TEXT: all profits go to
  charity
  Médecins Sans Frontières
  
  2
  Monsters of the Guild
  monsters 
  Without
  BORDERS 
  
  3
  Monsters of the Guild
  Creators: Alex Clippinger, Andrew Morley, Beeholder Press (S.G. Tillings), Benoit de Bernady,  
  Dave Coulson, David Morris, Elven Tower, Florian Emmerich, Glen Cooper, James Introcaso,  
  Jeff C Stevens, Jeremy Forbing, Justin Handlin, JVC Parry, Kelsey Dionne, Ken Carcas,  
  Phil Beckwith, Scott Bean, Tony Petrecca, Travis Legge
  Lead Editor: Ken Carcas
  Assistant Editors: Phil Beckwith & JVC Parry
  Layout: Phil Beckwith 
  Cover Artist: Neil Jary (@Kirisute)
  Interior Illustrators: Calum Bray, Jerry Boucher, Glen Cooper,  
  Bryony-Mae Hopkins, Luke Instone-Hall, Neil Jary & Rizkynugraha
  Special Thanks to: 
  Nikita Keeghan (Healer background) 
  To find Nikita’s amazing work: CLICK HERE
  and
  The team at www.forgotmydice.com (Oath of the Hospitaler inspiration)
  Credits
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA 
  and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws 
  of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast.
  Copyright © 2018
  
  4
  Monsters of the Guild
  Foreword
  alutations adventurers! Congratulations on your purchase of Monsters Without Borders, 
  you now own the fruits of a very special community driven product. This one-off charity 
  edition contains 20 from a menagerie of over 100  unique D&D monsters; only to be found 
  in the Dungeon Masters Guild. 
     Community is a powerful concept. Now more than ever can we fully begin to understand 
  how important it is that we find our ‘people’, then learn to work and play hard together until 
  something special blossoms from that union. The feeling of belonging and of providing support 
  to one another has been something which I have experienced more intimately than most during 
  the creation of this product. However, Monsters Without Borders is not just a work of passion 
  between 46 talented creators. All the profits from this, your purchase, go to a charity that truly 
  understands what it is to give freely, openly, and across borders - Médecins Sans Frontières 
  (Doctors Without Borders). These heroic doctors and support crew regularly travel to far away 
  lands to help build and support communities who are suffering due to famine, war and natural 
  or man-made disasters.  
      When all 46 of us creators decided to embark upon this monstrous work of art, it did not 
  take us long to decide that the profits from this special edition should go to an international 
  and truly adventurous charity. By purchasing Monsters Without Borders and using the contents 
  within, we hope you feel the same sense of pride that we did when we created them. 
      However, we couldn’t just let you Dungeon Masters have all the fun though, so we created a 
  new paladin oath - Oath of Hospitaler and two more player character backgrounds to flesh out 
  your character creations with; the Healer and the Almsgiver. 
      It doesn’t end there though. We have the greatest of pleasures in announcing that a few short 
  weeks after launching Monsters Without Borders, you will have the opportunity to purchase a 
  GIANT sized tome of over 100 monsters from the same collection of DMs Guild creators. This 
  book will be called Monsters of the Guild and will be available as a PDF, a Fantasy Grounds 
  module, AND a 160-page hardback book!  
   
  So without further ado, I will leave you with a brief foreword from the charity who will most 
  benefit from your generous donation, Médecins Sans Frontières. Have fun out there and 
  remember, monsters have feelings too.  
   
  Glen Cooper 
  March 2018
   
   
   
     
  ‘Médecins Sans Frontières/Doctors Without Borders (MSF) is the world’s leading emergency 
  medical humanitarian aid organization. 
  They provide emergency assistance to people affected by armed conflict, epidemics, and 
  natural or man-made disasters, without discrimination and irrespective of race, religion, gender 
  or political affiliation. They work in over 70 countries and go to places where others cannot or 
  choose not to go.’  
   
  “A huge thanks to the team behind “Monsters Without Borders” for their creative fundraising 
  effort for MSF. From Yemen to South Sudan, the money raised will go towards delivering 
  essential medical care to those who need it most.” – Merlyn Ooms, MSF-UK
  S
  
  5
  Monsters of the Guild
  Contents
  Arcane Ooze �������������������������������������������������������������������� 6
  Beholder Eye of the Deep �������������������������������������������������� 8
  Bone Giant ���������������������������������������������������������������������� 9
  Bound Colossus ��������������������������������������������������������������10
  Demon Blight �����������������������������������������������������������������12
  Eelfolk ��������������������������������������������������������������������������13
  Firefly Golem �����������������������������������������������������������������14
  Gulabus ��������������������������������������������������������������������������16
  Jungle Walker �����������������������������������������������������������������17
  Kenning �������������������������������������������������������������������������18
  Killer Kobolds ���������������������������������������������������������������19
  Mind Flayers: Cenomorph ������������������������������������������������21
  Ooze Dragon ������������������������������������������������������������������22
  Storm Hound ������������������������������������������������������������������24
  Tempest Beast ������������������������������������������������������������������25
  Terracotta Warriors �������������������������������������������������������26
  The Evil Doll������������������������������������������������������������������27
  The Hood �����������������������������������������������������������������������28
  Tomb Spider ��������������������������������������������������������������������29
  Werespider ����������������������������������������������������������������������31
  Appendix A
  Paladin: Oath of the Hospitaler �������������������������������������������������32
  Appendix B
  Backgrounds �����������������������������������������������������������������������34
  
  6
  Monsters of the Guild
  Arcane Ooze
  An arcane ooze is a black pudding,  
  magically enhanced by dwarven arcanists, 
  which appears as a huge pile of oily, pur-
  ple-black slime. These oozes are incredibly 
  docile, often only attacking at the specific 
  command of their creator. Some power-
  ful dwarven mages can imbue commands 
  within the ooze which last centuries, despite 
  their complete lack of intelligence. Because 
  of this, arcane oozes are often deployed as 
  guards for treasure.
  Treasure Protectors. Arcane oozes are 
  most frequently encountered outside trea-
  sure hoards or other rooms that require 
  long-term protection. Unlike other guard 
  creatures, these oozes can persist for centu-
  ries with very little sustenance. Not only this, 
  the oozes can slide through cracks in walls 
  and floors, patrolling corridors and stairwells 
  that other creatures would be incapable of.
  Arcane Ooze
  Huge ooze, unaligned
  Armor Class 7
  Hit Points 95 (10d12 + 30)
  Speed 20ft., climb 20ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16(+3)
  5(-3)
  16(+3)
  1(-5)
  6(-2)
  1(-5)
  Damage Immunities acid, cold, fire, lightning, slashing
  Condition Immunities blinded, charmed, deafened, exhaus-
  tion, frightened, prone
  Senses blindsight 60ft. (blind beyond this radius), passive 
  Perception 8
  Languages understands Dwarven but can’t speak
  Challenge 6 (2,300 XP)
  Amorphous. The ooze can move through a space as narrow as 
  1 inch wide without squeezing.
  Corrosive Form. A creature that touches the ooze or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the ooze corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative -1 penalty to damage rolls. 
  If its penalty drops to -5, the weapon is destroyed. Nonmag-
  ical ammunition made of metal or wood that hits the ooze 
  is destroyed after dealing damage. The ooze can eat through 
  2-inch thick, nonmagical wood or metal in 1 round.
  Flammable. If the ooze is subjected to fire damage, it ignites. 
  At the start of each of the ooze’s turns, each creature within 5 
  feet of it takes 10 (3d6) fire damage, and flammable objects 
  within 5 feet that aren’t being worn or carried ignite. A crea-
  ture that touches the ooze or hits it with a melee attack while 
  within 5 feet of it takes 10 (3d6) fire damage.
  Spider Climb. The ooze can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) 
  acid damage. In addition, nonmagical armor worn by the tar-
  get is partly dissolved and takes a permanent and cumulative 
  -1 penalty to the AC it offers. The armor is destroyed if the 
  penalty reduces its AC to 10.
  Reactions
  Spell Reflection. If the ooze makes a successful saving throw 
  against a spell, or a spell attack misses it, the ooze can choose 
  another creature (including the spellcaster) it can see within 
  30 feet of it. The spell targets the chosen creature instead of 
  the ooze. If the spell forced a saving throw, the chosen crea-
  ture makes its own save. If the spell was an attack, the attack 
  roll is rerolled against the chosen creature.
  Spell Turning. After much experimenta-
  tion, dwarves finally managed to imbue a 
  black pudding with a spell reflecting effect. 
  This was achieved by feeding black puddings 
  dozens of rings of spell turning. Eventually, 
  the oozes absorbed the effect from these 
  magic rings. Now, should a spell be cast 
  against these oozes, there is a chance that 
  the curse will be reflected straight back 
  against the caster.
  Highly Flammable. One of the oozes big-
  gest flaws, which remained unnoticed by its 
  dwarven creators, is that it is incredibly likely 
  to catch fire. Although the ooze itself resists 
  the damage, they can catch alight from the 
  smallest spark, turning a corridor decorat-
  ed with tapestries and rugs to a smoldering 
  waste in a matter of moments. This feature 
  has been exploited by canny adventurers, 
  who set them alight from afar to cause dis-
  tractions.
  
  7
  Monsters of the Guild
  Arcane Ooze Origins
  The Arcane Ooze first slid onto the DMs 
  Guild in the adventure, ‘Gauntlet of Flame’ 
  by the ever prolific JVC Parry.
  The party of brave heroes never saw it com-
  ing in this adventure, as the Arcane Ooze 
  slowly, but surely, enveloped the fallen 
  warriors.
  
  8
  Monsters of the Guild
  Beholder 
  Eye of the Deep
  The Eye of the Deep is an offshoot of the  
  beholder race spawned in the deepest 
  chasms of the Plane of Water by some  
  malevolent intelligence. It appears as a 
  spherical crustacean, roughly eight feet 
  across, with thick chitinous plates covering 
  its bulk. A single central eye sits in its  
  center from which it can emit a blinding 
  light, particularly effective in the shadows 
  of the Darkened Depths. It possesses two 
  large pincers and a mouth full of crooked, 
  razor-sharp teeth, which it uses to rend flesh 
  from blinded or stunned opponents. Unlike 
  a normal beholder, it only has two eye stalks, 
  but both are tuned to help it hunt in the deep 
  waters.
  Solitary Hunters. Eyes of the Deep lurk 
  in the aquatic depths of the Plane of Water, 
  stalking prey for days on end when neces-
  sary. Like all beholders, they are xenophobic 
  and each believes they are the pinnacle of 
  beholder perfection. The darkness of their 
  territory drives them to solitude, so rarely 
  are they ever encountered with minions.
  Shiny Objects. If an Eye of the Deep has 
  one key weakness, it is for shiny objects. 
  Their lairs are often decorated with the  
  pilfered treasures of their past meals, but 
  only if they reflect their blinding light. Mir-
  rors are prized above all else – they are shiny 
  and they let the eye of the deep admire their 
  own perfect form.
  Beholder, Eye of the Deep
  Large aberration, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 144 (16d10+48)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 14 (+2)
  Saving Throws Int +4, Wis +5, Cha +5
  Skills Perception +5
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 15
  Languages Aquan, Deep Speech
  Challenge 8 (3,900 XP)
  Amphibious. The eye of the deep can breathe air and water.
  Blinding Cone. The eye of the deep’s central eye emits a 120-
  foot cone of blinding light. At the start of each of its turns, the 
  eye of the deep decides which way the cone faces and wheth-
  er the cone is active. Creatures that start their turn in the cone 
  must make a successful DC 14 Constitution saving throw or 
  be blinded until the beginning of their next turn.
  Actions
  Multiattack. The eye of the deep makes three melee attacks, 
  one with its bite and two with its pincers.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8+4) piercing damage.
  Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft. one 
  target. Hit: 11 (2d6+4) slashing damage.
  Eye Rays. The eye of the deep shoots both of its magical eye 
  rays, choosing targets for each it can see within 120 feet of it.
  1. 
  Paralyzing Ray. The targeted creature must succeed on 
  a DC 13 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  2. 
  Slowing Ray. The targeted creature must succeed on a 
  DC 13 Dexterity saving throw. On a failed save, the tar-
  get’s speed is halved for 1 minute. In addition, the crea-
  ture can’t take reactions, and it can take either an action 
  or a bonus action on its turn, not both. The creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Eye of the Deep Origins
  This deep dweller was first published in 
  ‘Codex of the Infinite Planes Vol 2: Plane of 
  Water’ by the prolific Dave Coulson.
  
  9
  Monsters of the Guild
  Bone Giant
  Unlike its smaller skeleton cousins, the Bone 
  Giant - the animated bones of a Hill Giant -  
  was not originally created using dark magic. 
  Ulrich, the dwarven cleric of Lathandar, 
  created the giant to guard a powerful magic 
  item against evil forces.
  Lumbering Hulk. The Bone Giant is a 
  slow, yet powerful animation. Those who 
  battle a Bone Giant had better keep their dis-
  tance or risk being pummeled by a massive 
  bone club.    
  Grand Guardians. Due to their slow 
  speed, Bone Giants are typically only used in 
  dungeons or as guardians. They don’t make 
  for good group troops seeing as how most 
  other creatures walk three times faster than 
  the white hulks. However, they do make prac-
  tical guards in castles and other structures 
  where movement is limited.
  Bone Giant
  Huge undead, chaotic evil
  Armor Class 12
  Hit Points 145 (13d12 + 52)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21(+5)
  8(-1)
  19(+4)
  5(-3)
  8(-1)
  5(-3)
  Saving Throws Str +8, Con +7
  Damage Vulnerabilities bludgeoning
  Condition Immunities blinded, charmed, exhaustion, deaf-
  ened, paralyzed, poisoned
  Senses blindsight 50ft., passive Perception 9
  Languages understands Common and Giant but can’t speak
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The bone giant makes two bone club attacks.
  Bone Club. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target. Hit: 19 (3d8 + 5) bludgeoning damage.
  Bone Giant Origins
  The Bone Giant first lumbered into the 
  Guild in the adventure, ‘The Throne of 
  Bone’ by storyteller extraordinaire Jeff C. 
  Stevens.
  The Bone Giant acted as one of the final 
  guardians of the Throne of Bone in this 
  adventure.
  
  10
  Monsters of the Guild
  Bound Colossus
  The colossus is a weapon of elemental 
  destruction created by the proto-gods in a bid 
  for power over a realm where magic flowed 
  raw, unbridled, and unchecked. Standing 
  nearly forty feet tall when on its feet, the 
  colossus dwarfs modern-day giants and is  
  rivaled only by the sheer size of the 
  tarrasque. The bipedal tower has a natural 
  armor that resembles a mountainous  
  landscape and gives off its own magnetic 
  aura. As the gods settled into their portfolios, 
  the need for these beings passed and they 
  soon fell into obscurity. This bound specimen 
  may very well be the last one in existence.   
  Forgotten Master. Although it is not clear 
  why the colossus is bound to its location, 
  tomes of old purport of a malicious wizard 
  who may be the cause. Ancient scribes 
  sought to omit his name, letting it fade into 
  the annals of history, but do tell of a unique 
  gemstone created through what must be a 
  powerful variant of the imprisonment spell. 
  Nicknamed “Maximilian” by the unlikeable 
  master, the colossus served him as it did the 
  Bound Colossus Origins
  The Bound Colossus was crafted by  
  Andrew Morley and makes its debut here 
  in this publication.
  
  11
  Monsters of the Guild
  gods; as a weapon. When the time came for 
  the wizard to pass on, it was thought best 
  for the realm if the weapon was put to rest 
  alongside him. 
  Earthen Grasp. Spellcasters that know the 
  spell Maximilian’s Earthen Grasp  regularly 
  pay homage to this being, though not in the 
  way they would expect. As the books tell, 
  Maximilian was not pleased to be the puppet 
  of a mere wizard and often attempted to 
  reach out for the gemstone that kept the 
  elemental in its prison. Though it seems 
  unlikely, the legends state that the hand that 
  bursts forth as a result of the casting of this 
  spell is actually the hand of Maximilian, still 
  in search of that gemstone. As the creator 
  of Maximilian’s Earthen Grasp, that was 
  the wizard’s legacy, the eternal taunting of a 
  planar weapon. How foolish... 
  Bound Colossus
  Gargantuan elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 396 (18d20 + 180)
  Speed 0 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 15 (+2) 30(+10) 11 (+0) 16 (+3) 10 (+0)
  Saving Throws Str +14, Con +16
  Skills Athletics +14
  Damage Immunities poison
  Damage Resistances acid, bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Damage Vulnerabilities thunder
  Condition Immunities charmed, exhaustion, frightened, para-
  lyzed, poisoned, prone, restrained, unconscious
  Senses tremorsense 240 ft., darkvision 120 ft. passive Per-
  ception 13
  Languages Terran
  Challenge 21 (33,000 XP) 
  Magic Resistance. The magnetic field surrounding the colos-
  sus slightly bends the weave of magic around it, granting it 
  advantage on saving throws against spells and other magical 
  effects.
  Earth Glide. The colossus can burrow through nonmagical, un-
  worked earth and stone. While doing so, the colossus doesn’t 
  disturb the material it moves through.
  Siege Monster. The colossus deals double damage to objects 
  and structures.
  Elasticity. By morphing, the arms of the colossus can reach 
  out to incredible distances. For every sixty feet, that is be-
  tween the base of the colossus and its target, its attacks lose 
  1 die of damage to a minimum of 2.
  Magnetism. The colossus emits its own magnetic field to a ra-
  dius of 240 feet. If a creature that is wearing or carrying metal 
  equipment enters this space or begins its turn there, they 
  must make a DC 14 Strength saving throw. On a failure, they 
  are drawn 30 feet closer to the base of the colossus. A creature 
  who fails this saving throw may choose to drop the worn or 
  carried items to automatically succeed on this check instead. If 
  a creature hits the base of the colossus after failing this saving 
  throw, they are restrained and must succeed a DC 14 Strength 
  saving throw in order to escape.
  Multiple Arms. The bound colossus has four arms. Each arm 
  can be attacked (AC 17; 30 hit points; vulnerability to thunder 
  damage). Destroying an arm deals 15 damage to the colossus. 
  The colossus can construct a new arm by using an action to pull 
  one out of its body but it must have a free arm to do so.
  Actions
  Multiattack. The Bound Colossus makes as many slam or earth-
  en grasp attacks as it has remaining arms.  
   
  Slam. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 26 (5d6+8) bludgeoning damage. 
   
  Earthen Grasp.  The colossus reaches through the ground and 
  reaches for one creature within 5 feet of its hand. The tar-
  get must succeed on a contested grapple check. On a failed 
  check, the target takes 26 (5d6+8) bludgeoning damage and is 
  restrained.  
  On subsequent turns, the colossus can attempt to crush a 
  restrained target, which must make a DC 22 Strength saving 
  throw. The target takes 26 (5d6+8) on a failed save, or half as 
  much damage on a successful one. A restrained target can use 
  their action to attempt to escape by making another contested 
  grapple check and succeeding.
  Legendary Actions
  The Bound Colossus can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be used 
  at a time and only at the end of another creature’s turn. The 
  Bound Colossus regains spent legendary actions at the start of 
  its turn.
  Attack. The colossus makes one slam attack.
  Magnetic Pulse (Costs 2 Actions). The colossus emits a sudden 
  magnetic pulse (see Magnetism).
  Grow Arm (Costs 3 Actions). The colossus regrows one of the 
  arms it has lost; it doesn’t need a free arm in order to do so.
  
  12
  Monsters of the Guild
  Demon Blight Origins
  First seen in the best-selling adventure, 
  ‘The Tree of Blight’ by Dreadful Dungeons.
  As the brave adventurers enter the Cursed 
  Glade to confront the evil druidess, it is the 
  Demon Blight that stalks in the party with 
  deathly intent, maybe to their demise.
  Demon Blight
  Medium fiend, neutral evil
  Armor Class 16 (natural barkskin)
  Hit Points 72 (9d10+27)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)                           9 (-1)   17 (+3) 8 (-1) 13 (+1) 8 (-1)
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft., passive Perception 12
  Languages understands common and infernal but can’t speak
  Challenge 3 (700 XP)
  Entangling Plants (Recharge 5-6). Grasping roots and vines 
  sprout in a 15 ft. radius centered on the Demon Blight, 
  withering away after one minute. For the duration, that area 
  is difficult terrain for non-plant characters. In addition, when 
  first invoked, each creature (as chosen by the Demon Blight) 
  must succeed on a DC 12 Strength saving throw or become 
  restrained. A creature restrained may take its action to free 
  itself with a DC 12 Strength check, freeing itself or others 
  entangled within reach on a success. 
  False Appearance. When the Demon Blight is motionless, it is 
  indistinguishable from a dead shrub.
  Actions
  Multiattack. The Demon Blight can make 2 melee attacks per 
  combat round OR 1 ranged attack.
  Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one crea-
  ture. Hit: 12 (2d8 + 3) piercing damage.
  Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 11 (3d6 + 1) bludgeoning damage. If the target 
  is medium or smaller, it is grappled (escape DC 13) and 
  pulled 5 ft. toward the Demon Blight. Target is re-strained 
  until grapple is broken.
  Demon Blight
  A Kaolahr, or Demon Blight, can blame its 
  existence on druids with evil intent. Usual-
  ly, these horrendous fiends are summoned 
  during a ritual which combines the hatred 
  for lush green forests, several blood sac-
  rifices and the power from the roots of a 
  Gulthias Tree. These creatures are then put 
  to work protecting the Gulthias Tree’s sup-
  plicant army as it spreads its evil across the 
  land.
  Twisted Limbs. Demon Blights move in 
  an almost bi-pedal fashion, it’s long branch-
  like arms and fists pushing and pulling it 
  along with its trunk like legs. When hunched 
  over the Demon Blight is approximately 6ft. 
  in height, but when it stands tall and fully 
  extends its body, it is more like 9 ft. Its ap-
  pearance is very much a mass of animated 
  branches, twigs and vines with pseudo wings 
  and long twisting horns on its forehead. 
  Silent Killers. It does not speak, but it 
  makes a clacking sound, which speeds up as 
  it coils up ready to attack. This sound can be 
  perceived on a DC 10 Wisdom (Perception) 
  check, but its source cannot be determined, 
  especially if a Kaolahr is motionless in large 
  shrubs.
  
  13
  Monsters of the Guild
  Eelfolk
  Eelfolk are a piscine race with rubbery skin 
  and patterned coloration meant to provide 
  camouflage amid shifting underwater light. 
  They slink and hunt through caves and 
  shoals, carving out territory in bursts of ag-
  gressive expansion. Eelfolk often lair along 
  shorelines and submerged caverns, never too 
  far from the surface where they must occa-
  sionally gulp great mouthfuls of air.
  Ambushers. Eelfolk keep to the fringes of 
  the sea and ambush any who encroach upon 
  their territory. While hunting, they prefer to 
  lie in wait for prey to draw close before lung-
  ing out to attack. Two pouches behind their 
  necks generate an electrical charge they use 
  to sense their quarry, even in the murkiest 
  depths.
  Storm Worshippers. Eelfolk worship 
  the squalls of the sea as though they were 
  gods, viewing all storms as divinely inspired. 
  Sailors at sea have reported seeing dozens 
  of eelfolk cavorting through the water during 
  tempests.
  Growing Pains. Eelfolk grow larger and 
  more powerful with age, shifting from 
  stealthy hunters to vicious brutes. Fully ma-
  tured eelfolk grow extra electrical pouches 
  that cover their bodies in crackling energy. 
  These scourges are more cunning and ag-
  gressive than their younger brethren. They 
  lead surprise raids along shoreline settle-
  ments in order to satiate their ever-growing 
  hunger for violence and food.
  Storm’s Fury. During raging ocean storms, 
  the strongest and most cunning eelfolk fight 
  with each other to throw themselves in the 
  path of a lightning strike. Rarely, one lucky 
  creature will be enveloped in a great blast of 
  energy. The lighting burns the eelfolk’s bulky 
  body away, replacing it with a gaunt form 
  housing magnificent power. These eelfolk 
  stormcallers gain the ability to channel the 
  tempest’s might, summoning lightning bolts 
  and gales of wind to pummel their foes.
  Eelfolk
  Medium humanoid (eelfolk), chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
  Skills Stealth +3
  Damage Immunities lightning
  Senses blindsight 60 ft., passive Perception 10
  Languages Eelfolk
  Challenge 1/2 (100 XP)
  Death Burst. When the eelfolk dies, it explodes in a burst of 
  pent-up electricity. Each creature within 10 feet of it must 
  make a DC 12 Dexterity saving throw, taking 7 (2d6) lightning 
  damage on a failed save, or half as much on a successful one.
  Hold Breath. The eelfolk can hold its breath for 1 hour.
  Lunge. If the eelfolk moves at least 20 feet straight toward 
  a target and then hits it with a long knife attack on the same 
  turn, the target takes an extra 7 (2d6) piercing damage.
  Actions
  Long Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage. 
  Eelfolk Origins
  The eelfolk were originally used as  
  insidious invaders in ‘The Secrets of  
  Skyhorn Lighthouse’ by Kelsey Dionne.
  
  14
  Monsters of the Guild
  Firefly Golem
  Legends describe Dareu, the Queen of  
  Forests, as awe-inspiring, possessing such 
  beauty that weak beings go blind from be-
  holding her countenance. A popular legend 
  tells the story of her mercy and gratitude, 
  and how she gives back sight to loyal  
  pilgrims who travel to her oak castle just to 
  see her. Queen Dareu is often seen visiting 
  the Material Plane in the form of a grand 
  white unicorn. She travels the lands healing 
  wounded beasts and sometimes the lesser 
  races with her healing powers.
  
  15
  Monsters of the Guild
  Queen Dareu crafted a powerful artifact 
  eons before elves roamed the land; a mighty 
  goblet that she infused with the life-force of 
  a dying Archfey just like herself. This was 
  the Queen of Bees and Insects, Anaralla. 
  She perished from her wounds in one of 
  the Feywild wars, with her spirit and might 
  preserved in a new form, inside a magical 
  goblet. The Goblet of Fireflies is the only way 
  to create a firefly golem.
  A firefly golem is not a construct or even 
  solid. They are actually swarms of fireflies 
  with the gift of sentience. Each insect is 
  nothing but an appendage while the swarm 
  is intelligent and sentient. The firefly golem 
  is usually dispersed and only coalesces into 
  golem form when it needs to perform its 
  creator’s will. Queen Dareu created hun-
  dreds of firefly golems and gave them tasks. 
  Most of them serve their queen as guardians 
  and protectors. A few have been stolen and 
  repurposed for other nefarious things.
  Swarm Density. When a swarm of fire flies 
  gets together to form the firefly golem, the 
  insects are so tightly packed that they form a 
  full physical being. The firefly golem’s abili-
  ties and attacks are only available to it once 
  it takes physical form.
  Insect Intelligence. Firefly golems are 
  somewhat intelligent but are unable to 
  abandon their insect-like nature. The only 
  language they understand is sylvan but they 
  cannot speak it.
  Territorial Nature. Firefly golems are fear-
  some protectors. The area they guard is their 
  sole priority. It is not apparent to the observ-
  er that the place is closely guarded because 
  the fireflies are dispersed, but as soon as a 
  threat arises, the firefly golem condenses 
  into physical form and attacks.
  Firefly Golem
  Large swarm of Tiny beasts, unaligned
  Armor Class 14 (natural armor)
  Hit Points 75 (10d8+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20(+5) 12(+1) 16(+3) 8(-1) 10(+0) 12(+1)
  Saving Throws Con +6, Wis +1 
  Skills Athletics +8 
  Damage Resistance bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Condition Immunities charmed, frightened, paralyzed, petri-
  fied, prone, restrained, stunned 
  Senses passive Perception 10 
  Languages understands Sylvan but can’t speak 
  Challenge 6 (2,300 XP)
  Magic Weapons. The firefly golem’s attacks are considered 
  magical for overcoming magic resistances.
   
  Regeneration. The firefly golem regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. If it takes fire dam-
  age, this trait doesn’t function at the start of its next turn.
   
  Immutable Form. The firefly golem is immune to any spell or 
  effect that would alter its form.
   
  Sudden Reform. As a bonus action, the firefly golem splits 
  into hundreds of tiny insects, flies away 30 ft. and takes its 
  physical form once more without provoking attacks of oppor-
  tunity. 
  Actions
  Multiattack. The firefly golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage plus 5 (2d4) poison 
  damage.
  Firefly Golem Origins
  Cartographer mastermind, Elven Tower, 
  brings us this massive swarm of insect 
  goodness, originating in the adventure, 
  ‘Goblet of Fireflies’.
  Firefly golems were created to protect the 
  Goblet of Fireflies for eternity.
  
  16
  Monsters of the Guild
  Gulabus
  Gulabuses are repulsive creatures who look 
  like morbidly obese humans with deformed 
  facial traits. They mostly live in the Abyss 
  but are occasionally encountered in the rest 
  of the Lower Planes. They only come to the 
  Material Plane when summoned, and most 
  of the time, nobody ever knows they were 
  there.
  Masters of Rituals. Gulabuses, also 
  known as demons of gluttony, use succulent 
  dishes and fine drinks to corrupt the souls 
  of sentient humanoids. They’re masters 
  of ritual magic and know how to make 
  demonic food and beverages which gives 
  them control over the people who consume 
  them. Every gulabus has its own tricks so 
  feel free to make up your own. If the demon 
  is corrupting people with tainted cookies or 
  wine, you’re doing it right!
  Secretive and Deceitful. Demons of 
  gluttony prefer to stay out of sight and act 
  from the shadows. A gulabus typically 
  infiltrates a small community without anyone 
  noticing it, corrupts a handful of people 
  to act as its proxies, and then spread its 
  influence to the entire village. By the time the 
  local authorities realize what’s going on, it’s 
  usually too late and the gulabus has an army 
  of peasants to protect it. Because the demon 
  of gluttony uses food and drinks to control 
  people, anyone is a potential threat. Even an 
  old lady selling cookies to buy her medicine 
  might, in fact, be a gulabus’s agent spreading 
  its corruption. 
  Gulabus Origins
  From the genius mind of Benoit de Ber-
  nardy, this demon appears in the Platinum 
  best-selling mystery adventure, ‘Banquet of 
  the Damned’.
  The Gulabus
  Medium fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 82 (11d8 + 33)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3)
  Saving Throws Str +6, Cha +6
  Skills Deception +6, Perception +4, Persuasion +6
  Damage Resistance cold, lightning
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Abyssal, telepathy 60 ft. (works only 
  with creatures that understand Common or Abyssal)
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The gulabus can make three attacks: one with its 
  bite, and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10+3) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4+3) slashing damage plus 10 (3d6) poison dam-
  age. The target can make a DC 14 Constitution saving throw 
  to halve the poison damage.
  
  17
  Monsters of the Guild
  Jungle Walker
  In the deepest, wildest jungles of the world, 
  fearful tales surround creatures who let no 
  man or beast survive their presence.
  Otherworldly Beings. Known only as  
  Jungle Walkers, these alien entities are 
  marked by the unearthly chiming that 
  resounds throughout the area as they move. 
  The few who have actually seen these 
  creatures and lived to tell about it describe 
  not a creature that walks, but one that hovers 
  strangely over the ground. The hunched, 
  oval-shaped thing is covered in an insect’s 
  chitinous plates and sets of dark, glassy 
  eyes gleam with a hungering intelligence. 
  No mouth or mandible is visible; only wet 
  tendrils that sway and search from below 
  those dark eyes.
  Tropical Terrors. Those that overhear 
  such stories scoff, remarking that these  
  creatures are only the stuff of legend. But on 
  the rare and dark nights when the chimes 
  can be heard, these brave doubters still 
  douse their fires and pray that it stays away.
  Jungle Walker
  Large aberration, unaligned
  Armor Class 18 (natural armor)
  Hit Points 135 (18d10+36)
  Speed 0 ft., fly 35 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3)
  Saving Throws Int +6, Wis +5, Cha +6 
  Damage Resistances bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons; psychic 
  Condition Immunities charmed, deafened, frightened,  
  grappled, prone 
  Senses blindsight 60 ft., darkvision 60 ft.,  
  passive Perception 12 
  Languages - 
  Challenge 8 (3,900 XP)
  Frightful Presence. Each creature that can see the jungle walk-
  er at the start of its turn must succeed on a DC 12 Wisdom 
  saving throw or become frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the crea-
  ture is immune to the jungle walker’s Frightful Presence for 
  the next 24 hours.
  Actions
  Multiattack. The jungle walker makes two attacks with its 
  tendrils.
  Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one crea-
  ture. Hit: 8 (2d4+3) slashing damage plus an additional 7 (2d6) 
  psychic damage.
  Deafening Chimes. The jungle walker’s piping wail reaches 
  excruciating levels for a brief moment. Each creature within 30 
  feet of the jungle-walker who can hear it must succeed on a DC 
  14 Wisdom saving throw or take 10 (3d6) psychic damage on a 
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The jungle walker can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a 
  time and only at the end of another creature’s turn. The jungle 
  walker regains spent legendary actions at the start of its turn. 
    
  Possess Jungle. The jungle walker makes a tendril attack against 
  an enemy within 120 feet of it, possessing mundane a mun-
  dane plant. 
    
  Discordant Pulse (Costs 2 Actions). The jungle walker makes its 
  Deafening Chimes action, though creatures make their saving 
  throw with advantage.
  Jungle Walker Origins
  Created by Alex Clippinger, this creature 
  was first used as the legendary Chultan  
  entity known as Uluu Thalongh in the  
  adventure, ‘It Walks the Jungle at Night’.
  
  18
  Monsters of the Guild
  Kenning
  Kennings are known as protectors  
  of sylvan forests. They are giant ravens  
  that communicate with each other using 
  their own language. 
  Giant Aerial Protectors. These creatures 
  are similar to giant eagles in size. They 
  understand but cannot speak Common and 
  Sylvan. They usually patrol the treetops 
  at the fringes of sylvan forests looking for 
  trespassers. 
  Flocking Birds. If intruders are caught 
  defiling a protected forest, kennings will 
  band together and attack as a flock. They 
  will also send one or more of their number 
  to alert local druids or elves to perceived 
  threats. 
  Kenning
  Medium fey, chaotic good
  Armor Class 13 (natural armor)
  Hit Points 30 (4d10 + 8)
  Speed 10 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14(+2) 16(+3)   14(+2)  8(-1)    14(+2)   8(-1)
  Skills Perception +4
  Senses passive Perception 14
  Languages Kenning; understands Common and Sylvan but 
  can’t speak
  Challenge 1 (200 XP)
  Keen Sight. The kenning has advantage on Wisdom (Percep-
  tion) checks that rely on sight.
  Pack Tactics. The kenning has advantage on an attack roll 
  against a creature if at least one of the kenning’s allies is with-
  in 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The kenning makes two attacks: one with its 
  beak, and one with its claws.
  Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Kenning Origins
  The Kenning was created by DMs Guild 
  veteran, Scott Bean, and makes its debut 
  here in this publication.
  
  19
  Monsters of the Guild
  Killer Kobolds
  Kobolds come in many shapes and sizes, 
  many of which have been detailed in other 
  publications. There are a few kobold groups, 
  however, that seem to have flown under the 
  radar of those who study their culture and 
  habitat. The following is a detailed study of 
  one such group within the kobold society.
  Kobold Air Cavalry. Kobold’s adoration of 
  dragons is as ancient as the origin of Kur-
  tulmak, and kobolds are known to provide 
  service, and worship, to dragon kind. Oc-
  casionally a dragon may see fit to reward a 
  tribe of kobolds with a momentous boon – a 
  clutch of kobold/dragon hybrid eggs. Strong 
  and agile winged kobolds with breath weap-
  ons are the result. 
  Kobold Air Cavalry
  Small humanoid (half green dragon winged kobold), lawful evil
  Armor Class 16 (studded leather armor)
  Hit Points 44 (8d6+16)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10(+0) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0)
  Damage Resistances per color (see table below)
  Senses blindsight 10 ft., darkvision 60 ft., passive  
  Perception 12
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Strafing Run. When flying, the kobold can take the Dash ac-
  tion as a bonus action on its turn. 
  Quickload. The kobold ignores the loading quality of light 
  crossbows.
  Actions
  Multiattack. The kobold makes two attacks with its light 
  crossbow.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
  Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage.
  Breath Weapon (Recharge 5-6). The kobold exhales a breath 
  weapon based upon its color type. Each creature in the area of 
  effect must make a DC 11 saving throw dependent on color 
  type, taking 21 (6d6) damage on a failed saving throw, or half 
  as much damage on a successful one.
  Table: Breath weapon, resistance, and save type per color
  Color
  Damage and Resistance Type
  Save Type
  Black 
  Acid
  Dexterity
  Blue 
  Lightning
  Dexterity
  Red
  Fire
  Dexterity
  Green
  Poison
  Constitution
  White
  Cold
  Constitution
  
  20
  Monsters of the Guild
  Killer Kobolds Origins
  The Killer Kobolds were first discovered  
  in the aptly titled, bestselling and most 
  deadly adventure, ‘Killer Kobolds’ by the  
  storyteller extraordinaire, Tony Petrecca.
  In this adventure Kobold Air Cavalry, Ko-
  bold Commandos, and their deadly drakes 
  use devastating and devious tactics to 
  terrorize PCs throughout.
  
  21
  Monsters of the Guild
  Mind Flayers 
  Cenomorph
  The Mind Flayer Cenomorph represents 
  the stage in an Illithid’s life while it is in 
  mid-metamorphosis from its initial human-
  oid form to that of an adult Mind Flayer. 
  These wretches still retain some of the phys-
  ical traits of their previous species, giving 
  them a wholly disturbing and foul appear-
  ance. Their flesh is twisted and stretched as 
  juvenile tentacles emerge from their faces. 
  Their skin is moist and runny, in places 
  sloughing off on a sheet of mucus, with the 
  gray, lumpy skin of the illithid emerging from 
  beneath.
  Agony and Confusion. The Mind Flayer 
  Cenomorph is in the process of a transfor-
  mation that is both physical and mental in 
  nature. As such, the Cenomorph spends 
  much of its time confused and enraged. 
  Much of the time, the adult Mind Flayers 
  of the colony will leave the Cenomorphs in 
  isolation as the last vestiges of their human-
  oid life fade into madness and change. How-
  ever, if the Cenomorphs are needed for some 
  purpose, the adult Illithids will calm them 
  psionically. The transformation is incredibly 
  painful for the Cenomorph, so much so that 
  some do not survive the process. 
  Mind Flayer Cenomorph
  Medium aberration, lawful evil
  Armor Class 11
  Hit Points 36 (8d8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 12 (+1) 10 (+0) 15 (+2) 15 (+2) 15 (+2)
  Skills Perception +4, Stealth +3
  Senses darkvision 120 ft., passive Perception 14
  Languages Deep Speech, telepathy 60 ft.
  Challenge 3 (700 XP)
  Magic Resistance. The mind flayer cenomorph has advantage 
  on saving throws against spells and other magical effects.                                     
  Innate Spellcasting (Psionics). The mind flayer cenomorph’s 
  innate spellcasting ability is Intelligence (spell save DC 15).  
  It can innately cast the following spells, requiring no  
  components:  
   
  At will: detect thoughts  
  Actions
  Tentacles. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  creature. Hit:15 (2d10+4) psychic damage. If the target is 
  Medium or smaller, it is grappled (escape DC 10) and must 
  succeed on a DC 12 Intelligence saving throw or be stunned 
  until the grapple ends.  
   
  Mind Blast (Recharge 6).  Each creature in a 60-foot cone 
  emanating from the mind flayer cenomorph must succeed on 
  a DC 12 Intelligence saving throw or take 16 (3d8+2) psychic 
  damage and be stunned for 1 minute. A creature may repeat 
  the save at the end of each of its turns, ending the effect on 
  itself on a success. 
  Mindflayer Cenomorph 
  Origins
  The Mind Flayer Cenomorph was made by 
  Travis Legge and makes its debut here in 
  this publication.
  
  22
  Monsters of the Guild
  Ooze Dragon
  No matter the difference in honor between 
  chromatic and metallic dragons, one would 
  be hard-pressed to argue that they aren’t  
  noble creatures. The inverse is true of the 
  Ooze Dragon; a being so strange that not 
  even the ever-changing layers of Limbo could 
  spit it out. Only one ooze dragon is known 
  to exist, born as an experiment of a crazed 
  alchemist who sought to create a weapon 
  so powerful none could oppose them. Over 
  years of work and arcane horrors, a wyrm-
  lings flesh and blood was warped to become 
  translucent and gelatinous. The dragon was 
  driven mad by this process, however, eventu-
  ally killing its creator and escaping into the 
  wild. 
  Digestive Tactics. Those few who claim to 
  have met with the Ooze Dragon, and lived to 
  tell the tell the tale, usually do not come back 
  whole. Due to its amorphous body, the ooze 
  dragon can absorb creatures and eat away 
  at their flesh with its caustic ichor, melting 
  those who cannot escape within minutes. 
  Trails of half-digested flora and fauna can be 
  found in the wake of the dragon and entire 
  skeletons are commonly found here too. 
  Terrible Reminder. The body of the ooze 
  dragon is entirely molded out of a translu-
  cent blue gel that loosely grips the last re-
  maining elements of a vestigial skeleton. An 
  entire skull is present but missing its bottom 
  jaw, its spine and ribcage float aimlessly in 
  its malformed torso and the claws in its feet 
  remain. Empty eye sockets peer out of the 
  skull but it is clear the creature can still see. 
  In the center of the beast, a large heart has 
  ceased beating and crystallized into a deep 
  red gem that glistens in the light. 
  Without Purpose. None are sure what 
  the ooze dragon wants, but most agree that 
  neither does the dragon itself. It takes no 
  
  23
  Monsters of the Guild
  permanent lair, does not attempt to commu-
  nicate with other dragons and seems to have 
  no interest in collecting treasure or relics of 
  importance. It ignores humanoids when it 
  can and swiftly deals with any threats with-
  out attempting diplomacy. Most regard it as 
  a force of nature now and simply try to stay 
  out of its way, but others have noticed from 
  its pattern of movement that it seems to be 
  searching for something; no one knows quite 
  what.  
  Ooze Dragon
  Huge dragon (ooze), unaligned
  Armor Class 18 (natural armor)
  Hit Points 172 (15d12+75)
  Speed 20ft., climb 20ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  Skills Perception +11
  Damage Immunities acid, lightning
  Senses blindsight 120ft., passive Perception 21 
  Languages Common, Draconic
  Challenge 20 (25,000 XP)
   
  Legendary Resistance (3/day). If the dragon fails a saving 
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Amorphous Presence. It 
  then makes three attacks: one with its bite and two with its 
  claws.  
   
  Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. 
  Hit: 11 (2d4+6 ) piercing damage plus 7 (2d6) acid damage.  
   
  Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. 
  Hit: 8 (1d4+6) slashing damage plus 5 (2d4) acid damage. 
   
  Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. 
  Hit: 15 (2d8+6) bludgeoning damage.  
   
  Amorphous Presence. Each creature, of the dragon’s choice, 
  that is within 5 feet of the dragon must succeed on a DC 
  18 Dexterity saving throw. On a successful save, nothing 
  happens. On a failed save, the creature takes 14 (4d6) acid 
  damage and is engulfed within the dragons form. Engulfed 
  creatures cannot breathe, are grappled and restrained, and 
  take 28 (8d6) acid damage at the start of each of the dragons 
  turns. 
  An engulfed creature can try to escape by taking an action 
  to make a DC 18 Strength check. On a success, the creature 
  escapes and enters a space of its choice within 5 feet of the 
  dragon.  
   
  Digesting Breath (Recharge 5-6). The dragon exhales  
  gelatinous ooze in a 60-foot line that is 5 feet wide. Each 
  creature in that line must make a DC 18 Dexterity saving throw, 
  taking 21 (6d6) acid damage on a failed save, or half as much 
  on a successful save. Any nonmagical weapons or armor that is 
  worn by a creature that fails the save begin to corrode, taking 
  a permanent and cumulative -1 penalty to either damage or AC 
  dependant on the item. 
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from the  
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The  
  dragon regains spent legendary actions at the start of its turn. 
   
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Loose Form (Costs 2 Actions). The dragon loses its defined 
  shape and spreads out as a pool of acidic ooze. Each creature 
  within 60ft of the dragons current position must make a DC 18 
  Dexterity saving throw or take 14 (4d6) acid damage and have 
  their movement speed halved whilst in this effect. In this form, 
  the dragon can no longer attack and has its speed reduced to 
  0. At the beginning of its next turn, the dragon reforms in the 
  space it occupied prior to activating this action. Any creatures 
  under the effects of the dragons Amorphous Presence are 
  freed. 
  Reactions
  Split. When the dragon that is Huge or larger would take more 
  than 30 lightning or slashing damage from one spell or attack, 
  it splits into two new dragons. Each new dragon has hit points 
  equal to half of the original dragon at the point of it splitting, 
  rounded down. New dragons are one size smaller than the 
  original dragon. Any creatures under the effects of the dragons 
  Amorphous Presence are freed. 
  Ooze Dragon Origins
  The Ooze Dragon was created by  
  Beeholder Press (S.G. Tillings) and makes 
  its debut here in this publication.
  
  24
  Monsters of the Guild
  Storm Hound
  Storm Hounds are companions often used 
  by the Aarakocra. These wolf-like creatures 
  appear to be made of wisps of cloud-like 
  smoke with crackling lightning constantly 
  surging through their bodies. They are often 
  used to hunt down foes, gather meat for 
  meals, or just additional protection. When 
  found in the wild they quickly become vi-
  cious.
  Elemental Forces. Storm hounds are 
  beings of pure elemental force, who mimic 
  their element to a key. Storm hounds have 
  tempers that seem to appear like thunderous 
  squalls, surging throughout an area in tem-
  pestuous rages. These elementals have the 
  ability to teleport as a bolt of lighting, smash-
  ing through buildings, markets and people 
  without thought.
  Storm Hound
  Medium elemental, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17(+3) 12(+1) 14(+2) 6(-2) 13(+1) 6(-2)
  Skills Perception +3
  Damage Immunities lightning
  Senses dakvision 60ft., passive Perception 13
  Languages understands Primordial but can’t speak
  Challenge 2 (450 XP)
  Keen Hearing and Smell. The hound has advantage on  
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The hound has advantage on an attack roll 
  against a creature if at least one of the hound’s allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one crea-
  ture. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning 
  damage.
  Lightning Breath (Recharge 5-6). The hound exhales a line of 
  lightning that is 20 feet long and 5 feet wide. Each creature in 
  that area must make a DC 12 Dexterity saving throw, taking 
  21 (6d6) lightning damage on a failed save, or half as much 
  on a successful one.
  Thunderous Transport (Recharge 4-6). The storm hound turns 
  into a bolt of lightning and magically teleports up to 40 feet 
  to an unoccupied space it can see.
  Upon arrival, a thunderous force explodes from the storm 
  hound. Each creature in a 15-foot cube originating from the 
  storm hound must succeed on a DC 12 Constitution saving 
  throw. On a failed save, a creature takes 9 (2d8) thunder dam-
  age and is pushed 10 feet away from the storm hound. On a 
  successful save, a target takes half damage and isn’t pushed.
  In addition, unsecured objects that are completely within the 
  area are automatically pushed 10 feet away from the storm 
  hound. Using this action emits a thunderous boom audible 
  out to 300 feet.
  Storm Hound Origins
  The Storm Hound was created by Justin 
  Handlin and makes its debut here in this 
  publication.
  
  25
  Monsters of the Guild
  Tempest Beast
  These dinosaur-like creatures resemble 
  large crocodiles but with shorter snouts 
  and longer necks. They have a ridge of 
  blue plates running down their backs and a 
  gaping maw containing rows of sharp teeth. 
  Their initial proximity to magic imbued in 
  them elemental power, which was then bred 
  into the species. 
  Shock & Awe. Tempest beasts are aware 
  of their elemental powers and make ample 
  use of their unique capabilities in order to 
  slay their prey. With being dangerous while 
  in water, tempest beasts usually lie in wait on 
  shores or within shallow water. Once their 
  target gets too close, they home in on their 
  target.
  Caring Mothers. Despite their ferocious 
  behavior, tempest beast mothers care and 
  guard for their young. They share part of 
  their game with their children in order to 
  nurture them. There is only one thing more 
  dangerous than a tempest beast on the hunt; 
  a tempest beast mother guarding her young.
  Tempest Beast Origins
  Appearing in the visually stunning and 
  best-selling adventure; ‘Shore of Dreams’ 
  by Florian Emmerich & JVC Parry.
  During this adventure, several tempest 
  beasts guard the entrance and interior of 
  the temple of the storm. 
  Tempest Beast
  Large beast, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10+36)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3) 
  Damage Immunities lightning
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 4 (1,100 XP)
  Hold Breath. The tempest beast can hold its breath for one 
  hour. 
  Charged Body. A creature that touches the tempest beast or 
  hits it with a melee attack while within 5 feet of it takes 7 
  (2d6) lightning damage. This damage is increased by 4 (1d6) 
  if the creature is at least partially submerged in water. 
  Actions
  Multiattack. The tempest beast makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10+4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6+4) slashing damage. 
  Thunderous Sweep (Recharge 6). Two creatures within 10 
  feet of each other and five feet of the tempest beast must 
  succeed in a DC 14 Dexterity saving throw. On a failed save, 
  the target takes 9 (2d4+4) slashing damage and 4 (1d6) 
  thunder damage and is pushed 10 feet away from the tempest 
  beast. If successful, the target takes half the damage and is 
  not pushed back.
  
  26
  Monsters of the Guild
  Terracotta 
  Warriors
  An illustrious emperor, the founder of a 
  powerful dynasty, commissioned this army 
  of constructs from the wizards of his court. 
  They were made not to serve him in life, but 
  to guard him in death. Platoons of terracotta 
  sculptures in the shape of armed warriors 
  were buried with the emperor in his massive 
  mausoleum, to defend him during his eternal 
  rest.
  Eternal Guardians. Hidden for millennia, 
  these stone guardians were thought by 
  scholars to be merely decorative statues—
  until someone tried to move the emperor’s 
  remains.
  Terracotta Warriors 
  Origins
  Originally published in the bestselling 
  supplement; ‘Alchemical Archetypes’ by 
  Jeremy Forbing.
  Terracotta Soldier
  Medium construct, unaligned
  Armor Class 21 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3) 3 (-4) 11 (+0) 2 (-4)
  Skills Perception +2
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t adamantine.
  Condition Immunities charmed, exhausted, frightened, para-
  lyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages understands the languages of its creator but can’t 
  speak.
  Challenge 2 (450 XP)
  Immutable Form. The terracotta soldier is immune to any spell 
  or effect that would alter its form.
  Magic Resistance. The terracotta soldier has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The terracotta soldier’s weapon attacks are 
  magical. 
  Actions
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage.
  Slow (Recharge 5-6). The terracotta soldier targets one or 
  more creatures it can see within 10 feet of it. Each target 
  must make a DC 14 Wisdom saving throw against this magic. 
  On a failed save, a target can’t use reactions, its speed is 
  halved, and it can’t make more than one attack on its turn. In 
  addition, the target can take either an action or a bonus action 
  on its turn, not both. These effects last for 1 minute. A target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  
  27
  Monsters of the Guild
  The Evil Doll
  An insane and murderous spirit trapped 
  within a porcelain body, the Evil Doll hates 
  all living creatures, especially those of a good 
  alignment. It hungers to deal death and must 
  kill to satisfy that hunger. 
  Sly Deceiver. Often mistaken for the toy 
  it once was, the Evil Doll utilizes this false 
  appearance to gain the upper hand, and 
  trust, of unsuspecting victims, before slaying 
  them in order to satisfy its internal lust for 
  murder.
  Terrifying Foreshadow. It is said that one 
  might hear the evil doll’s lullaby, and childish 
  giggles, in the night well before they see her, 
  though by that time, it is already too late. 
  There have been few who have survived an 
  encounter with such a being, and even less 
  that are left psychologically unscarred. The 
  Evil Doll is absolutely terrifying!
  The Evil Doll Origins
  First seen in the Platinum best-selling 
  adventure, ‘The Haunt’ by the super-prolific 
  Phil Beckwith at P.B. Publishing.
  The evil doll terrorized adventurers who 
  had the courage to enter the haunted  
  Montarthas Manor.
  The Evil Doll
  Tiny construct, chaotic evil
  Armor Class 14
  Hit Points 119 (14d10+42)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 16 (+3)
  Damage Vulnerabilities fire
  Damage Resistances piercing and slashing from nonmagical 
  weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, para-
  lyzed, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 4 (1,100 XP)
  False Appearance. While the Evil Doll remains motionless, it is 
  indistinguishable from an ordinary, inanimate children’s doll.
  Frightening Lullaby. Once per day, the Evil Doll can use a 
  bonus action to sing a creepy children’s lullaby. All creatures 
  within a 30 ft. radius that can hear it must succeed a DC 15 
  Wisdom saving throw.
  On a failed saving throw the creature will become frightened 
  and must succeed on another DC 15 Wisdom saving throw to 
  break the enchantment at the end of their next turn. On a sec-
  ond failed save, the creature will become paralyzed, and can 
  attempt a DC 15 Wisdom saving throw on each turn. Once it 
  has succeeded a saving throw, the creature will no longer be 
  paralyzed
  Shadow Blend (Recharge 5-6). As a bonus action, the Evil Doll 
  can disappear to the evil places that lurk in the shadows. Use 
  this feature as an escape mechanism.
  Actions
  Multiattack. The evil doll makes two attacks: one with its knife 
  and one with its claw.
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. 
  Hit 7 (1d6 + 4) slashing damage.
  Knife. Melee Weapon Attack: +6 to hit, reach 5ft., one target. 
  Hit 11 (2d6 + 4) piercing damage.
  
  28
  Monsters of the Guild
  The Hood
  The Hood is an unusual type of fiend that 
  existence relies upon a close relationship 
  with another host creature. Hoods are 
  normally transported to The Material Plane 
  by demonic lords during the planning stages 
  of an abyssal invasion to cause chaos and 
  havoc within the invasion zone. With so 
  many Hoods being released and so many 
  invasions never happening, many Hoods now 
  roam freely of their own will.
  Symbiotic Connection. The Hood’s 
  existence relies upon a host to survive. The 
  will of The Hood is near absolute, usually 
  resulting in the host’s emotional status 
  turning vile and murderous, resulting in the 
  death of the host and The Hood moving to a 
  new area.
  Mindless Chant. Though The Hood’s will 
  is strong, any host capable of speech has 
  the tendency of betraying The Hood with its 
  uncontrollable chant. Once the host becomes 
  hungry, a chant of “Feed the hood … Feed the 
  hood” will be heard moments before the host 
  strikes. Many a Hood has met its doom at the 
  mindless betrayal of its host.
  Hooded Color. Most Hood’s don’t have a 
  preferred color. Most choose to adopt a color 
  appealing to the intended host. Red is pop-
  ular due to blood stains, resulting from the 
  host’s murderous sprees, not being immedi-
  ately visible. 
  The Hood
  Tiny undead, unaligned
  Armor Class 18
  Hit Points 27 (6d8)
  Speed 0ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2)
  Saving Throws Wis +5, Cha +5
  Skills Deception +5, Perception +5, Persuasion +5
  Damage Resistances necrotic
  Damage Vulnerabilities cold, radiant
  Condition Immunities charmed, paralyzed, prone
  Senses darkvision 60ft., passive Perception 15
  Languages Abyssal, Common
  Challenge 6 (2,300 XP)
   
  False Appearance. While it remains motionless, The Hood is 
  indistinguishable from a normal red hooded cloak. 
  Symbiosis. The wearer of The Hood becomes involved in 
  a symbiotic relationship with it. All The Hood’s statistics 
  replace those of the wearer unless they are inferior. This 
  includes hit points.
  Actions
  Hooded Charming. As an action, the fiendish will of The Hood 
  exerts its will on another. The victim, who must be touching 
  the cloak, must succeed on a DC 15 Wisdom saving throw; 
  failure results in The Hood taking full control of the target. A 
  successful save means the target is immune to the Hooded 
  Charming for the next 24 hours. If the attempted possession 
  fails, the target can make a DC 15 Wisdom (Insight) or (Per-
  ception) check. Only on a success does the target know or 
  realize that The Hood attempted a possession.
  The Hood Origins
  Another of Ken Carcas’ monsters, The 
  Hood debuts in the JVC Parry’s encounter 
  compilation; ‘Grimm Encounters’.
  Initially, Red Riding was the intended vil-
  lain, but in the end, The Hood made more 
  sense for that role.
  
  29
  Monsters of the Guild
  Tomb Spider
  Tomb spiders are arachnids infused with 
  negative energies that have the power 
  to reanimate corpses as hosts for their 
  offspring.
  Complex Lifecycle. A tomb spider’s life 
  cycle is a bizarre process that depends 
  entirely on dead bodies. Once a tomb spider 
  has mated, it selects a suitable corpse and 
  deposits its eggs inside the cadaver. The 
  eggs are infused with negative energy, which 
  leaks out into the corpse and reanimating it 
  as an undead known as a web mummy. This 
  zombified corpse defends the mother spider 
  from harm. As the eggs mature, they sap the 
  nutrients from the mummy. Eventually, the 
  eggs will hatch and the broodswarm within 
  devours the undead for its first meal. The 
  web mummy and broodswarm stat blocks 
  can be found in ‘Monsters of the Guild’ 
  (please see the final page of this pdf).
  Potent Venom. The poison possessed 
  by tomb spiders and their brood swarm is 
  dangerous, not only because of its ability to 
  burn through a creature’s vascular system, 
  but also because it carries with it some of the 
  negative energy that the tomb spider holds. 
  As it invades a bitten creature, it alters their 
  physiology so that healing magic and  
  necrotic damage are reversed.
  Graveyard Denizens. Tomb spiders 
  live on the outskirts of civilization, in dark 
  woods on the edge of burial grounds or in 
  unexplored depths of ancient mausoleums. 
  Their dependency on corpses means that 
  they can never stray too far from other living 
  creatures. Despite this, some aggressive 
  tomb spiders that are capable of killing 
  enough creatures, such as horses and 
  unfortunate travelers, do exist further out 
  into the wilderness.
  Tomb Spider
  Large beast, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 52 (8d10+8)
  Speed 30ft., climb 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14(+2) 16(+3) 12(+1) 8(-1) 11(+0) 4(-3)
  Damage Immunities necrotic
  Skills Stealth +7, Perception +4
  Senses blindsight 10ft., darkvision 60ft.,  
  passive Perception 14
  Languages -
  Challenge 3 (700 XP)
  Spider Climb. The tomb spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check.
  Tomb-Tainted. If the spider is dealt necrotic damage, it 
  instead takes no damage and regains hit points equal to the 
  damage taken.
  Web Sense. While in contact with a web, the tomb spider 
  knows the exact location of any other creature in contact with 
  the web.
  Web Walker. The tomb spider ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The spider makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one  
  creature. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, taking  
  13 (3d8) poison damage on a failed save, or half as much 
  damage on a successful one. Any creature that fails the save 
  is poisoned for 1 hour. While poisoned in this way, any effect 
  that would heal the creature instead deals necrotic damage, 
  and any effect that would deal necrotic damage instead heals 
  the creature.
  Web (Recharge 5-6). Melee Weapon Attack: +5 to hit, 
  range 30/60ft., one creature. Hit: The target is restrained by 
  webbing. As an action, the restrained target can make a DC 
  12 Strength check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 10; hp 5; 
  vulnerability to fire damage; immunity to bludgeoning,  
  piercing and psychic damage).
  
  30
  Monsters of the Guild
  Tomb Spider Origins
  The Tomb Spider, Web Mummy, and 
  Broodswarm all feature in David Morris’ 
  yet to be released ‘Van Ritchen’s Guide to 
  the Undead’. This delightfully horrific  
  undead ‘family’ was designed by the  
  monster man himself, JVC Parry.
  WEB MUMMY
  BROODSWARM
  TOMB SPIDER
  
  31
  Monsters of the Guild
  Werespider
  Werespiders are graceful, slender 
  lycanthropes straight from many people’s 
  worst nightmares. When they are at rest, 
  werespiders sit perfectly still in dark corners.
  Patient Assassins. Werespiders are 
  stealthy assassins with cold and distant 
  personalities. They are extremely patient and 
  can wait unmoving for days in a small space 
  to ambush their prey. In their humanoid and 
  hybrid forms, werespiders prefer light and 
  ranged weapons and use surprise to bring 
  down enemies. 
  Werespider
  Medium humanoid (human, shapechanger), neutral evil
  Armor Class 14 in humanoid form, 15 in spider or hybrid 
  form
  Hit Points 71 (11d8 + 22)
  Speed 30 ft. (climb 30 ft. in spider or hybrid forms)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 19 (+4) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  Skills Perception +3, Stealth +10
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren’t silvered
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 
  13
  Languages Common (can’t speak in spider form)
  Challenge 5 (1,800 XP)
  Shapechanger. The werespider can use its action to morph 
  into a spider-humanoind hybrid or into a giant spider, or back 
  into its true form, which is humanoid. Its statistics, other than 
  its size and AC, are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its true 
  form if it dies.
  Spider Climb (Spider and Hybrid Form Only). The werespider 
  can climb difficult surfaces, including upside down on ceil-
  ings, without needing to make an ability check.
  Web Sense (Spider or Hybrid Form Only). While in contact 
  with a web, the werespider knows the exact location of any 
  other creature in contact with the same web.
  Web Walker (Spider or Hybrid Form Only). The werespider 
  ignores movement restrictions caused by webbing. 
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The werespider 
  makes two attacks, one of which can be a bite attack.
  Bite (Spider and Hybrid Form Only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage, and the target must make a DC 13 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failed save, 
  or half as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way. If the target is a human-
  oid, it must succeed on a second DC 13 Constitution saving 
  throw or be cursed with werespider lycanthropy.
  Rapier (Human and Hybrid Form Only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage. 
  Web (Spider or Hybrid Form Only). Ranged Weapon  
  Attack: +7 to hit, range 30/60 ft., one target. Hit: The target 
  is restrained by webbing. As an action, the restrained target 
  can make a DC 11 Strength check, bursting the webbing on a 
  success. The webbing can also be attacked and destroyed (AC 
  10; hp 5; vulnerability to fire damage; immunity to bludgeon-
  ing, poison, and psychic damage).
  Scourge of the Underdark. Werespiders 
  are most common in the Underdark. 
  Duergar and svirfneblin who become 
  werespiders will usually leave their cities and 
  wander the tunnels of the Underdark, staying 
  in their hybrid or beast form to keep away 
  predators. Some even head to the surface 
  where finding prey is easier. Drow who 
  become cursed remain in civilization and are 
  open about their lycanthropy, claiming the 
  condition is a blessing from Lolth. 
  Werespider Origins
  James Introcaso’s werespider first  
  appeared in his World Builder Blog  
  Presents Arachnids, Wraiths, & Zombies 
  supplement alongside monstrous spiders, 
  monstrous scorpions, dread wraiths, and  
  zombie dragons.
  
  32
  Monsters of the Guild
  Appendix A 
  Paladin: Oath of the Hospitaler
  Tenets of Hospitaler
  Defend the Weak. Help those who are 
  unable to help themselves. Protect the poor, 
  the elderly, and all children no matter their 
  race.
  Safeguard the Roads. Travel far, and 
  beyond your borders to bring hope to new 
  lands, and provide armed escort to fellow 
  travelers and pilgrims so they may reach 
  their destinations in safety.
  Restore the Body. Take every opportunity 
  to tend to the sick and injured. Provide 
  humanitarian support to communities in dire 
  need.
  Galvanize the Spirit. Council those 
  suffering from grief, anger, and anxiety.
  Oath of Hospitaler Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of the Care (10 ft.)
  15th
  Rejuvenating Hands
  18th
  Aura of the Care (30 ft.)
  20th
  Knight Protector
  Oath Spells
  You gain the oath spells at the paladin levels 
  listed in the Oath of the Hospitaler Spells 
  table. See the Sacred Oaths class feature for 
  how oath spells work. All spells marked with 
  asterisks (*) are from ‘Elminster’s Guide to 
  Magic’ (available in the DMs Guild).
  Oath of Hospitaler Spells
  Paladin Level
  Spells
  3rd
  Longstrider, Sanctuary or Deathwatch*
  5th
  Calm Emotions, Warding Bond
  9th
  Beacon of Hope, Leomund’s Tiny Hut or 
  Death Talisman*
  13th
  Death Ward or Wind at Back*, Freedom of 
  Movement or Calm Winds*
  17th
  Greater Restoration or Pocket Cave*, Mass 
  Cure Wounds or Mass Longstrider*
  
  33
  Monsters of the Guild
  Channel Divinity
  When you take this oath at 3rd level, you 
  gain the following channel divinity options:
  Invigorating Strike. As an action, you can 
  imbue your strikes with positive energy that 
  heals you and your allies, using your Channel 
  Divinity. For one minute, your melee attacks 
  are considered to be magical and whenever 
  you hit an enemy with a melee attack, you 
  or an ally within 60 feet of you regains 
  hit points equal to 1d6 + your Charisma 
  modifier.
  Shield the Weak. As an action, you can 
  swear a magical vow to protect an injured 
  ally, using your Channel Divinity. Choose a 
  creature other than yourself that has less 
  than their maximum hit point total. For one 
  minute, any hostile creature within 60 feet 
  that can see or hear you has disadvantage 
  on all attack rolls against that target, and the 
  target has advantage on all saving throws 
  against spells and abilities originating from 
  those creatures. This effect ends if the target 
  is restored to full hit points or if you can no 
  longer perceive any creatures that are hostile 
  to the target.
  Aura of Care
  Starting at 7th level, you and friendly 
  creatures within 10 feet of you gain 
  resistance to poison and necrotic damage, 
  and treat any effects of exhaustion as 1 lower 
  (a 7th level still causes death). At 18th level, 
  the range of this aura increases to 30 feet.
  Rejuvenating Hands
  At 15th level, you add an additional 25 
  points to your Lay on Hands pool. When you 
  expend 5 points from your pool of healing to 
  cure diseases, you also remove one level of 
  exhaustion.
  Knight Protector
  At 20th level, a ghost-like translucent full 
  plate armor appears around your body and 
  radiates an aura that protects your allies 
  from harm. When you use your action to 
  activate this feature, for 1 hour, a soft glow 
  emanates from you, shedding bright light 
  from you in a 10-foot radius and dim light for 
  a 30-foot radius. While the light shines, you 
  gain the following benefits:
  You and your allies within 30 feet are 
  immune to being blinded, charmed, deafened 
  and have advantage on saving throws to 
  avoid being paralyzed, petrified, poisoned, 
  or stunned. On any of these conditions 
  which you or your allies are immune to, 
  immediately end when you activate the 
  ability.
  You and allies within 30 feet of you also 
  have advantage to death saving throws. 
  Once you use this feature, you can’t use it 
  again until you finish a long rest.
  
  34
  Monsters of the Guild
  Appendix B 
  Backgrounds
  Almsgiver
  Almsgivers, as one would expect, come 
  in many different flavors; yet they all 
  find themselves dedicating their lives to 
  philanthropic ventures or making charitable 
  donations to the needy through their 
  talents, money or time - wherever they are 
  found. Some almsgivers study to eventually 
  become healers or priests, others join or use 
  their families wealth to fund organizations 
  which are able to cross borders. There is 
  also a rare sub-class of these dedicated 
  humanitarians who take up arms against 
  those who ashamedly take advantage of 
  the poor. It is a natural step up from charity 
  worker to adventurer, as the poor, the needy 
  and the hungry are never far from sight.
  Skill Proficiencies: Insight, Religion
  Tool Proficiencies: Herbalism Kit 
  Equipment: Herbalism Kit, winter blanket, a 
  notebook full of herbal remedies and 
  favorite prayers, cooking pots, set of 
  common clothes, and a pouch containing 
  5gp. 
  Life of Charity
  Why did you take the life of an almsgiver 
  and charity worker? Did you come from 
  a religious background? Were you once 
  rich yourself? Did your compassion for 
  all creatures offer you no alternative, but 
  to become part of an altruist organization 
  which could reach across the borders of 
  neighboring communities and kingdoms? 
  Discuss with your DM to determine the 
  reason for your charity work, or you can roll 
  on the table below to determine how your 
  altruism manifested itself.
  d6
  Life of Charity
  1
  I became disillusioned with personal wealth 
  and gave away all my families riches to the 
  poor and destitute.
  2
  I wished to help my community through 
  compassionate philanthropic mercantile 
  activities. 
  3
  I was born into and raised in an altruist fami-
  ly/ organization.
  4
  War/Famine in my homeland pushed me 
  towards a life of dedicated almsgiving.
  5
  I founded/joined an altruist organization 
  after witnessing the suffering caused by a 
  brutal overlord.
  6
  I am an emissary of goodwill from a wealthy 
  town/village, having spent most of my life 
  serving.
  Feature: Feed the Many
  When you cook a meal, you may use herbs, 
  meat off-cuts and other daily gathered 
  ingredients to increase the number of 
  portions of food you can prepare to double. 
  Thus you are able to provide sustenance 
  for twice the number of people as you have 
  cooked food portions for.
  Suggested Characteristics
  Almsgivers are naturally empathic towards 
  those in need. They feel the pain of others 
  intimately, so much so that they can go to 
  great lengths to alleviate it. They very often 
  have a gathering of like-minded comrades 
  or cohorts who they readily turn to for help. 
  They are also very well respected, or even 
  loved in certain towns, groups or factions. 
  In their never-ending desire to unburden 
  the suffering of others, not every almsgiver 
  remains on the side of the law though; using 
  their knowledge, connections and friends to 
  help steal from the most fortunate in society, 
  to give to the poor.  However, one thing is 
  for certain, almsgivers have a higher sense 
  of purpose than most, with many of them 
  finding solace in religion.
  
  35
  Monsters of the Guild
  d8
  Personality Trait
  1
  I feel tremendous empathy for all who suffer.
  2
  My mind is always ticking over, with grand 
  plans and new ways to help others.
  3
  I seek no rewards for what I do and would 
  rather remain an unknown benefactor.
  4
  I treat people the way I’d like to be treated 
  myself.
  5
  I feel more comfortable amongst com-
  mon-folk and speak their language well.
  6
  I get a sense of power/accomplishment  
  by giving to those people who are needier 
  than I.
  7
  I feel queasy around too much blood and 
  gore.
  8
  I have a particular affinity for animals who 
  need my charity.
  d6
  Ideal
  1
  Faith. I believe that a power greater than all 
  of us works through my actions. (Lawful)
  2
  People. I like seeing the look of apprecia-
  tion in the eyes of the people who I help. 
  (Neutral)
  3
  Compassion. There are many who are less 
  fortunate than us, and I wish to bring happi-
  ness to them all. (Good)
  4
  Community. Strengthening the bonds be-
  tween communities is our greatest responsi-
  bility as a civilized race. (Lawful)
  5
  Restitution. Sometimes we must turn to 
  slightly less savory methods as recompense 
  for others injury or loss. (Chaotic)
  6
  Fairness. Everybody deserves a little charity 
  every now and again. (Good)
  d6
  Bond
  1
  I am strong enough physically, emotionally 
  and spiritually to provide aid for others. It is 
  my duty and responsibility to help those in 
  need.
  2
  My war-torn home village/town taught me to 
  stand up for what I believe in and treat those 
  in pain with kindness and respect.
  3
  I am forever searching for salvation/happi-
  ness/spiritual enlightenment after a great 
  sadness tore my life asunder.
  4
  If it wasn’t for the orphanage/temple I grew 
  up in, I would have never been able to help 
  so many people. I owe them everything.
  5
  I lost my family to famine. None shall go 
  hungry if I can ever help it.
  6
  I must use my connections and talents to 
  make a name for myself, so I can help others 
  more. 
  d6
  Flaw
  1
  I feel guilty that I came from a wealthy 
  community.
  2
  Due to constantly working with the poor, I 
  have developed a dependency on a particular 
  drug. 
  3
  I find it very uncomfortable to be around 
  children or young adults.
  4
  I have a homeless brother/sister who is in 
  need of constant support.
  5
  I had an affair with another almsgiver, who 
  now hates me.
  6
  I am told a great many secrets… but never 
  seem to keep them for long.
  Healer
  You work to heal people of all types of 
  ailments, from plagues to broken bones, to 
  sprains and stab wounds. You studied the 
  arts of healing from books or from watching 
  others, and you have done much practical 
  work. Many are better off for the remedies 
  you have administered.
  You may have worked as part of an 
  organization, devising medicines as a group, 
  or as an individual, healing who you saw fit.
  Skill Proficiencies: Medicine, Investigation
  Tool Proficiencies: Herbalism kit, weaver’s 
  tools 
  Equipment: Herbalism kit, a healer’s kit, a 
  small knife, a set of common clothes, and a 
  belt pouch containing 15gp. 
  Healing Speciality
  Though healers help many people, all have 
  one service that they perform in particular 
  or one group of people that they work with 
  most often. An event such as a plague, 
  natural disaster, or war could also influence 
  what services you performed most regularly. 
  Choose the service you most commonly 
  administered, or roll on the table below:
  
  OPEN THIS TOME AND RELEASE THE   
  MONSTERS OF THE GUILD UPON YOUR D&D WORLD!
  36
  Monsters of the Guild
  d8
  Healing Speciality
  1
  Animal attacks 
  2
  Battle wounds 
  3
  Broken bones
  4
  Common illnesses 
  5
  General aches
  6
  Infected wounds
  7
  Infectious diseases
  8
  Midwifery
  Feature: Medical Experience
  You can identify wounds, illnesses, infections 
  and other ailments with inspection and know 
  how to fix them. In addition, you know the 
  properties of many herbs and where you can 
  acquire them.
  Suggested Characteristics
  A healer is efficient and caring, able to set 
  their mind to a task and to act with empathy. 
  They are well-used to death, yet feel obliged 
  to prevent it. Their care for others is a key 
  aspect of their personalities, though it can 
  often be a downfall.
  d8
  Personality Trait
  1
  I will always help those in need. 
  2
  I treat everyone with kindness. 
  3
  I always refuse coin for my services, prefer-
  ring a meal, board or common supplies. 
  4
  I ask a lot of questions to everyone I encoun-
  ter to ensure they are healthy. 
  5
  I refuse to touch anyone or go into dirty 
  places. 
  6
  I swear by a particular remedy and encourage 
  its use in every situation. 
  7
  I am incredibly sympathetic to those who 
  have lost loved ones. 
  8
  I always wear something that identifies my-
  self as a healer, allowing me to be sought out 
  by those who need help. 
  d6
  Ideal
  1
  Charity. We all have a role to play in the 
  welfare of others. (Good) 
  2
  Vitality. I will do whatever it takes to gain 
  eternal life. (Neutral) 
  3
  Discovery. We have the power to uncover 
  new truths about our physical bodies. We 
  just have to explore. (Any)
  4
  Power. If I understand what keeps us alive, I 
  will gain the truest mastery over death and 
  pain. (Evil) 
  5
  Procedure. There is a way in which things 
  must be done, and we all must heed it. 
  (Lawful) 
  6
  Decision. Some people deserve saving. 
  Others don’t. We all deserve the ability to 
  choose.  (Chaotic) 
  d6
  Bond
  1
  I will always help the sick and injured. 
  2
  I feel guilty over someone's death. Their 
  family is my responsibility.
  3
  I am working on a series of tomes detailing 
  commons illnesses and how to heal them.
  4
  A loved one is afflicted with a rare illness. I 
  will find a cure.
  5
  I will never forget a loved one who died of an 
  illness, and I frequently visit their grave.
  6
  No one living in my place of birth will die of 
  a disease I can cure. 
  d6
  Flaw
  1
  I feel terribly guilty whenever someone else 
  is in pain. 
  2
  If I help others, I might fail. I suppose I can't 
  help them, then. 
  3
  I have a weakness for the feeble, and try to 
  help them even when it is undeserved. 
  4
  I am very hard on myself and become deso-
  late when I fail. 
  5
  I love to cause injury as much as I love 
  healing it. 
  6
  I am terribly frightened of death. 
  
  37
  Monsters of the Guild
  Monsters of the Guild
  Announcing!
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  OPEN THIS TOME AND RELEASE THE   
  MONSTERS OF THE GUILD UPON YOUR D&D WORLD!
   of the
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  option!
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/Monsters Without Borders v1.2.pdf