 (–1)
  Saving Throws str +4, con +4
  Damage Resistances necrotic; bludgeoning, piercing 
  and slashing damage from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 9
  Languages the languages it knew in life
  Challenge 2 (450 XP)
  Leap. The rabisu spawn can long jump up to 20 feet and 
  high jump up to 10 feet.
  Pounce. If the rabisu spawn moves at least 20 feet 
  straight toward a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on 
  a DC 12 Strength saving throw or be knocked prone. 
  If the target is prone, the rabisu spawn can make one 
  bite attack against it as a bonus action.
  Undead Fortitude. If damage reduces the rabisu spawn 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the rabisu spawn drops to 1 hit point instead.
  ACTIONS
  Multiattack. The rabisu spawn makes two attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage.
  
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