TEXT: Dozens of new creatures and cryptids
  for the world’s greatest roleplaying game
  Dozens of new creatures and cryptids
  for the world’s greatest roleplaying game
  Old Gus’ Errata:
  Tales from the Weird West
  Monster Manual
  Old Gus’ Errata:
  Monster Manual
  Tales from the Weird West
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  2 
  Designer’s Notes 
   
  Old Gus’ Errata: Tales from the Weird West Monster 
  Manual, v1.23 (September 9, 2019). This document 
  provides additional creatures to supplement Dungeon & 
  Dragons 5th Edition. This material is not officially part of the 
  game and isn’t permitted in Dungeons & Dragons 
  Adventurers League events. This is unofficial Fan Content 
  permitted under the Fan Content Policy. Not 
  approved/endorsed by Wizards. Portions of the materials 
  used are property of Wizards of the Coast LLC. 
   
  Design, Writing, Layout: Old Gus (Partario Flynn) 
   
  Cover Illustration: Roman Chaliy, 
  https://www.artstation.com/roman_chaliy 
   
  Special Thanks: Everyone over at Taverns & Dragons, 
  especially the Weird West playtesters, Aboe Snowpea, all the 
  Dungeon Masters and their players whose feedback has been 
  invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
   
  Updates to this material, and more of 
  Old Gus’ Errata are available online! 
  Beastfolk, Fey Folk, Plantfolk, Undead 
  and Other Oddities 
  Find the perfect race for your group to complement their 
  marry band of adventurers! 
  Heroes of the Multiverse 
  New class archetypes, a faerie class, a battle chef prestige 
  class, dozens of new spells, familiars and more! 
   
   
  Tales from the Weird West 
  New races, gun-slinging classes, backgrounds, feats, as well 
  as rules for firearms, explosives and ropes! Also, a monster 
  manual is with dozens of new creatures and cryptids! 
  TABLE OF CONTENTS 
  WASTELAND CREATURES .......................................................... 5 
  RESILIENT SURVIVORS .............................................................. 6 
  Arboreal Octopus .............................................................................................. 7 
  Wastes Boar........................................................................................................ 8 
  Blightboar ............................................................................................................ 8 
  Blightbug.............................................................................................................. 9 
  Bloated Minotaur Zombie .............................................................................. 9 
  Boo Hag............................................................................................................. 10 
  Brownie ............................................................................................................. 11 
  Buzzgrig ............................................................................................................ 12 
  Caecuraptors ......................................................................................... 12 
  Caecuraptor ..................................................................................................... 12 
  Caecuraptor Alpha......................................................................................... 13 
  Caecuraptor Pup ............................................................................................ 13 
  Corpse Devourer ............................................................................................ 14 
  Cloud Ray ......................................................................................................... 14 
  Debbie Warren................................................................................................ 15 
  Drosera Balladeer.......................................................................................... 15 
  Dynamite Slug ................................................................................................ 16 
  Fallen Gunslinger .......................................................................................... 16 
  Flying Hydra .................................................................................................... 17 
  Fungal Giant .................................................................................................... 18 
  Giant Villous Moth ......................................................................................... 18 
  Giant Tortle ...................................................................................................... 19 
  Gibby-Owl ......................................................................................................... 20 
  Ghost Harvester ............................................................................................. 20 
  Ghost Rider ...................................................................................................... 21 
  Gill-Man ............................................................................................................. 22 
  Gremlin Gunner ............................................................................................. 23 
  Grigling .............................................................................................................. 23 
  Grimalkin Thief .............................................................................................. 24 
  Grindylow ......................................................................................................... 24 
  Gruggish Womp ............................................................................................. 25 
  Hexed Scarecrow........................................................................................... 26 
  Horsefly ............................................................................................................. 26 
  Kamelon Hunter ............................................................................................. 27 
  Kelp Thresher ................................................................................................. 28 
  Kumomitsu....................................................................................................... 29 
  Letiche ............................................................................................................... 30 
  Ludai .................................................................................................................. 30 
  Magic Mirror .................................................................................................... 30 
  Mammoth Rat ................................................................................................. 32 
  Mantisaur .......................................................................................................... 32 
  Mine Ghast ....................................................................................................... 33 
  Mine Strider..................................................................................................... 33 
  Molten Elemental........................................................................................... 34 
  Moosociraffe .................................................................................................... 35 
  Nixie ................................................................................................................... 36 
  Outlaws ................................................................................................... 37 
  Outlaw Gang Leader ..................................................................................... 37 
  Outlaw................................................................................................................ 38 
  Outlaw Demolitionist .................................................................................... 38 
  Outlaw Goblin Musketeer ........................................................................... 39 
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  3 
  Outlaw Orc Marauder ................................................................................... 39 
  Outlaw Scorpion ............................................................................................. 40 
  Outlaw Survivor .............................................................................................. 40 
  Owlbear, Cub ................................................................................................... 41 
  Owlbear, Domesticated ................................................................................ 41 
  Pale Rider ......................................................................................................... 42 
  Pangolosaur ..................................................................................................... 42 
  Phasing Shambler ......................................................................................... 43 
  Pistolero Muerto ............................................................................................. 44 
  Quillrat ............................................................................................................... 45 
  Sandworms ........................................................................................... 46 
  Sandworm, Adult............................................................................................ 46 
  Sandworm, Ancient ....................................................................................... 46 
  Sandworm, Infant .......................................................................................... 46 
  Sasquatch ......................................................................................................... 47 
  Sidhe ................................................................................................................... 48 
  Sprig ................................................................................................................... 49 
  Stone Troll ........................................................................................................ 50 
  Sharkin .............................................................................................................. 51 
  Sharkin Alpha .................................................................................................. 51 
  Slug Spider ....................................................................................................... 52 
  Slug Spiderling ............................................................................................... 52 
  Tatanka .............................................................................................................. 53 
  War Elephant ................................................................................................... 54 
  Wasteroach....................................................................................................... 55 
  Wastes Drake .................................................................................................. 55 
  UNLEASHED HORRORS ........................................................... 56 
  Befouled Elemental ....................................................................................... 57 
  The Blob ............................................................................................................ 58 
  Brown Jenkin ................................................................................................... 59 
  Byahkee ............................................................................................................. 59 
  Centaur Cambion ........................................................................................... 60 
  Chupacabra ...................................................................................................... 60 
  Democroc .......................................................................................................... 61 
  Devoured Devourer ....................................................................................... 62 
  Flesh-Spider ..................................................................................................... 62 
  Giant Varkind................................................................................................... 63 
  Gumberoo ......................................................................................................... 63 
  Handfly ............................................................................................................... 64 
  Howling Manticore ........................................................................................ 64 
  It That Rides as One ...................................................................................... 65 
  Joro-Gumo ......................................................................................................... 66 
  Mad Scientist ................................................................................................... 67 
  Man-Bat Transformism ..................................................................... 68 
  Man-Bat Infected ............................................................................................ 68 
  Man-Bat Convert ............................................................................................. 69 
  Man-Bat Ascendant........................................................................................ 70 
  Man-Bat-Dragon.............................................................................................. 71 
  Mi-Go .................................................................................................................. 72 
  Mind-Spider...................................................................................................... 72 
  Mutant Mouther .............................................................................................. 73 
  Mutating Wendigo .......................................................................................... 74 
  Nauls’ Mimic .................................................................................................... 75 
  Pale Reflection ................................................................................................ 76 
  Phun-Babuz, the Face-Stealer ................................................................... 77 
  Phun-Babuz’ Faceless One ......................................................................... 78 
  Phun-Ni Clown................................................................................................ 78 
  The Sand Phantom ....................................................................................... 79 
  Scourging Hive ............................................................................................... 80 
  Swarm of Locusts .......................................................................................... 80 
  Slaad the Impaler .......................................................................................... 81 
  Super-Mutants ...................................................................................... 82 
  Super-Mutant .................................................................................................. 82 
  Super-Mutant Brute ...................................................................................... 83 
  Super-Mutant Gunner .................................................................................. 83 
  Super-Mutant Leader ................................................................................... 84 
  Time Wraith ..................................................................................................... 85 
  Ulthuar Cat....................................................................................................... 86 
  Swarm of Ulthuar Cats ................................................................................ 86 
  Veridian Stalker ............................................................................................. 87 
  Volund Trickster ............................................................................................ 88 
  Wasteblight ...................................................................................................... 89 
  Wastes Boulder .............................................................................................. 90 
  Wastes Elemental .......................................................................................... 90 
  Wood Horror ................................................................................................... 91 
  WAR RELICS ........................................................................... 92 
  Arcane Nullifier .............................................................................................. 93 
  Biomechanical Horror.................................................................................. 94 
  Burnished Golemite Infantry ..................................................................... 95 
  Malfunctioning Concierge ........................................................................... 96 
  Murdermachine .............................................................................................. 97 
  Phantom Train ................................................................................................ 98 
  Phylacteron Juggernaut ............................................................................... 99 
  War-Torn Fungal Boom Baby.................................................................. 100 
  Warforged Terminator ............................................................................... 101 
  FOLK .................................................................................... 102 
  Arcane Avenger ............................................................................................ 103 
  Avatar of the Raven Queen ....................................................................... 104 
  Bounty Hunter............................................................................................... 105 
  Circle of Mutation Druid............................................................................ 106 
  Cleric of Pestilence...................................................................................... 107 
  Dentist ............................................................................................................. 108 
  Doctor .............................................................................................................. 108 
  Drover .............................................................................................................. 109 
  Faustian Warlock ......................................................................................... 110 
  Gambler........................................................................................................... 111 
  Inventor ........................................................................................................... 112 
  Ghoul Druid ................................................................................................... 113 
  Gunslinger ...................................................................................................... 114 
  Legionnaire .................................................................................................... 114 
  Luchador ......................................................................................................... 115 
  Marshal............................................................................................................ 116 
  Perfectionist................................................................................................... 117 
  Powder Hound .............................................................................................. 118 
  Ruffian ............................................................................................................. 119 
  Shaman ........................................................................................................... 120 
  Sheriff .............................................................................................................. 121 
  Tattoosionist .................................................................................................. 122 
  Way of the Rolling Stone Monk .............................................................. 123 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  4 
  Featured Artists 
  Aaron Miller, https://www.artstation.com/aaronbmiller  
  Aaron Nakahara, https://www.deviantart.com/cobaltplasma  
  Aaron Smith, https://www.artstation.com/aaronsmith  
  Adrian Girod, https://www.artstation.com/kurobot  
  Alex Konstad, https://www.deviantart.com/alexkonstad  
  Alex Nice, https://www.artstation.com/alexnice  
  Anne Terkelson, https://www.artstation.com/missterkelsen  
  Anarchic Fox, https://www.artstation.com/anarchicfox  
  Anatolii Leoshko, https://www.deviantart.com/khezug  
  Anton Sander, https://www.artstation.com/sanderanton  
  Antonio J. Manzanedo, https://www.artstation.com/ajmanzanedo  
  Andrew Sonea, https://www.artstation.com/andrewsonea  
  Andrey Filimonov, https://www.deviantart.com/andyfil  
  Andrey Naumov, https://www.artstation.com/salamitrain  
  Apertus, https://www.deviantart.com/apterus  
  Ariel Perez, https://www.deviantart.com/arielperezart  
  Austin Mengler, https://www.deviantart.com/austenmengler  
  Ben Wootten, https://www.deviantart.com/benwootten  
  Billy Christian, https://www.deviantart.com/billcreative  
  Bogdan Rezunenko, https://www.artstation.com/pumpkinpie  
  B.R. Guthrie, https://www.deviantart.com/guthrieartwork  
  Brad Boedecker, https://www.artstation.com/broedeker  
  Bruno, https://www.deviantart.com/skazi222  
  Candice Li, https://www.artstation.com/candiceli  
  Carlos Fabián Villa, https://www.deviantart.com/zano  
  Carolina Eade, https://www.artstation.com/ide_lando  
  Catharctic, https://www.deviantart.com/catharctic  
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  Cian O’reilly, https://www.artstation.com/coar  
  Clavework Graphics, https://www.deviantart.com/ws-clave 
  Clonerh!, https://www.deviantart.com/clonerh  
  CRAPdraw, https://www.deviantart.com/crapdraw  
  Daniel Kamarudin, https://www.deviantart.com/thedurrrrian  
  Dave Allsop, https://www.deviantart.com/daveallsop  
  Dave Jones, Dave Jones  
  Dave Oliver, https://www.deviantart.com/dloliver  
  David Ogilvie, https://www.deviantart.com/ogilvie  
  Degos, https://www.deviantart.com/degos  
  Dirk Wachsmuth, https://www.artstation.com/dirkwachsmuth  
  Dmitry Skolzki, https://www.artstation.com/skolzki  
  Ekaterina Yastrubetskaya, https://www.deviantart.com/ket-dawnatsunset  
  Esben Rasmussen, https://www.artstation.com/lash  
  Esin Karabenli, https://www.artstation.com/esinkarabenli  
  Eytan Zana, https://www.artstation.com/eytan  
  Felipe Escobar Bravo, https://www.deviantart.com/000fesbra000  
  Filip Acovic, https://www.deviantart.com/spinebender  
  Frances Tsai, https://www.deviantart.com/francis001  
  Gabriel Ramos, https://www.artstation.com/gabrielramos  
  Giant-Eater, https://www.deviantart.com/giant-eater 
  Grizscald, https://www.deviantart.com/dr-grizscald  
  Grzegorz Rutkowski, https://www.deviantart.com/88grzes  
  Ignacio de la Calle, https://www.deviantart.com/ignacio197  
  Ivan Smirnov, https://www.artstation.com/real-sonkes  
  Ivelin Trifonov, https://www.deviantart.com/ivelin  
  Izzy Medrano, https://www.deviantart.com/izzymedrano  
  Jack Dowell, https://www.artstation.com/jackwdowell  
  Jack-of-all-Trades, https://www.deviantart.com/admantius  
  James J. Krause, https://www.deviantart.com/jamesjkrause  
  Jerad S. Marantz, https://www.deviantart.com/jsmarantz 
  Javier Charro, https://www.deviantart.com/charro-art  
  Jeff Jumper, https://www.artstation.com/jumpersart  
  Jesse Sandifer, https://www.deviantart.com/jessesandifer  
  João Rui, https://www.artstation.com/joaoarde 
  Joe Sluchin, https://www.deviantart.com/joeslucher  
  John Anthony Di Giovanni, https://www.deviantart.com/jadillo  
  Jordan Walker, https://www.deviantart.com/zypherax  
  Jose Arias, https://www.deviantart.com/josearias  
  Josh Matsmoros, https://www.artstation.com/joshmatts  
  Juan Manuel Almirón, https://www.deviantart.com/jmacomic  
  Karola J, https://www.deviantart.com/karola-j  
  K.L. Turner, https://www.deviantart.com/eclectixx  
  Karsten Schreurs, https://www.deviantart.com/grobi-grafik  
  Kate Laird, https://www.deviantart.com/pawnattack  
  Kate Pfeilschiefter, https://www.deviantart.com/katepfeilschiefter  
  Katherine Dinger, https://www.deviantart.com/jezebel  
  Kaek Starkiller, https://www.deviantart.com/kaek  
  Kella, https://www.deviantart.com/coconutmilkyway  
  Keren Beyit, https://www.artstation.com/kerembeyit  
  Kipine, https://www.deviantart.com/kipine  
  Kylie Langton, https://www.deviantart.com/khaidu  
  Lane, https://www.deviantart.com/wildweasel339  
  Lenka Simeckova, https://www.deviantart.com/lenkasimeckova  
  Linda, https://www.deviantart.com/enigmasystem  
  Luka Milosevic, https://www.artstation.com/l00kamilo  
  Maarten Verhoeven, https://www.artstation.com/mutte 
  Mlke Lim, https://www.artstation.com/daarken  
  Marius Siergiejew, https://www.artstation.com/noistromo  
  Marco Hasmann, https://www.artstation.com/hasmann  
  Margo Zakharova, https://www.artstation.com/margo_zakharova  
  Maria Trepalina, https://www.deviantart.com/ketka  
  Maksim Poplavskiy, https://www.artstation.com/maksimpoplavskiy  
  Maksym Harahulin, https://www.artstation.com/maksymharahulin  
  Michael Michera, https://www.artstation.com/michera  
  Nagy Norbert, https://www.deviantart.com/norbface  
  Natali Kayurova, https://www.artstation.com/santella  
  Nate Hallinan, https://www.deviantart.com/natehallinanart  
  Nicole Cardiff, https://www.deviantart.com/thegryph  
  Ørjan Svendsen, https://www.deviantart.com/byakko-kun  
  Patriartis, https://www.deviantart.com/patriartis  
  Pavel Vophira, https://www.artstation.com/vophira  
  Pete Mohrbacher, https://www.deviantart.com/petemohrbacher  
  Quentin Ghion, https://www.artstation.com/lopskull  
  Raluca Marinescu, https://www.artstation.com/maraart  
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  Ricardo Robles, https://www.deviantart.com/rukkits  
  Richie Mason, https://www.artstation.com/richiemason  
  Rob Powell, https://www.deviantart.com/rob-powell  
  Ryan Van Dongen, https://www.artstation.com/ryan  
  Saeed Jalabi, https://www.deviantart.com/lordeeas  
  Sam Lamont, https://www.deviantart.com/moonskinned  
  Sam Nielson, https://www.artstation.com/artsammich  
  Sandra Duchiewicz, https://www.artstation.com/telthona  
  Sara Polo, https://www.artstation.com/sarapolo  
  Sarah Jane Bates, https://www.deviantart.com/sarahjaneart  
  Sebastian Shue, https://www.deviantart.com/shue13  
  Sergey Kozyakov, https://www.deviantart.com/kozivara  
  Sheep Lin, https://www.artstation.com/sheeplin 
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  Simon Cowell, https://www.artstation.com/simoncowell  
  Simon Gocal, https://www.deviantart.com/fleret  
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  Subhajit Mistry, https://www.artstation.com/subhajit1996  
  Tariq, https://www.deviantart.com/tariq12  
  Te Hu, https://www.artstation.com/huteford  
  Tess Eisinger, https://www.artstation.com/redbeatha  
  Theme Finland, https://www.deviantart.com/themefinland  
  Tom Harrison, https://www.deviantart.com/tgharrison 
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  Trevor Roth, https://www.artstation.com/twistedangel0 
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  Veikka Somerma, https://www.artstation.com/veikka  
  Viktor Fetsch, https://www.deviantart.com/fetsch  
  Vincent Van Hoof, https://www.deviantart.com/vincentvanhoof  
  Xyuen Mun, https://www.artstation.com/xyuenmun 
  Yelim Kim, https://www.artstation.com/vikk8014  
  Zach Causey, https://www.artstation.com/zachcauseyart 
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  5 
   
  Illustration by Dave Jones  
   
  WASTELAND CREATURES 
   
  Wear sunscreen. If I could offer you only one tip for 
  the future, sunscreen would be it. The long-term 
  benefits of sunscreen have been proved by scientists 
  whereas the rest of my advice has no basis more 
  reliable than my own meandering experience. I will 
  dispense this advice now. 
  ~Baz Lurhman 
  Resilient Survivors 
  Beasts, monsters and rarified folk still make a living off 
  the scarce offerings of the earth. As ever, undead still 
  feed upon the living.  
  Unleashed Horrors 
  These inheritors charred wastelands include horrifying 
  mutants, terrible creations and creators, and visitors 
  from the hells or even beyond. 
  War Relics 
  These mysterious constructs in habit ancient ruins, 
  carrying out some variation of their instructions. 
  Folk 
  The most unpredictable creatures one will meet, folk 
  inhabit pretty anywhere they can get away with it, where 
  they do… well, pretty much anything they can get away 
  with. 
   
  NPC Classes and Firearms 
  Several creatures and NPCs in this compendium include 
  firearms as ranged weapons, the in-game statistics are 
  intended to pair with the firearms rules and gunslingling 
  class options presented in Old Gus’ Errata: Tales from the 
  Weird West Player’s Handbook. If your game includes 
  firearms with longer ranges or different damage dice, make 
  an appropriate substitution at the Dungeon Master’s 
  discretion. These items have been noted as such. 
   
  New Races  
  A few races of folk that appear in this compendium appear in 
  Old Gus’ Errata: Beastfolk, Old Gus’ Errata: Fey Folk, and 
  Old Gus Errata: Plantfolk, Undead and Other Oddities. 
  These items have been noted as such. 
   
  Use Creatures Wisely! 
  Don’t be afraid to make any of the creatures in the 
  compendium your own or to alter the lore presented, they 
  are mere suggestions!  
  Also, a final word of caution before we get to the beasties: 
  A few creatures presented in this compendium will most 
  surely cross the line for many players’ tolerance for gore and 
  horror elements in a game.  
  Always be sure to check in and be absolutely sure that 
  everyone is on board and having a good time with the 
  intensity level before proceeding! 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  6 
   
  Illustration by Alex Nice 
    
  RESILIENT SURVIVORS 
  Plenty of monsters have weathered the centuries 
  relatively unchanged by the ravaged landscapes. Undead 
  still thrive, and monsters have developed new 
  adaptations to Some of these creatures are biological 
  weapons that escaped, or were never contained after 
  deployment, simply becoming part of the new unfolding 
  ecosystem. Others were an attempt to counter or contain 
  a problem, or were originally intended to help folk rather 
  than harm them, but the world is living proof of the law 
  of unintended consequences. 
  Optimistic folk take this as a sign of hope that life 
  endures through hard times, and a future of not just 
  restitution or restoration, but fulfillment is possible.  
   
  Not that I’d should let any of that hippie-dippie 
  nonsense fool you. The world is a dangerous place, and 
  filled with creatures who alternately look at you as meal 
  ticket, whether that be for the gold in your pocket or the 
  flesh on your bones. Best keep that rifle at the ready, 
  pardner. 
   
  Spells referred to appear in the Player’s Handbook on page 
  211, in the Sword Coast Adventurer’s Guide SCAG on page 
  142, in Xanathar’s Guide to Everything XGE on page 150, 
  and in the Guildmaster’s Guide to Ravnica GGR on page 47. 
  VGM denotes content from Volo’s Guide to Monsters. 
  MTF denotes content from Mordenkainen’s Tome of Foes. 
  TWW denotes content from Old Gus’ Errata: Tales from the 
  Weird West Monster Manual. 
   
   
  Illustration by Clavework Graphics 
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  7 
   
  Illustration by Subhajit Mistry 
   
  An intelligent and inquisitive being the arboreal octopus 
  explores the world by touch and sight. Adaptations its 
  ancestors originally evolved in long-dried seas have been 
  put to good use in the spatially complex maze of 
  woodland rainforests.  
  Reaching out with one of her eight arms, each covered 
  in sensitive suckers, an arboreal octopus might grab a 
  branch to pull herself along in a form of locomotion 
  called tentaculation; or she might be preparing to strike 
  at an insect or small vertebrate, such as a frog or rodent, 
  or steal an egg from a bird's nest; or she might even be 
  examining some object that caught her fancy. 
  Arboreal octopuses have eyesight superior to humans. 
  Besides allowing them to see their prey and 
  environment, it helps them in inter-octopus relations. 
  Their still require regular access to water, and in 
  spring, they leave the treetops and submerge, the only 
  social time in their lives. Male and female alike guard 
  and care for their eggs until they hatch, refusing even to 
  eat, and often dying of selflessness. The young spend 
  their first month in murky waters before braving life on 
  land, climbing their first tree and claiming their first 
  insects. 
   
  Arboreal Octopus 
  Medium beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 44 (8d8 + 8) 
  Speed 15 ft., climb 15 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  13 (+1) 
  13 (+1) 
  6 (-2) 
  10 (+0) 
  4 (-3) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amphibious. The octopus can breathe air and water. 
  Bioluminescent Display. As an action, the octopus creates a 
  fanciful, rhythmic bioluminescent display upon its body. The 
  octopus’ prey, or indeed other arboreal octopi might find 
  this behavior attractive. 
  False Appearance. While the octopus remains motionless, it 
  is indistinguishable from a group of tree branches, unless an 
  observer succeeds on a DC 15 Intelligence (Investigation) 
  check. 
  Glider. As a bonus action, the octopus can glide horizontally 
  along its current elevation up to its movement speed, and 
  gracefully fall at the end of its turn. The octopus takes no 
  damage from falling. 
   
  ACTIONS 
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is 
  a creature, it is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the octopus can't use its 
  tentacles on another target. 
  Pollen Cloud (Recharges after a Short or Long Rest). A 10-
  foot-radius cloud of thick green pollen extends all around the 
  octopus if it not underwater. The area is heavily obscured for 
  1 minute, or until a wind of moderate or greater speed (at 
  least 10 miles per hour) disperses it. Creatures that start 
  their turn inside the pollen cloud must make a DC 13 
  Constitution saving throw or use their action on their turn 
  coughing uncontrollably. A creature that succeeds their 
  saving throw against the pollen cloud becomes immune to 
  its effects for 24 hours. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  8 
   
  Illustration by Ivelin Trifonov  
   
   
  Wastes Boar 
  Large beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  9 (-1) 
  5 (-3) 
   
  Senses passive Perception 9 
  Languages — 
  Challenge 1 (200 XP) 
   
  Keen Smell. The boar has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Charge. If the boar moves at least 20 ft. straight toward a 
  target and then hits it with a tusk attack on the same turn, 
  the target takes an extra 3 (1d6) slashing damage. If the 
  target is a creature, it must succeed on a DC 14 Strength 
  saving throw or be knocked prone. 
  Relentless (Recharges after a Short or Long Rest). If the 
  boar takes 10 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead. 
   
  ACTIONS 
  Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
   
  Blightboar 
  Huge beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  18 (+4) 
  2 (-4) 
  7 (-2) 
  5 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned, diseased 
  Senses passive Perception 8 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Keen Smell. The blightboar has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Charge. If the blightboar moves at least 20 ft. straight 
  toward a target and then hits it with a tusk attack on the 
  same turn, the target takes an extra 7 (2d6) slashing 
  damage. If the target is a creature, it must succeed on a DC 
  16 Strength saving throw or be knocked prone. 
  Relentless (Recharges after a Short or Long Rest). If the 
  blightboar takes 12 damage or less that would reduce it to 0 
  hit points, it is reduced to 1 hit point instead. 
   
  ACTIONS 
  Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
  Foul Breath (Recharge 5—6). The boar exhales sickening 
  fumes in a 20-foot cone. Creatures in the area must succeed 
  on a DC 14 Constitution saving throw or lose their reaction 
  and be incapacitated until the end of their next turn. Also, 3 
  (1d4 + 1) blightbugs are exhaled into the area. The bugs are 
  hostile to all creatures other than the blightboar. 
    
   
  Illustration by Sergey Kozyakov 
   
  
   
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  9 
  Wastes boars can live for decades, and their bodies can 
  mutate significantly over time: extra limbs and tusks, 
  bony armor plating and eventually a uncomfortable 
  network of boils on their skin. The wounds these 
  pustules leave behind attract blightbugs, who nest inside 
  the boar to breed. Boars that survive this can benefit 
  from their new arrangement: they are surrounded by a 
  plagued stench that incapacitates prey, which the 
  blightbugs’ ichor pre-digests for it. Such boar can 
  manage to live over a century, growing to enormous size. 
   
   
  Illustration by Jose Arias 
   
  Blightbug 
  Tiny beast, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 3 (1d4 + 1) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  14 (+2) 
  12 (+1) 
  2 (-4) 
  8 (-1) 
  4 (-3) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Bioluminescence. The blightbug emits dim light in a 5-foot 
  radius. 
  Death Burst. When the blightbug dies, it explodes in a burst 
  of corrosive ichor. Each creature within 5 feet of it must 
  make a DC 10 Dexterity saving throw, taking 3 (1d6) acid 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  ACTIONS 
  Ichor Squirt. Ranged Weapon Attack: +4 to hit, range 10 ft., 
  one target. Hit: 4 (1d4 + 2) acid damage. 
  \  
  Bloated Minotaur Zombie 
  Large undead, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  9 (-1) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Common but can’t speak 
  Challenge 3 (700 XP) 
   
  Death Burst. When the zombie is reduced 0 hit points, it 
  explodes. Each creature within 15 feet of it must succeed on 
  a DC 10 Constitution saving throw or take 2d6 bludgeoning 
  damage and be blinded until the end of their next turn. 
   
  ACTIONS 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
   
  Illustration by Izzy Medrano 
   
  
   
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  10 
  Boo Hag 
  Medium fiend, chaotic evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
   
  Saving Throws Wis +4 
  Skills Arcana +8, Nature +4, Stealth +6, Survival +4 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Giant, Terran 
  Challenge 7 (2,900 XP) or 9 (5,000 XP) when part of a coven 
   
  Boo Rider. Expert Rider. The hag has advantage on ability 
  checks or saving throws that would result in her being forcibly 
  dismounted and always lands on their feet if she fails. While 
  mounted, she drains 5 (1d8) hit points at the start of each of 
  her turns, drawn from the creature she is riding. 
  Innate Spellcasting. The hag's innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components: 
  At will: disguise self, dissonant whispers, infestation 
  3/day each: danse macabre, Evard’s black tentacles, harm 
  1/day each: simulacrum 
  Last Laugh. When the hag dies, it releases a dying laugh that 
  scars the minds of other nearby creatures. Each creature 
  within 10 feet of the hag must succeed on a DC 14 Wisdom 
  saving throw or take 5 (2d4) psychic damage. 
  Shared Spellcasting (Coven Only). While all three members 
  of a hag coven are within 30 feet of one another, they can 
  each cast the following spells from the wizard's spell list but 
  must share the spell slots among themselves: 
  1st level (4 slots): identify, ray of sickness 
  2nd level (3 slots): hold person, locate object 
  3rd level (3 slots): bestow curse, counterspell, lightning bolt 
  4th level (3 slots): phantasmal killer, polymorph 
  5th level (2 slots): contact other plane, scrying 
  6th level (1 slot): eyebite 
  For casting these spells, each hag is a 12th-level spellcaster 
  that uses Intelligence as her spellcasting ability. The spell 
  save DC is 12 + the hag's Intelligence modifier, and the spell 
  attack bonus is 4 + the hag's Intelligence modifier. 
  Swamp Strider. The hag considered to be under the effects of 
  the water walk spell at all times. 
   
  ACTIONS 
  Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit:10 (2d8 + 1) slashing damage plus 3 (1d6) poison 
  damage. 
  Boo Ride. The hag moves up to half her movement speed 
  and touches a Small or larger creature. The target makes a 
  DC 15 Wisdom saving throw. If they fail, they take 7 (2d6) 
  psychic damage, and are mounted and dominated by the hag 
  for as long as she remains mounted. If they succeed, they 
  take half as much damage and aren’t mounted or dominated. 
  A mounted creature can repeat the saving throw at the end of 
  each of its turns (at disadvantage), ending the effect early on 
  a success. 
   
  Illustration by Catharctic 
   
  Like hags? Build a coven! 
  The hags and coven options presented in Volo’s Guide to 
  Monsters make excellent companions to the boo hag! 
   
  
   
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  11 
   
  Illustration by Carolina Eade 
   
  Brownies prefer to live underground or in stone ruins, 
  and most seek solitary lives, greedily hoarding treasures. 
  Occasionally, a brownie will leave its barrow to hunt 
  for new treasure, or strike a bargain with mortal folk for 
  something it has become enamored with. Brownies are 
  proud and do not suffer insults or social slights of any 
  sort, revenging them at the first opportunity. 
  Brownies are often artisans in their own right, and 
  excel at leatherworking, cobbling and farming, despite 
  the fact that they have little use for any of those 
  enterprises themselves, they make useful bargaining 
  chips when dealing with mortal folk. 
   
  Player characters can be a brownie! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
  Additionally, you can substitute any of the spells on the 
  faerie class’ spell list for any of the spells the brownie knows, 
  including any of the original faerie spells that appear in the 
  document.  
   
   
   
  Brownie 
  Tiny fey, chaotic neutral 
   
  Armor Class 16 
  Hit Points 78 (12d4 + 48) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  18 (+4) 
  11 (+1) 
  12 (+1) 
  17 (+3) 
   
  Saving Throws Dex +6, Cha +7 
  Skills Perception +5, Survival +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Druidic, Sylvan 
  Challenge 9 (5,000 XP) 
   
  Glamorous Defense. While the brownie is wearing no armor 
  and wielding no shield, its AC includes its Charisma modifier 
  (included in its AC). 
  Magic Weapons. The brownie’s weapon attacks are magical. 
  Spellcasting. The brownie is a 12th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). The brownie knows the following spells: 
  Cantrips (at will): dancing lights, mold earth XGE, magic stone XGE, 
  vicious mockery 
  1st level (4 slots): charm person, jump, longstrider, zephyr 
  strike XGE 
  2nd level (3 slots): earth tremor XGE, enlarge/reduce, 
  Maximilian’s earthen grasp XGE 
  3rd level (3 slots): bestow curse, erupting earth XGE, meld into 
  stone 
  4th level (3 slots): giant insect, staggering smite 
  5th level (2 slots): animate objects, transmute rock XGE 
  6th level (1 slot): move earth, skill empowerment XGE 
   
  ACTIONS 
  Multiattack. The brownie makes two attacks with its needle. 
  Needle. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  radiant damage. 
  Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft., 
  one target. Hit: 1 piercing damage, and the target must 
  succeed on a DC 10 Constitution saving throw or become 
  poisoned for 1 minute. If its saving throw result is 5 or lower, 
  the poisoned target falls unconscious for the same duration, 
  or until it takes damage or another creature takes an action 
  to shake it awake. 
   
   
  
   
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  12 
  Buzzgrig 
  Tiny fey, lawful evil 
   
  Armor Class 13 
  Hit Points 10 (4d4) 
  Speed 10 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 
  10 (+0) 
  7 (-2) 
  12 (+1) 
  10 (+0) 
   
  Senses darkvision 60 ft., passive Perception 13 
  Languages Sylvan, telepathy 120 ft. 
  Challenge 1 (200 XP) 
   
  Feather Fall. If the buzzgrig that takes more than 3 damage 
  at once, it falls prone, but takes no damage from falling. 
  Hive Mind. The buzzgrig is immune to the charmed and 
  frightened conditions while within 30 feet of at least one 
  other buzzgrig. The buzzgrig can communicate telepathically 
  with any other buzzgrigs within 120 feet of it. 
  Spider Climb. The buzzgrig can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
   
  ACTIONS 
  Multiattack. The buzzgrig makes two attacks with its 
  stinging forceps. 
  Stinging Forceps. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) piercing damage. If the 
  target is stung twice, they must succeed on a DC 11 
  Constitution saving throw, or take 7 (2d6) poison. A creature 
  reduced 0 hit points. 
   
   
  Illustration by Vincent Van Hoof 
  CAECURAPTORS 
  Caecuraptors do not see in the traditional sense, but 
  have a sensory organ that can detects shifts in 
  temperature, and are sensitive enough to detect the 
  friction in the air caused by an insect’s wings. This 
  ability, combined with their pack instincts makes them 
  capable wasteland hunters whose range is bound only by 
  their pack leaders’ cunning and bravery. 
   
   
  Illustration by Kate Pfeilschiefter 
   
  Caecuraptor 
  Medium monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  5 (-3) 
   
  Skills Perception +3 
  Senses blindsight 60 ft., passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
   
  Keen Smell. The caecuraptor has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The caecuraptor has advantage on an attack 
  roll against a creature if at least one ally is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  ACTIONS 
  Multiattack. The caecuraptor can make one bite attack or 
  attack twice with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (1d10 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
   
  
   
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  13 
  Caecuraptors alphas are not born, but arise due to 
  phermonal interactions within their pack. Breeders of 
  caecuraptors will put them down at the first expression 
  of these tendencies, for fear of losing the others to the 
  sway of the alpha. They are faster, more muscular, more 
  aggressive, and emit a hissing noise that inspires 
  coordinated behavior in their lesser brethren. 
   
  “You hear about Wrangler Joe? He just lost 
  another finger to the ‘raptors. Another one!” 
  “What is that now, six?” 
  “*whistles* That Joe. What a cowboy.” 
   
  Caecuraptor Alpha 
  Medium monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 33 (5d8 + 10) 
  Speed 55 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  15 (+2) 
  15 (+2) 
  7 (-2) 
  14 (+2) 
  5 (-3) 
   
  Skills Athletics +5, Perception +4 
  Senses blindsight 60 ft., passive Perception 14 
  Languages — 
  Challenge 2 (450 XP) 
   
  Commanding Hiss. When the caecuraptor hits a creature 
  with its bite attack, it can emit a commanding hiss as bonus 
  action, causing one raptor with 10 feet of it that can hear it 
  to immediately attack the same target with its bite attack. 
  Keen Smell. The caecuraptor has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The caecuraptor has advantage on an attack 
  roll against a creature if at least one ally is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  ACTIONS 
  Multiattack. The caecuraptor can make one bite attack or 
  attack twice with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 2) piercing damage. If the target is a creature, 
  it must succeed a DC 13 Strength saving throw or be 
  knocked prone. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8 + 2) slashing damage. 
   
  While most caecuraptors run in wild, a few are 
  domesticated, serving as mounts, guards, and herding 
  animals, a feat which took considerable effort and 
  generations of breeding to accomplish. They are 
  intelligent enough to adopt other creatures as members 
  of their pack, but require a consistent and firm hand 
  from the individual they see as the pack’s leader.  
   
   
  Illustration by Kate Pfeilschiefter 
   
  Caecuraptor Pup 
  Small monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 14 (3d6 + 3) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  7 (-2) 
  10 (+0) 
  5 (-3) 
   
  Skills Perception +2 
  Senses blindsight 60 ft., passive Perception 12 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The caecuraptor has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The caecuraptor has advantage on an attack 
  roll against a creature if at least one ally is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (1d6 + 1) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 1) slashing damage. 
   
   
  
   
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  14 
  Corpse Devourer 
  Large monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 66 (7d10 + 28) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  9 (-1) 
  14 (+2) 
  9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 3 (700 XP) 
   
  Keen Smell. The corpse devourer has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  ACTIONS 
  Impaling Scythe. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one creature. Hit: 9 (1d10 + 3) slashing damage. If the 
  target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be restrained (escape DC 13). 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  restrained or incapacitated creature. Hit: 7 (1d8 + 3) piercing 
  damage. If the target is a living creature, the corpse devourer 
  regains a number of hit points equal to the damage dealt. 
   
   
  Illustration by Bogdan Rezunenko 
  Like many surviving descendants of the creatures of the 
  world’s ever-dwindling oceans, cloud rays have adapted 
  to desert life. They glide majestically, high above the 
  wastes on the thermal air currents the sun baked sands 
  produce, feeding on airborne flotsam and jetsam. They 
  are hunted by folk, both for their meat, and for the oil 
  their body produces, which is used for fuel, lubricants 
  and other necessities of the times. 
  Some folk tell tales of cloud rays who fly low enough to 
  them to touch, seemingly out of sheer curiosity about 
  humanoids, leaving some to wonder if these gentle 
  giants are more than mindless beasts. 
   
   
  Illustration by Ben Wootten 
   
  Cloud Ray 
  Gargantuan beast, unaligned 
   
  Armor Class 13 
  Hit Points 124 (8d20 + 40) 
  Speed 10 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  6 (-2) 
  14 (+2) 
  12 (+1) 
   
  Skills Acrobatics +3, Perception +3 
  Senses passive Perception 15 
  Languages Understands common but can’t speak 
  Challenge 4 (1,100 XP) 
   
  Expert Glider. At the start of its turn, any creature riding an 
  unwilling flying cloud ray must succeed a DC 13 Strength 
  (Athletics) or Dexterity (Acrobatics) check or fall off the 
  cloud ray. 
   
  ACTIONS 
  Multiattack. The cloud ray makes attacks with its tail. 
  Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one 
  target. Hit: 22 (4d8 + 4) bludgeoning damage. 
    
   
  
   
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  15 
  Debbie Warren 
  Tiny monstrosity, lawful evil 
   
  Armor Class 14 
  Hit Points 5 (1d4 + 2) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  15 (+2) 
  14 (+2) 
  9 (-1) 
  10 (+0) 
  14 (+2) 
   
  Skills Persuasion +4 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Adorable Allure. While not in combat, a debbie warren can 
  implore a humanoid creature unfamiliar with its nature 
  within 10 feet of it that is, making a Charisma (Persuasion) 
  check against the target's Wisdom (Insight). If the target 
  loses, the debbie warren can make a surprise attack. 
  Pack Tactics. The debbie warren has advantage on an attack 
  roll against a creature if at least one member of its gang is 
  within 5 feet of the creature and isn't incapacitated. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage. 
  Summon Gang (1/Day). The debbie warren can summon its 
  gang of 1d6 additional debbie warrens.  
   
   
  Illustration by Kella 
   
  A gang of debbie warrens can strip a horse of its flesh in 
  under a minute. They are curious, persistent and will use 
  every member of their pack to obtain a meal or a shiny 
  object (of which they are particularly fond). 
   
   
  Illustration by Aaron Smith 
   
  Drosera Balladeer 
  Large plant, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 30 ft., burrow 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WI6 
  CHA 
  18 (+4) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  13 (+1) 
  4 (-3) 
   
  Damage Resistances cold, fire 
  Senses blindsight 30 ft., passive Perception 11 
  Languages — 
  Challenge 3 (700 XP) 
   
  False Appearance. While the drosera balladeer remains 
  motionless, it is indistinguishable from a normal cactus. 
   
  ACTIONS 
  Multiattack. The drosera balladeer makes three attacks: two 
  with its limbs and one with its bite. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  restrained target. Hit: 9 (1d10 + 4) piercing damage. 
  Limb. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage and the creature is 
  restrained (escape DC 13). The drosera balladeer can restrain 
  up to two creatures in this way. 
  Beguiling Song. Creatures within 30 feet of the drosera 
  balladeer that can hear it must succeed on a DC 13 Widom 
  saving throw or be charmed by it until the end of their next 
  turn. At the start of their turn, a charmed creature must use 
  their movement to move toward the drosera balladeer. A 
  creature that succeeds its saving throw against the drosera 
  balladeer’s beguiling song becomes immune to its effects for 
  24 hours. 
   
  
   
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  16 
   
  Illustration by Simon Kono 
   
  Dynamite Slug 
  Medium monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 50 (7d8 + 18) 
  Speed 25 ft., climb 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WI6 
  CHA 
  14 (+2) 
  9 (-1) 
  16 (+3) 
  1 (-5) 
  13 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
   
  Death Burst. When the slug dies, it explodes in a burst of 
  bright light, audible up to 300 feet away. Each creature 
  within 10 feet of it must then make on a DC 12 Constitution 
  saving throw. On a failure, a creature takes 10 (3d6) thunder 
  damage and is blinded. On a success, a creature takes half 
  as much damage and isn’t blinded. A blinded creature can 
  repeat the saving throw at the start of each of its turns, 
  ending the effect on itself on a success. 
  Keen Smell. The slug has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Spider Climb. The slug can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
   
  ACTIONS 
  Multiattack. The slug makes two attacks with its bite. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) acid damage. 
   
   
   
  Fallen Gunslinger 
  Medium undead, any evil alignment 
   
  Armor Class 15 (studded leather armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WI6 
  CHA 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  11 (+1) 
  14 (+2) 
   
  Damage Resistances necrotic; bludgeoning, piercing and 
  slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Deadeye (3/Day). As a bonus action, the gunslinger can add 
  1d10 to its next attack or damage roll with a revolver. 
   
  ACTIONS 
  Multiattack. The gunslinger makes three attacks with its 
  revolver. 
  Revolver. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 
  one target. Hit: 8 (1d10 + 3) necrotic damage. 
   
   
  Illustration by Degos  
  
   
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  Illustration by Dirk Wachsmuth 
   
  Flying hydra prefer to live in swamps, jungles and other 
  waterlogged terrain which provide plenty of prey for 
  hunting. They will stalk their quarry from the water or 
  the air, but prefer to drag their subdued prey into the 
  water to feed.  
  Different breeds of flying hydra bear a range of 
  numbers of heads, although those with more heads tend 
  to be more successful hunters than those with fewer. 
   
  Flying Hydra 
  Huge monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 149 (13d12 + 65) 
  Speed 30 ft., fly 60 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  20 (+5) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +6 
  Senses darkvision 60 ft. passive Perception 16 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Hold Breath. The hydra can hold its breath for 1 hour. 
  Multiple Heads. The hydra has 1d4+1 heads. While it has 
  more than one head, the hydra has advantage on saving 
  throws against being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious. 
  Whenever the hydra takes 25 or more damage in a single 
  turn, one of its heads dies. If all its heads die, the hydra dies. 
  At the end of its turn, it grows one head for each of its heads 
  that died since its last turn, unless it has taken fire damage 
  since its last turn. The hydra regains 10 hit points for each 
  head regrown in this way. 
  Reactive Heads. For each head the hydra has beyond one, it 
  gets an extra reaction that can be used only for opportunity 
  attacks. 
  Wakeful. While the hydra sleeps, at least one of its heads is 
  awake. 
   
  ACTIONS 
  Multiattack. The hydra makes as many bite attacks as it has 
  heads. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) piercing damage. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 10 (1d12 + 4) piercing damage. 
   
  LEGENDARY ACTIONS 
  The hydra can take 2 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 
  hydra regains spent legendary actions at the start of its turn. 
  Detect. The hydra makes a Wisdom (Perception) check. 
  Tail Attack. The hydra makes a tail attack. 
  Wing Attack (Costs 2 Actions). The hydra beats its wings. 
  Each creature within 10 feet of the hydra must succeed on a 
  DC 15 Dexterity saving throw or take 10 (2d6 + 4) 
  bludgeoning damage and be knocked prone. The hydra can 
  then fly up to half its flying speed. 
    
  
   
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  Illustration by Simon Cowell 
   
  Fungal Giant 
  Huge plant, lawful neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 
  8 (-1) 
  21 (+5) 
  9 (-1) 
  14 (+2) 
  9 (-1) 
   
  Senses darkvision 60 ft. passive Perception 12 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Distress Spores. When the giant takes damage, all other 
  sporelinguistic creatures (for example, myconids) within 240 
  feet of it can sense its pain. 
  Sun Sickness. While in sunlight, the giant has disadvantage 
  on ability checks, attack rolls, and saving throws. The giant 
  dies if it spends more than 2 hours in direct sunlight. 
   
  ACTIONS 
  Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 18 (3d8 + 5) bludgeoning damage plus 10 (3d6) poison 
  damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 27 (4d10 + 5) bludgeoning damage. 
  Caustic Spores (Recharge 5–6). The giant releases spores 
  in a 30-foot cone. Each creature inside the cone must 
  succeed on a DC 12 Dexterity saving throw or take 3 (1d6) 
  acid damage at the start of each of the giant’s turns. A 
  creature can repeat the saving throw at the end of its turn, 
  ending the effect on itself on a success. 
    
  Giant Villous Moth 
  Small beast, unaligned 
   
  Armor Class 13 
  Hit Points 4 (1d6+1) 
  Speed 15 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  7 (-2) 
  8 (-1) 
   
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/8 (25 XP) 
   
  Iron Scent. The moth can pinpoint, by scent, the location of 
  ferrous metal within 120 feet of it. 
  Rust Metal. Any nonmagical weapon made of metal that 
  hits the moth 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. Non 
  magical ammunition made of metal that hits the moth is 
  destroyed after dealing damage. 
   
  ACTIONS 
  Acidic Spittle. The moth excretes saliva, which corrodes a 
  nonmagical ferrous metal object it can see within 5 feet of it. 
  If the object isn't being worn or carried, the touch destroys a 
  6-inch cube of it. If the object is being worn or carried by a 
  creature, the creature can make a DC 11 Dexterity saving 
  throw to avoid the saliva, taking 1d4 acid damage on a 
  failure. 
  If the target is either metal armor or a metal shield being 
  worn or carried, it takes a permanent and cumulative −1 
  penalty to the AC it offers. Armor reduced to an AC of 10 or a 
  shield that drops to a +0 bonus is destroyed. If the object 
  touched is a held metal weapon, it rusts as described in the 
  Rust Metal trait.  
   
   
  Illustration by Josh Matamoros 
  
   
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  Illustration by Esben Rasmussen 
   
  Giant Tortle 
  Huge giant (tortle), lawful good 
   
  Armor Class 18 (natural armor) 
  Hit Points 162 (13d12 + 78) 
  Speed 40 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  16 (+3) 
  22 (+6) 
  10 (+0) 
  18 (+4) 
  12 (+1) 
   
  Saving Throws Dexterity +6, Wisdom +7 
  Skills Athletics +10, Insight +7, Survival +7 
  Senses passive Perception 15 
  Languages Aquan, Common, Giant 
  Challenge 10 (5,900 XP) 
   
  Hold Breath. The giant tortle can hold its breath for 8 hours. 
  Vigilant. The giant tortle can't be surprised. 
  ACTIONS 
  Multiattack. The giant tortle makes three fist or quarterstaff 
  attacks. 
  Fist. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 
  14 (1d12 + 7) bludgeoning damage, and the creature must 
  succeed a DC 17 Strength saving throw or be knocked prone. 
  Quarterstaff. Melee Weapon Attack: +11 to hit, reach 10 ft, one 
  target. Hit: 17 (3d6 + 7) bludgeoning damage, or 20 (3d8 + 7) 
  bludgeoning damage if used with two hands to make a melee 
  attack. 
  Shell Defense. The giant tortle withdraws into its shell. Until it 
  emerges, it gains a +4 bonus to AC and has advantage on 
  Strength and Constitution saving throws. While in its shell, the 
  giant tortle is prone, its speed is 0 and can't increase, it has 
  disadvantage on Dexterity saving throws, it can't take reactions, 
  and the only action it can take is a bonus action to emerge. 
   
  REACTIONS 
  Multiattack. When an attacker the giant tortle can see makes an 
  attack roll against a creature within 10 feet of the giant tortle, the 
  giant tortle can impose disadvantage on the attack roll. 
   
  
   
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  Gibby-Owl 
  Small monstrosity, unaligned 
   
  Armor Class 13 
  Hit Points 7 (2d6) 
  Speed 25 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  15 (+2) 
  10 (+0) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Acrobatics +4, Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Flyby. The gibby-owl doesn't provoke opportunity attacks 
  when it flies out of an enemy's reach. 
  Keen Sight. The gibby-owl has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Strength of the Flock. The gibby-owl has advantage on 
  saving throws against being charmed or frightened 
  conditions while within 30 feet of at least one other gibby-
  owl. 
   
  ACTIONS 
  Multiattack. The gibby-owl makes two attacks with its 
  talons. It makes its second attack at disadvantage. 
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1d4 + 2 slashing damage. 
    
   
  Illustration by Toni Roads 
   
  Gibby-owls are so named for their hyena-like cries. They 
  are pack scavengers, and will harry anything, even 
  dangerous predators, in order to steal a meal, or as 
  much of it as one can tear off and carry off in their sharp 
  talons. They are nuisances to ranchers. 
   
  Illustration by Antonio J. Manzanedo 
   
  Ghost Harvester 
  Medium humanoid (any), chaotic evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  14 (+2) 
   
  Senses passive Perception 13 
  Languages any three languages 
  Challenge 9 (5,000 XP) 
   
  Ethereal Strike (1/Turn). When the ghost harvester hits a 
  creature with a weapon attack, it can force the creature to 
  make a DC 15 Charisma saving throw. On a failure, the target 
  is transported to the borders of the ethereal plane for 1 
  minute. If the ghost harvester dies, all creatures it banished 
  return to the plane they were transported from. 
  Ghostly Curse. When the ghost harvester slays a humanoid, 
  it can use a bonus action to cause that person’s spirit to rise 
  from as a ghost under its control for 7 days, or until the 
  ghost harvester is killed. 
  Innate Spellcasting. The ghost harvester’s innate 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). It can innately cast a number of spells, 
  requiring no material components:  
  At will: blindness/deafness, mage armor 
  2/day each: hex, negative energy flood XGE, vampiric touch 
  1/day each: blight, circle of death, etherealness, spirit guardians 
   
  ACTIONS 
  Bone Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage plus 5 (1d8) 
  necrotic damage 
    
  
   
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  Ghost Rider 
  Medium undead, any alignment 
   
  Armor Class 16 
  Hit Points 65 (10d8 + 20) 
  Speed 0 ft., fly 40 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WI6 
  CHA 
  12 (+1) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Skills History +5, Insight +4, Perception +4 
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing and slashing from nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Any languages it knew in life 
  Challenge 8 (3,900 XP) 
   
  Ethereal Sight. The ghost rider can see 60 ft. into the Ethereal 
  Plane when it is on the Material Plane, and vice versa. 
  Haunting Movement. The rider can move through other 
  creatures and objects as if they were difficult terrain. Creatures it 
  passes through must succeed a DC 12 Constitution saving throw 
  or take 3 (1d6) necrotic damage. It takes 5 (1d10) force damage if 
  it ends its turn inside an object. 
  Innate Spellcasting. The ghost’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It can 
  innately cast a number of spells, requiring no material 
  components:  
  1/day each: cause fear, detect thoughts, fear, find greater steed, 
  vampiric touch 
  Ghostly Steed. When the rider casts find greater steed, it 
  summons a ghostly steed. The steed shares the statistics of a 
  Pegasus, except its creature type is fiend. It shares the rider’s 
  alignment, resistances and immunities, and gains the benefits of 
  the ghost rider’s ethereal sight and haunting movement traits. 
   
  ACTIONS 
  Multiattack. The ghost rider makes two ranged attacks with its 
  Spectral Revolver or one with its Spectral Rifle. 
  Spectral Revolver. Ranged Weapon Attack: +4 to hit, range 
  30/90 ft., one target. Hit: 8 (1d10 +2) cold damage. 
  Spectral Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 
  ft., one target. Hit: 8 (3d6 +2) cold damage. 
   
  LEGENDARY ACTIONS 
  The Ghost Rider 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 rider 
  regains spent legendary actions at the start of its turn. 
  Ride. The ghost rider moves up to its movement speed (or that 
  of its Ghostly Steed, if it is mounted on it). 
  Ethereal Jaunt. The ghost rider moves up to half its movement 
  speed, entering either the Ethereal Plane or the Material Plane. If 
  mounted on its steed, the steed moves to the new plane with it. 
  Ghostly Aim. The ghost rider makes one attack with its spectral 
  rifle or spectral revolver. 
   
  Illustration by Carlos Fabián Villa 
  Ghost riders wander the endless deserts on unfinished 
  business. Some are friendly, and offer their hard-earned 
  wisdom, and others are inveterate tricksters, delighting in 
  tormenting the living, as they might have done in life. 
   
  Yippie yi ooh! 
  Yippie yi yay! 
  Ghost riders in the sky! 
   
   
   
  
   
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  Illustration by Nate Hallinan 
   
   
  Illustration by David Ogilvie 
   
  Let monsters help you tell a great story! 
  The gill-man could be an ocean dweller, or a river-dweller. 
  Consider filling its environs with (giant) crocodiles, (swarms 
  of) quippers, or dangerous insects. Perhaps it has an 
  underwater lair with an air pocket below the surface where it 
  takes its victims. Perhaps it’s just misunderstood. Also 
  consider its relationship to civilization, and how any of these 
  might play out. The gill-man’s origins and disposition to folk 
  are entirely up to the dungeon master. The gill-man is a 
  classic movie monster for a reason, and films like the Shape 
  of Water have drastically altered how player might be likely to 
  approach creatures like it! 
   
  Gill-Man 
  Large humanoid, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 74 (7d10 + 35) 
  Speed 15 ft., fly 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  20 (+5) 
  7 (-2) 
  8 (-1) 
  5 (-3) 
   
  Skills Athletics +8, Insight +2, Perception +2 
  Damage Vulnerabilities lightning 
  Damage Resistances poison 
  Condition Immunities poisoned, diseased 
  Senses blindsense 30 ft., darkvision 60 ft., passive 
  Perception 12 
  Languages Aquan 
  Challenge 6 (2,300 XP) 
   
  Cutaneous Breathing. The gill-man can breathe water, and 
  can hold its breath for four hours, after which time it must 
  succeed a DC 12 Constitution saving throw at the start of 
  each of its turn or become incapacitated by suffocation until 
  the end of its turn. 
  Echolocation. The gill-man has blindsense to 30 feet and 
  advantage on Wisdom (Perception) checks that rely on 
  hearing while submerged in water. 
   
  ACTIONS 
  Multiattack. The gill-man makes three attacks with its fins. 
  Fin. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 +5) slashing damage. 
   
  REACTIONS 
  Poison Spines. The gill-man shoots a poison spine in 
  response to an attack made by a creature within 30 feet of it. 
  Ranged Weapon Attack: +5 to hit, range 60 ft., one target. 
  Hit: 1d12 poison damage. 
   
  
   
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  Gremlin Gunner 
  Small fiend (devil), lawful evil 
   
  Armor Class 11 
  Hit Points 14 (3d6 + 3) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Damage Resistances fire 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Infernal 
  Challenge 1/2 (100 XP) 
   
  Devil's Sight. Magical darkness doesn't impede the 
  gremlin’s darkvision. 
  Magic Resistance. The gremlin has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 15) piercing damage, and the target must make 
  on a DC 11 Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
  Illustration by Zach Causey 
   
  Illustration by Linda 
   
  Grigling 
  Tiny fey, chaotic neutral 
   
  Armor Class 15 
  Hit Points 11 (3d4 + 3) 
  Speed 15 ft., fly 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  18 (+4) 
  13 (+1) 
  9 (-1) 
  9 (-1) 
  14 (+2) 
   
  Senses darkvision 60 ft., passive Perception 13 
  Languages Sylvan 
  Challenge 2 (450 XP) 
   
  Familiar. With the DM's permission, the find familiar spell 
  can summon a grigling. 
  Hive Telepathy. Using telepathy, the grigling can 
  communicate with any other griglings within 120 feet of it. 
  Innate Spellcasting. The grigling’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast a number 
  of spells, requiring no material components:  
  At will: dancing lights 
  1/day each: enlarge/reduce, invisibility 
  Magic Resistance. The grigling has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
  Bugaboo. The grigling targets a creature it can see within 60 
  feet of it, which must succeed a DC 14 Constitution save or 
  take 1d4 + 2 poison damage, and move 5 feet in a random 
  direction. Roll a d4 for the direction: 1, north; 2, south; 3, 
  east; or 4, west. This movement doesn't provoke opportunity 
  attacks. If it fails its saving throw, it makes a new saving 
  throw at the start of its turn, or suffers the effects of the 
  bugaboo a second time. 
   
  
   
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  Illustration by Gabriel Ramos 
   
  Grimalkin Pickpocket 
  Small humanoid (grimalkin), chaotic neutral 
   
  Armor Class 14 (leather armor) 
  Hit Points 21 (6d6) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  11 (+0) 
  9 (-1) 
  10 (+0) 
  16 (+3) 
   
  Skills Acrobatics +5, Deception +5, Perception +4, Sleight of 
  Hand +8, Stealth +8 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Grimalkin 
  Challenge 1 (200 XP) 
   
  Cunning Action. On each of its turns, the pickpocket can 
  use a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Feline Agility. The pickpocket can double its speed until the 
  end of its turn. Once it uses this trait, it can't use it again 
  until it moves 0 feet on one of its turns. 
  Street Smart. The pickpocket can move through a space of a 
  Medium or larger creature. 
  Sneak Attack (1/Turn). The pickpocket deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 feet of an ally of the pickpocket that isn't incapacitated and 
  the pickpocket doesn't have disadvantage on the attack roll. 
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Player characters can be a grimalkin! 
  See: Old Gus’ Errata: Beastfolk 
   
  Grindylow 
  Small monstrosity, chaotic neutral 
   
  Armor Class 13 
  Hit Points 21 (6d6 + 3) 
  Speed 10 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  4 (-3) 
  8 (-1) 
  8 (-1) 
   
  Skills Athletics +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
   
  Blood Frenzy. The grindylow has advantage on melee attack 
  rolls against any creature that doesn't have all its hit points. 
  Water Breathing. The grindylow can breathe only 
  underwater, but can hold its breath for up to ten minutes. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d4 + 3) piercing damage. 
   
   
  Illustration by Rob Powell 
   
  Grindylow live in rivers and lakes, and will use their 
  forearms to pull a prey drinking at the edge of the water 
  under, where they are seized upon by the grindylow and 
  its brethren. Grindylow are not well suited to life on land, 
  but they are able to hold their breath and drag 
  themselves upon the ground for short distances. 
  
   
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  Illustration by Sam Nielson 
   
  Gruggish Womp 
  Huge monstrosity, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 126 (12d12 + 48) 
  Speed 30 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  9 (-1) 
  18 (+4) 
  5 (-3) 
  12 (+1) 
  8 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 8 (3,900 XP) 
   
  Amphibious. The womp can breathe air and water. 
   
  ACTIONS 
  Multiattack. The womp makes one attack with its tail and one 
  with its tongue, and can also use its womping leap if it is 
  available. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 13 (2d6 + 6) bludgeoning damage, and the target must 
  succeed a DC 12 Strength saving throw or be knocked prone. 
  Tongue. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target is 
  swallowed if it is a Large or smaller creature. A swallowed 
  creature is blinded and restrained, has total cover against attacks 
  and other effects outside the womp, and takes 7 (2d6) acid 
  damage at the start of each of the womp’s turns. 
  The womp’s gullet can hold up to two creatures at a time. If the 
  womp takes 30 damage or more on a single turn, the womp must 
  succeed on a DC 17 Constitution saving throw at the end of that 
  turn or lose its reaction and regurgitate all swallowed creatures, 
  each of which falls prone in a space within 10 feet of the womp. If 
  the womp dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 10 feet of movement, 
  exiting prone. 
  Womping Leap (Recharge 4—6). The womp makes a great leap 
  up to 20 feet into the air, traveling a distance up to its movement 
  speed. Creatures in the space where it lands must make a DC 15 
  Dexterity saving throw. On a successful save, the creature is 
  pushed 5 feet to the nearest space. On a failure, the creature falls 
  prone and takes 14 (4d8) bludgeoning damage. If the womp 
  remains in the prone creature's space, the creature is also 
  restrained until it's no longer in the same space as the womp. 
  While restrained in this way, the creature, or another creature 
  within 5 feet of it, can make a DC 16 Strength check. On a 
  success, the creature is shunted to an unoccupied space of its 
  choice within 5 feet of the womp and is no longer restrained. 
   
  
   
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  Illustration by Anarchic Fox 
   
  Hexed Scarecrow 
  Medium construct, neutral 
   
  Armor Class 10 (padded armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  9 (-1) 
  12 (+1) 
  3 (-4) 
  8 (-1) 
  1 (-5) 
   
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Damage Immunities cold, poison, necrotic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands the languages of its creator but 
  can't speak 
  Challenge 1 (200 XP) 
   
  Immutable Form. The scarecrow is immune to any spell or 
  effect that would alter its form. 
   
  ACTIONS 
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
   
  Horsefly 
  Medium or large beast, unaligned 
   
  Armor Class 12 (leather armor) 
  Hit Points 20 (3d8 + 6) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  8 (-1) 
  14 (+2) 
  3 (-4) 
  12 (+1) 
  5 (-3) 
   
  Senses tremorsense 10 ft., darkvision 120 ft., passive 
  Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Bioluminescent. The thorax of the horsefly glows dimly in a 
  5-foot radius. 
  Shuffling Acceleration. If the horsefly moves at least 40 ft in 
  a straight line, it adds an additional 10 feet to its movement 
  provided it continues along that same line. 
   
  ACTIONS 
  Corrosive Ichor. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 2) acid damage. 
   
   
  Illustration by James J. Krause 
   
  Horseflies are popular mounts among wastelanders. 
  They are cheap to feed, easily reared and loyal to a fault. 
   
   
  
   
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  27 
   
  Illustration by Nate Hallinan 
   
  Kamelon are smaller than their lizardfolk cousins, and 
  gentler, standing only as tall as the average gnome. The 
  few who are no doubt aware of a kamelon’s ability to 
  change the color of their skin to blend with their 
  surroundings, and in fact many lands that host Kamelon 
  villages never become aware of them at all. 
  Kamelon make their homes nestled into in the 
  branches of thick jungle canopy, and their simple 
  structures are scarcely visible to the untrained eye, 
  blending in perfectly with the host tree’s natural foliage. 
  They rarely light fires, and most find them distracting 
  and noisy. 
  The insides of their homes betray the mundane outer 
  surroundings, and usually are filled with bright colors. 
  Kamelon rarely wear clothing in their homes or among 
  their own kind. 
   
  Kamelon Hunter 
  Small humanoid, neutral 
   
  Armor Class 15 (natural armor) 
  Hit Points 19 (4d6 + 4) 
  Speed 25 ft., climb 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  7 (-2) 
  14 (+2) 
  12 (+1) 
   
  Skills Perception +4, Stealth +6, Survival +4 
  Senses passive darkvision 60 ft. Perception 14 
  Languages Common, Kamelon 
  Challenge 2 (450 XP) 
   
  Eye Alignment (Recharges after a Short or Long Rest). The 
  kamelon use a bonus action to focus its eyes on a creature 
  or object it can see. Until the end of its next turn, it has 
  advantage on the next weapon attack it make targeting that 
  creature, provided it can still see it.  
  Innate Spellcasting. The kamelon’s innate spellcasting 
  ability is Wisdom (spell save DC 12). It can innately cast a 
  number of spells, requiring no material components:  
  1/day each: blur, invisibility 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 2 (1d8 + 1) bludgeoning damage. 
  Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 2 (1d4) bludgeoning damage. If the target is 
  Medium or smaller, it is pulled 5 feet toward the kamelon. If 
  the target ends its turn within 5 feet of the kamelon, it can 
  attack the creature with its a quarterstaff as a bonus action. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 8 (1d6 + 3) piercing damage. 
   
  Player characters can be a kamelon! 
  See: Old Gus’ Errata: Beastfolk 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  28 
  Kelp Thresher 
  Gargantuan monstrosity, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 162 (12d20 + 48) 
  Speed 30 ft., swim 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+7) 
  12 (+1) 
  18 (+4) 
  4 (-3) 
  10 (+0) 
  5 (-3) 
   
  Skills Athletics +9, Perception +4 
  Damage Vulnerabilities lightning 
  Damage Resistances fire; bludgeoning and piercing from 
  nonmagical weapons 
  Senses passive Perception 14 
  Languages — 
  Challenge 8 (3,900 XP) 
   
  False Appearance. While the kelp thresher remains 
  motionless, it is indistinguishable from a large seaweed-
  covered rock, unless an observer succeeds on a DC 16 
  Intelligence (Investigation) check. 
  Kelp Tentacles. The thresher has six tentacles, and loses a 
  tentacle if it sustains more than 15 slashing damage on a 
  single turn. The thresher is able to restrain as many 
  creatures as it has remaining tentacles using its Kelp 
  Tentacle attack. 
   
  ACTIONS 
  Multiattack. The thresher makes four attacks: Two with its 
  claws, and two with its kelp tentacles. 
  Claws. The thresher grabs a Larger or smaller target within 5 
  feet of it with a claw. It can hold up to two creatures in this 
  manner. The target creature makes an opposed Strength 
  (Athletics) attack or Dexterity (Acrobatics) check to avoid the 
  grapple. If a creature is already grappled by the thresher, they 
  must succeed a DC 18 Strength saving throw or 16 (3d6 + 6) 
  bludgeoning damage, or half as much on a success. 
  Kelp Tentacle. Ranged Weapon Attack: +4 to hit, range 
  30/40 ft., one target. Hit: 8 (1d4 + 6) slashing damage. The 
  target becomes restrained (escape DC 14).  
  Whirling Slash (Recharge 5—6). The thresher whirls in a 
  fast circle. Creatures within 15 feet of the thresher must 
  make a DC 15 Dexterity saving throw, taking 14 (2d8 + 6) 
  slashing damage on a failure, or half as much on a success. 
  The thresher must have at least three remaining tentacles to 
  perform this maneuver. When it does, any creatures 
  grappled in its claws or tentacles must succeed a DC 16 
  Constitution saving throw or lose their reaction, and use 
  their action on their next turn to retch and recover from 
  dizziness. 
   
   
   
  Illustration by Austin Mengler 
   
  Kelp threshers reside on shorelines, soaking in the salty 
  brine of the ocean until disturbed. To the casual 
  observer, they do not present as much more than a 
  bundle of jagged rocks covered in kelp. 
  When a prospective meal gets too close to them, 
  however, their true nature is revealed as their armor 
  plating grinds apart, revealing several lengthy tentacles 
  and mighty claws which they use to grasp and strangle 
  their prey before consuming it with their comparatively 
  unimpressive and delicate jaws. 
  Threshers stay in shallow waters, and will attack ships 
  if they are small enough and enough of the crew are on 
  deck and visible. 
   
  The ship drifted to full stop, 
  and a hollow thud rang from the hull. 
  Something grabbed Phineas by the leg 
  and he suddenly disappeared, 
  pulled into the thick fog. 
  I threw open the catch to my holster 
  and steeled my nerves. 
  Two more of the crew 
  disappeared from the deck. 
  Overhead, their screams of fear 
  filled the misty air, 
  like swirling banshees. 
  I pulled my knife and pistol 
  And said a short prayer. 
  And the battle was joined. 
   
  
   
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  29 
  Kumomitsu 
  Large monstrosity, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 45 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
   
  Skills Deception +5, Perception +7, Stealth +7 
  Senses darkvision 120 ft., tremorsense, 30 ft., passive Perception 
  18 
  Languages Any two languages 
  Challenge 7 (2,900 XP) 
   
  Mental Acuity. The kumomitsu has advantage on saving throws 
  against being charmed, and magic can't put it to sleep. Its brain 
  allows it to concentrate on two spells at once. When the 
  kumomitsu can cast a spell as a bonus action. 
  Spellcasting. The kumomitsu is a 5th-level spellcaster that uses 
  Intelligence as its spellcasting ability (spell save DC 14, +7 to hit 
  with spell attacks). The kumomitsu has the following spells 
  prepared: 
  At will: dancing lights, thaumaturgy 
  1st level (4 slots): faerie fire, sanctuary, sleep 
  2nd level (3 slots): darkness, hold person, web 
  3rd level (3 slots): feign death, nondetection, vampiric touch 
  4th level (3 slots): shadow of moil XGE, sickening radiance XGE 
  5th level (2 slots): dominate person, steel wind strike XGE 
  Spider Climb. The kumomitsu can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
  Light Sensitivity. While in bright light, the kumomitsu has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Web Walker. The kumomitsu ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
  Multiattack. The kumomitsu makes three attacks, either with its 
  bite or daikatana. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 2 (1d4) piercing damage. The target must succeed a DC 13 
  Constitution saving throw or take 9 (2d8) poison damage and 
  become poisoned until the end of their next turn. 
  Daikatana. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Webbing (Recharge 3—4). The kumomitsu targets one creature 
  within 15 feet of it that it can see. The target makes a Dexterity 
  saving throw, the results of which determine the outcome: 
  1-3: The target becomes completely encased in webbing, and is 
  incapacitated until the end of their next turn. Their restraints have 
  an AC of 10 and 10 hit points. Once they are no longer paralyzed, 
  they become restrained, and can break the webbing with a 
  successful DC 15 Strength (Athletics) check. 
  4-7: The target becomes restrained. Their restraints have an AC of 
  10 and 5 hit points. They can break the webbing with a successful 
  DC 12 Strength (Athletics) check. 
  8-11: The target is blinded. They can use their action on their turn 
  to clear the webbing from their eyes if they have a free hand. 
  12-15: The target’s movement speed is halved. 
  16+: The target escapes unaffected. 
  Kumomitsu are highly intelligent and prefer prey that is, 
  as well. They hunt by invitation, luring creatures 
  unfamiliar with their nature into their lairs with formality 
  and hospitality. Or so the stories go. Precious few who 
  have wantered into a kumomitu’s den ever return. 
   
   
  Illustration by Apertus 
   
   
  
   
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  30 
   
  Illustration by Vincent Van Hoof 
   
  Letiche 
  Medium undead, chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 25 ft., Swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (-2) 
  10 (+1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Undead Fortitude. If damage reduces the letiche 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 letiche drops to 1 hit 
  point instead. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 13 (2d10 + 2) piercing damage, and the target 
  must succeed a DC 12 Strength saving throw or be grappled 
  in the letiche’s jaws (escape DC 12). Until the target dies or 
  is freed, the letiche can't bite another target. 
   
  Ludai 
  Medium humanoid, neutral 
   
  Armor Class 10 
  Hit Points 23 (3d8 + 9) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Damage Resistances poison 
  Senses passive Perception 13 
  Languages Common, Ludai 
  Challenge 1/2 (100 XP) 
   
   
  ACTIONS 
  Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage. 
  Slime. Slick slime covers the ground in a 10-foot square 
  centered on a point within 30 feet of the ludai and turns it 
  into difficult terrain for the duration. If a creature starts its 
  turn in the area, it must succeed on a DC 11 Dexterity saving 
  throw or fall prone. 
   
   
  Illustration by Theme Finland 
   
  Player characters can be a ludai! 
  See: Old Gus’ Errata: Beastfolk 
   
   
  
   
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  Magic Mirror 
  Medium construct, neutral 
   
  Armor Class 14 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 0 ft., fly 40 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  24 (+7) 
  15 (+2) 
   
  Skills History +9, Insight +10, Perception +13 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities necrotic, poison 
  Damage Resistances acid, fire, radiant 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned  
  Senses darkvision 120 ft. truesight 60 ft., passive Perception 23 
  Languages the languages of its creator 
  Challenge 5 (1,800 XP) 
   
  Death Burst. When the mirror dies, it explodes in a burst of light 
  and shards of glass. Each creature within 15 feet of it must then 
  make a DC 15 Constitution saving throw. On a failure, a creature 
  takes 3d6 radiant damage and 2d6 slashing damage and is 
  blinded. On a success, a creature takes half the amount and isn’t 
  blinded. A blinded creature can repeat the saving throw on each 
  of its turns, ending the effect on itself on a success. 
  False Appearance. While the mirror remains motionless, it is 
  indistinguishable from an ordinary mirror, even to creatures 
  benefiting from the detect magic spell or similar magic. 
  Innate Spellcasting. The mirror’s spellcasting ability is Wisdom 
  (spell save DC 18, +10 to hit with spell attacks). The mirror can 
  innately cast the following spells, without material components: 
  At will: arcane eye, guidance, comprehend languages, identify 
  2/day each: augury, detect thoughts, divination, legend lore, locate 
  object, locate creature, scrying 
  Magic Resistance. The mirror has advantage on saving throws 
  against spells and other magical effects. 
  Reflective Surface. Spells that create beams of energy (for 
  example, the eldritch blast and fire ray spells) have disadvantage 
  on their attack rolls to hit the mirror. 
   
  ACTIONS 
  Hall of Mirrors. The mirror chooses one creature it can see 
  within 60 feet of itself, and creates a translucent duplicate of the 
  target in an unoccupied space it can see within 60 feet of the 
  mirror. The reflection is identical in every way to its original, 
  except its eyes are hollowed out, lacking pigmentation and 
  pupils, and the eye sockets filled with green swirls of mist. 
  As soon as the duplicate appears, it takes the Attack or casts one 
  cantrip, using the same attack bonuses and damage dice as 
  those of its original counterpart. Any damage the original attack 
  or spell would deal is instead force damage. After the attack or 
  cantrip is resolved, the duplicate vanishes as quickly as it 
  appeared, leaving only a puff of faintly glowing green smoke. 
   
  REACTIONS 
  Spell Reflection. When a creature the mirror can see casts a spell 
  that targets a single creature the mirror can see, the mirror can 
  move up to half its movement speed to interpose itself between 
  the caster and the target. If the spell requires a saving throw, the 
  caster and the mirror each make a spellcasting ability check. If 
  the caster wins the contest, the spell targets the mirror. If the 
  mirror wins the contest, the spell is reflected back toward the 
  caster, who must make a saving throw against their own spell 
  save DC or be affected by the spell. If the spell requires 
  concentration, the mirror concentrates on the spell instead. 
  If the spell requires an attack roll, the mirror deflects the spell, 
  choosing a new target within the reflected spell’s range, making a 
  new attack roll using its own spell attack bonus. If the reflected 
  spell creates a beam of energy (for example the fire ray or eldritch 
  blast spells), the mirror has advantage on the roll. The damage 
  for the reflected attack is identical to those of original spell. 
  Unlike most constructs, a magic mirror is inhabited by a 
  true consciousness, usually an imprisoned demon, 
  celestial or other supernatural entity with the power of 
  foresight. A magic mirror is a valuable asset, and the few 
  remaining in the world tend to be bound in service to the 
  wealthy and powerful. 
   
   
  Illustration by Trevor Roth 
   
   
  
   
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  32 
   
  Illustration by Tom Harrison 
   
  Mammoth rats are the bane of farmers, granaries and 
  anyone whose livestock depends feed from on a silo. 
  They can smell food from across a dusty plain from three 
  miles away, and can trample through most anything or 
  anyone that gets in their way: fencing, barns, silos, 
  animals, and of course, folk. 
   
  Mammoth Rat 
  Huge beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 95 (9d12 + 45) 
  Speed 45 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  10 (+0) 
  4 (-3) 
  4 (-3) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +4, Survival +4 
  Damage Resistances cold, poison 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Keen Smell. The rat has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Battering Charge. If the mammoth moves at least 20 ft. 
  straight toward a creature and then hits it with a ram attack 
  on the same turn, that target must succeed on a DC 16 
  Strength saving throw or be knocked prone. If the target is 
  prone, the mammoth can make one Swipe attack against it 
  as a bonus action. 
   
  ACTIONS 
  Ram. Melee Weapon Attack: +8 to hit, range 10ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  prone creature. Hit: 21 (3d10 + 5) slashing damage. 
   
  Mantisaur 
  Large monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 85 (10d10 + 20) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  14 (+2) 
  17 (+3) 
  3 (-4) 
  12 (+1) 
  5 (-3) 
   
  Saving Throws Dex +4, Con +5 
  Damage Resistances fire; necrotic; bludgeoning, piercing 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 4 (1,100 XP) 
   
  Leap. If the mantisaur moves 15 feet in a straight line, it can 
  jump 20 feet in any direction as a bonus without the need to 
  make an ability check. 
   
  ACTIONS 
  Multiattack. The mantisaur makes two attacks with is 
  foreceps. 
  Forceps. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d8 + 4) slashing damage. 
   
  REACTIONS 
  Revenging Spines (6/Day). In response to damage from an 
  incoming attack, the mantisaur can launch one of its spines 
  from its chest cavity at its attacker. Ranged Weapon Attack: 
  +6 to hit, range 40 ft., one target. Hit: 6 (1d6 + 2) piercing 
  damage. 
   
   
  Illustration by Kate Pfeilschiefter 
   
   
  
   
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  33 
   
  Illustration by Izzy Medrano 
   
  Mine Ghast 
  Small undead, neutral evil 
   
  Armor Class 13 
  Hit Points 16 (3d6 + 6) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  8 (-1) 
   
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Common but can’t speak 
  Challenge 2 (100 XP) 
   
  Turn Defiance. Undead within 15 feet of it have advantage 
  on saving throws against effects that turn undead. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 3) slashing damage. If the target is not 
  undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed until the end of their next turn. 
  Sickening Burst (Recharge 5—6). The ghost emits a 10-foot 
  radius cloud of stench. Creatures within in the area must 
  succeed on a DC 10 Constitution saving throw or be 
  poisoned until the end of their next turn.  
   
  Mine Strider 
  Huge beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  12 (+1) 
  5 (-3) 
   
  Senses darkvision 120 ft., passive Perception 11 
  Languages — 
  Challenge 7 (2,900 XP) 
   
   
  ACTIONS 
  Stomp. Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage. 
  Acid Spurt (Recharge 5—6). The strider exhales acid in a 
  60-foot line that is 5 feet wide. Each creature in the line must 
  make a DC 15 Dexterity saving throw, taking 21 (6d6) acid 
  damage on a failed save, or half as much on a success. 
   
   
  Illustration by Jose Arias 
   
  
   
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  34 
   
  Illustration by Jesse Sandifer 
   
  Molten elementals are products of a most unusual union: 
  that between an elemental of fire and earth. 
  Like most elementals, they prefer environs that mirror 
  their form, usually in the bellies of volcanos or deep 
  underground where rivers of magma flow. They are 
  occasionally carried to the surface in violent eruptions, 
  but seldom last long on the surface, hardening into 
  immobile, brittle stone. A few islands with regularly 
  volcanic activity are peppered are peppered with these 
  still statues, weathered by the ages.  
   
  The island was quite hospitable, and we had 
  mistakenly thought the lumped forms to be the 
  remains of giants – that is, until the ground 
  rumbled and the volcano erupted. Without any 
  warning, we were surrounded by rock and fire 
  raining down from the sky, and to the group’s 
  shock, some of the fiery lumps began a lumbering 
  locomotion, as if they wanted to give us all a big, 
  fiery... hug. No thanks! 
  We escaped behind a waterfall, soaking our burns 
  in the cool, clear water to waited the eruption out. 
  The gaggle of lava monsters waited patiently at the 
  shoreline, with no sign of intent to leave. Suddenly, 
  the skies opened up and it began to rain. Screams 
  of pain filled our ears, audible even over the rush of 
  the waterfall, and soon there were no monsters, 
  only a new set of volcanic rocks on the shore of the 
  river. The seared flesh on my left arm throbbed, 
  leaving me to wonder it water felt as painful for 
  them as fire does for us. 
   
  Molten Elemental 
  Large elemental, neutral 
   
  Armor Class 15 (natural armor) 
  Hit Points 150 (12d10 + 84) 
  Speed 30 ft., burrow 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  8 (-1) 
  24 (+7) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 30 ft., passive 
  Perception 10 
  Languages Terran, Ignan, Primordial 
  Challenge 7 (2,900 XP) 
   
  Illumination. The elemental sheds dim light in a 10-foot 
  radius.  
  Heated Body. A creature that touches the elemental or hits 
  it with a melee attack while within 5 feet of it takes 5 (1d10) 
  fire damage. 
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
  Water Susceptibility. For every 5 ft. the elemental moves in 
  water, or for every gallon of water splashed on it, it takes 1 
  cold damage. If it takes more than 24 cold damage on a 
  single turn, it loses its reaction, and its movement speed is 
  reduced by half until the end of its next turn. 
   
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (2d8 + 5) bludgeoning damage + 7 (1d12) fire 
  damage. 
  Vulcan Stride. The elemental moves up to its speed in a 
  straight line. During this move, it can enter medium or 
  smaller creatures' spaces. A creature whose space the 
  magma elemental enters must make a DC 13 Dexterity 
  saving throw. On a successful save, the creature is pushed 5 
  feet to the nearest space out of the elemental’s path. On a 
  failed save, the creature falls prone and takes 7 (2d6) 
  bludgeoning damage and 10 (3d6) fire damage. 
  Eruption (Recharge 5—6). The elemental erupts a shower 
  of rocks and lava. All creatures other than the elemental 
  within a 20-foot radius of it must succeed on a DC 15 
  Dexterity saving throw or take 3d6 bludgeoning damage + 
  3d6 fire damage, or half as much on a success. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  35 
   
  Illustration by Felipe Escobar Bravo 
   
  Many animals are endangered or have gone extinct 
  entirely, but new inheritors have stepped to fill their 
  space in the food chain. Even gentle creatures have had 
  to make changes to adapt to the world’s many changes. 
  Moosociraffe travel in family groups of 3 or 4, and 
  defend one another against predators with wary eyes, 
  ears, and with antler and hoof if the need arises. Their 
  impressive racks measure 10 feet across, and they can 
  kill a caecuraptor with a single stomp of their mighty 
  hooves. 
   
  Moosociraffe 
  Huge beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  10 (+0) 
  19 (+4) 
  2 (-4) 
  10 (+0) 
  6 (-2) 
   
  Senses passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Trampling Charge. If the moosociraffe moves at least 20 
  feet straight toward a creature and then hits it with a gore 
  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 moosociraffe can make one stomp attack against 
  it as a bonus action. 
   
  ACTIONS 
  Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 24 (4d8 + 6) piercing damage. 
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  prone creature. Hit: 22 (3d10 + 6) bludgeoning damage 
   
  REACTIONS 
  Antlered Vigilance. The moosociraffe adds 2 to its AC 
  against one melee attack that would hit it. If the attack 
  missis, the moosociraffe makes one gore attack against its 
  attacker. 
   
   
  Illustration by Sara Polo 
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  36 
   
  Illustration by Luka Milosevic 
   
  Nixies are curious, secretive fey that despite their 
  solitude, but paradoxically love tricks and pranks. They 
  usually live in large mushrooms, or eccentric-looking 
  trees, and will punish trespassers without warning, 
  exploiting their unwanted company’s deepest desires or 
  fears. They understand little of— and indeed care even 
  less about— mortal folk’s ways or desires, and will bend 
  or distort them to their own whims with little regard for 
  personal or social boundary, even without provocation of 
  any kind. Most nixies will only treat with a mortal who 
  has somehow managed to best the nixie at their own 
  game. 
   
  Player characters can be a nixie! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
  Additionally, you can substitute any of the spells on the 
  faerie class’ spell list for any of the spells the nixie knows, 
  including any of the original faerie spells that appear in the 
  document.  
   
  Nixie 
  Tiny fey, chaotic evil 
   
  Armor Class 16 
  Hit Points 54 (12d4 + 12) 
  Speed 15 ft., fly 30 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  14 (+2) 
  14 (+2) 
  11 (+1) 
  12 (+1) 
  17 (+3) 
   
  Saving Throws Dex +6, Cha +7 
  Skills Deception +7, Insight +5, Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Sylvan 
  Challenge 9 (5,000 XP) 
   
  Glamorous Defense. While the nixie is wearing no armor 
  and wielding no shield, its AC includes its Charisma modifier 
  (included in its AC). 
  Magic Weapons. The nixie’s weapon attacks are magical. 
  Nightmare Delirium (2/Day). As a bonus action, the nixie 
  can plunge a creature it has put to sleep, charmed, 
  frightened or confused into a delirious nightmare. The target 
  becomes lost, seeing and hearing only itself and the 
  nightmare. To the target, time seems to slow down, and they 
  experience an hour’s passing for every six seconds they 
  endure the nightmare. On subsequent turns, the nixie can 
  use its bonus action change the effect upon the creature, 
  choosing from charmed, confused (as if under the effects of 
  the confusion spell), frightened or unconscious. The 
  nightmare ends if the target takes damage, or it makes a 
  saving throw against an effect other than the spell. The 
  creature then becomes immune this ability for 24 hours. 
  Spellcasting. The nixie is a 12th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). The nixie knows the following spells: 
  Cantrips (at will): dancing lights, minor illusion, infestation XGE, 
  vicious mockery 
  1st level (4 slots): command, detect thoughts, dissonant 
  whispers, sleep, spiritual weapon 
  2nd level (3 slots): crown of madness, phantasmal force, magic 
  mouth, silence 
  3rd level (3 slots): counterspell, fear, hypnotic pattern 
  4th level (3 slots): confusion, phantasmal killer 
  5th level (2 slots): dominate person, synaptic static XGE 
  6th level (1 slot): eyebite, Otto’s irresistible dance 
   
  ACTIONS 
  Distracting Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 7 (3d10) piercing damage, and the target 
  must succeed a DC 15 Wisdom saving throw or lose their 
  reaction. Additionally, the first attack the target makes on its 
  next turn is made at disadvantage. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  37 
  OUTLAWS 
  As has ever been the case, outlaw gangs patrol the vast 
  wildernesses, looking for travelers, caravans – or if they 
  are particularly bold, even moving trains to rob. Outlaws 
  tend to be impressed with their ability to survive in the 
  wastelands, and the more successful outlaw clans have 
  managed to tame the giant boar that roam them, forming 
  a tenuous but symbiotic relationship with the beasts.  
  Bandits make their camps in canyons, caves or by 
  fortify long-deserted structures. Over time, a successful 
  troupe might become as close-knit as a family or as 
  regimented as a military. Each gang is unique and often 
  adopts a signature identifier, for example a bright red 
  sash. Others are more clandestine operations, rolling 
  through town as mummers or traveling salespeople, 
  quietly plying their trades of extortion, robbery and 
  thievery and splitting town before the locals get wise. 
   
  Outlaw Gang Leader 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 15 (studded leather armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
   
  Skills Intimidation +4, Perception +2, Survival +2 
  Senses passive Perception 12 
  Languages any two languages (usually Common) 
  Challenge 3 (700 XP) 
   
  Expert Rider. The bandit has advantage on ability checks or 
  saving throws that would result in them being forcibly 
  dismounted and always lands on their feet if they fail. 
   
  ACTIONS 
  Multiattack. The bandit makes two attacks with its revolver, 
  or one attack with its rifle. 
  Revolver. Ranged Weapon Attack: +5 to hit, range 30/90 ft., 
  one target. Hit: 6 (1d8 + 3) piercing damage. 
  Rifle. Ranged Weapon Attack: +5 to hit, range 80/240 ft., 
  one target. Hit: 8 (1d12 + 3) piercing damage. 
  Rope. The bandit can rope a Large or smaller creature within 
  20 feet of it. The target must succeed a DC 13 Strength or 
  Dexterity (its choice) saving throw or be restrained. 
   
  REACTIONS 
  Sacrifice. When the bandit is hit by an attack, it can swap 
  places with a friendly creature within 5 feet of it, causing that 
  creature to be hit instead. 
   
  Outlaws are everywhere, but every gang has its rules, 
  and folk living hard in the wilds need something to hold 
  them together as a society. Some achieve this by being 
  racially united, and others take a more egalitarian 
  approach. Leadership in an outlaw gang is as likely to be 
  won with words as it is with weapons.  The sands of the 
  wastes eventually take everything to ruin, though. 
  Leaders die, their chief lieutenants are arrested, 
  betrayed or killed, and the outlaws scatter to reorganize, 
  or sneak back into and integrate with common folk, 
  hauling as much ill-gotten gains as they can. 
  The bandits that manage to rise through the constantly 
  shifting ranks make fearsome adversaries, especially if 
  they have managed to organize a group of bandits who 
  are truly loyal, and not simply looking to stage a coup 
  against the current leadership. 
  Bandits employ various methods: some might pose as 
  lost travelers begging for assistance, then turn on those 
  who stop to help them. Others prefer a good old-
  fashioned hold-up, but avoid any unnecessary bloodshed 
  (or wasted ammunition). A few have no regard for 
  anything at all, employing the use of explosives or simply 
  launching an all-out assault against their targets, leaving 
  nothing behind but splintered wood and bone. 
   
   
  Illustration by Karsten Schreurs 
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  38 
   
  Illustration by Ivan Smirnov 
   
  Outlaw 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 12 (2d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  8 (-1) 
  8 (-1) 
  10 (+0) 
   
  Skills Intimidation +2, Perception +1, Survival +1 
  Senses passive Perception 11 
  Languages any two languages (usually Common) 
  Challenge 1/4 (50 XP) 
   
   
  ACTIONS 
  Revolver. Ranged Weapon Attack: +3 to hit, range 30/90 ft., 
  one target. Hit: 6 (1d6 + 1) piercing damage. 
  Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft., 
  one target. Hit: 8 (1d10 + 1) piercing damage. 
  Rope. The bandit can rope a Large or smaller creature within 
  20 feet of it. The target must succeed a DC 11 Strength or 
  Dexterity (its choice) saving throw or be restrained. 
   
   
  Outlaw Demolitionist 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 13 (studded leather armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  10 (+0) 
   
  Senses passive Perception 11 
  Languages any two languages (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Volatile. If the demolitionist takes more than 8 fire damage 
  on a turn, it must succeed DC10 Dexterity saving throw or 
  explode. All creatures in a 15-foot radius of the demolitionist 
  must then succeed a DC 12 Dexterity saving throw or take 10 
  (3d6) thunder damage. 
   
  ACTIONS 
  Mortar. The demolitionist launches an impact grenade to a 
  point within 60 feet of itself. Creatures in the area must 
  make a DC 12 Dexterity saving throw, taking 10 (3d6) 
  thunder damage on a failure, or half as much on a success. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  39 
  Outlaw Goblin Musketeer 
  Small humanoid (goblinoid), lawful evil 
   
  Armor Class 15 (hide armor) 
  Hit Points 23 (5d6 + 6) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+3) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  8 (-1) 
  10 (+0) 
   
  Skills Nature +1, Stealth +6 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (200 XP) 
   
  Fire Bullet (3/Day). The goblin can use a bonus action to 
  load its musket with an explosive pellet. If the next attack it 
  makes with its musket hits, the attack deals an additional 2 
  fire damage. 
  Nimble Escape. The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns. 
   
  ACTIONS 
  Multiattack. The goblin makes two attacks with its scimitar. 
  The second attack has disadvantage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Musket. Ranged Weapon Attack: +4 to hit, range 80/240 ft., 
  one target. Hit: 5 (1d10 + 2) piercing damage. 
   
  REACTIONS 
  Duck and Cover. The goblin adds 3 to its AC against one 
  attack that would hit it. To do so, the goblin must be able to 
  see its attacker. 
   
   
  Illustration by Maria Trepalina 
   
   
   
  Illustration by Javier Charro 
   
  Outlaw Orc Marauder 
  Medium humanoid (orc), chaotic neutral 
   
  Armor Class 13 (hide armor) 
  Hit Points 26 (3d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
   
  Skills Athletics +5, Intimidation +1, Stealth +4 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1 (200 XP) 
   
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature that it can see. 
   
  ACTIONS 
  Multiattack. The orc makes two attacks, choosing from its 
  sabre or one shotgun (if available). 
  Sabre. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 3) slashing damage. 
  Shotgun (Reload 4—6). Creatures in a 15-foot cone must 
  succeed a DC 12 Dexterity saving throw or take 2d6 piercing 
  damage. 
    
   
  
   
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  40 
  Outlaw Scorpion 
  Medium humanoid (any), chaotic evil 
   
  Armor Class 14 (leather armor) 
  Hit Points 43 (5d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
   
  Skills Acrobatics +5, Stealth +7 
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages any two languages (usually Common) 
  Challenge 3 (700 XP) 
   
   
  ACTIONS 
  Multiattack. The orc makes two attacks with its acid pellets. 
  Acid Pellet. Ranged Weapon Attack: +3 to hit, range 80/240 
  ft., one target. Hit: 8 (1d12 + 3) acid damage. 
  Stink Bomb. The bandit lobs a grenade up to 40 feet away 
  from itself to a point it can see. Creatures within 10 feet of 
  the impact point must succeed a DC 13 Constitution saving 
  throw or be incapacitated until the end of their next turn. 
  Creatures that don't need to breathe or are immune to 
  poison automatically succeed on this saving throw. 
   
   
  Illustration by Yelim Kim 
  Outlaw Survivor 
  Medium humanoid (any), chaotic evil 
   
  Armor Class 15 (studded leather armor) 
  Hit Points 53 (7d8 + 21) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  10 (+1) 
  12 (+1) 
  13 (+1) 
   
  Skills Athletics +5, Intimidation +7, Perception +7, Stealth +7 
  Senses passive Perception 17 
  Languages any two languages (usually Common) 
  Challenge 4 (1,100 XP) 
   
  Killer Instinct. During its first turn, the outlaw survivor has 
  advantage on attack rolls against any creature that hasn't 
  taken a turn. Any hit the outlaw survivor scores against a 
  surprised creature is a critical hit. Additionally, the outlaw 
  survivor ignores the benefits granted to creatures behind 
  half and three-quarters cover. 
  Evasion. If the outlaw survivor is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the outlaw survivor instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails. 
  Sneak Attack (1/Turn). The outlaw survivor deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is within 
  5 feet of an ally of the outlaw survivor that isn't incapacitated 
  and the outlaw survivor doesn't have disadvantage on the 
  attack roll. 
   
  ACTIONS 
  Multiattack. The outlaw survivor makes two attacks with its 
  rifle or hatchet. 
  Hatchet. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Scoped Rifle. Ranged Weapon Attack: +7 to hit, range 
  160/480 ft., one target. Hit: 10 (3d6 + 3) piercing damage. 
   
  Some bandits live to see much of the wastelands and 
  territories the world has to offer. They may occasionally 
  manage to scavenge pre-war weaponry, or just become 
  hardened by their years of experience evading the law, 
  and wearing trophies of those foolish lawmen who dared 
  cross them. These especially dangerous career criminals 
  are not likely to go quietly and will do whatever it takes 
  to survive, including betraying their own. 
   
  
   
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  41 
  Owlbear, Cub 
  Medium monstrosity, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 23 (3d10 + 6) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Athletics, +4, Perception +3 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
   
  ACTIONS 
  Multiattack. The owlbear makes two attacks: one with its 
  beak and one with its claws. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
   
  In parts of the world where mules, oxen, donkeys and 
  other useful beasts of burden went extinct, those in need 
  had to come up with creative solutions to their dying 
  stock. An ambitious program of breeding hardier 
  animals, and even monsters into domestication was 
  instituted. After two centuries careful breeding and at 
  least six dozen lost limbs, the domestic owlbear has 
  become one of the most successful such endeavors.  
  The breed is less bulky than wild owlbears, 
  comfortable to ride, and only slightly slower than a 
  warhorse. Their claws and beak are still lethal weapons, 
  but their disposition is thankfully more akin to that of a 
  horse. Owlbears do not tolerate mistreatment, and those 
  that forget this and neglected or forget to feed an 
  owlbear, receive quick, potentially lethal reminders. 
  Domestic owlbear cubs learn to remember folk they 
  interact with early, and are favorite first mounts for 
  children that grow up around them. They can lead a 
  working life for over three decades, have excellent 
  memories, and take to rewarding work early, becoming 
  valued beasts of burden, and developing deep and 
  abiding friendships among those they have known. 
   
   
  Illustration by Kaek Starkiller 
   
  Owlbear, Domesticated 
  Large monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 38 (5d10 + 10) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  3 (-4) 
  14 (+2) 
  7 (-2) 
   
  Skills Athletics, +6, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 1 (200 XP) 
   
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
   
  ACTIONS 
  Multiattack. The owlbear makes two attacks: one with its 
  beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 4) slashing damage. 
   
  
   
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  42 
   
  Illustration by Filip Acovic 
   
  Pale Rider 
  Medium undead, chaotic evil 
   
  Armor Class 14 (studded leather armor) 
  Hit Points 51 (6d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 4 (1,100 XP) 
   
  Skeletal Mount. The rider is aided by a warhorse skeleton, 
  which obeys its commands. 
  Life Drain. As a bonus action, the pale rider imbues its next 
  shot with life-draining magic. If the next attack the rider 
  makes with its revolver hits, the target must succeed on a 
  DC 13 Constitution saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This 
  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 by the attack rises 24 hours later as a 
  zombie under the rider's control, unless the humanoid is 
  restored to life or its body is destroyed. The rider can have 
  no more than twelve zombies under its control at one time, 
  and can fuse three zombies into a new warhorse skeleton 
  whenever it completes a long rest. 
   
  ACTIONS 
  Multiattack. The rider makes two attacks with its revolver. 
  Revolver. Ranged Weapon Attack: +5 to hit, range 50/100 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage. 
   
  Pangolosaur 
  Medium beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft., burrow 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  4 (-3) 
  8 (-1) 
  4 (-3) 
   
  Damage Resistances piercing from nonmagical attacks 
  Senses darkvision 60 ft., tremorsense 10 ft., passive 
  Perception 10 
  Languages — 
  Challenge 4 (1,100 XP) 
   
  Rolling Charge. If the pangolosaur moves 20 ft. in a straight 
  line, and uses its Ball Up action, it can continue its 
  movement and crash into any Large or smaller targets in a 
  line, each of which must succeed on a DC 13 Dexterity saving 
  throw or take 2d8 bludgeoning damage and be knocked 
  prone. 
   
  ACTIONS 
  Multiattack. The pangolosaur makes two attacks: one with 
  its bite and one with its tail. 
  Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 14 (3d6 + 3) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone. 
  Ball Up. The pangolosaur maneuvers its heaviest armor 
  plates, resisting all piercing, bludgeoning and slashing 
  damage until the start of its next turn. During this time, it 
  loses its reaction. 
   
   
  Illustration by Kylie Langton 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  43 
   
  Illustration by Dave Oliver 
   
  Born of biological weapon experiments, the phasing 
  shambler escaped its bonds and sought refuge in one of 
  the few remaining forests or jungles. 
  These lonesome creatures will adopt a wilderness and 
  protect it, allowing only natural growth to take place, and 
  allowing no unnecessary conflict to take place there. 
  Predators quickly learn to avoid these areas, and some 
  seeking a pristine wilderness to hold a duel find their 
  opponents simply vanished into thin air, never to be 
  heard from again. 
   
  The canopy was filled with the sounds of buzzing of 
  insects and song of birds- a sound unfamiliar to 
  most folk, these days. Percy and Aidan were 
  arguing, as always. No gripe was too small: which 
  path to take, which side of the riverbank to follow, 
  you name it. 
  I pressed on ahead, determined to listen to the 
  squawking birds, and not the squawking humans, 
  when Aidan’s cry of surprise cut through the 
  cacophony. I spun on my heel to find Percy just… 
  missing. 
   
   
  Phasing Shambler 
  Large plant monstrosity, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 20 ft, Swim 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  10 (+0) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  5 (-3) 
   
  Skills Stealth +3 
  Damage Resistances cold; bludgeoning, piercing, slashing 
  from nonmagical attacks 
  Damage Immunities lightning, necrotic, poison 
  Condition Immunities blinded, deafened, exhaustion 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Necrotic and Lightning Absorption. Whenever the 
  shambler is subjected to lightning or necrotic damage, it 
  takes no damage and regains a number of hit points equal to 
  half the damage dealt. 
  Ethereal Jaunt. As a bonus action, the shambler can 
  magically enter the Material Plane or the Ethereal Plane 
  using 10 feet of its movement speed. If a creature is engulfed 
  within the shambler, it travels with the shamble to its new 
  plane. 
   
  ACTIONS 
  Multiattack. The shambler makes two slam attacks. If both 
  attacks hit a Medium or smaller target, the target is grappled 
  (escape DC 14), and the shambler Engulfs it. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 5) bludgeoning damage. 
  Engulf. The shambler engulfs a Medium or smaller creature 
  grappled by it. The engulfed target is blinded, restrained, and 
  unable to breathe, and it must succeed on a DC 14 
  Constitution saving throw at the start of each of the 
  mound's turns or take 13 (2d8 + 4) bludgeoning damage. If 
  the mound moves, the engulfed target moves with it. The 
  mound can engulf only one creature at a time, and can 
  release an engulfed creature using an action. 
   
  REACTIONS 
  Furious Defense. After a creature the shambler can see is 
  dealt damage by a foe within 10 feet of the shambler, the 
  shambler makes a slam against that foe, gaining the reach 
  property for the attack. 
   
  
   
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  Illustration by Natali Kayurova 
   
  Pistolero Muerto 
  Medium undead, lawful evil 
   
  Armor Class 17 (studded leather armor) 
  Hit Points 162 (19d8 + 76) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  20 (+5) 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
   
  Senses darkvision 120 ft., passive Perception 13 
  Languages Abyssal, Common 
  Challenge 17 (18,000 XP) 
   
  Incorporeal Form. The pistolero can move through a space as 
  narrow as 1 inch wide without squeezing. A creature that touches 
  the pistolero or hits it with a melee attack while within 5 feet of it 
  takes 9 (2d8) necrotic damage. In addition, the pistolero can 
  enter a hostile creature's space and stop there. The first time it 
  enters a creature's space on a turn, that creature takes 9 (2d8) 
  necrotic damage. 
  Magic Resistance. The pistolero has advantage on saving throws 
  against spells and other magical effects. 
  Marshal Undead. Unless the pistolero is incapacitated, it and 
  undead creatures of its choice within 60 feet of it have advantage 
  on saving throws against features that turn undead. 
  Smiting Bullets. The pistolero is able to deliver smiting spells 
  and attacks with its revolver attacks. 
  Undead Nature. The pistolero doesn't require air, food, drink, or 
  sleep. 
   
  ACTIONS 
  Multiattack. The pistolero makes three longsword attacks. 
  Revolver. Ranged Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 5) piercing damage plus 18 (4d8) necrotic 
  damage. 
  Shotgun. The pistolero unleashes a deathly mist from its 
  shotgun in a 15-foot cone. Each creature in the area must succeed 
  a DC 18 Constitution saving throw or take 21 (6d6) necrotic 
  damage. 
  Deathly Orb (1/Day). The pistolero hurls a magical ball of fire 
  that explodes at a point it can see within 120 feet of it. Each 
  creature in a 20-foot-radius sphere centered on that point must 
  make a DC 18 Strength saving throw. The sphere spreads around 
  corners. A creature takes 35 (10d6) force damage and 35 (10d6) 
  necrotic damage on a failed save and is pulled up to 20 feet 
  toward the orb’s center, or half as much damage on a successful 
  one and isn’t pulled. 
  Spellcasting. The pistolero is a 19th-level spellcaster whose 
  spellcasting ability is Charisma (spell save DC 18, +10 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): command, compelled duel, wrathful smite 
  2nd level (3 slots): hold person, shadow blade XGE 
  3rd level (3 slots): dispel magic, spirit guardians 
  4th level (3 slots): staggering smite, shadow of moil XGE 
  5th level (2 slots): enervation XGE, negative energy flood XGE 
   
  REACTIONS 
  Dancing Dodge. The pistolero adds 6 to its AC against one 
  weapon attack that would hit it.  
   
  
   
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  Illustration by B.R. Guthrie 
   
  Quillrat 
  Huge monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 94 (9d12 + 36) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  11 (+0) 
  17 (+3) 
  3 (-4) 
  11 (+0) 
  5 (-3) 
   
  Senses passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Keen Hearing. The quillrat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Spiked Body. A creature that touches the quillrat or hits it with a 
  melee attack while within 5 feet of it takes 5 (1d10) piercing 
  damage. 
   
  ACTIONS 
  Multiattack. The quillrat makes two attacks, one with its bite, 
  and one with its tail. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  14 (3d6 + 4) piercing damage. The target must succeed on a DC 
  14 Strength saving throw or be knocked prone. If the target is 
  prone, the quillrat can make one additional bite attack against it 
  as a bonus action. 
  Tail. Each creature within 10 feet of the quillrat must succeed on 
  a DC 15 Dexterity saving throw or take 7 (2d6) slashing damage. 
   
  LEGENDARY ACTIONS 
  The quillrat 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 quillrat 
  regains spent legendary actions at the start of its turn. 
  Revenging Quills (12/Day). Ranged Weapon Attack: +6 to hit, 
  range 40/80 ft., one target. Hit: 6 (1d6 + 4) piercing damage. 
   
  
   
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  Illustration by Tiago Silvério 
  SANDWORMS 
  No matter what you call them – death worm, graboid, 
  junundu, minhocão, thresher maw, tunnel demon, or just 
  plain old “sandworm”, these creatures are the bane of 
  the caravans that brave the oceans of yesteryear. You 
  never know how many, or of what size there will be. 
  They arrive from below and drag anything they can down 
  into the sand with them using their massive jaws.  
  Diviners promise sandworm-free routes through the 
  deserts, but in truth, most of these are charlatans. 
   
  Sandworm, Adult 
  Huge beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 30 ft., burrow 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  7 (-2) 
  19 (+4) 
  2 (-5) 
  7 (-2) 
  3 (-4) 
   
  Senses tremorsense 60 ft. passive Perception 9 
  Languages — 
  Challenge 7 (2,900 XP) 
   
  Devourer. If the worm takes 30 damage or more on a single 
  turn, it must succeed on a DC 21 Constitution saving throw 
  or regurgitate 1d4 swallowed creatures, which fall prone in a 
  space within 10 feet of the worm. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8 + 5) piercing damage. If the target is a large or 
  smaller creature, it must succeed on a DC 13 Dexterity saving 
  throw or be devoured by the worm. A devoured creature is 
  blinded and restrained, has total cover against attacks and 
  other effects outside the worm, and takes 7 (3d4) acid 
  damage at the start of each of its turns. 
   
  Sandworm, Ancient 
  Gargantuan beast, unaligned 
   
  Armor Class 10 (natural armor) 
  Hit Points 198 (12d20 + 72) 
  Speed 50 ft., burrow 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  28 (+9) 
  7 (-2) 
  22 (+6) 
  2 (-5) 
  10 (+0) 
  4 (-3) 
   
  Senses tremorsense 120 ft. passive Perception 10 
  Languages — 
  Challenge 12 (13,900 XP) 
   
  Devourer. If the worm takes 30 damage or more on a single 
  turn, it must succeed on a DC 21 Constitution saving throw 
  or regurgitate 1 swallowed creature, which fall prone in a 
  space within 10 feet of the worm.  
   
  ACTIONS 
  Multiattack. The worm makes two attacks with its bite. 
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 22 (3d8 + 9) piercing damage. If the target is a 
  Large or smaller creature, it must succeed on a DC 19 
  Dexterity saving throw or be swallowed by the worm. A 
  devoured creature is blinded and restrained, has total cover 
  against attacks and other effects outside the worm, and it 
  takes 21 (6d6) acid damage at the start of each of its turns. 
   
  Sandworm, Infant 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 30 ft., burrow 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  7 (-2) 
  16 (+3) 
  1 (-5) 
  5 (-3) 
  2 (-4) 
   
  Senses tremorsense 40 ft. passive Perception 8 
  Languages — 
  Challenge 2 (250 XP) 
   
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 5) piercing damage. If the target is a medium or 
  smaller creature, it must succeed on a DC 13 strength saving 
  throw or be knocked prone. 
   
  
   
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  Illustration by Andrey Filimonov 
   
  Sasquatches are hirsute giants that live solitary lives in 
  deep wildernesses. They are avid explorers and know 
  every animal, rock and tree of their territory. This makes 
  term expert trackers, and they make long observations of 
  anyone visiting their territory. While not thought of as 
  particularly intelligent, yetifolk are quite clever, and can 
  rig deadly traps made from trees, vines and rocks. If 
  confronted with an attack, they lead their foes toward 
  their carefully prepared traps. A sasquatch’s lair, may 
  have dangerous creatures, chasms, or precariously 
  placed rocks or other hazards to deter invaders. 
  Their diet is vegetarian and while they generally docile, 
  and some have been known to be friendly or helpful to 
  lost travelers, they are more often known for their 
  propensity attack humanoid hunters or lumberjacks that 
  play their trade in the sasquatch’s territory. 
  Sasquatch also have considerable spellcasting 
  abilities, and may enlist the aid of the natural world in 
  their defense. 
   
  Sasquatch 
  Large giant, neutral good 
   
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 40 ft, climb 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
   
  Saving Throws Str +8, Con +7, Wis +5 
  Skills Athletics +8, Nature +3, Perception +5, Survival +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Giant and Sylvan but can’t speak 
  Challenge 8 (3,900 XP) 
   
  Innate Spellcasting. The sasquatch’s spellcasting ability is 
  Wisdom (spell save DC 14). The sasquatch can innately cast 
  the following spells, requiring no material components: 
  At will: barkskin, druidcraft, jump, longstrider 
  1/day each: commune with nature, entangle, enlarge/reduce, 
  fog cloud, nondetection, pass without trace, spike growth 
   
  ACTIONS 
  Multiattack. The sasquatch makes three fist attacks, or one 
  rock attack. 
  Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one 
  target. Hit: 16 (4d6 + 2) bludgeoning damage. 
   
  REACTIONS 
  One with the Worldsoul. The sasquatch chooses one beast 
  friendly to it that it can see within 30 feet of it. If the beast 
  can hear the sasquatch, the beast uses its reaction to make 
  one melee attack against a target of the sasquatch’s choice. 
   
  Player characters can be a yetifolk! 
  See: Old Gus’ Errata: Plantfolk, Undead and Other Oddities, 
  and the Abominable Yeti, which appears in the Monster 
  Manual. 
   
  
   
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  Illustration by Sandra Duchiewicz 
   
  Sidhe are fey with affinity for wind and water and all 
  things that flow and move. They tend to speak swiftly 
  and act even swifter. Sidhe prefer areas with access to 
  rivers, lakes, and waterfalls, coastal cliff sides and open, 
  windy plains, and mark their territories for other fey to 
  enjoy or avoid dependent upon their affiliation.  
  Courtly sidhe are officious, and extraordinarily loyal to 
  the archfey they serve, although as they grow and change 
  over the course of their lives, they may switch courts 
  several times. 
   
  Player characters can be a sidhe! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
  Additionally, you can substitute any of the spells on the 
  faerie class’ spell list for any of the spells the sidhe knows, 
  including any of the original faerie spells that appear in the 
  document.  
   
  Sidhe 
  Small fey, any lawful alignment 
   
  Armor Class 17 
  Hit Points 61 (11d6 + 22) 
  Speed 35 ft., fly 50 ft. (hover), swim 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  18 (+4) 
   
  Saving Throws Dex +6, Cha +9 
  Skills Arcana +9, Perception +6, Persuasion +8 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
   
  Amphibious. The sidhe can breathe air and water. 
  Glamorous Defense. While the sidhe is wearing no armor 
  and wielding no shield, its AC includes its Charisma modifier 
  (included in its AC). 
  Magic Weapons. The sidhe’s weapon attacks are magical. 
  Spellcasting. The sidhe is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit 
  with spell attacks). The sidhe knows the following spells: 
  Cantrips (at will): friends, mage hand, sword burst SCAG, 
  prestidigitation 
  1st level (4 slots): charm person, catapult XGE, chaos bolt XGE, 
  create or destroy water, fog cloud 
  2nd level (3 slots): enhance ability, gust of wind, misty step, 
  warding wind XGE 
  3rd level (3 slots): blink, slow, haste, wind wall 
  4th level (3 slots): freedom of movement, polymorph storm 
  sphere XGE 
  5th level (2 slots): geas, wall of water 
  6th level (1 slots): conjure fey, wind walk 
   
  ACTIONS 
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4+3) piercing damage. 
   
  REACTIONS 
  Flowing Favors. When a creature the sidhe can see makes 
  an attack roll, ability check, or saving throw, and the results 
  of the roll have not been announced, the sidhe can roll 2d4 
  and apply the result as bonus or a penalty to the triggering 
  roll. 
   
  
   
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  Illustration by Margo Zakharova 
   
  Sprigs are fey with an intense kinship with living plants, 
  and preferring to live among or even inside them. They 
  consort with dryads on behalf of the courts, and defend 
  their favored plants with wild ferocity. 
   
  Player characters can be a sprig! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
  Additionally, you can substitute any of the spells on the 
  faerie class’ spell list for any of the spells the sprig knows, 
  including any of the original faerie spells that appear in the 
  document.  
   
  Sprig 
  Small fey, neutral 
   
  Armor Class 16 
  Hit Points 78 (12d6 + 36) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (10) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  17 (+3) 
   
  Saving Throws Dex +6, Cha +8 
  Skills Nature +8, Perception +6 
  Damage Resistances poison  
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
   
  Glamorous Defense. While the sprig is wearing no armor 
  and wielding no shield, its AC includes its Charisma modifier 
  (included in its AC). 
  Magic Weapons. The sprig’s weapon attacks are magical. 
  Speak with Plants. The sprig can communicate with plants 
  as if they shared a language. 
  Corrosive Ichor. When the sprig hits a creature with its 
  thorn whip, it can expend a spell slot to spray the target with 
  ichor as a bonus action, dealing an additional acid damage 
  to the target. The extra damage is 2d8 for a 1st-level spell 
  slot, plus 1d8 for each spell level higher than 1st, up to a 
  maximum of 10d8. 
  Spellcasting. The sprig is a 12th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). The sprig knows the following spells: 
  Cantrips (at will): dancing lights, druidcraft, message, thorn 
  whip  
  1st level (4 slots): entangle, healing word, goodberry, ray of 
  sickness, snare 
  2nd level (3 slots): Melf’s acid arrow, misty step, spike growth 
  3rd level (3 slots): daylight, plant growth 
  4th level (3 slots): charm monster XGE, grasping vine 
  5th level (2 slots): awaken, insect plague, wrath of nature 
  6th level (1 slot): true seeing, wall of thorns 
   
  ACTIONS 
  Entangling Arrow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one creature. Hit: 5 (1d6+2) piercing damage, and 
  the target must succeed a DC 15 Strength saving throw or 
  have their movement speed reduced by half, as entangling 
  vines encircle their limbs. 
   
  
   
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  Illustration by Nate Hallinan 
   
  Stone trolls are hirsute, horned giants of fey ancestry 
  whose skin and hair pigmentations range from a 
  limestone-like grey-green or sandy brown, to deep blue (a 
  particularly revered shade among their kind). 
  The most ancient of stories make mention of trolls, 
  which often play one of two roles in these stories: the 
  first as powerfully strong monster, the second as 
  extremely honor-bound protector. Stone trolls have a 
  long tradition of joining organizations or groups and 
  protecting them until their end, or they may choose to be 
  the protector of the weak or oppressed, or anyone that 
  fate appears to have abandoned.  
  Stone trolls’ fey nature actually seem them draw 
  strength from keeping their promises, and when this 
  duty-bound nature places them at odds with an adversary 
  who is all too happy to paint the troll as a monster to be 
  slain, this results in complications to their public 
  reputation. A troll who breaks an oath loses some of 
  their strength until they have redeemed themselves. 
  Stone trolls love do to work that takes advantage of 
  their natural-born talents. They prefer work over 
  relaxation, and tend to lead simple lives of duty and 
  service. 
   
  Player characters can be a stone troll! 
  See: Old Gus’ Errata: Fey Folk 
   
   
  Stone Troll 
  Large giant, lawful neutral 
   
  Armor Class 16 (natural armor) 
  Hit Points 112 (9d10 + 63) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  15 (+2) 
  24 (+7) 
  7 (-2) 
  9 (-1) 
  10 (+0) 
   
  Skills Athletics +9, Perception +2 
  Damage Resistances fire 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Giant, Sylvan 
  Challenge 8 (3,900 XP) 
   
  Fey Ancestry. The troll has advantage on saving throws 
  against being charmed, and magic can't put it to sleep. 
  Innate Spellcasting. The troll’s innate spellcasting ability is 
  Wisdom (spell save DC 14). The giant can innately cast the 
  following spells, requiring no material components: 
  At will: stoneskin, Maximillian’s earthen grasp XGE 
  1/day each: meld into stone, wall of stone 
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the start of 
  its turn. If the troll takes acid damage, this trait doesn't 
  function at the start of the troll's next turn. The troll dies only 
  if it starts its turn with 0 hit points and doesn't regenerate. 
  Way of the Stone Fist. When the troll hits a creature with its 
  fist, it can use a bonus action to force the target to make a 
  DC Strength saving throw. If the target fails, the troll pushes 
  them up to 15 feet away from itself. 
   
  ACTIONS 
  Multiattack. The sasquatch makes three fist attacks, or one 
  rock attack. 
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.  
  Rock. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one 
  target. Hit: 16 (4d6 + 2) bludgeoning damage. 
   
  REACTIONS 
  Strength of Honor. When the troll is struck by a melee 
  attack, it can immediately make one fist attack against its 
  attacker. If the attack hits, the attack does an additional 
  amount of damage equal to half that the troll sustained. 
  
   
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  Illustration by Giant-Eater 
   
  Sharkin 
  Medium monstrosity, neutral evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d8 + 4) 
  Speed 30 ft, swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Condition Immunities unconscious 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 2 (450 XP) 
   
  Blood Scenting. The sharkin has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Reckless. At the start of its turn, the sharkin can gain 
  advantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Aquatic Agility. If the sharkin swims on its turn in combat, it 
  can double its speed until the end of the turn. Once it uses 
  this trait, it can't use it again until its moves 0 feet on one of 
  its turns. 
  Sharkskin. Creatures that hit the sharkin with an unarmed 
  strike take 1d4 slashing damage. 
   
  ACTIONS 
  Multiattack. The sharkin makes two bite attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
   
  Sharkin Alpha 
  Large monstrosity, neutral evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 40 ft, swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Condition Immunities unconscious 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
   
  Blood Scenting. The sharkin has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Blood Frenzy. The sharkin has advantage on melee attack 
  rolls against any creature that doesn't have all its hit points. 
  Innate Spellcasting. The sharkin’s innate spellcasting ability 
  is Strength (spell save DC 13). The sharkin can innately cast 
  the following spells, requiring no material components: 
  1/day: tidal wave 
  Sharkskin. Creatures that hit the sharkin with an unarmed 
  strike take 1d4 slashing damage. 
   
  ACTIONS 
  Multiattack. The sharkin makes two bite attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage. 
   
   
  Illustration by Giant-Eater 
   
  
   
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  Slug Spider 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 25 ft., climb 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  2 (-4) 
  11 (+0) 
  4 (-3) 
   
  Skills Athletics +3, Stealth +5 
  Senses blindsight 10 ft. darkvision 60 ft., passive Perception 
  10 
  Languages — 
  Challenge 3 (700 XP) 
   
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with the 
  same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d8 + 4) 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. 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. 
  Slime. Slick slime covers the ground in a 10-foot square 
  centered on a point within 30 feet of the spider, becoming 
  difficult terrain for the duration. If a creature starts its turn in 
  the area, it must succeed on a DC 14 Dexterity saving throw 
  or fall prone. 
  Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, 
  range 30/60 ft., one creature. Hit: The target is restrained by 
  webbing (escape DC 14), and the spider can, as a bonus 
  action pulls the target toward itself, at a distance up to its 
  remaining movement speed. If, at the end of this movement, 
  the target is within the reach of the spider, it can attempt to 
  bite the restrained target. The webbing can also be attacked 
  and destroyed (AC 11; hp 8; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage). 
   
   
  Illustration by Sarah Jane Bates 
   
  Slug Spiderling 
  Small beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 10 (3d6) 
  Speed 25 ft., climb 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  2 (-4) 
  10 (+0) 
  4 (-3) 
   
  Skills Stealth +5 
  Senses blindsight 10 ft. darkvision 60 ft., passive Perception 
  10 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Web Sense. While in contact with a web, the spider knows 
  the exact location of any other creature in contact with the 
  same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d6 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 13 
  (3d8) poison damage on a failed save, or half as much 
  damage on a successful one.  
  Slime (Recharge 5–6). Slick slime covers the ground in a 10-
  foot square centered on a point within 30 feet of the spider, 
  becoming difficult terrain for the duration. If a creature starts 
  its turn in the area, it must succeed on a DC 14 Dexterity 
  saving throw or fall prone. 
   
  
   
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  Tatanka 
  Gargantuan celestial, neutral 
   
  Armor Class 20 (natural armor) 
  Hit Points 526 (27d20 + 243) 
  Speed 120 ft., burrow 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  28 (+9) 
  9 (-1) 
  28 (+9) 
  8 (-1) 
  27 (+8) 
  11 (+0) 
   
  Saving Throws Dex +8, Int +8, Cha +9 
  Damage Immunities fire, poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone, unconscious 
  Senses truesight 120 ft. passive Perception 18 
  Languages Celestial, Druidic, Primordial, Terran 
  Challenge 25 (75,000 XP) 
   
  Earthen Movement. The tatanka can burrow through 
  nonmagical, unworked earth and stone. While doing so, the 
  tatanka doesn't disturb the material it moves through. 
  Additionally, it can move across difficult terrain made of earth, 
  stone, snow or ice without expending extra movement. 
  Innate Spellcasting. The tatanka’s innate spellcasting ability is 
  Wisdom (spell save DC 24, +16 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material 
  components: 
  At will: erupting earth XGE, speak with animals, speak with plants 
  2/day each: bones of the earth XGE, commune, commune with nature, 
  control weather, earthquake 
  Legendary Resistance (3/Day). If the tatanka fails a saving 
  throw, it can choose to succeed instead. 
  Siege Monster. The tatanka deals double damage to objects and 
  structures. 
  ACTIONS 
  Multiattack. The tatanka can use its Frightful Presence. It can 
  then use its bellow and charge attacks. 
  Bellow. The tatanka unleashes a mighty roar in a 120-foot cone. 
  Creatures in the area who can hear it must make a DC 24 
  Constitution saving throw, taking 27 (4d10) thunder damage on a 
  failure, or half as much on a success.  
  Charge. The tatanka moves up to its speed in a straight line. 
  During this move, it can enter Huge or smaller creatures' spaces. 
  A creature whose space the tatanka enters must make a DC 20 
  Dexterity saving throw. On a successful save, the creature is 
  pushed 5 feet to the nearest space out of the tatanka 's path. On 
  a failed save, the creature falls prone and takes 52 (8d12) 
  bludgeoning damage. 
  If the tatanka remains in the prone creature's space, the creature 
  is also restrained until it's no longer in the same space as the 
  tatanka. While restrained in this way, the creature, or another 
  creature within 5 feet of it, can make a DC 20 Strength check. On 
  a success, the creature is shunted to an unoccupied space of its 
  choice within 5 feet of the tatanka and is no longer restrained. 
  Frightful Presence. Each creature of the tatanka's choice that is 
  within 120 feet of the tatanka and aware of it must succeed on a 
  DC 16 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 on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the tatanka’s Frightful Presence for the next 24 hours. 
   
  LEGENDARY ACTIONS 
  The tatanka 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 tatanka 
  regains spent legendary actions at the start of its turn. 
  Erupting Earth. The tatanka casts the erupting earth XGE spell. 
  Avalanche (costs 2 Actions). An avalanche of snow and ice 
  pounds to the ground in a 30-foot-radius, 1-mile-high cylinder 
  centered on a point the tatanka can see. Each creature in the area 
  must make a Dexterity saving throw. A creature takes 9 (2d8) 
  bludgeoning damage and 14 (4d6) cold damage on a failed save, 
  or half as much damage on a successful one. Flying creatures 
  who fail their saving throw fall to the surface. 
  Stone Aurochs Herd (Costs 3 Actions). The tatanka summons a 
  herd of stone aurochs in a line that is 300 feet long and 30 feet 
  wide. Objects in that area take 22 (4d10) thunder damage. Each 
  creature there must succeed on a DC 21 Dexterity saving throw or 
  take 22 (4d10) bludgeoning damage and be flung up to 60 feet in 
  a direction away from the line. If a thrown target collides with an 
  immovable object, such as a wall or floor, the target takes 3 (1d6) 
  bludgeoning damage for every 10 feet it was thrown before 
  impact. If the target would collide with another creature instead, 
  that other creature must succeed on a DC 19 Dexterity saving 
  throw or take the same damage and be knocked prone. 
   
  Illustration by Aaron Miller 
   
  
   
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  Illustration by Te Hu 
   
  Generations of breeding and training have caused these 
  elephants to attain some of the primal strength and 
  mighty tusks of their mammoth ancestors, while 
  enhancing their intelligence and ability to bond with 
  creatures not of their own kind. 
  War elephants are trained to wear barding designed to 
  protect their head, neck, chest, and body. Any type of 
  armor shown on the Armor table can be purchased as 
  barding. The cost to armor a war elephant is sixteen 
  times the equivalent armor made for humanoids, and it 
  weighs eight times as much. 
  Additionally, some war elephants are trained in the use 
  of additional weaponry which further increases their 
  effectiveness as cavalry. 
   
  War Elephant 
  Huge beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  10 (+0) 
  19 (+4) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Senses passive Perception 10 
  Languages — 
  Challenge 6 (2,300 XP) 
   
  Trampling Charge. If the elephant moves at least 20 ft. 
  straight toward a creature and then hits it with a gore attack 
  on the same turn, that target must succeed on a DC 15 
  Strength saving throw or be knocked prone. If the target is 
  prone, the mammoth can make one stomp attack against it 
  as a bonus action. 
   
  ACTIONS 
  Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 24 (4d8 + 6) piercing damage. 
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  prone creature. Hit: 23 (3d10 + 6) bludgeoning damage. 
   
  Variants: War Elephant Weaponry 
  Depending on their training and additional equipment in 
  addition to their barding, a war elephant might be trained to 
  perform an additional action, choosing from the following: 
  Battle Howdah. This carriage provides half-cover for up to 
  six Small or Medium creatures. The howdah usually crewed 
  by creatures wielding bows or other ranged weapons. It 
  costs 150 gp to produce. 
  Battering Tusks. The mammoth thrusts its mighty tusks 
  in a 10-foot cone. Creatures in the area must succeed on a 
  DC 17 Strength saving throw or take 13 (3d8) bludgeoning 
  damage and if they are Large or smaller, creatures that fail 
  this saving throw are pushed 15 feet away from the elephant. 
  Reinforced tusk costs 80 gp to produce and weighs 40 lbs. 
  Impaling Dance. The elephant swings its legs wildly 
  around. Creatures within 5 feet of the elephant must succeed 
  a DC 15 Dexterity saving throw or take 2d8 piercing damage, 
  and if they are medium or smaller, become impaled upon 
  the spikes on the elephant’s barding. A creature can 
  disentangle itself from the spikes by succeeding on a DC 10 
  Strength check. The elephant must be wearing at least 
  studded leather armor, and the additional weaponry costs an 
  additional 120 gp to produce and weighs 160 lbs. 
   
  
   
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  Illustration by Billy Christian 
   
  Wasteroach 
  Tiny beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 7 (2d4 + 2) 
  Speed 20 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  8 (-1) 
  12 (+1) 
  1 (-5) 
  7 (-2) 
  3 (-4) 
   
  Saving Throws Con +3, Dex +1 
  Damage Resistances poison 
  Senses blindsight 20 ft., passive Perception 8 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Familiar. With the DM's permission, the find familiar spell 
  can summon a wasteroach. 
  Recessive Bioluminescence. A wasteroach has aa 1d10 
  chance of glowing dimly in a 5-foot radius, shedding an eerie 
  green light. Glowing wasteroaches add an additional 5 ft. to 
  their base movement and climbing speed, and gain the 
  multiattack properly, making two bite attacks on their turn, 
  and take two confounding flutter reactions, raising their AC 
  by 2 a second time. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage plus 2 (1d4) poison damage. 
   
  REACTIONS 
  Confounding Flutter. The wasteroach make a short hopping 
  flight, making it difficult to target. It raises its AC by 2 until 
  the start of its next turn. This additional AC applies only to 
  ranged attacks. 
   
  Wasteroaches and wastes drakes make up some of the 
  most successful and numerous creatures on the wastes, 
  with each feeding upon the other, in time.  
   
  Wastes Drake 
  Small dragon, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 30 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  4 (-3) 
  10 (+0) 
  7 (-2) 
   
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Draconic but can’t speak 
  Challenge 2 (450 XP) 
   
  Pack Tactics. The wastes drake has advantage on an attack 
  roll against a creature if at least one ally is within 5 feet of the 
  creature and the ally isn't incapacitated. 
   
  ACTIONS 
  Multiattack. The drake attacks twice, with its bite. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
   
   
  Illustration by Ekaterina Yastrubetskaya 
   
  
   
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  Illustration by Quentin Ghion 
   
  UNLEASHED HORRORS 
  The world’s more penitent of religions share a common 
  refrain: that folk failed to respect the world and its 
  delicate balance and the horrors we unleashed upon it 
  are of our own making. 
  In their hubris, the great and ancient societies 
  unleashed all manner of horrors upon the world: 
  unstoppable hungers, terrible and twisted betrayals of 
  the living nature and of earth, air and water in their 
  wake.  
  Some of the world’s most storied leaders even 
  recruited assistance from the depths of the hells 
  themselves, unleashing further ills: plague, some of these 
  horrors still labor, trapped when the societies that 
  recruited them collapsed. Others still present ongoing 
  problems, making regular cycles around the wastes in an 
  unending war against life itself.  
   
  All Creatures know that some must die 
  That all the rest may take and eat; 
  Sooner of later, all transform 
  Their blood to wine, their flesh to meat. 
  But Man alone seeks Vengefulness, 
  And writes his abstract Laws on stone; 
  For this false Justice he has made, 
  He tortures limb and crushes bone. 
  Is this the image of a god? 
  My tooth for yours, your eye for mine? 
  Oh if Revenge did move the stars 
  Instead of Love, they would not shine. 
   
  ~Margaret Atwood,  
  The Year of the Flood 
   
   
   
  
   
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  Illustration by Raluca Marinescu 
   
  Wastelands being already notoriously short on water, the 
  waters that do exist are often brackish, and impure. 
  Water elementals are rare, and the few who exist will not 
  hesitate to protect the moisture they have collected 
  around themselves, no matter how little there is or how 
  foul it is. 
   
  Purification Rituals and Group Casting 
  Some adventurers might not want to turn attack an 
  elemental in clear need, so consider if something could be 
  done to purify a befouled elemental or their environment! 
  Perhaps a dam could be cleared, an infestation of plagued 
  creatures removed, or an ancient curse lifted. 
  Additionally, Cure Poison or Disease, or the Purify Food 
  and Drink are spells that might be able to purify a water 
  source – temporarily, or especially when cast repeatedly or in 
  a group of clerics, paladins, druids or the even bards or 
  other individual capable of ritual casting such spells. 
   
   
  Befouled Elemental 
  Large elemental, neutral 
   
  Armor Class 18 (natural armor) 
  Hit Points 162 (13d10 + 91) 
  Speed 30 ft., burrow 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  16 (+3) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  8 (-1) 
   
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison, acid 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 8 (3,900 XP) 
   
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of its 
  next turn. 
  Undertow. As a bonus action when the elemental is 
  underwater, it can cause all water within 60 feet of it to be 
  difficult terrain for other creatures until the start of its next 
  turn. 
  Water Form. The elemental can enter a hostile creature's 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing. 
   
  ACTIONS 
  Multiattack. The elemental makes two acid spray attacks. 
  Acid Spray. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (3d8 + 4) acid damage. 
  Befouling Suffocation (Recharge 4–6). Each creature 
  adjacent to the elemental’s space must make a DC 15 
  Strength saving throw. On a failure, a target takes 13 (2d8 + 
  4) bludgeoning damage. If it is Large or smaller, it is also 
  grappled (escape DC 14). Until this grapple ends, the target 
  is restrained and unable to breathe unless it can breathe 
  water. 
  The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of 
  each of the elemental's turns, each target grappled by it 
  makes a DC 14 Constitution saving throw. The creature takes 
  14 (4d6) poison damage and is poisoned for 1 minute. On a 
  successful save, they take half as much and aren’t poisoned. 
  If a creature remains poisoned by the elemental’s 
  befoulment for 1 minute, the poisoned creature must repeat 
  the saving throw. On a failure, the creature takes 14 (4d6) 
  poison damage and is poisoned until it finishes a long rest. 
   
  
   
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  Illustration by Grzegorz Rutkowski 
   
  The Blob 
  Gargantuan ooze, unaligned 
   
  Armor Class 8 
  Hit Points 247 (17d20 + 68) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1) 
  18 (+4) 
  1 (-5) 
  6 (-2) 
  2 (-4) 
   
  Damage Immunities acid, cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft., passive Perception 8 
  Languages — 
  Challenge 10 (5,900 XP) 
   
  Acidic Form. A creature that that starts its turn inside the blob 
  makes a DC 18 Constitution saving throw, and takes 18 (5d6) acid 
  damage on a failure, and half as much on a success. The blob’s 
  substance is considered difficult terrain. 
  Corrode Metal. Any nonmagical weapon made of metal that hits 
  the blob 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. Nonmagical 
  ammunition made of metal that hits the ooze is destroyed after 
  dealing damage. The blob can eat through 8-inch-thick, 
  nonmagical metal in 1 round. 
  Damage Division. If the blob takes more than 15 damage on a 
  single turn, a gray ooze appears in the nearest available space to 
  the blob. 
  Siege Monster. The blob deals double damage to objects and 
  structures. 
   
  ACTIONS 
  Engulf. The blob moves up to its speed in a straight line. During 
  this move, it can enter Huge or smaller creatures' spaces. A 
  creature whose space the blob enters must make a DC 18 
  Dexterity saving throw. On a successful save, the creature is 
  pushed 5 feet to the nearest space out of the blobs 's path. On a 
  failed save, the creature is engulfed into the blob, taking 25 (7d6) 
  acid damage. If the target is wearing nonmagical metal armor, its 
  armor is corroded and takes a permanent and cumulative −1 
  penalty to the AC it offers. Armor is destroyed if the penalty 
  reduces its AC to 10. 
   
  
   
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  Illustration by Kate Laird 
   
  Brown Jenkin 
  Tiny fiend (demon), chaotic evil 
   
  Armor Class 16 
  Hit Points 45 (10d4 + 20) 
  Speed 20 ft., burrow 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  18 (+4) 
  14 (+2) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
   
  Skills Arcana +8, Perception +4, Stealth +7 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Speaks and understands all languages, telepathy 
  30 ft. 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The brown jenkin’s innate spellcasting 
  ability is Intelligence (spell save DC 16). It can innately cast a 
  number of spells, requiring no material components:  
  1/day each: calm emotions, confusion, contact other plane, 
  dimension door, divination, greater invisibility, sending 
  Magic Resistance. The brown jenkin has advantage on 
  saving throws against spells and other magical effects. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d4 + 5) piercing damage plus 2 (1d4) 
  psychic damage. 
   
  REACTIONS 
  Dimensional Burrow. The brown jenkin vanishes in 
  response to harm, turning invisible and teleporting up to 60 
  feet to an unoccupied space it is familiar with, remaining 
  invisible until the start of its next turn. 
   
   
  Byahkee 
  Large fiend (demon), chaotic evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., fly 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  12 (+1) 
  6 (-2) 
   
  Damage Resistances fire; bludgeoning, piercing and 
  slashing from nonmagical attacks that aren’t silvered 
  Condition Immunities charmed, poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Understands abyssal but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Innate Spellcasting. The byahkee’s innate spellcasting 
  ability is Intelligence (spell save DC 14). It can innately cast a 
  number of spells, requiring no material components:  
  2/day each: blur, fear, mirror image, modify memory 
  Poison Absorption. If the byakhee would take poison 
  damage, it gains a temporary hit points equal to the amount 
  of damage instead. 
  Shadow Blend. While in dim light or darkness, the byahkee 
  can use a bonus action to become invisible, along with 
  anything it is wearing or carrying. The invisibility lasts until 
  the attacks, is in bright light, or is incapacitated. 
   
  ACTIONS 
  Multiattack. The byahkee makes three attacks: choosing 
  between its claws and tail spikes. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 
  ft., one target. Hit: 7 (1d6 + 3) poison damage. 
   
   
  Illustration by K.L. Turner 
  
   
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  Centaur Cambion 
  Large humanoid fiend (demon), chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 55 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  16 (+3) 
  9 (-1) 
  13 (+1) 
  16 (+3) 
   
  Saving Throws Str +7, Con +6, Wis +4, Cha +6 
  Skills Athletics +7, Perception +4, Survival +4 
  Damage Resistances cold, fire, lightning, poison; 
  bludgeoning, piercing and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Sylvan 
  Challenge 6 (2,300 XP) 
   
  Charge. If the centaur cambion moves at least 30 ft. straight 
  toward a target and then hits it with a pike attack on the 
  same turn, the target takes an extra 3 (1d6) fire damage. 
   
  ACTIONS 
  Multiattack. The centaur cambion makes three attacks: two 
  with its pike and one with its hooves, or three with its fire 
  ray. 
  Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 4) piercing damage plus 2 (1d4) fire 
  damage. 
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 4) bludgeoning damage.  
  Fire Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one 
  target. Hit: 6 (1d10) fire damage. 
   
   
  Illustration by Aaron Nakahara 
   
  Centaur served as cavalry in several of the great wars, 
  greatly reducing their numbers. Some tribes made 
  unearthly pacts to keep their people alive, and now 
  wander the wastes, waging war on existence itself. 
   
   
  Ilustration by Felipe Escobar Bravo 
   
  Chupacabra 
  Small fiend (demon), chaotic evil 
   
  Armor Class 14 
  Hit Points 33 (6d6 + 12) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Saving Throws Dex +4, Con + 4, Wis +2 
  Skills Perception +2, Stealth + 4 
  Senses darkvision 120 ft., passive Perception 12 
  Languages — 
  Challenge 2 (450 XP) 
   
  Cowardice. If the chupacabra used the dash action on its 
  turn, it can hide as a bonus action. 
  Spider Climb. The chupacabra can climb difficult surfaces, 
  including upside down on ceilings, without needing to make 
  an ability check. 
  Gutwrench. It takes 1d4 days for gutwrench symptoms to 
  manifest in an infected creature. Symptoms include 
  vomiting, fatigue and hair loss. The infected creature suffers 
  one level of exhaustion, and it regains only half the normal 
  number of Hit Points from spending hit dice or from 
  finishing a long rest, and cannot recover from their 
  exhaustion. At the end of each long rest, an infected creature 
  can make a DC 13 Constitution saving throw. On a 
  successful save, the creature recovers from the disease. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. If the target is beast or 
  humanoid, it must succeed on a DC 12 Constitution saving 
  throw or contract the chupacabra’s gutwrench disease. 
   
  
   
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  Illustration by Andrey Naumov 
   
  Democrocs resemble demonic lizardfolk or dragonborn, 
  with long, sharp claws complimenting their enormous 
  jaws. 
  While democrocs do not need to eat to survive, they 
  sure seem to enjoy it. They wander the wastes in search 
  of any and anything they can roast alive and devour. 
  They are usually solitary creatures, but sometimes form 
  dangerous packs, bolstering one another’s ferocious 
  resolve with a fearsome howl. 
  Democrocs were long thought to have little more than 
  bestial intelligence, but there are reports of democroc 
  who vampires, and some democrocs will take 
  instructions from them. 
   
   
  Democroc 
  Medium fiend (demon), chaotic evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  9 (-1) 
   
  Skills Athletics +6, Intimidation +3 
  Senses passive Perception 10 
  Languages Understands abyssal, but can’t speak 
  Challenge 6 (1,800 XP) 
   
  Grappler. The democroc has advantage on attack rolls 
  against any creature grappled by it. 
   
  ACTIONS 
  Multiattack. The democroc makes two longsword attacks 
  with its bite or claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 20 (3d10 + 4) piercing damage, and the target is 
  grappled (escape DC 16). Until this grapple ends, the target 
  is restrained, and the democroc can't bite another target. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 21 (2d8 + 4) slashing damage. 
  Bolstering Howl (Recharge 4–6). The democroc releases a 
  mightly roar, and any other democrocs within 30 feet of it 
  that can hear are enraged, resisting all damage except 
  lightning damage until the end of their next turn. 
  Fire Breath (Recharge 5–6). The democroc exhales fire in a 
  15-foot cone. Each creature in that area must make a DC 15 
  Dexterity saving throw, taking 24 (7d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  The democroc cannot use this ability if it is using its jaws to 
  grapple a creature. 
   
   
  Illustration by Pavel Vophira 
   
  
   
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  Illustration by Juan Manuel Almirón 
   
  Devoured Devourer 
  Small undead, chaotic evil 
   
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  15 (+2) 
  12 (+1) 
  6 (-2) 
  10 (+0) 
  10 (+0) 
   
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Understands any languages it knew in life 
  Challenge 1/8 (25 XP) 
   
  Tittering Laughter. At the start of each of its turns, the 
  devourer emits a stifled giggle. Creatures within 30 feet of 
  the devourer with a passive perception of 13 or higher hear it. 
  Siege Monster. The devourer’s deals double damage to 
  objects and structures. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic 
  damage. 
   
  Flesh-Spider 
  Tiny fiend (demon), chaotic evil 
   
  Armor Class 14 
  Hit Points 10 (4d4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2) 
   
  Damage Immunities poison 
  Condition Immunities charmed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
   
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) piercing damage. The target must succeed 
  on a DC 11 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. 
   
   
  Illustration by Joe Slucher 
   
  Flesh-spiders are so named for their lack of a 
  carapace, and their thorax instead is reminiscent of a 
  pestilent fleshy growth. Their bite paralyzes their prey, 
  as they devour as much of it as possible until the body 
  rallies or dies. Flesh-spiders refuse to eat the flesh of 
  anything other than living creatures. 
   
  
   
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  Illustration by Candice Li 
   
  Giant Varkind 
  Huge giant, chaotic neutral 
   
  Armor Class 16 (natural armor) 
  Hit Points 105 (10d10 + 50) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  13 (+1) 
  21 (+5) 
  12 (+1) 
  13 (+1) 
  8 (-1) 
   
  Saving Throws Dex +4, Con +8, Wis +4 
  Senses passive Perception 10 
  Languages Common, Giant 
  Challenge 9 (5,600 XP) 
   
  Relentless (Recharges after a Short or Long Rest). If the 
  giant takes 14 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead. 
   
  ACTIONS 
  Multiattack. The giant makes two maul attacks. 
  Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 25 (3d12 + 6) bludgeoning damage. The target 
  must succeed on a DC 19 Strength saving throw or be 
  knocked prone. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
  REACTIONS 
  Stunning Squeal (Recharge 5—6). In response to damage, 
  the giant makes pained squeal. Creature within 30 feet of the 
  giant that can hear it must make a DC 14 Constitution saving 
  throw. If they fail, they are stunned until the end of the 
  giant’s next turn. If they succeed, they aren’t stunned and are 
  immune to the giant’s squeal for the next 24 hours. 
   
   
  Gumberoo 
  Large monstrosity, unaligned 
   
  Armor Class 16 (natural armor) 
  Hit Points 52 (8d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  14 (+2) 
  6 (-2) 
  10 (+0) 
  7 (-2) 
   
  Damage Vulnerabilities fire, thunder 
  Condition Immunities exhaustion, frightened, petrified 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10 
  Languages — 
  Challenge 3 (1,100 XP) 
   
  Fire Hazard. Once a gumberoo has been reduced to half its 
  hit points, its tail begins to glow, shedding dim light in a 5-
  foot radius. For the duration, each time the gumberoo takes 
  fire damage, it rolls a constitution saving throw DC 8 + half 
  the fire damage taken. If it fails, it explodes in a fiery ring. 
  Each creature with 30 feet of the exploding gumberoo must 
  make a DC 12 dexterity saving throw, take 6d6 fire damage 
  on a failed save, or half as much on a success. 
  Echolocation. The gumberoo can’t see or use its blindsight 
  while deafened. 
   
  ACTIONS 
  Multiattack. The gumberoo makes two attacks with its 
  forelegs. 
  Foreleg. Melee weapon attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 4) slashing damage. 
   
   
  Illustration by Toni Puumalainen 
   
  The few remaining forests in the world are carefully 
  managed, and the gumberoo is among the least welcome 
  of intruders into these precious enclaves. 
  
   
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  Illustration by Linda 
   
  Handfly 
  Small aberration, chaotic neutral 
   
  Armor Class 15 (natural armor) 
  Hit Points 28 (5d6 + 10) 
  Speed 15 ft., fly 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  16 (+3) 
  14 (+2) 
  7 (-2) 
  14 (+2) 
  6 (-2) 
   
  Skills Acrobatics +5, Athletics +1 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 2 (450 XP) 
   
  Four-handed. The handfly has four hands. If it takes more 
  than 9 damage on a single turn, it loses a hand. 
   
  ACTIONS 
  Multiattack. The handfly can make attacks with any weapons 
  it is holding (-1 to hit, -1 to damage). 
  Grab (requires 2 empty hands). The handfly grabs at a n 
  object within reach. If the object is being held by another 
  creature, they must succeed a DC 9 Strength saving throw or 
  lose the object to the handfly’s grasp. 
   
  Howling Manticore 
  Huge monstrosity, chaotic evil 
   
  Armor Class 12 (leather armor) 
  Hit Points 95 (9d12 + 36) 
  Speed 60 ft., climb 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  18 (+4) 
  19 (+4) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 5 (1,800 XP) 
   
  Tail Spike Regrowth. The manticore has twenty tail spikes. 
  Used spikes regrow when the manticore finishes a long rest. 
   
  ACTIONS 
  Multiattack. The manticore makes three attacks: one with its 
  bite and two with its claws or three with its tail spikes. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (2d6 + 4) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200 
  ft., one target. Hit: 8 (2d8 + 4) piercing damage + 6 (1d10) 
  poison damage. 
  Howl (Recharge 5—6). The manticore howls, audible out to 
  300 feet. Each creature in a 30-foot cone must make a 
  Constitution saving throw, taking 13 (3d8) thunder damage 
  on a failure and half the amount on a success. 
   
   
  Illustration by Vincent Van Hoof 
  
   
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  It That Rides as One 
  Large aberration, chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 204 (24d10 + 72) 
  Speed 60 ft., climb 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  16 (+3) 
  17 (+3) 
  8 (-1) 
  18 (+4) 
  14 (+2) 
   
  Skills Intimidation +7, Insight +9, Perception +9 
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold, poison 
  Condition Immunities charmed, frightened, poisoned, paralyzed 
  Senses blindsight 120 ft., passive Perception 19 
  Languages Abyssal, Common, telepathy 120 ft. 
  Challenge 15 (13,000 XP) 
   
  Eldritch Sight. It that rides as one can see normally in darkness, 
  both magical and nonmagical, to a distance of 120 feet. 
  Innate Spellcasting. It that rides as one’s innate spellcasting 
  ability is Wisdom (spell save DC 17). It that rides as one can 
  innately cast the following spells, requiring no material 
  components: 
  At will: jump  
  1/day: Evard’s black tentacles, maddening darkness XGE, mental 
  prison XGE 
  Magic Resistance. It that rides as one has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. It that rides as one’s weapon attacks are 
  magical. 
  Mind-Breaking Touch. When it that rides as one hits a creature 
  with a melee attack, the target has disadvantage on Wisdom 
  saving throws until the end of it that rides as one's next turn. 
  Spider Climb. It that rides as one can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
   
  ACTIONS 
  Multiattack. It that rides as one makes three attacks: one with its 
  bite, one with its hooves and one with its tentacles, if they are 
  unoccupied. Alternately, it that rides as one makes four attacks 
  with its eldritch beam. 
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 
  24 (4d8 + 6) bludgeoning damage. If the attack hits, it that rides 
  as one regains a number of hit points equal to half the damage 
  dealt to it. 
  Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 28 (4d10 + 6) bludgeoning damage.  
  Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is 
  grappled (escape DC 18) if it is a Large or smaller creature. Until 
  this grapple ends. the target is restrained and takes 11 (2d6 + 4) 
  psychic damage at the start of each of it that rides as one’s turns. 
  It that rides as one can maintain no more than two such grappled 
  targets at once. 
  Eldritch Beam. Ranged Spell Attack: +9 to hit, range 300 ft., one 
  target. Hit: 16 (1d12 + 4) force damage, and it that rides as one 
  can move the target 10 feet in a straight line closer to itself. 
  Maddening Presence. It that rides as one targets one creature it 
  can see within 60 feet of it. If the target can see or hear the 
  horror, the target must make a DC 17 Wisdom saving throw. On 
  a failed saving throw, the target becomes paralyzed until the end 
  of its next turn. If a creature's saving throw is successful, the 
  creature is immune to it that rides as one’s Maddening Presence 
  for the next 24 hours. 
   
  Illustration by Mike Lim 
   
   
   
  
   
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  Joro-Gumo 
  Large fiend (demon), chaotic evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 138 (18d10 + 39) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  11 (+1) 
  15 (+2) 
  10 (+1) 
  12 (+1) 
  20 (+5) 
   
  Skills Intimidation +9, Insight +5, Perception +5 
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities charmed, poisoned, paralyzed 
  Senses passive Perception 15 
  Languages Abyssal, Common, telepathy 60 ft. 
  Challenge 10 (5,900 XP) 
   
  False Appearance. As an action, the joro-gumo can assume the 
  form of a young humanoid woman holding a baby. A successful 
  DC 17 Intelligence (Investigation) check reveals the illusion. If a 
  creature unaware of the joro-gumo’s true nature comes within 10 
  feet of the joro-gumo, it can make a surprise attack with its 
  scythe against the creature, revealing the illusion. When it does 
  so, the illusory baby dissolves into 1d4 flesh-spiders. 
  Flesh-Spiders. If the joro-gumo takes more than 10 piercing, 
  bludgeoning or slashing damage on a single turn, it bleeds out 
  1d2+1 additional flesh-spiders, which appear in the nearest 
  available space to the joro-gumo. 
  Innate Spellcasting. The joro-gumo's innate spellcasting ability 
  is Charisma (spell save DC 18, +10 to hit with spell attacks). The 
  joro-gumo can innately cast the following spells, requiring no 
  material components: 
  2/day each: lightning bolt, chain lightning 
  Magic Resistance. The joro-gumo has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The joro-gumo's weapon attacks are magical. 
  Spider Climb. The joro-gumo can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
   
  ACTIONS 
  Multiattack. The joro-gumo makes two attacks with its scythe or 
  ball lightning. 
  Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 4) piercing damage. If the attack hits, the joro-
  gumo regains a number of hit points equal to half the damage 
  dealt to it. 
  Shock Bolt. Ranged Spell Attack: +9 to hit, range 60/120 ft., one 
  target. Hit: +10 (2d6 + 5) lightning damage. 
  Poison Breath (Recharge 5–6). The joro-gumo exhales a 
  poisonous cloud in a 15-foot cone. Each creature in the area must 
  make a DC 13 Constitution saving throw, taking 32 (7d8) acid 
  damage on a failed save, or half as much damage on a successful 
  one. 
   
  Illustration by Christophe Bastin 
  Joro-Gumo will lay waste to entire towns, having 
  wandered in and played just one member of the local 
  populace for a fool by adopting the form of an attractive 
  young woman in need. Once they have gained the pity of 
  some unfortunate soul, they reveal their true form, and 
  begin to unleash chaos. They can strike multiple foes 
  down simultaneously with their mighty scythes, and those 
  who dare fight back against them quickly find themselves 
  overwhelmed by the legions of paralyzing flesh-spiders 
  that continuously flow from their torsos. They are can also 
  generate endless amounts of lightning from their bodies. 
   
   
   
  
   
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  Mad Scientist 
  Medium humanoid (any), any chaotic alignment 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 165 (22d8 + 66) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Wis +5, Cha +8 
  Skills Arcana +4, Deception +7, Persuasion +7, Nature +4 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any three languages (usually Common and Abyssal) 
  Challenge 14 (11,500 XP) 
   
  Eldritch Sight. The scientist can see normally in darkness, both 
  magical and nonmagical, to a distance of 120 feet. 
  Spellcasting. The scientist is a 16th-level spellcaster whose 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It regains its expended spell slots when it finishes 
  a short or long rest. It knows the following spells: 
  Cantrips (at will): control flames, eldritch blast, mage hand, lightning 
  lure SCAG 
  1st level (4 slots): mage armor, hellish rebuke, witch bolt, Tasha’s 
  hideous laughter 
  2nd level (3 slots): misty step, crown of madness 
  3rd level (3 slots): hunger of hadar, animate dead 
  4th level (3 slots): death ward, freedom of movement, sickening 
  radiance XGE 
  1st-5th level (3 5th-level slots): cloudkill, danse macabre XGE 
  6th level (2 slots): create homonculus XGE, true seeing, chain 
  lightning 
  7th level (1 slots): finger of death, glibness 
  8th level (1 slots): control weather, maddening darkness XGE 
   
  ACTIONS 
  Scalpel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 4 (1d10 + 4) slashing damage. The wound bleeds, dealing 5 
  (1d8) damage due to blood loss at the start of each of the target’s 
  turns, and closes if they regain 1 hit point. 
  Venom Injector. Ranged Weapon Attack: +7 to hit, range 50/100 
  ft., one target. Hit: 27 (5d10) acid damage. 
   
  LEGENDARY ACTIONS 
  The scientist 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 scientist 
  regains spent legendary actions at the start of its turn. 
  Cantrip. The scientist casts a cantrip. 
  Laughing Gas. The scientist casts Tasha’s hideous laughter. 
  Scalpel. The scientist makes an attack with its scalpel. 
   
  LAIR ACTIONS 
  On initiative count 20 (losing initiative ties), the scientist takes a 
  lair action to cause one of the following effects; the scientist can't 
  use the same effect two rounds in a row: 
  Latest Creation. The scientist summons an ally to a point it can 
  see within 30 feet of itself. Roll a d20 to determine the creature 
  summoned: 1-2: 1 crawling claw; 3-6: 1d4 + 2 nothics; 7-11: 2d4 
  skeletons; 12-16: 1d4 + 2 zombies; 17-19: 1 flesh golem; 20: 1 elder 
  brain. Each option can only be revealed once. 
  Noxious Gas. Clouds of choking gas rise up from six hidden 
  nozzles scattered around the scientist’s lair. Creatures within 10 
  feet of such a nozzle must succeed on a DC 15 Constitution 
  saving throw or spend their action on their next turn retching and 
  reeling. Creatures immune to poison succeed this saving throw 
  automatically. 
   
  Illustration by Xyuen Mun 
   
  Mad scientists can do great good, but their lack of 
  restraint tends to prove that whatever can go wrong, will 
  go wrong. They serve larger towns and cities, or, if they 
  are wealthy, conduct experiments of their own design in 
  remote locations. 
  
   
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  68 
  MAN-BAT TRANSFORMISM 
  Unlike lycanthropy, the source of man-bat-ism is not s 
  disease or a curse, but a fundamental alteration of the 
  subject’s being through mad science. They are capable of 
  spreading their condition. 
  If treated early, the condition can be cured by any 
  method capable of curing disease. After 2d4 days, after 
  which the subject’s skin shrinks tightly around their 
  bones, they become lean, muscular and prone to 
  violence. Their teeth and fingernails elongate, and 
  wounds they inflict are capable of spreading the man-bat 
  transformism even further. 
  After a 4d4 days, the infected individual appears to 
  recover and regains their senses. While this seems to be 
  a relief at first, the condition has already become 
  irreversible, and their outbreaks become more frequent, 
  more violent, and their bat form more and more 
  terrifying and powerful. A few manage to indefinitely 
  suppress the transformations by imbibing alchemical 
  solutions. 1d2 months later, a convert ascends, and their 
  former self is lost forever. Man-bats are intelligent, learn 
  from an enemy’s tactics and plan ahead for anything that 
  might come between them and their goals. Survivors of 
  the disease often find engaging in self destructive 
  behavior that might increase the possibility of a relapse. 
   
  Man-Bat Infected 
  Medium humanoid monstrosity, chaotic neutral 
   
  Armor Class 12 (natural armor) 
  Hit Points 75 (4d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  15(+2) 
  14 (+2) 
  7 (-2) 
  10 (+0) 
  6 (-2) 
   
  Damage Resistances poison 
  Senses blindsight 60 ft., passive Perception 16 
  Languages understands languages it knew but can’t speak 
  Challenge 1 (200 XP) 
   
  Leaping Agility. The man-bat can make a long or high jump 
  up to 20 feet without the need for a running start or an 
  ability check. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: (2d4 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: (2d6 + 2) piercing damage. 
   
   
   
  Illustration by Tariq 
   
  She said bats were the key to revitalizing the planet. 
  Her colleagues laughed at her, thought her she was 
  crazy. Sure, the city had used guano from the caves 
  to produce fertilizer, but gunpowder had proven 
  more profitable. I wonder if folk’ll ever learn how to 
  live happy. 
   
   
  Illustration by Darren Benton 
  
   
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  69 
   
  Illustration by Veikka Somerma 
   
  Man-Bat Convert 
  Medium monstrosity, shapechanger, chaotic neutral 
   
  Armor Class 12 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., (fly 60 ft. in bat form) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
   
  Skills Acrobatics +5, Athletics +8, Perception +3 
  Damage Vulnerabilities thunder 
  Damage Resistances poison; bludgeoning, piercing, slashing 
  from nonmagical attacks 
  Senses blindsense 60 ft., passive Perception 13 
  Languages Common (can’t speak in bat form) 
  Challenge 5 (1,800 XP) 
   
  Immutable Form (bat form only). The man-bat is immune to 
  any spell or effect that would alter its form. 
  Keen Hearing. The man-bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Transform (human form only). If the man-bat is damaged by 
  another creature, it must succeed a DC 14 Wisdom saving throw 
  or spend its next turn transforming into its bat form. During the 
  transformation, it resists all damage and has advantage on 
  saving throws. It can make a new saving throw to revert its 
  human form when it completes a long rest. 
  ACTIONS 
  Multiattack. The man-bat makes two attacks with its revolver in 
  humanoid form, or one attack with its bite and one with its claws 
  in bat form. 
  Bite (bat form only). Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: (2d6 + 3) piercing damage. The target must 
  succeed on a DC 12 Constitution saving throw or contract man-
  bat transformism. 
  Claws (bat form only). Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 12 (2d8 + 3) slashing damage. 
  Revolver (human form only). Ranged Weapon Attack: +5 to hit, 
  reach 40/80 ft., one target. Hit: 13 (1d10 + 2) piercing damage. 
  Screech (Recharge 5—6). Each creature in a 30-foot cone 
  originating from the man-bat ascendant must make a DC 13 
  Constitution saving throw, taking 14 (4d6) thunder damage on a 
  failure and be deafened until the end of their next turn, and half 
  as much on a success, and they aren’t deafened. 
   
  REACTIONS 
  Wing Attack. The man-bat beats its wings in response to 
  damage. Each creature within 5 ft. of the man-bat must succeed 
  on a DC 14 Strength saving throw or be knocked prone and lose 
  their reaction. After beating its wings, the man-bat can elect to fly 
  up to half its movement speed. 
   
   
   
   
  
   
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  70 
   
  Illustration by Jerad S. Marantz 
   
  What happened next, though…. I don’t guess it’ll 
  ever sit right with me. First, she changed herself, 
  then she changed others. Innocent people. Children. 
  I don’t know what happened to the brilliant 
  scientist I used to know, but she died… exactly 
  when, I don’t’ know, but it was some time after 
  that creature inside her was born. 
  We gathered the posse to hunt the creature and 
  eventually cornered it, though not after putting 
  down a dozen innocent people it had infected. 
  It killed Sampton, and took a chunk out of my 
  ear, too. Right here, see? 
  At the last minute, her lover threw herself 
  between the dragon and myself, and to everyone’s 
  surprise, they seemed to share a tender moment of 
  recognition. Maybe I was wrong about her being 
  dead after all. Maybe the creature just saw the lot 
  of us closing in with our pieces drawn. 
  I don’t know. Something in the creature’s eyes 
  changed. Could’ve been fear. Could’ve been sorrow. 
  With one stroke of her leathery wings, she 
  disappeared into the night. We never saw her again, 
  but the following spring, a tree bloomed in the 
  mountains for the first time in a century. 
  ~Old Gus 
   
  Man-Bat Ascendant 
  Large monstrosity, chaotic neutral 
   
  Armor Class 15 (natural armor) 
  Hit Points 133 (15d10 + 45) 
  Speed 30 ft., fly 70 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  18 (+3) 
  20 (+5) 
  14 (+2) 
  15 (+2) 
   
  Saving Throws Con +7, Wis +6 
  Skills Acrobatics +6, Athletics +10, Perception +5 
  Damage Vulnerabilities thunder 
  Damage Resistances poison 
  Damage Immunities bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Senses blindsense 120 ft., passive Perception 15 
  Languages understands Common but can’t speak 
  Challenge 7 (2,900 XP) 
   
  Regeneration. The man-bat regains 10 hit points at the start 
  of its turn if it has at least 1 hit point. 
  Keen Hearing. The man-bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Immutable Form. The man-bat is immune to any spell or 
  effect that would alter its form. 
   
  ACTIONS 
  Multiattack. The man-bat makes two attacks, one with its 
  Bite and one with its Claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage. The target must succeed 
  on a DC 13 Constitution saving throw or contract man-bat 
  transformism. 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 17 (3d8 + 4) slashing damage. If the man-bat 
  hits a creature with its claws, it can attempt to grapple the 
  target as a bonus action. 
  Screech (Recharge 5—6). Each creature in a 45-foot cone 
  originating from the man-bat ascendant makes a DC 14 
  Constitution saving throw, taking 17 (5d6) thunder damage 
  on a failure and be deafened until the end of their next turn, 
  and half as much on a success, and they aren’t deafened. 
   
  REACTIONS 
  Wing Attack. The man-bat beats its wings in response to 
  damage. Each creature within 5 ft. of the Man-Bat must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone and lose their reaction. After beating its wings, the 
  man-bat can elect to fly up to half its movement speed. 
   
   
  
   
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  Man-Bat-Dragon 
  Huge dragon, chaotic evil 
   
  Armor Class 19 (natural armor) 
  Hit Points 196 (17d12 + 68) 
  Speed 40 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7) 
  16 (+3) 
  21 (+5) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
   
  Saving Throws Dex +8, Con +10, Wis +8, Cha +7 
  Skills Perception +16, Stealth +8 
  Damage Resistances fire 
  Damage Immunities poison, acid 
  Senses blindsense 120 ft., darkvision 120 ft., passive Perception 
  16 
  Languages Common, Draconic 
  Challenge 12 (8,400 XP) 
   
  Befouling Aura. Water sources within 1 mile of the dragon are 
  supernaturally fouled. Enemies of the dragon that drink such 
  water must regurgitate it within minutes or make a DC 12 
  Constitution saving throw. If they fail, they become infected with 
  man-bat transformism. 
  Immutable Form. The dragon is immune to any spell or effect 
  that would alter its form. 
  Legendary Resistance (3/Day). If the dragon fails a saving 
  throw, it can choose to succeed instead. 
  ACTIONS 
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 
  18 (2d10 + 7) piercing damage plus 7 (2d6) poison damage. The 
  target must succeed on a DC 14 Constitution saving throw or 
  contract man-bat transformism. 
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage. 
  Flame Gout (Recharge 4—6). The dragon exhales fire in a 60-
  foot line. Each creature in the line must make a DC 15 Dexterity 
  saving throw, taking 42 (12d6) fire damage on a failed save, or 
  half as much damage on a successful one.  
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 16 Wisdom saving throw or become frightened or 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the dragon's Frightful Presence for the next 24 hours. 
  Tar Breath (Recharge 5—6). The dragon exhales acid in a 30-
  foot cone. Each creature in that line must make a DC 15 Dexterity 
  saving throw, on a failed save, they are restrained and take 18 
  (4d8) bludgeoning damage. On a success, they take half the 
  amount and are not restrained. The tar is difficult terrain, and a 
  creature ending their turn inside it must make an additional 
  saving throw or be restrained. If the tar is ignited, creatures who 
  enter into or start their turn inside the area take 10 (3d6) fire 
  damage if they fail their saving throw. 
   
  LEGENDARY ACTIONS 
  The dragon 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 dragon 
  regains spent legendary actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Bite. The dragon makes a bite attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 19 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage 
  and be knocked prone. The dragon can then fly up to half its 
  flying speed. 
   
  With their unnaturally long lifespans, a few man-bats have 
  evolved into other even darker and more powerful forms, 
  such as the dreaded man-bat-dragon. 
   
   
  Illustration by Phil Berry 
   
  Honestly? We didn’t stick around to find out. Let it 
  have the mountain. At least we’ll have something 
  green to look at. 
  ~Old Gus 
   
   
   
   
  
   
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  Mi-Go 
  Large aberration, chaotic neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 3) 
  Speed 25 ft., fly 90 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Damage Resistances psychic 
  Damage Immunities poison 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Deep Speech, telepathy 5 ft. 
  Challenge 4 (1,100 XP) 
   
  Distress Spores. When the mi-go takes damage, all other 
  mi-go (or other sporelinguistic creatures, such as myconids) 
  within 240 feet of it can sense its pain. 
  Symbiosis. A creature mounted upon a willing mi-go has 
  resistance to poison and psychic damage, and the rider can 
  communicate telepathically with the mi-go. 
   
  ACTIONS 
  Appendage. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) poison damage plus 7 (1d6) psychic 
  damage. 
  Mind Spores (1/Day). The mi-go releases spores that burst 
  out in a cloud, filling a 15-foot-radius sphere centered on it, 
  which lasts 1 minute or until it is dispersed by a strong wind. 
  A creature that enters into or starts it turn inside the cloud, 
  must make a DC 13 Constitution saving throw. On a failure, 
  the creature takes 7 (2d6) poison damage and are poisoned 
  for 1 minute. Creatures poisoned by mind spores take 3(1d6) 
  damage at the start of their turn and then immediately make 
  a new saving throw. On a successful save, the creature can't 
  be infected by Mind Spores again for 24 hours. 
    
   
  Illustration by Jordan Walker 
   
   
  Illustration by Maarten Verhoeven 
   
  Mind-Spider 
  Tiny aberration, neutral evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 2(1d4 - 1) 
  Speed 25 ft., climb 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  8 (-1) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages Deep Speech, any languages its host knows 
  Challenge 1/2 (100 XP) 
   
  Parasitic. The mind-spider has total cover and is invisible 
  when inside a creature. A friendly creature can spend 10 
  minutes to attempt to remove the mind-spider from its host, 
  making a DC 16 Wisdom (Medicine) check with a knife. If 
  they succeed, they can attack the spider as a bonus action. 
   
  ACTIONS 
  Attach. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage, and the eye-
  spider attaches to the target. A creature can use its action to 
  remove the spider using its action. 
  Enter. The mind-spider attempts to enter a creature it is 
  attached to. The target makes a DC 10 Strength saving 
  throw. If they fail, the spider enters their body. 
  Enslave (2/Day). The mind-spider attempts to enslave a 
  creature it has entered. The target must succeed on a DC 13 
  Wisdom saving throw or be dominated for 2d12 hours. If 
  they take damage, they can use their reaction to repeat their 
  saving throw, regaining control of their body for a number of 
  hours equal to their Wisdom modifier on a success. 
   
  
   
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  Mutant mouthers are creatures of endless hunger for a 
  self, which they metabolize and eventually excrete. They 
  literally absorb their victims into themselves: flesh, body 
  and soul. They wear the faces or maintain the ability to 
  speak with the voice of one of their victims for a time, 
  using that information to claim more victims. 
  What the mouther does excrete is what is left of a 
  person after everything useful to the mouther has been 
  stripped away: a tittering sycophant, which are obedient 
  to the mouther in every way, and do their best to aid it in 
  its perpetual hunt. 
   
  I tell ya, one moment, I was brewing a pot of 
  coffee around the campfire, same as always. You 
  know I love my little rituals. Next thing I know, I’m 
  fifteen years old again, square dancing in a barn 
  with Clara Jane Fowler. 
  Well, imagine my surprise when I come to and 
  saw my forearm halfway down that thing’s 
  midsection, and our lips mere inches apart. 
  ~Old Gus 
   
   
  Illustration by Dave Allsop 
   
  Mutant Mouther 
  Large aberration, neutral evil 
   
  Armor Class 12 (leather armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 30 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  8 (-1) 
  12 (+1) 
  16 (+3) 
   
  Skills Deception +6, Performance +6, Persuasion +6 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Damage Immunities cold; necrotic; poison 
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Deep Speech, languages known by its recent victims 
  Challenge 5 (1,100 XP) 
   
  Absorbed Visage. The mouther can mimic the appearance (face 
  only), speech of and draw upon the memories it has absorbed 
  from its recent victims. A successful Wisdom (Insight) check 
  contested by the mouther’s Charisma (Deception) check allows a 
  listener to determine that the effect is faked. 
  Devoured Devourers. If the mouther absorbs a humanoid 
  creature with its Mouths attack, the target remains become a 
  Devoured Devourer at the end the mouther’s next turn. The 
  mouther travels with 2 (1d4) of these tittering sycophants. 
  Gibbering. Each creature that starts its turn within 15 feet of the 
  mouther that can hear it must succeed a DC 12 Wisdom saving 
  throw. On a failure, the creature can't take reactions until the 
  start of its next turn and rolls a d4 to determine what it does 
  during its turn. On a 1 or 2, the creature does nothing. On a 3, the 
  creature takes no action or bonus action and uses all its 
  movement to move in a randomly determined direction. On a 4, 
  the creature makes a weapon attack or unarmed strike against a 
  randomly determined creature within its reach or range, or does 
  nothing if it cannot make such an attack. 
  Inscrutable. The mouther is immune to any effect that would 
  sense its emotions or read its thoughts. Wisdom (Insight) checks 
  made to ascertain its intentions or sincerity have disadvantage. 
   
  ACTIONS 
  Multiattack. The mouther makes two bite attacks and, if it able, 
  uses its Incoherent Invitation. 
  Mouths. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 17 (5d6) necrotic damage. If the target is Medium 
  or smaller, it must succeed on a DC 12 Strength saving throw or 
  be knocked prone. If a Medium or smaller target is killed by this 
  damage, it is absorbed into the mouther. 
  Incoherent Invitation (Recharge 5—6). Two creatures within 
  120 feet of the mouther that can hear it must make a DC 12 
  Wisdom saving throw. If they fail, they immediately move up to 
  their movement speed toward the mouther, and any attack rolls 
  they make against it are made at disadvantage until the end of 
  their next turn. 
   
  
   
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  Illustration by Vincent Van Hoof 
   
  Mutating Wendigo 
  Large monstrosity (shapechanger), chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 38 (5d10 + 10) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  16 (+3) 
  7 (-2) 
  8 (-1) 
  6 (-2) 
   
  Skills Athletics +6, Acrobatics +3, Perception +3 
  Damage Immunities poison; bludgeoning, piercing, slashing 
  from nonmagical attacks 
  Condition Immunities charmed, diseased, exhaustion, 
  frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common (can’t speak) 
  Challenge 5 (1,800 XP) 
   
  Immutable Form. The wendigo is immune to any spell or effect 
  that would alter its form. 
  Perfect Senses. The wendigo automatically succeeds Wisdom 
  (Perception) checks that rely on smell or hearing. 
  Insatiable Vengeance. Unless it is on fire, at the start of its turn, 
  the wendigo gains 10 temporary hit points. 
  Innate Spellcasting. The wendigo’s innate spellcasting ability is 
  Constitution (spell save DC 13). The wendigo can innately cast 
  the following spells, requiring no material components: 
  1/day each: blight, eyebite, enlarge/reduce 
   
  ACTIONS 
  Multiattack. The mutating wendigo makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  6 (1d10 + 5) piercing damage. If the target is a humanoid, they 
  must succeed on a DC 11 Constitution saving throw or roll a d6 
  and contract lycanthropy: tiger (1), bear (2), boar (3) and wolf (4), 
  rat (5), raven (6). 
  Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d8 + 5) slashing damage. 
   
   
  
   
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  Nauls’ Mimic 
  Medium aberration (shapechanger), neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  17 (+3) 
  11 (+1) 
  13 (+1) 
  8 (-1) 
   
  Skills Stealth +6 
  Damage Immunities acid, psychic 
  Condition Immunities exhaustion, prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Deep Speech, any languages of its prior victims 
  Challenge 5 (1,800 XP) 
   
  False Appearance. While the mimic has assumed the form of 
  another creature, it is indistinguishable from the original. 
  Fear of Fire. If the mimic takes fire damage, it has disadvantage 
  on attack rolls and ability checks until the end of its next turn. 
  Grappler. The mimic has advantage on attack rolls against any 
  creature grappled by it. 
  Shapechanger. The mimic can use its action to polymorph into a 
  creature, or back into its true, amorphous form. Its statistics are 
  the same in each form. The mimic can create convincing replicas 
  of clothing as a part of its chosen form. 
  Tendrils. The mimic can extend covered in squirming tentacles 
  that it can grapple to anything it touches (escape DC 14). Ability 
  checks made to escape this grapple have disadvantage. 
   
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (1d10 + 5) bludgeoning damage. As a bonus action, 
  the mimic can subject the target to its Tendrils trait. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) piercing damage plus 6 (1d6 + 3) acid damage. 
  Creatures reduced to 0 hit points by the mimic have their 
  substance absorbed by it, and the mimic can then assume their 
  form using its Shapechanger trait. 
  Biomimetic Fluid. The mimic emits a jet of slick fluid that covers 
  the ground in a 15-foot diameter circle centered on a point within 
  30 feet of the mimic that it can see. Each creature standing in its 
  area must succeed on a Dexterity saving throw or fall prone. A 
  creature that enters the area or ends its turn there must also 
  succeed on a Dexterity saving throw or fall prone. The fluid 
  evaporates after 10 minutes. 
  Mutate (Recharge 5—6). The mimic roils and twists as its body 
  assumes a new, more advantageous shape, assuming a new 
  form based upon its Shapechanger trait, or assuming its true, 
  amorphous form. Until the start of its next turn, the mimic 
  resists all damage, and can choose to succeed any saving throw 
  it is subject to. At the start of its next turn, the mimic regains 2d8 
  + 6 hit points and it can choose to gain the effects of two of the 
  following spells without the need to concentrate on them: 
  enlarge/reduce, expeditious retreat, jump, spider climb. The 
  effects of the spells last until the mimic uses its Shapechanger 
  trait again. Any body parts no longer of use to the mimic are left 
  behind and die. When the mimic mutates into its true form, it 
  also chooses one of the following four traits: 
  Gaping Maw. The mimic’s bite attack becomes a 3d8. 
  Carapace. The mimic a chitinous shell, thick scales or armor 
  plates, gaining a +2 bonus to its AC. 
  Acidic Fluid. Creatures who enter or start their turn inside the 
  area of the mimic’s biomimetic fluid take 4d6 acid damage if 
  they fail their saving throw, and half as much on a success. 
  The area is also considered difficult terrain. 
  Flight. The mimic grows wings, gaining a flying speed of 45 feet. 
   
  REACTIONS 
  Drop Limb. The mimic loses a limb and immediately escapes a 
  creature’s grapple or grapple attempt. Until it uses its Mutate 
  action, it is unable to use its Pseudopod. 
   
  Illustration by Nagy Norbert 
   
  
   
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  Pale Reflection 
  Medium aberration, neutral evil 
   
  Armor Class 14 (17 with mage armor) 
  Hit Points 153 (18d8 + 72) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
   
  Saving Throws Dex +9, Wis +9, Cha +8 
  Skills Perception +9, Stealth +9 
  Damage Resistances psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 120 ft., passive Perception 19 
  Languages Common, Deep Speech, telepathy 60 ft. 
  Challenge 14 (11,500 XP) 
   
  Innate Spellcasting (Psionics). The pale reflection’s innate 
  spellcasting ability is Intelligence (spell save DC 17). It can 
  innately cast the following spells, requiring no components: 
  At will: detect thoughts, disguise self, calm emotions, encode 
  thoughts GGR, enemies abound XGE, levitate, mage armor 
  1/day each: hallucinatory terrain, mirror image, modify memory, 
  maze, mental prison XGE, psychic scream XGE 
  Legendary Resistance (3/Day). If the pale reflection fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. The pale reflection has advantage on saving 
  throws against spells and other magical effects. 
  Mirror Stride. As a bonus action, the pale reflection can step into 
  a mirrored surface of glass or metal, such as a mirror or sword 
  blade within 5 feet of it and stay inside the object, comfortably 
  resting in a pocket dimension of its own design. While inside the 
  object, the pale reflection is barely visible upon its surface, and 
  only noticeable if a creature uses its action to make a successful 
  DC 18 Intelligence (Investigation) check. The pale reflection can 
  exit such a surface using a bonus action. If the object hosting the 
  pale reflection is destroyed, it exits into the nearest available 
  space and takes 14 (4d6) psychic damage. If the item the pale 
  reflection resides in is worn or carried by a, the pale reflection 
  knows it and can target the bearer with any spells it knows. 
   
  ACTIONS 
  Uncanny Double. The pale reflection assumes an uncanny 
  visage of a creature it can see within 60 feet of that can see the 
  pale reflection. The target must make a DC 16 Wisdom saving 
  throw. On a failed save, it takes 18 (4d6) psychic damage and 
  must immediately use its reaction, if available, to move as far as 
  its speed allows away from the pale reflection. The creature 
  doesn't move into obviously dangerous ground, such as a fire or 
  a pit. On a successful save, the target takes half as much damage 
  and doesn't have to move away. A blinded creature automatically 
  succeeds on the save. The pale reflection gains a number of 
  temporary hits equal to the damage dealt with this ability. 
  Mind Twist (Recharge 5–6). The pale reflection magically emits 
  psychic energy in a 60-foot cone. Each creature in that area must 
  succeed on a DC 15 Wisdom saving throw or take 22 (5d8) 
  psychic damage and be stunned for 1 minute. The stunned 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
  REACTIONS 
  Pale Reflection. The vampire psionically creates a duplicate of a 
  creature that attacks it, which inhabits the vampire’s space, and 
  becomes the target of the attack. The duplicate is a construct, 
  and has the same statistics and abilities as the vampire’s 
  attacker. The construct acts on its own initiative, and lasts until 
  the pale reflection uses this reaction again, it dismisses the 
  construct, or the pale reflection is incapacitated. 
   
  Illustration by Marius Siergiejew 
   
  
   
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  Illustration by Sam Lamont 
   
  Phun-Babuz, the Face-Stealer 
  Huge fiend (demon), chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 196 (17d12 + 85) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  17 (+3) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  17 (+3) 
   
  Saving Throws Str +10, Wis +7, Cha +7 
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't silvered 
  Damage Immunities psychic 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 12 (8,400 XP) 
   
  Amorphous. The phun-babuz can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Innate Spellcasting. The phun-babuz’ innate spellcasting ability 
  is Charisma (spell save DC 17). The phun-babuz can innately cast 
  the following spells, requiring no material components: 
  At will: grease, water breathing, water walk 
  Faceless Curse. A creature whose face has been stolen is 
  blinded, deafened, and if begins to suffocate. A creature who has 
  lost their face can have it restored by the following spells: greater 
  restoration, regeneration, remove curse. Creatures who die 
  without their face rise as undead, becoming a phun-babuz’ 
  faceless one TWW at the end of their next turn. If the phun-babuz is 
  destroyed or banished back to its home plane, the victims of its 
  faceless curse are freed from it. 
  Last Laugh. When the phun-babuz dies, it releases a dying laugh 
  that scars the minds of other nearby creatures. Each creature 
  within 10 feet of the phun-babuz must succeed on a DC 17 
  Wisdom saving throw or take 7 (2d6) psychic damage. 
  Magic Resistance. The phun-babuz has advantage on saving 
  throws against spells and other magical effects. 
  Mockery. As a bonus action, the phun-babuz can wear the face 
  and speak with the voice of anyone afflicted by its faceless curse. 
   
  ACTIONS 
  Grappling Tentacle. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target. Hit: 7 (2d8 + 6) bludgeoning damage. The target 
  must succeed a DC 17 Strength saving throw or become 
  restrained (escape DC 17). The phun-babuz can grapple up to 
  three Large or smaller creatures at a time. 
  Steal Face. The phun-babuz forces a beast, fey or humanoid it is 
  grappling to make a DC 15 Charisma saving throw. On a failure, 
  the creature takes 14 (4d6) psychic damage and their face is 
  subjected to the phun-babuz’ faceless curse. On a success, they 
  take half as much damage and their face is not stolen.  
   
  
   
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  Illustration by Katherine Dinger 
   
  Phun-Babuz’ Faceless One 
  Medium undead, chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 42 (5d8 + 20) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  6 (-2) 
  18 (+4) 
  3 (+4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses blindsight 15 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages understands Abyssal but cannot speak 
  Challenge 2 (450 XP) 
   
  Final Scream. When the faceless one dies, it releases a 
  dying scream that scars the minds of other nearby creatures. 
  Each creature within 10 feet of the faceless one must 
  succeed on a DC 12 Wisdom saving throw or take 5 (1d8) 
  psychic damage. 
   
  ACTIONS 
  Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d4 + 2) bludgeoning damage. 
   
  Phun-Ni Clown 
  Medium fiend (demon), chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 33 (5d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  15 (+2) 
  12 (+1) 
  11 (+1) 
  14 (+2) 
  16 (+3) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Abyssal, Common 
  Challenge 3 (700 XP) 
   
  Innate Spellcasting. The clown’s innate spellcasting ability 
  is Charisma (spell save DC 13). The clown can innately cast 
  the following spells, requiring no material components: 
  At will: encode thoughts, friends, prestidigitation 
  1/day each: arms of hadar, cause fear, color spray, enthrall, 
  grease, invisibility, magic mouth, Nystul’s magic aura, mirror 
  image, modify memory, pyrotechnics XGE, phantasmal force, 
  shatter, silence, silent image, sleep, spider climb, Tasha’s 
  hideous laugher 
   
  ACTIONS 
  Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
   
   
  Illustration by Randy Hagmann 
   
  
   
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  The Sand Phantom 
  Gargantuan aberration, neutral evil 
   
  Armor Class 19 
  Hit Points 270 (16dd20 + 100) 
  Speed 0 ft., fly 120 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  28 (-9) 
  23 (+6) 
  2 (-4) 
  21 (+5) 
  18 (+4) 
   
  Saving Throws Wis +12, Cha +11 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Damage Immunities cold, poison, thunder 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, stunned 
  Senses darkvision 120 ft., passive Perception 15 
  Languages — 
  Challenge 23 (50,000 XP) 
   
  Flyby. The phantom doesn't provoke opportunity attacks when it 
  flies out of an enemy's reach. 
  Granular Form. The phantom can enter a hostile creature's 
  space and stop there, swirling its mass. It can move through a 
  space as narrow as 1 inch wide, and assume a condensed, 
  smaller form of the size of its choosing. 
  Legendary Resistance (3/Day). If the phantom fails a saving 
  throw, it can choose to succeed instead. 
  Siege Monster. The phantom deals double damage to objects 
  and structures. 
   
  ACTIONS 
  Multiattack. The phantom makes two attacks with either its Sand 
  Tendril or Drop Object. 
  Necrotic Tendril. Melee Weapon Attack: +16 to hit, reach 20 ft., 
  one target. Hit: 23 (4d6 + 9) necrotic damage. 
  Drop Object. The phantom drops a large object or piece of 
  debris, such as a wagon, cart or chunk of heavy stone. The object 
  shatters on impact, leaving difficult terrain behind. Creatures in a 
  5-foot radius of the impact must succeed a DC 16 Dexterity 
  saving throw or take 6d6 bludgeoning damage on a failure, or 
  half as much slashing damage on a failure. 
  Sandstorm (Recharge 6). All other creatures within 120 feet of 
  the phantom must each make a DC 20 Dexterity saving throw, 
  taking 27 (6d8) bludgeoning damage on a failed save, or half as 
  much damage on a successful one. If a target's saving throw fails 
  by 5 or more, the creature is also knocked prone and buried in 
  sand. Buried creatures can use their action to dig themselves out 
  on their next turn. 
   
  LEGENDARY ACTIONS 
  The sand phantom 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 phantom 
  regains spent legendary actions at the start of its turn. 
  Move. The phantom moves up to its speed. 
  Bury (Costs 2 Actions). The phantom causes a great wave of 
  sand to crash upon an area. The area can be up to 30 feet long, 
  up to 10 feet wide, and up to 10 feet tall. Each creature in that 
  area must make a Dexterity saving throw. On a failure, a creature 
  takes 6d8 bludgeoning damage and is knocked prone. On a 
  success, a creature takes half as much damage and isn't knocked 
  prone. The loose sand then spreads out across the ground in all 
  directions, becoming difficult terrain for creatures that lack a 
  climbing or burrowing speed. 
  Flesh-Stripping Gale (Costs 3 Actions). The phantom releases a 
  blast of sand and wind in a line that is 1 mile long and 20 feet 
  wide. Objects in that area take 22 (4d10) slashing damage. Each 
  creature there must succeed on a DC 21 Dexterity saving throw or 
  take 22 (4d10) necrotic damage and be flung up to 30 feet in a 
  direction away from the line. If a thrown target collides with an 
  immovable object, such as a wall or floor, the target takes 7 (2d6) 
  bludgeoning from the impact.  
   
  REGIONAL EFFECTS 
  Living Storm. The phantom is surrounded by storm 1d6 + 4 
  miles in diameter. Dust and sand, cause the area to be heavily 
  obscured, and non-magical light’s brightness is reduced by half. 
  The roaring wind imposes disadvantage on Wisdom (Perception) 
  checks that rely on hearing. In addition, strong winds swirl in the 
  area covered by the storm. The winds impose disadvantage on 
  ranged attack rolls, and extinguish open flames. 
   
  Illustration by Vincent Van Hoof 
   
  Though many years have passed, 
  Since the thing buried all I ever loved, 
  the Sand Phantom still haunts my dreams. 
   
  
   
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  Scourging Hive 
  Huge aberration, unaligned 
   
  Armor Class 16 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 5 ft., fly 30 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  18 (+4) 
  8 (-1) 
  12 (+1) 
  9 (-1) 
   
  Damage Resistances acid, cold 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, poisoned, prone 
  Senses blindsight 60 ft., passive Perception 11 
  Languages understands Giant but can only scream 
  Challenge 7 (2,900 XP) 
   
  Hive Protectors. If the scourging hive takes more than 10 
  damage on a turn, a swarm of locusts appears to defend it in 
  the nearest available space. 
  Swarming Hive. The hive is surrounded by swarming, biting 
  locusts, filling all spaces within 20 feet of the scourging hive, 
  and spreading around corners. The area is difficult terrain. A 
  creature that enters the area on a turn or ends its turn there 
  must make a DC 16 Constitution saving throw taking 18 
  (4d8) piercing damage on a failure, and half as much 
  damage on a success. 
   
  ACTIONS 
  Multiattack. The scourging hive makes two attacks with its 
  tentacles. 
  Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 14 (2d10 + 3) piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. If the poison is not cured, the target’s 
  flesh swells, and at the end of their next turn, a swarm of 
  locusts bursts from their body, dealing an additional 5 (1d8) 
  slashing damage, and releasing a swarm of insects. In the 
  nearest available space to the target. 
  The target is also grappled (escape DC 17). If the target is 
  Medium or smaller, it is also restrained until this grapple 
  ends. While grappling the target, the scourging hive has 
  advantage on attack rolls against it. When the scourging hive 
  moves, any Medium or smaller target it is grappling moves 
  with it. The scourging hive can grapple up to two targets in 
  this manner at a time. 
  Maddening Scream. The scourging hive targets one 
  creature it can see within 40 feet of it. If the target can hear 
  the hive, the target must make a DC 17 Wisdom saving 
  throw. On a failed saving throw, the target becomes 
  paralyzed until the end of its next turn. If a creature's saving 
  throw is successful, the creature is immune to the hive’s 
  Maddening Scream for the next 24 hours. 
   
   
   
  Illustration by Felipe Escobar Bravo 
   
  Swarm of Locusts 
  Medium swarm of tiny beasts, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 5 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Swarm. The swarm can occupy another creature's space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny insect. The swarm can't regain hit 
  points or gain temporary hit points. 
   
  ACTIONS 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target 
  in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 
  (2d4) piercing damage if the swarm has half of its hit points 
  or fewer. 
   
  
   
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  Slaad the Impaler 
  Larger aberration, chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  20 (+5) 
  12 (+1) 
  12 (+1) 
  6 (-2) 
   
  Skills Medicine +6, Perception +2 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Damage Immunities poison 
  Condition Immunities charmed, poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 
  Languages Slaad, telepathy 60 ft. 
  Challenge 8 (3,900 XP) 
   
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. The slaad's weapon attacks are magical. 
  Plagued Stench. Each creature other than the slaad that enters 
  or starts its turn within 30 feet of the slaad must succeed on a DC 
  14 Constitution saving throw or be poisoned until the start of the 
  creature's next turn. On a successful saving throw, the creature is 
  immune to the stench for 1 hour. 
  Regeneration. The slaad regains 10 hit points at the start of its 
  turn if it has at least 1 hit point. 
   
  ACTIONS 
  Multiattack. The slaad makes three attacks: one with its bite, one 
  with its skewer and one with its tongue. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. 
  Skewer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (1d12 + 5) piercing damage plus 3 (1d6) necrotic damage. 
  A medium or smaller creature hit by the skewer must succeed a 
  DC 14 Strength saving throw or be impaled. An impaled creature 
  is restrained and must use its action to make a DC 14 Strength 
  (Athletics) or Dexterity (Acrobatics) check to escape. If they fail, 
  they take an additional 1d8 + 5 necrotic damage and remain 
  restrained. The slaad can impale up to four small creatures, two 
  medium creatures or one medium and two small creatures. 
  Tongue. Ranged Weapon Attack: +5 to hit, range 20 ft., one 
  target. Hit: 3 (1d6) poison damage plus 3 (1d6) necrotic damage. 
  A large or smaller creature hit by the slaad's tongue must 
  succeed a DC 14 Strength saving throw or be pulled 10 feet 
  toward the slaad. If the creature is pulled within 5 feet of the 
  slaad, the slaad may immediately make a skewer attack against 
  the creature with a bonus action. 
   
  REACTIONS 
  Parry. The slaad adds 2 to its AC against one melee attack that 
  would hit it. If a creature is currently skewered upon the slaad 
  and the attack roll is higher than their AC, they become the target 
  of the attack instead. 
   
  Illustration by Viktor Fetsch 
   
  A killer from another plane, Slaad the Impaler was 
  trapped in this world, exiled by its own kind for crimes 
  better left to the imagination. 
  A ruined and terrible form of life, its limbs have been 
  lopped off, grown back, lopped off again, and now the 
  stumps are fitted with bladed metal skewers jutting 
  awkwardly from every usable muscle. This has regrettably 
  made the creature even deadlier, as it uses these skewers 
  to procure gnome-kebabs by the dozen. The impaler 
  delights in the pain of its victims, keeping them alive and 
  struggling as long as possible, tasting their fear with a 
  long, sharp alien tongue. 
   
   
   
  
   
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  Illustration by Ørjan Svendsen 
  SUPER-MUTANTS 
  Almost every super-mutant has four traits in common: 
  they are big, stupid, and always angry.  
  They are descended from ogrillons and ogres who 
  have been mutated by the wastes, or intentionally 
  created by experiments. Most super-mutants are in 
  constant pain, wracked by cancerous growths, 
  uncomfortable extra limbs and the occasional, second 
  contrarian head. As a result, most super-mutants are 
  easily bamboozled. 
  However, they are not without their own ability to 
  organize. They drift through wastelands together, 
  proclaiming their own superiority over others, and taking 
  things by force. They make a regular practice of 
  kidnapping farm animals- even farmhands folk and keep 
  them in cages until the time comes to eat them. 
  Once in a generation, a super-mutant is born who 
  manages to not just have intelligence beyond that of the 
  average super-mutant, but beyond that of most sapient 
  beings altogether. While scrawny and unimpressive 
  compared to their brethren, these leaders cunningly 
  dominate and tribes squads of super-mutants, outfitting 
  them with superior technology, repairing ancient 
  technology and outfitting their minions with powerful 
  and alien weaponry, unseen for centuries.  
   
  Super-Mutant 
  Huge giant, neutral evil 
   
  Armor Class 11 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  6 (-2) 
  8 (-1) 
  4 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned, diseased 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands and speaks Common but can't read 
  or write 
  Challenge 3 (700 XP) 
   
  Third Arm. As a bonus action, the super-mutant can 
  attempt to grapple a creature with its third arm (escape DC 
  14). If a creature is already grappled, the super-mutant can 
  use this trait to squeeze. Creatures grappled by the arm are 
  squeezed at the start of the super-mutant’s turn, dealing 7 
  (2d6) bludgeoning damage. 
   
  ACTIONS 
  Multiattack. The giant makes two cleaver attacks, or makes 
  a single rock attack. 
  Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 5) slashing damage. 
  Rock. Ranged Weapon Attack: +3 to hit, range 100/200 ft., 
  one target. Hit: 17 (3d10 + 1) bludgeoning damage. 
   
   
  Illustration by Anatolii Leoshko 
  
   
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  83 
   
  Illustration by Maksim Poplavskiy 
   
  Super-Mutant Brute 
  Huge giant, neutral evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  14 (+2) 
  16 (+3) 
  6 (-2) 
  8 (-1) 
  4 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned, diseased 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands and speaks Common but can't read 
  or write 
  Challenge 3 (700 XP) 
   
   
  ACTIONS 
  Multiattack. The giant makes two greatsword attacks. 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 14 (3d6 + 6) slashing damage. 
   
  Super-Mutant Gunner 
  Huge giant, neutral evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  16 (+3) 
  6 (-2) 
  8 (-1) 
  4 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned, diseased 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands and speaks Common but can't read 
  or write 
  Challenge 4 (1,100 XP) 
   
   
  ACTIONS 
  Gatling Gun. The gunner unleashes a spray of bullets in a 
  20-foot line. Creatures in the area must succeed a DC 13 
  Dexterity saving throw or take 13 (3d8) piercing damage. 
   
   
  Illustration by Dmitry Skolzki 
   
   
  
   
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  84 
  Super-Mutant Leader 
  Small giant, neutral evil 
   
  Armor Class 11 (natural armor) 
  Hit Points 28 (11d6 - 11) 
  Speed 25 ft., fly 25 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  12 (+1) 
  9 (-1) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +7, Deception +6, Insight +6, Persuasion +6 
  Condition Immunities poisoned, diseased 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
   
   
  Spellcasting. The leader is a 11th-level spellcaster whose 
  spellcasting ability is Intelligence (spell save DC 16; +8 to hit with 
  spell attacks). It can innately cast the following spells, requiring 
  no components: 
  At will: guidance, mage hand, vicious mockery, true strike 
  1st level (4 slots): charm person, command, comprehend languages, 
  sanctuary 
  2nd level (3 slots): crown of madness, mirror image, phantasmal 
  force, see invisibility 
  3rd level (3 slots): clairvoyance, fear, meld into stone 
  4th level (3 slots): confusion, stone shape 
  5th level (2 slots): scrying, telekinesis 
  6th level (1 slot): mass suggestion 
  Psionic Barrier. The leader is surrounded by a psionic barrier 
  that grants it 55 (10d10) temporary hit points. At the start of each 
  of the leader’s turns, the barrier regenerates 10 temporary hit 
  points up to its maximum. While the barrier persists: 
  •  Any time the leader is targeted by a spell, roll a d4. On a 1 to 3, 
  the leader is unaffected. On a 4, the leader is unaffected, and the 
  effect is reflected back at the caster as though it originated from 
  the leader, turning the caster into the target. If the spell requires 
  concentration, the leader must concentrate upon it to maintain 
  its effects. 
  • The leader has advantage on any concentration checks it makes, 
  and can concentrate on two spells simultaneously.  
  The barrier completely refills to its maximum when the leader 
  completes a short or long rest. 
   
  ACTIONS 
  Paralyzing Telekinesis. Ranged Spell Attack: +7 to hit, range 25 
  ft., one target. Hit: 12 (2d10 + 4) bludgeoning damage. If the 
  target is Medium or smaller, it must succeed on a DC 15 
  Intelligence saving throw or be paralyzed until this grapple ends. 
  A creature can attempt a new saving throw at the end of each of 
  its turn to end the effect. The leader can paralyze up to two 
  creatures in this manner at once, and using this action deals its 
  damage to all creatures paralyzed by it. 
  Mind Blade (Recharge 5—6). The leader emits psionic energy in 
  a 60-foot cone. Each creature in that area must succeed on a DC 
  15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage 
  and be stunned for until the end of their next turn. 
   
  REACTIONS 
  Reflect Projectile. If the leader becomes the target of a ranged 
  attack that misses it, it can use its reaction to reflect the 
  projectile to a creature it can see, making a ranged spell attack of 
  its own. If it hits, it deals the damage the triggering attack would 
  have dealt to the leader. 
  Precognitive Insight (3/Day). When the leader or a creature it 
  can see makes an attack roll, a saving throw, or an ability check, 
  the leader can cause the roll to be made with advantage or 
  disadvantage. 
   
  Illustration by Frances Tsai 
   
   
   
  
   
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  Time Wraith 
  Medium aberration, unaligned 
   
  Armor Class 20 
  Hit Points 136 (16d8 + 64) 
  Speed 0 ft., fly 40 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  22 (+6) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  18 (+4) 
   
  Saving Throws Str +5, Con +8, Wis +6 
  Skills Arcana +7, Insight +6, History +11, Perception +6 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks  
  Damage Immunities necrotic, poison, psychic 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses truesight 120 ft., passive Perception 16 
  Languages — 
  Challenge 10 (5,900 XP) 
   
   
  Incorporeal Defense. The wraith’s AC includes its Charisma 
  modifier (included in its AC). 
  Incorporeal Form. The wraith can enter a hostile creature's 
  space and stop there, swirling its mass. It can move through 
  spaces smaller than 1 inch wide that aren’t airtight as if they were 
  difficult terrain. 
  Innate Spellcasting. The wraith’s innate spellcasting ability is 
  Charisma (spell save DC 16). It can innately cast the following 
  spells, requiring no components: 
  At will: detect thoughts, earthbind XGE, mind spike XGE 
  2/day each: etherealness, locate creature, locate object 
  Legendary Resistance (3/Day). If the wraith fails a saving throw, 
  it can choose to succeed instead. 
  Temporal Step (2/Day). As a bonus action, the wraith can 
  discorporate and teleport up to 120 feet to an unoccupied space 
  it is familiar with. 
   
  ACTIONS 
  Temporal Paralysis. The wraith enters the space of the creature 
  whose actions created it, swirling around their person and 
  preventing their escape. The target must succeed a DC 16 
  Charisma 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 early on a success. 
  Wither. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. 
  Hit: 24(4d8 + 6) necrotic damage. The target must succeed on a 
  DC 16 Charisma saving throw or take an additional 18 (4d8) 
  psychic damage, and have its hit point maximum is reduced by 
  an equal amount. This reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  REACTIONS 
  Temporal Backlash. The wraith imposes disadvantage on an 
  incoming attack if it can see the attacker. If the attack still hits it, 
  the wraith’s attacker takes 11 (2d10) force damage. 
   
  Illustration by Anton Sander 
   
  Time wraiths travel across time and space in pursuit of 
  those whose actions threaten to cause time paradoxes. 
  They may be created by the unskilled wanderings of time 
  travelers, a sort of natural defense mechanism of the 
  universe, although some suspect they are, in fact, the 
  remnants of long-deceased time travelers, cursed to 
  wander the annals of time in punishment for ancient and 
  unknowable sins. When a time wraith appears, it takes on 
  an immaterial semblance of its intended victim– 
  mockingly wearing their face as a horrific mask, often 
  appearing as if the victim were already dead, withered, 
  and desiccated, and made up of immaterial wisps of 
  matter. Once it identifies its target, a time wraith will 
  single-mindedly pursue it until the object of its pursuit 
  corrects the paradoxes it created or returns to its own 
  original time. 
  
   
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  86 
   
  Illustration by Patriartis 
   
  Ulthuar Cat 
  Tiny aberration, neutral 
   
  Armor Class 14 
  Hit Points 7 (2d4 + 2) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (-3) 
  16 (+3) 
  12 (+1) 
  4 (-3) 
  12 (+1) 
  10 (+0) 
   
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Common and Abyssal 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The cat has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Telepathic Shroud. The cat is immune to any effect that 
  would sense its emotions or read its thoughts, as well as to 
  all divination spells. 
   
  ACTIONS 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
  Sting. The cat extends a tendril and stings a creature it can 
  see within 10 feet of itself. The target must succeed on a DC 
  12 Constitution saving throw or be paralyzed for 1 minute. A 
  paralyzed creature can repeat its saving throw at the end of 
  its turns, ending the effect early on a success. 
   
  Swarm of Ulthuar Cats 
  Medium swarm of tiny aberrations, neutral 
   
  Armor Class 11 (natural armor) 
  Hit Points 68 (2d4 + 24) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages understands Common and Abyssal 
  Challenge 5 (1,800 XP) 
   
  Innate Spellcasting (Psionics). The swarm's innate 
  spellcasting ability is Intelligence (spell save DC 13). As long 
  as it has more than half of its hit points, it can innately cast 
  the following spells, requiring no components: 
  At will: darkness, detect thoughts, major image 
  1/day each: dimension door, mislead 
  Keen Smell. The cat has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Pack Tactics. As long as the swarm has least half of its hit 
  points or more, it has advantage on attack rolls, and 
  creatures have disadvantage on saving throws against its 
  sting. 
  Swarm. The swarm can occupy another creature's space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny cat. The swarm can't regain hit 
  points or gain temporary hit points. 
  Telepathic Shroud. The swarm is immune to any effect that 
  would sense its emotions or read its thoughts. as well as to 
  all divination spells. 
   
  ACTIONS 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing 
  damage if the swarm has half of its hit points or fewer. 
  Sting. The swarm extends its tendrils and stings up to two 
  creatures it can see within 10 feet of itself. The target must 
  succeed on a DC 14 Constitution saving throw or be 
  paralyzed for up to 1 minute. A paralyzed creature can repeat 
  its saving throw at the end of its turns, ending the effect 
  early on a success. 
   
  
   
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  Veridian Stalker 
  Huge monstrosity, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 124 (13d12 + 39) 
  Speed 40 ft., climb 30 ft., fly 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  20 (+5) 
  17 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
   
  Skills Perception +7, Stealth +8, Survival +7 
  Damage Resistances psychic 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common 
  Challenge 7 (2,900 XP) 
   
   
  Innate Spellcasting. The stalker’s innate spellcasting ability is 
  Wisdom (spell save DC 13). The stalker can innately cast the 
  following spells, requiring no material components: 
  At will: hunter’s mark 
  2/day each: blur, invisibility, pass without trace 
  Fey Ancestry. The stalker has advantage on saving throws 
  against being charmed, and magic can't put it to sleep. 
   
  ACTIONS 
  Multiattack. The stalker makes three attacks: two with its jaws or 
  scything claws, and one with its stunning whip. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  13 (2d6 + 5) piercing damage. A large or smaller creature hit by 
  the stalker’s jaws must succeed a DC 15 Strength (Athletics) or 
  Dexterity (Acrobatics) check to avoid being grappled by the jaws. 
  On its turn, the stalker can crush a creature grappled by its jaws 
  without the need to make an attack roll. The stalker can only hold 
  one creature in its jaws at a time. 
  Scything Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  grappled target. Hit: 13 (2d6 + 5) slashing damage. 
  Tail. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. 
  Hit: 12 (1d12 + 5) bludgeoning damage. A creature hit by the tail 
  whip must succeed a DC 15 Constitution saving throw or be 
  stunned until the start of its next turn. 
   
  ACTIONS 
  The stalker can take 2 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 stalker regains 
  spent legendary actions at the start of its turn. 
  Leap. The stalker disengages, leaps and glides up to 30 feet. 
  When it lands, it may immediately make one attack with its bite, 
  scything claws or tail. 
  Tail Lash. The stalker whips its tail around itself. All creatures 
  within 10 feet of the stalker must succeed a DC 15 Dexterity 
  saving throw or take 15 (2d10 + 5) bludgeoning damage. 
  Wing Attack. The stalker beats its wings. Each creature within 15 
  feet cone originating from the stalker must succeed on a DC 15 
  Dexterity saving throw or take 13 (1d6 + 5) bludgeoning damage 
  and be knocked prone. The stalker can then fly up to half its flying 
  speed. 
   
  Illustration by Kate Pfeilschiefter 
   
  Ignacio and Rin had long since disappeared up the 
  sheer cliff and into the mist, when Winston heard a 
  shuffle of leaves at the edge of the clearing. He 
  squinted, seeing only a gentle breeze ruffling the 
  canopy. Moments later, a whip-like tail extended 
  and slapped him full in the face, knocking him over. 
  Elspeth gathered her glaive and summoned her 
  courage as the creature gingerly stepped out from 
  between the trees to reveal itself: massive, the head 
  of the tiger, the tail of a chameleon and the 
  iridescent carapace of an enormous. The glowing 
  yellow eyes of a hunter glared back at her, and she 
  prepared herself for the worst. They exchanged a 
  glance, each deciding if the other would be the 
  hunter, or the hunted. 
   
  Veridian stalkers are ambush hunters, preferring to stun 
  and devour an incapacitated creature. While they can 
  speak and understand language, they are fairly single 
  minded, and dedicate their lives to proving their own 
  evolutionary superiority by hunting the biggest and most 
  dangerous game they can find. 
  They are most at home in forests and jungles where 
  they can make the most use of both their natural and 
  supernatural camouflage.  
   
   
  
   
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  Volund Trickster 
  Medium fiend (devil), lawful evil 
   
  Armor Class 21 (natural armor) 
  Hit Points 228 (23d8 + 115) 
  Speed 30 ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 
  20 (+5) 
  20 (+5) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Dex +10, Con +9, Wis +7, Cha +10 
  Skills Perception +7 
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't silvered 
  Damage Immunities fire, poison 
  Condition Immunities charmed, poisoned 
  Senses darkvision 120 ft., truesight 30 ft. passive Perception 17 
  Languages Common, Infernal, telepathy 1,000 ft. 
  Challenge 20 (25,000 XP) 
   
  Devil's Sight. Magical darkness doesn't impede the trickster’s 
  darkvision. 
  Innate Spellcasting. The trickster’s innate spellcasting ability is 
  Intelligence (spell save 19, +11 to hit with spell attacks). The 
  trickster can innately cast the following spells, requiring no 
  material components: 
  At will: charm person, command 
  3/day each: delayed blast fireball, mental prison XGE, soul cage XGE 
  1/day each: imprisonment, feeblemind, glibness, mind blank, 
  mislead, power word stun 
  Inscrutable. The trickster is immune to any effect that would 
  sense her emotions or read her thoughts, as well as any 
  divination spell that she refuses. Wisdom (Insight) checks made 
  to ascertain her intentions or sincerity have disadvantage. 
  Legendary Resistance (3/Day). If the trickster fails a saving 
  throw, she can choose to succeed instead. 
  Magic Resistance. The trickster has advantage on saving throws 
  against spells and other magical effects. 
  Shadow Stride. As a bonus action, the trickster can step into a 
  shadow within 5 feet of it and magically appear in an unoccupied 
  space within 5 feet of a second shadow that is up to 60 feet away. 
  Both shadows must be cast by a Small or larger creature or 
  object. 
  Sneak Attack (1/Turn). The trickster deals an extra 21 (6d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the trickster that isn't incapacitated and the trickster 
  doesn't have disadvantage on the attack roll. Creatures reduced 
  to 0 hit points by an attack bolstered by the trickster’s sneak 
  attack are killed instantly. 
   
  ACTIONS 
  Multiattack. The trickster uses Forged Contract. It also makes 
  two attacks with its dagger. 
  Dagger. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 17 (2d4 + 4) piercing damage plus 21 (6d6) psychic damage. 
  Forged Contract. The trickster chooses up to two creatures it can 
  see within 90 feet of it. Each target must succeed on a DC 23 
  Intelligence saving throw or the trickster chooses an action for 
  that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, 
  Hide, Ready, Search, or Use an Object. The affected target can't 
  take that action until after the end of its next turn. 
  Summon Devils (1/Day). The trickster summons 2d4 spined 
  devils. A summoned devil appears in an unoccupied space within 
  60 feet of the trickster, acts as an ally of the trickster, and can't 
  summon other devils. It remains for 1 minute, until the trickster 
  dies, or until its summoner dismisses it as an action. 
   
  Illustration by Lenka Simeckova 
   
  
   
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  Illustration by Dave Allsop 
   
  Wasteblight 
  Large elemental, neutral 
   
  Armor Class 12 
  Hit Points 45 (6d8 + 18) 
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  19 (+4) 
  16 (+3) 
  8 (-1) 
  14 (+2) 
  11 (+0) 
   
  Skills Stealth +6 
  Damage Resistances bludgeoning, percing, slashing from 
  nonmagical attacks 
  Damage Immunities poison, cold, necrotic 
  Condition Immunities blinded, deafened, exhaustion, grappled, 
  paralyzed, petrified, prone, restrained, unconscious 
  Senses tremorsense 60 ft., passive Perception 12 
  Languages — 
  Challenge 4 (1,100 XP) 
   
  Ambusher. In the first round of a combat, the wasteblight has 
  advantage on attack rolls against any creature it surprised. 
  Damage Transfer. While grappling a creature, the wasteblight 
  transfers half the damage to the grappled creature. 
  False Appearance. While the wasteblight remains motionless, it 
  is indistinguishable from normal rock or soil, unless an observer 
  succeeds on a DC 18 Intelligence (Investigation) check. 
   
  ACTIONS 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d10 + 4) necrotic damage. 
  Grapple. One large or smaller creature that the wasteblight can 
  see within 5 feet of it must succeed on a DC 14 Dexterity saving 
  throw or be grappled (escape DC 14). The wasteblight can 
  grapple two targets at a time. Until this grapple ends, the target 
  is blinded, restrained and unable to breathe. At the start of its 
  turn, a grappled target takes 16 (3d10) necrotic damage at the 
  start of each of its turns, and each creature other than the 
  wasteblight and the grappled target within 30 feet of the 
  wasteblight must succeed a DC 12 Constitution saving throw or 
  take half the damage as poison damage. 
   
  
   
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  Illustration by Ricardo Robles 
   
  Wastes Boulder 
  Small elemental, neutral 
   
  Armor Class 18 (natural armor) 
  Hit Points 19 (3d4 + 12) 
  Speed 25 ft., burrow 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  19 (+4) 
  1 (-5) 
  8 (-1) 
  1 (-5) 
   
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages Terran 
  Challenge 1 (3,900 XP) 
   
   
  ACTIONS 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage. 
  Necrotic Stare. Ranged Spell Attack: +3 to hit, range 120 ft., 
  one target. Hit: 4 (1d8) necrotic damage. 
   
  Wastes Elemental 
  Large elemental, neutral 
   
  Armor Class 18 (natural armor) 
  Hit Points 162 (13d10 + 91) 
  Speed 30 ft., burrow 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  10 (+0) 
  24 (+7) 
  5 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks 
  Damage Immunities poison, acid 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10 
  Languages Terran 
  Challenge 8 (3,900 XP) 
   
  Earth Glide. The elemental can burrow through nonmagical, 
  unworked earth and stone. While doing so, the elemental 
  doesn't disturb the material it moves through. 
  False Appearance. While the elemental remains motionless, 
  it is indistinguishable from a normal boulder. 
  Siege Monster. The elemental deals double damage to 
  objects and structures. 
   
  ACTIONS 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Animate Boulders (1/Day). The elemental magically 
  animates up to four boulders it can see within 60 feet of it. A 
  boulder has statistics of a wastes boulder. A boulder 
  remains animated until they are destroyed or the wastes 
  elemental is incapacitated. 
   
   
  Illustration by Jack-of-all-Trades 
  
   
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  Wood Horror 
  Huge plant, neutral evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft., burrow 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7) 
  10 (+0) 
  23 (+6) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
   
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 13 
  Languages Druidic, Sylvan 
  Challenge 11 (7,200 XP) 
   
   
  False Appearance. While the wood horror remains motionless, it 
  is indistinguishable from a normal tree. 
  Grappling Vines. When the horror hits a creature with its lash 
  attack, it can use a bonus action to grapple them (escape DC 19). 
  The wood horror can use its movement speed to drag a grappled 
  creature toward itself. The grappling vines have an AC of 12 and 
  have 15 hit points, and share the horror’s resistances and 
  vulnerabilities. 
  Siege Monster. The horror deals double damage to objects and 
  structures. 
   
  ACTIONS 
  Multiattack. The horror makes two slam attacks. 
  Lash. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 
  Hit: 17 (3d6 + 7) bludgeoning damage. 
  Animate Trees (1/Day). The horror magically animates up to two 
  trees it can see within 60 feet of it. These trees have the same 
  statistics as a horror, except they have half its hit point 
  maximum, Intelligence and Charisma scores of 1, they can't 
  speak, and they have only the Lash action option. An animated 
  tree acts as an ally of the horror. The tree remains animate for 1 
  day or until it dies; until the horror dies or is more than 120 feet 
  from the tree; or until the horror takes a bonus action to turn it 
  back into an inanimate tree. The tree then takes root if possible. 
  Lashing Vines (Recharge 5–6). Each creature within 60 feet of 
  the horror, except other horrors, must make a DC 16 Dexterity 
  saving throw. If they fail, they take 27 (6d8) slashing damage and 
  are pulled up to 20 feet toward the horror. If they succeed, they 
  take half as much and aren’t pulled. 
   
  REACTIONS 
  Feed on Death. When a creature within 30 feet of the horror 
  drops to 0 hit points, the horror gains 6 (1d12) temporary hit 
  points. 
   
  Illustration by Ryan Van Dongen 
   
  Here in the forest, dark and deep, 
  I offer you: eternal sleep! 
   
  Awakened by a dying clan of druids in a final attempt to 
  save a dying forest, these betrayed treants no longer have 
  any love for folk, and have banished them from their 
  woodlands until such time as they are recovered. 
  Wood horrors have lost the patience of most trees, and 
  tend to view anything on two legs as an invader. They will 
  trap folk with lashing vines, dragging them down, deep 
  into the earth, spreading the remains among the roots of 
  their favorite trees, a ritual sacrifice until the blood debt to 
  their kind has been repaid. 
   
   
  
   
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  Illustration by Maksym Harahulin 
   
  WAR RELICS 
  Machines of all manner of size and shape patrol empty 
  cities of rusting steel and crumbling concrete. These 
  relics of ancient wars are still carrying out purposes no 
  living person can now fathom.  
  Some have purely artificial roots, others blend the 
  biological with the technological, producing something… 
  confusing, at best. A cypher, key, authorization code, 
  password or other authentication can mean the 
  difference between friend, for or simply being ignored 
  altogether. 
  Some of these ancient ruins contain ancient 
  technology that can help folk survive: functioning water 
  condensation and purification systems, lights that give of 
  light but do not burn, workshops for metalworking or 
  gunsmithing- if only the machines that patrol the area 
  were cleared away. Adventurers who seek to make a 
  famous name for themselves might dare to enter such 
  structures of crumbling concrete and jagged metal, 
  clearing away the remnants of the past so a new future 
  can take hold in its place. 
   
  Axiomatic Minds: Think Like an Ancient Machine 
  When enacting the following creatures, the author begs 
  you: consider the lives of creatures who were, at one time, 
  given singular instructions. Summon thy inner logistician, 
  and consider history, culture, time, and the nature of 
  automation itself. For those of us of the technological age, 
  perhaps this is not so much the stretch that it used to be, for 
  we have seen, you and I, the pleasures and the horrors that 
  technology has to offer. 
   
  A home transformed by the lightning 
  the balanced alcoves smother 
  this insatiable earth of a planet, Earth. 
  They attacked it with mechanical horns 
  because they love you, love, in fire and wind. 
  You say, what is the time  
  waiting for in its spring? 
  I tell you it is waiting  
  for your branch that flows, 
  because you are 
  a sweet-smelling diamond architecture 
  that does not know why it grows. 
   
   
   
   
  
   
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  Arcane Nullifier 
  Medium celestial, unaligned 
   
  Armor Class 19 (natural armor) 
  Hit Points 184 (16d8 + 112) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 
  20 (+5) 
  24 (+7) 
  19 (+4) 
  25 (+7) 
  23 (+6) 
   
  Skills Arcana +9, Insight +12 
  Damage Resistances force, radiant 
  Damage Immunities necrotic; bludgeoning, piercing, slashing 
  from nonmagical attacks 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  grappled, paralyzed, petrified, prone, restrained, unconscious 
  Senses truesight 120 ft., passive Perception 17 
  Languages all languages 
  Challenge 15 (13,000 XP) 
   
  Innate Spellcasting. The nullifier’s spellcasting ability is Wisdom 
  (spell save DC 20, +12 to hit with spell attacks). The nullifier can 
  innately cast the following spells, requiring no material 
  components: 
  At will: detect evil and good, invisibility (self only) 
  3/day each: banishing smite, Bigby’s hand, disintegrate, dispel 
  magic, dispel evil and good, wall of force 
  1/day each: antimagic field, astral projection, Mordenkainen’s sword, 
  prismatic wall 
  Inscrutable. The nullifier is immune to any effect that would 
  sense its emotions or read its thoughts, as well as any divination 
  spell that it refuses. Wisdom (Insight) checks made to ascertain 
  its intentions or sincerity have disadvantage. 
  Legendary Resistance (3/Day). If the nullifier fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. The train has advantage on saving throws 
  against spells and other magical effects. 
   
  ACTIONS 
  Disruption. The nullifier reaches out to touch a creature. The 
  target must succeed on a DC 19 Dexterity saving throw or be 
  touched. The nullifier’s touch causes a rupture of space to erupt 
  from within the creature, dealing 22 (4d10) force damage and 
  ending the effects of one spell on the target of 5th level or lower. 
  The nullifier regains 1d8 hit points for each spell level of any 
  effects it ends in this manner. 
  Gravity Well (Recharge 4–6). The nullifier creates a gravity well 
  centered on a point it can see within 120 feet of itself. Creatures 
  within 30 feet of the well must make a DC 19 Strength saving 
  throw. On a failure, they take 36 (8d8) force damage and are 
  pulled 20 feet toward the center of the well. On a success, they 
  take half the amount and aren’t pulled. 
  Suppress Magic (Recharge 5–6). The nullifier targets one magic 
  item it can see within 120 feet of it. If the magic item isn't an 
  artifact, its magical properties are suppressed for 10 minutes, 
  until the nullifier is on a different plane than the item or dies, or 
  until the nullifier uses a bonus action to end the effect. 
   
  REACTIONS 
  Spell Vitalization. Immediately after a creature casts a spell of 
  1st level or higher within 120 feet of the nullifier, the nullifier can 
  move up to twice its speed without provoking opportunity 
  attacks. It can then make one disruption attack against a target of 
  its choice. 
   
  Illustration by Felipe Escobar Bravo 
  Arcane nullifiers are an elevated learning construct, one 
  originally intended to learn an opponent’s tactics and 
  offensive strategy and to learn to counter it. Arcane 
  nullifiers eventually learned to recognize their situation 
  and their use, and learned to counter even will of their 
  creators, escaping to begin a new life for their kind among 
  the outer planes. 
   
  
   
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  Illustration by Aaron Nakahara 
   
  A brain in a jar on long metal legs, the biomechanical 
  horror harnesses the psionic abilities of the brain inside 
  and turns that energy outward in the form of directed 
  energy blasts and explosive projectiles. The brain is 
  merely a cog, and is completely subjugated to the 
  machine inside. 
   
  Watts took an hour hammering on the damn thing 
  and fiddling with a spaghetti-bowl full of wires. 
  Glow and I distracted ourselves with a game of 
  poker, until the lights came on, flickering down the 
  metal corridor like they were running a relay race. 
  It actually groaned for a moment, an then a 
  harsh and pained voice spoke a single word:  
  “ex-TER-min-ate!” 
   
   
  Biomechanical Horror 
  Large construct, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 95 (10d10 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3) 
   
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
   
  Axiomatic Mind. The horror can't be compelled to act in a 
  manner contrary to its nature or its instructions. 
  Critical Vulnerability. If subjected to a critical hit, the horror 
  takes an additional 3d6 damage. 
  Lightning Absorption. Whenever the horror is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt. 
   
  ACTIONS 
  Multiattack. The horror makes two attacks with its blaster. 
  Blaster. Ranged Weapon Attack: +7 to hit, range 120 ft., one 
  target. Hit: 6 (1d10) radiant damage. 
  Missile (3/Day). The horror launches an explosive projectile 
  at a point within 120 feet of itself that it can see. Creatures 
  within a 15-foot radius of the point must make a DC 15 
  Dexterity saving throw. If they fail, they take 18 (5d6) force 
  damage and are knocked prone. On a success, they half as 
  much damage and aren’t knocked prone. 
  Death Ray (Recharge 6). The horror targets a creature that 
  it can see within 30 feet of it. The target must make a DC 15 
  Constitution saving throw, taking 36 (8d8) radiant damage 
  on a failed save, or half as much damage on a successful 
  one. If the saving throw fails by 5 or more, the target instead 
  takes 64 radiant damage. The target dies if reduced to 0 hit 
  points by this ray. 
   
  REACTIONS 
  Lightning Backlash (Recharge 4–6). When a creature hits 
  the horror with an attack, the attacker takes lightning 
  damage equal to half the damage dealt by the attack. 
    
   
  
   
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  Illustration by CRAPdraw 
   
  When the front lines of warfare first began to be waged 
  primarily by machines, golemite infantry were there. A 
  staple of every war since, they are still in use as escorts, 
  operatives, guards. 
  Artificers who wish to gain the favor of a wealthy 
  patron might specialize in the care, maintenance and 
  modification of such creatures, proving that you can 
  indeed teach an old dog new tricks. Their numbers and 
  locations are carefully monitored by anyone interesting 
  in purchasing a living relic. 
   
  Players can play a Burnished Golemite Infantry! 
  Combining the warforged race that appears in The 
  Wayfinder’s Guide to Eberron combined with the Shootist 
  Martial Archetype for the Fighter class in Old Gus’ Errata: 
  Tales from the Weird West Player’s Handbook and the 
  Soldier background would make an excellent start to such a 
  character! 
   
   
  Burnished Golemite Infantry 
  Large construct, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  9 (-1) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks that aren't adamantine 
  Damage Immunities fire, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 14 
  Languages understands the languages of its creator but 
  can't speak 
  Challenge 4 (1,100 XP) 
   
  Axiomatic Mind. The golem can't be compelled to act in a 
  manner contrary to its nature or its instructions. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The golem is immune to three spells 
  chosen by its creator. Typical immunities include fireball, 
  heat metal, and lightning bolt. 
  Self-Destruct. When the golem is reduced 0 hit points, it 
  begins a timer. It re-rolls its initiative, and emanates a loud 
  beeping noise audible up to 30 feet away. At the start of its 
  next turn, its body explodes. A DC 15 Intelligence check 
  made with tinker’s tools can disarm the self-destruct 
  mechanism. The explosion emanates from the golem’s 
  corpse in a 15-foot radius. Creatures in the area must make a 
  DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on 
  a failure, and half as much on a success.  
   
  ACTIONS 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 4) bludgeoning damage. 
  Gatling Gun. Each creature in a 10-foot cube within 60 feet 
  of the golem must succeed a DC 14 Dexterity saving throw or 
  take 9 (1d12) piercing damage. 
   
  REACTIONS 
  Self-Sacrifice. When a creature within 5 feet of the golem is 
  hit by an attack, the golem swaps places with that creature 
  and is hit instead. 
   
   
  
   
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  96 
   
  Illustration by Maksym Harahulin 
   
  Not all machines were made for war, however. Machines 
  once served all manner of social functions as 
  shopkeepers, day-laborers and even diplomats. These 
  uncanny constructs were built with complex visages and 
  articulations that allow it to better approximate the 
  emotional responses of humanoid races. 
  A malfunctioning concierge continues to serve as 
  much of its original purpose as it can, and might safely 
  herd a group of living creatures through a dangerous 
  area, eager to serve for the first time in a century or 
  more.  
  However, the ravages of time and the unaccounted-for 
  nature of the new world often introduce errors into their 
  instructions, and they might literally spin their head right 
  around, shifting from helpful to harmful, triggered by a 
  condition they are unable to adequately express. 
   
  Malfunctioning Concierge 
  Medium construct, unaligned 
   
  Armor Class 16 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  17 (+3) 
  11 (+0) 
  14 (+2) 
   
  Skills Deception +6, Insight, +4, Persuasion +6 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks that aren't adamantine 
  Damage Immunities fire, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses truesight 120 ft. (blind beyond this radius), passive 
  Perception 13 
  Languages All Languages 
  Challenge 6 (2,300 XP) 
   
  Axiomatic Mind. The concierge can't be compelled to act in 
  a manner contrary to its nature or its instructions. 
  Innate Spellcasting. The nullifier’s spellcasting ability is 
  Intelligence (spell save DC 15, +7 to hit with spell attacks). 
  The nullifier can innately cast the following spells, requiring 
  no material components: 
  At will: friends, calm emotions, detect thoughts, lightning arrow, 
  zone of truth 
  1/day: chain lightning, feeblemind, glibness 
  Inscrutable. The concierge is immune to any effect that 
  would sense her emotions or read her thoughts, as well as 
  any divination spell that it refuses. Wisdom (Insight) checks 
  made to ascertain its intentions or sincerity have 
  disadvantage. 
  Self-Destruct. When the concierge dies, it implodes 
  harmlessly, leaving a handful of fine dust behind.  
   
  ACTIONS 
  Multiattack. The concierge makes four attacks with its 
  adamantine quarterstaff or darts. 
  Adamantine Longstaff. Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one target. Hit: 7 (1d10 + 1) bludgeoning 
  damage. 
  Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
   
  RECTIONS 
  Protection. When an attacker the concierge can see makes 
  an attack roll against an object or creature within 10 feet of 
  the concierge, the concierge can impose disadvantage on 
  the attack roll. 
   
  
   
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  97 
   
  Illustration by Aaron Nakahara 
   
  A murdermachine typically is instructed with very simple 
  orders: kill, and do not get caught. They prowl the 
  ancient cities of crumbling concrete, scaling broken 
  steel-and-glass in search of long-dead prey. Many 
  murdermachines are malfunctioned and will kill 
  anything that resembles anything or anyone they’ve 
  killed in the past. 
  As a safeguard against evidence, or in the event their 
  quarry managed to get the better of them, the large 
  reactor on its back that powers the creature explodes, 
  taking anything in the immediate area, including the 
  mudermachine itself along with it. 
  Functioning reactor and energy blade from a 
  murdermachines are highly coveted by militaries and 
  assassin organizations, and some artificers specialize in 
  the care and maintenance of these artifacts, with a focus 
  on reducing the cumbersome weight and size of their 
  reactors. 
   
  Murdermachine 
  Medium construct, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  7 (-2) 
   
  Skills Stealth +9 
  Damage Resistances bludgeoning, piercing, slashing from 
  nonmagical attacks that aren't adamantine 
  Damage Immunities fire, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 13 
  Languages understands the languages of its creator but 
  can't speak 
  Challenge 5 (1,800 XP) 
   
  Assassinate. During its first turn, the murdermachine has 
  advantage on attack rolls against any creature that hasn't 
  taken a turn. Any hit the murdermachine scores against a 
  surprised creature is a critical hit. 
  Axiomatic Mind. The mudermachine can't be compelled to 
  act in a manner contrary to its nature or its instructions. 
  Evasion. If the murdermachine is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, it instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The murdermachine deals an extra 
  14 (4d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the assassin that isn't incapacitated 
  and the murdermachine doesn't have disadvantage on the 
  attack roll. 
  Self-Destruct. When the murdermachine dies, its reactor 
  explodes in a burst of energy. Each creature within 5 feet of it 
  must make a DC 13 Dexterity saving throw, taking 11 (3d6) 
  force damage on a failed save, or half as much damage on a 
  successful one.  
   
  ACTIONS 
  Multiattack. The murdermachine makes two energy blade 
  attacks. 
  Energy Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (3d6 + 3) force damage. 
  Sawblade Launcher. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 13 (3d6 + 3) slashing 
  damage. 
  
   
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  98 
   
  Illustration by Karola J 
   
  Phantom Train 
  Huge construct, unaligned 
   
  Armor Class 18 (natural armor) 
  Hit Points 230 (20d12 + 100) 
  Speed 40 ft., fly 60 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+7) 
  7 (-2) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  14 (+2) 
   
  Damage Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses truesight 120 ft., passive Perception 10 
  Languages understands all languages but can't speak 
  Challenge 14 (11,500 XP) 
   
  Absorb the Dead. As a bonus action, the train targets an undead 
  creature within 30 feet of it. The train deals 11 (2d10) thunder 
  damage to the target, and the train gains temporary hit points 
  equal to the damage dealt. 
  Axiomatic Mind. The train can't be compelled to act in a manner 
  contrary to its nature or its instructions. 
  Immutable Form. The train is immune to any spell or effect that 
  would alter its form. 
  Ethereal Timetable. The phantom train can move from the 
  Material Plane to the Ethereal Plane, or vice versa using half its 
  movement. When it does, all aboard are transported with it. 
  While upon the ethereal plane, it travels 10d100 miles in a 
  random direction before making another stop sometime in the 
  next in 1d100 hours. It needs no railway, but prefers to enter the 
  material plane where they do exist. 
  Magic Resistance. The train has advantage on saving throws 
  against spells and other magical effects. 
   
  ACTIONS 
  Crush. The train moves up to its speed in a straight line. During 
  this move, it can enter Large or smaller creatures' spaces. A 
  creature whose space the train enters must make a DC 18 
  Dexterity saving throw. On a successful save, the creature is 
  pushed 5 feet to the nearest space out of the train 's path. On a 
  failed save, the creature falls prone and takes 18 (5d6) 
  bludgeoning damage. 
  If the train remains in the prone creature's space, the creature is 
  also restrained until it's no longer in the same space as the train. 
  While restrained in this way, the creature, or another creature 
  within 5 feet of it, can make a DC 18 Strength check. On a 
  success, the creature is shunted to an unoccupied space of its 
  choice within 5 feet of the train and is no longer restrained. 
  Horn (Recharge 5—6). Each creature within 100 feet of the train 
  that can hear it makes a DC 18 Constitution saving throw, taking 
  36 (8d8) thunder damage on a failed save, or half as much on a 
  success. 
   
  
   
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  99 
  Phylacteron Juggernaut 
  Gargantuan construct, unaligned 
   
  Armor Class 16 (natural armor) 
  Hit Points 264 (16d20 + 96) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  12 (+1) 
  23 (+6) 
  18 (+4) 
  10 (+0) 
  6 (-4) 
   
  Saving Throws Dex +5, Con +10 
  Skills Athletics +11 
  Damage Immunities fire; poison; lightning; psychic; piercing 
  and slashing from nonmagical weapons that aren’t adamantine 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common, Gnomish, but can’t speak 
  Challenge 14 (11,500 XP) 
   
  Axiomatic Mind. The train can't be compelled to act in a manner 
  contrary to its nature or its instructions. 
  Fire Absorption. If the golem is subjected to fire damage, it takes 
  no damage and instead regains a number of hit points equal to 
  the fire damage dealt. 
  Immutable Form. The juggernaut is immune to any spell or 
  effect that would alter its form. 
  Innate Spellcasting. The juggernaut’s spellcasting ability is 
  Intelligence (spell save DC 16). The juggernaut can innately cast 
  the following spells, requiring no material components: 
  2/day each: cloudkill, magic missile (5th level), shield 
  Phylactery Recovery. If it reduced to 0 hit points but its central 
  battery is not removed or destroyed from its chamber, the 
  juggernaut reactivates and rebuilds itself in 1d10 days, regaining 
  all its hit points and becoming active again. 
  Siege Monster. The juggernaut deals double damage to objects 
  and structures. 
  Thermal Discharge. If a creature is within 10 feet of the 
  juggernaut when it uses its death ray action, it takes 11 (1d20) fire 
  damage, and flammable objects in the aura that aren't being 
  worn or carried ignite. 
   
  ACTIONS 
  Death Ray. The juggernaut releases a gout of energy from its 
  central eye in a 120-foot line that is 15 feet wide. Each creature in 
  that line must make a DC 14 Dexterity saving throw, taking 21 
  (6d6) radiant damage on a failed save, or half as much damage 
  on a successful one. 
  Stunning Clap (Recharge 5—6): The juggernaut clasps its 
  massive claws together, producing a blast of noise and heat. 
  Each creature within 60 feet of the Juggernaut that can hear it 
  must make a DC 14 Constitution saving throw. If they fail, they 
  take 21 (6d6) thunder damage and are stunned until the end of 
  their next turn. On a success, they take half the amount and 
  aren’t stunned. 
   
  REACTIONS 
  Grappling Tentacles. In response to harm, the juggernaut 
  moves up to its speed and extends a long, metal tentacle toward 
  a Large or smaller creature within 40 feet of it. The target must 
  succeed on a DC 19 Strength saving throw or take 14 (4d6) 
  bludgeoning damage. The juggernaut can grapple up to two 
  creatures in this manner. If the juggernaut takes more than 30 
  damage on a turn, it drops any creatures it is holding, which fall a 
  distance of 40 feet to the base of the juggernaut’s legs. The 
  juggernaut can hold up to four creatures in its tentacles. 
   
  Illustration by Michael Michera 
  Phylacteron juggernauts were created through a 
  combination of golemancy and lichdom. The will of the 
  spellcaster inside the creature long sublimated, only an 
  unthinking golem remains, carrying out a task long-
  forgotten given to it by its creator.  
   
   
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  100 
   
  Illustration by Ricardo Robles 
    
  The incredible strength of giants was once harnessed as 
  a testbed for weapons development, as only they could 
  handle the massive size and recoil from the latest 
  developments in projectile weaponry. 
  Most of the giant artillery was wiped out ages ago, but 
  a few battle-scarred survivors remain, their missing 
  limbs replaced by metal prosthetics, and their minds 
  emptied out by a spore-based weapon that lives on inside 
  what’s left of their sagging flesh.  
  Boom babies will shoot at anything that moves except 
  one another, and they don’t seem to think too terribly 
  much about any collateral damage they might do when it 
  comes to using even their most dangerous explosives. 
   
  War-Torn Fungal Boom Baby 
  Huge giant, unaligned 
   
  Armor Class 18 (natural armor) 
  Hit Points 161 (14d12 + 70) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7) 
  9 (-1) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Dex +3, Con +10 
  Skills Athletics +11, Perception +4 
  Damage Resistances psychic, radiant 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 120 ft., passive Perception 14 
  Languages understands Common and Giant but can’t speak 
  Challenge 13 (10,000 XP) 
   
  Spore Dispersal. A creature that touches the giant or hits it 
  with a melee attack while within 5 feet of it takes 5 (1d10) 
  poison damage. 
  Sporelinguistics. The giant can communicate telepathically 
  with any myconids or other creatures capable of 
  communicating with spores within 120 feet of the giant. 
   
  ACTIONS 
  Multiattack. The giant makes two attacks with its slashing 
  prosthetic. 
  Slashing Prosthetic. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 22 (4d10 + 7) slashing damage. 
  Bazooka (Recharge 3—6). The giant fires a rocket from its 
  bazooka at a point on a surface of its choice within 120 feet 
  of the giant. Each creature in a 15-foot radius of the must 
  make a DC 14 Dexterity saving throw, taking 32 (6d6) 
  thunder damage on a failed save, or half as much damage 
  on a successful one. 
  Mini-Nuke (6). The giant fires a projectile from its bazooka 
  into the open sky, which locks onto a target of the giant’s 
  choice. Roll initiative for the projectile, which enters the turn 
  order immediately. On the projectile’s turn, it detonates 
  upon the target or the nearest available surface to them. 
  Each creature within a 30-foot radius of the impact point 
  must make a DC 19 Constitution saving throw, taking 55 
  (10d10) radiant damage on a failure and becoming poisoned 
  for up to 1 minute. Poisoned creatures can repeat their 
  saving throw at the end of their turns, ending the effect on a 
  success. Creatures that succeed their saving throw take half 
  the amount of radiant damage and aren’t poisoned. The 
  mini-nuke is a siege weapon, and it deals double damage to 
  objects and structures. 
   
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  101 
   
  Illustration by John Anthony Di Giovanni 
   
  There’s living with what happened to you, there’s trying 
  to get revenge, and there’s the sure thing: hire a 
  warforged terminator and rest easy knowing that 
  whatever they did to you, they’ll be wasteroach food 
  soon.  
  Feared throughout the wastes, terminators wander 
  from place to place, seeking their targets as if it’s all 
  they’ve ever known or cared to do. Their reputation 
  precedes them, and the majority of local law 
  enforcement let them continue their business unabated. 
  No good ending up on its bad side if you can avoid it.  
   
  Listen, and understand: 
  That terminator is out there. 
  It can’t be bargained with. 
  It can’t be reasoned with. 
  It doesn’t feel pity, or remorse, or fear. 
  And it absolutely will not stop, ever, 
  until you are dead. 
   
   
  Warforged Terminator 
  Large construct, unaligned 
   
  Armor Class 18 (natural armor) 
  Hit Points 143 (15d8 + 75) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  20 (+3) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
   
  Saving Throws Str +5, Dex +7, Con +6 
  Skills Athletics +6 Insight +6, Perception +6, Survival +6 
  Damage Resistances acid, cold, fire, lightning; bludgeoning, 
  piercing and slashing from nonmagical attacks 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, diseased, exhaustion, 
  frightened, poisoned 
  Senses truesight 10 ft., darkvision 120 ft., passive Perception 
  16 
  Languages Common, Dwarvish, Gnomish 
  Challenge 11 (7,200 XP) 
   
  Immutable Form. The terminator is immune to any spell or 
  effect that would alter its form. 
  Recharge. The terminator does not need to eat, breathe or 
  sleep, and can complete a long rest in 4 hours. 
  Thermal Scanners. Magical darkness doesn't impede the 
  terminator’s darkvision. 
   
  ACTIONS 
  Multiattack. The terminator makes up to four attacks. Any of 
  its four hands is can attack with its revolvers or sabre, and 
  any two hands can be used to fire its large-bore rifle. 
  High-Caliber Revolver. Ranged Weapon Attack: +7 to hit, 
  range 30/90 ft., one target. Hit: 10 (1d12 + 4) piercing 
  damage. 
  Large-Bore Rifle. Ranged Weapon Attack: +7 to hit, range 
  100/400 ft., one target. Hit: 15 (3d6 + 5) piercing damage. 
  Sabre. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. 
   
  REACTIONS 
  Deploy Shielding Cover (4/Day). The terminator unfolds a 
  metal shield from one of its arms, adding 2 to its AC against 
  the attack that would hit it. The terminator is now holding a 
  shield in that hand, and it can benefit from holding two such 
  shields at a time. As a bonus action on its turn, the 
  terminator can jam a shield onto the ground. As a cover 
  object, the shield provides half cover for a medium 
  humanoid, with an AC of 15 and 15 hit points. 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  102 
   
  Illustration by Adrian Girod 
   
  FOLK 
  Folk make a living in small enclaves of mining towns, or 
  agricultural centers (if they’re lucky). A few cities still 
  manage to hold their civilization together, usually with 
  the aid of magic or high technology. Every settlement is 
  different, but most focus on a few exports that allow folk 
  to subsist. Agriculture, mining, the production of 
  gunpowder and education and scientific development all 
  might serve as the basis for a functioning society. 
  The construction and maintenance of railways new 
  and old allow folk to cross expanses of wasteland quickly 
  and in the relative safety of a thick iron cage, and the 
  operation and ownership of such railways has become 
  an extraordinarily lucrative business to be in.  
  Lawmen, outlaws and other exceptional individuals 
  beyond common folk can be easily recognized: a fanciful 
  hat, an especially heavy gunbelt, or a shining metal star 
  on a coat might mark an individual’s allegiances, and 
  how dangerous they might be. 
   
   
  Illustration by Richie Mason 
   
   
   
   
  Applying Racial Statistics 
  The following statblocks are presented as being of any race, 
  so Dungeon Masters should consider adding additional 
  racial traits that reflect the individual, for example, a half-elf’s 
  fey ancestry or a goblin’s fury of the small. 
   
  Playable Classes 
  Several statblocks that follow reflect some of the additional 
  class options presented in Old Gus’ Errata: Tales from the 
  Weird West Player’s Handbook or Old Gus’ Errata: Heroes 
  of the Multiverse, and are noted as such.  
   
  Playable Races 
  Several statblocks that follow reflect some of the additional 
  race options presented in Old Gus’ Errata: Beastfolk or Old 
  Gus’ Errata: Fey Folk, and are noted as such. 
   
   
   
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  103 
   
  Illustration by Grizscald 
   
  While wizards came to appreciate firearms considerably 
  later than most, there’s a strong argument to be made 
  that those few with an eye for the future have maximized 
  the potential of firearms, marrying new sciences to 
  thousands of years of arcane study. Indeed, most of the 
  super-weapons that have left the world dotted in 
  uninhabitable wastelands are the result of the greatest 
  successes their kind have achieved over the centuries. 
  Traveling wizards who favor firearms are known as 
  Arcane Avengers. They are folk of both learning and of 
  action, and the unpredictability they wield between 
  magic and skill with a firearm can make them a friend 
  indeed or a deadly opponent. 
   
  Arcane Avenger 
  Medium humanoid (any), any alignment 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (3,900 XP) 
   
  Spellslinger. The arcane can use a bonus action to change 
  the elemental damage type done by its spellslinger, choosing 
  from fire, cold, acid and lightning. 
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit 
  with spell attacks). The evoker has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, light, prestidigitation, ray of frost 
  1st level (4 slots): mage armor, magic missile, shield 
  2nd level (3 slots): blur, misty step, heat metal 
  3rd level (3 slots): counterspell, lightning bolt, slow 
  4th level (3 slots): confusion, stoneskin 
  5th level (2 slots): synaptic static XGE, wall of stone 
  6th level (1 slot): Otiluke's freezing sphere, wall of ice 
   
  ACTIONS 
  Spellslinger. Ranged Weapon Attack: +7 to hit, range 40/80 
  ft., one target. Hit: 10 (3d6 + 3) piercing damage + (11) 2d10 
  additional elemental damage. 
    
  Player characters can be an Arcane Avenger Wizard! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  104 
   
  Illustration by Esin Karabenli 
   
  Avatars of the raven queen serve as archivists in the 
  fortress of memories, and are sent to the material plane 
  to retrieve gifts for their queen, usually powerful artifacts 
  that are the center of powerful stories. 
  While upon the material plane, they act as their 
  queen’s eyes and ears, spying and watching events of 
  interest to their queen.  
   
   
  Illustration by Kipine 
  Avatar of the Raven Queen 
  Medium humanoid (any), lawful neutral 
   
  Armor Class 13 (16 with mage armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  20 (+5) 
   
  Saving Throws Wis +5, Cha +7 
  Skills Arcana +4, Insight +5, Persuasion +7, Religion +5 
  Senses darkvision 120 ft., passive Perception 12 
  Languages any three languages (usually Common or Elvish) 
  Challenge 8 (3,900 XP) 
   
  Cloak of Ravens. As a bonus action, the avatar can surround 
  itself with a magical aura that looks like swarming ravens. 
  The aura extends 10 feet from the avatar in every direction, 
  turning dim light into darkness, and bright light into dim 
  light. It lasts until the avatar is incapacitated or it dismisses 
  it as a bonus action. Any other creature that starts its turn in 
  the aura takes 5 cold damage. 
  Devil's Sight. Magical darkness doesn't impede the avatar’s 
  darkvision. 
  Shadow Step. When in darkness, as a bonus action the 
  avatar can teleport up to 60 feet to an unoccupied space it 
  can see that is also in darkness. The avatar then has 
  advantage on the first melee attack they make before the end 
  of their turn. 
  Spellcasting. The avatar is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit 
  with spell attacks). It regains its expended spell slots when it 
  finishes a short or long rest. It knows the following warlock 
  spells: 
  Cantrips (at will): eldritch blast, friends, mage hand, minor 
  illusion, prestidigitation, ray of frost, shocking grasp 
  1st-5th level (4 5th-level slots): commune, comprehend 
  languages, cone of cold, false life, ice storm, invisibility, mage 
  armor, sanctuary, silence, spiritual weapon 
   
  ACTIONS 
  Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage +2d10 (11) 
  additional cold damage. 
  Blinding Swarm (Recharge 5—6). The avatar unleashes a 
  swarm of ravens in a 30-foot cone. Creatures in the area 
  must make a DC 16 Dexterity saving throw. On a failure, a 
  creature takes 4d6 piercing damage and is blinded until the 
  end of their next turn, or half as much damage on a success 
  and they aren’t blinded. After using this ability, 1d4 swarms 
  of ravens appear in the area, acting on their own initiative. 
  They are friendly to the avatar and obey its commands. 
    
  
   
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  105 
   
  Illustration by Daniel Kamarudin 
   
  Bounty hunters spend their days scouring the lawless 
  wastes looking for those who have committed crimes on 
  behalf of the law, or are hired by someone with enough 
  money to afford vengeance for hire. Many were outlaws 
  themselves once, and use their knowledge of the 
  criminal underworld to track their prey. 
  They are in frequent contact with law enforcement or 
  other enterprises who might pay for their services. They 
  know the edible plants of sandy wastes, and are able to 
  scrounge enough food to live upon until the job gets 
  done. 
   
  Bounty Hunter 
  Medium humanoid (any), any alignment 
   
  Armor Class 13 (studded leather armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
   
  Skills Acrobatics +6, Perception +5, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Beast Companions. The bounty hunter is aided by an eagle 
  and a warhorse which are loyal to the bounty hunter. 
  Expert Rider. The bounty hunter has advantage on ability 
  checks or saving throws that would result in them being 
  forcibly dismounted and always lands on their feet if they 
  fail. 
  Innate Spellcasting. The bounty hunter’s innate spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no material components: 
  At will: beast sense, snare, zephyr strike XGE 
  2/day each: cordon of arrows, locate creature, find steed 
   
  ACTIONS 
  Multiattack. The bounty hunter makes two attacks with its 
  rapier or revolver. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 4) slashing damage. 
  Revolver. Ranged Weapon Attack: +6 to hit, range 40/80 ft., 
  one target. Hit: 6 (1d12 + 4) slashing damage. 
  Rope. The bounty hunter can rope a Large or smaller 
  creature within 25 feet of it. The target must succeed a DC 14 
  Strength or Dexterity (its choice) saving throw or be 
  restrained. 
   
  Player characters can be a Shootist Fighter! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
  
   
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  106 
  Circle of Mutation Druid 
  Medium humanoid (any), any neutral or evil alignment 
   
  Armor Class 13 (studded leather armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  9 (-1) 
  18 (+4) 
  9 (-1) 
   
  Skills Athletics +6, Acrobatics +6, Survival +8 
  Senses passive Perception 14 
  Languages Druid and any one other language (usually 
  Common) 
  Challenge 5 (1,800 XP) 
   
  Spellcasting. The druid is an 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). It has the following druid spells prepared: 
  Cantrips (at will): druidcraft, infestation, primal savagery, 
  shillelagh 
  1st level (4 slots): alter self, arms of hadar, faerie fire 
  2nd level (3 slots): barkskin, jump, pass without trace 
  3rd level (3 slots): erupting earth XGE, haste 
  4th level (2 slots): freedom of movement, locate creature 
  Magic Weapons. The druid’s natural weapon attacks are 
  magical. 
  Aberrant Shape (2/Day). As a bonus action, the druid can 
  mutate, selecting a new natural weapon of its choice from 
  the circle of mutation druid natural weapons table. 
   
  ACTIONS 
  Natural Weapons. The druid attacks with one of its two sets 
  of natural weapons. Some natural weapons have the 
  Multiattack property, as noted in the Circle of Mutation 
  Druid Natural Weapons table. 
   
  REACTIONS 
  Mutant Tendril. The druid deals 1d4 + 4 necrotic damage to 
  a creature with 10 feet of itself that attacks or casts a spell. 
   
  Most druids reject the new world, and deride it as an 
  unnatural place either to be avoided, ignored or perhaps, 
  eventually corrected. A few have embraced things as they 
  are, admiring the new mutations that roam the wastes, 
  and their endless ability to adapt and survive.  
   
  Player characters can be a Circle of Mutation Druid! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
  Illustration by Alex Konstad 
   
  Circle of Mutation Druid Natural Weapons 
  d6 
  Weapon 
  1 
  Scything Claws (two attacks). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 
  + 3) slashing damage. 
  2 
  Insectoid Mandibles (one attack). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 
  + 2) bludgeoning damage. The target must succeed 
  a DC 14 Strength saving throw or be grappled 
  (Escape DC 14). While grappling a creature, the 
  druid cannot use attack other targets. 
  3 
  Acid Spit (one attack). Melee Spell Attack: +6 to 
  hit, reach 10 ft., one target. Hit: 11 (2d10) necrotic 
  damage. 
  4 
  Spear-like Appendage (three attacks). Melee 
  Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) bludgeoning damage. 
  5 
  Acid Spit (one attack). Ranged Spell Attack: +7 to 
  hit, range 20 ft., one target. Hit: 3d6 acid damage. 
  6 
  Flailing Tentacles. Creatures within 10 feet of the 
  druid must make a DC 15 Dexterity saving throw, 
  taking 14 (3d8) bludgeoning damage on a failure. 
   
  
   
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  107 
   
  Illustration by Lane 
   
  Faithful followers of the gods of pestilence are rare, and 
  so their gods often require from them acts of tribute, 
  growing in power from the fear and suffering their 
  acolytes foster in the bodies of those they infect. 
  Pestilence clerics often take up a life of deception, 
  traveling under the auspices of any number of other gods 
  over their lifetime, embedding themselves in temples, 
  and hiding their true nature from those who would call 
  them friend. They then go to great lengths to pose as a 
  particularly pious clergy, undertaking the humblest of 
  tasks of the order, such as distributing food to or caring 
  for the sick and the poor, all while abusing the trust of 
  needy people while secretly defiling their bodies, crops, 
  or water supply. Ambitious clerics might become a 
  parasite, feeding upon a wealthy family for generations, 
  causing and healing various infirmities. 
  Some clerics of pestilence make theater of healing the 
  very diseases they cause, ensuring need of their services 
  for years, while others simply do their god’s work and 
  move on, never witnessing the lasting scars the 
  contagions they have borne leave in their wake. 
   
  Cleric of Pestilence 
  Medium humanoid (any), any neutral or evil alignment 
   
  Armor Class 14 (hide armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2) 
   
  Skills Perception +9, Religion +6 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities petrified, poisoned 
  Senses passive Perception 19 
  Languages any one language (usually Common) 
  Challenge 6 (2,300 XP) 
   
  Befouling Touch. As a bonus action, the cleric can expend a 
  spell slot to cause its melee weapon attacks to magically 
  deal an extra 10 (3d6) poison damage to a target on a hit. 
  This benefit lasts until the end of the turn. If the cleric 
  expends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d6 for each level above 1st. 
  Spellcasting. The cleric is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). The cleric has the following cleric spells 
  prepared: 
  Cantrips (at will): infestation XGE, poison spray, thaumaturgy 
  1st level (4 slots): false life, ray of sickness, shield of faith 
  2nd level (3 slots): blur, ray of enfeeblement 
  3rd level (3 slots): gaseous form, stinking cloud 
  4th level (3 slots): blight, hallucinatory terrain 
  5th level (2 slots): contagion, cloudkill 
   
  ACTIONS 
  Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
  Tide of Affliction (2/Day). The cleric emits a wave of 
  affliction that targets 3 creatures it can see within 60 feet of 
  itself. The designated tartes must make a DC 14 Constitution 
  saving throw. Creatures immune to disease succeed their 
  saving throw automatically. If they fail, they take 14 (4d6) 
  poison damage, and are poisoned for 1 minute. Poisoned 
  creatures can repeat their saving throw at the end of their 
  turns, and ending the effect early on a success. 
   
  Player characters can be a Pestilence Domain Cleric! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
  
   
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  108 
  Dentist 
  Medium humanoid (any race), any alignment 
   
  Armor Class 11 
  Hit Points 23 (4d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  10 (+0) 
   
  Skills Medicine +3, Nature +4, Perception +3 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Spellcasting. The dentist is a 3rd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12). The 
  dentist has the following spells prepared: 
  Cantrips (at will): mending, spare the dying, vicious mockery 
  1st level (4 slots): sleep, Tasha’s hideous laughter 
  2nd level (2 slots): ray of enfeeblement 
   
  ACTIONS 
  Light Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft., 
  one target. Hit: 9 (1d10 + 3) piercing damage. 
   
   
  Illustration by Anne Terkelson 
   
  Doctor 
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  16 (+3) 
  13 (+1) 
  12 (+1) 
   
  Skills Medicine +5, Nature +5, Perception +3 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Spellcasting. The doctor is a 3rd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13). The 
  doctor has the following spells prepared: 
  Cantrips (at will): guidance, resistance, spare the dying 
  1st level (4 slots): cure wounds, sleep 
  2nd level (2 slots): aid, lesser restoration 
  Anatomical Precision (1/Turn). The doctor deals an extra 7 
  (2d6) damage when it hits a humanoid or beast with its 
  scalpel and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the doctor that isn't 
  incapacitated and the doctor doesn't have disadvantage on 
  the attack roll. 
   
  ACTIONS 
  Scalpel. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) slashing damage. 
   
  It is a long-noted irony that as a field, medicine often 
  makes incredible strides during times of war. Doctors 
  dentists and surgeons have become a professional class, 
  blending skill with herbalism and alchemy with skill with 
  fine tools and the inner workings of anatomy. Some 
  doctors specialize in the treatment of certain diseases or 
  races, and others practice more generally. They are often 
  fixtures of their communities, and may also serve a local 
  populace by offering in veterinary services as well. 
  
   
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  109 
   
  Illustration by Jack Dowell 
   
  Drovers have an extraordinary affinity for wilderness and 
  the creatures that range upon them, especially those that 
  move in herds. They move animals through or watch 
  over large expanses of land, and learn every canyon and 
  hill around over extended years of drives. 
  A drover’s keen attunement to groups of like creatures 
  makes them respectable allies who always put the well-
  being of the group ahead of their own comfort. They tend 
  to keep a keen eye over the mood and health of others, 
  making friendly suggestions or sharing wilderness 
  wisdom with those closest to them. 
  While drovers can be quiet, thoughtful types, some 
  enjoy blowing off pent-up energy from months traveling 
  the wilds in solitude when they do get a chance to go into 
  town, and can engage in some of the most intense 
  drunken revelry when they do. 
   
  Drover 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Animal Handling +3, Perception +3, Stealth +7, 
  Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1 (200 XP) 
   
  Expert Rider. The drover has advantage on ability checks or 
  saving throws that would result in them being forcibly 
  dismounted and always lands on their feet if they fail. 
  Innate Spellcasting. The drover’s innate spellcasting ability 
  is Wisdom (spell save DC 11, +3 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components: 
  1/day each: animal friendship, beast bond, hunter’s mark 
  Vigilant Herdsman. The drover has advantage on Wisdom 
  (Animal Handling, Perception) checks. 
   
  ACTIONS 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 13 (1d6 + 3) piercing damage. 
  Rifle. Ranged Weapon Attack: +5 to hit, rang 240 ft., one 
  target. Hit: 16 (1d12 + 3) piercing damage. 
  Rope. The drover can rope a Large or smaller creature within 
  25 feet of it. The target must succeed a DC 14 Strength or 
  Dexterity (its choice) saving throw or be restrained. 
   
  Player characters can be a Drover Ranger! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
  
   
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  110 
   
  Illustration by Daniel Kamarudin 
   
  Fame. Power. Wealth. Love. A fool can convince 
  themselves that any of these can be attained, truly, and 
  for all time, at the barrel of a gun. But that doesn’t stop 
  the fool from thinking he’s the exception to the rule. 
  Faustian warlocks have sold their souls in exchange for 
  fearsome capabilities with a gun, in addition to 
  considerable dark magics. 
   
  “The only way to get rid of temptation is to yield 
  to it. Resist it, and your soul grows sick with longing 
  for the things it has forbidden to itself.” 
  ~Oscar Wilde 
   
  Player characters can be a gun-toting warlock! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
   
   
  Faustian Warlock 
  Medium humanoid (any race), lawful evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Wis +4, Cha +7 
  Skills Arcana +4, Deception +7, Persuasion +7, Religion +4 
  Damage Resistances piercing from nonmagical attacks that 
  aren’t silvered 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any three languages (usually Common and 
  Infernal) 
  Challenge 6 (2,300 XP) 
   
  Curved Shot (6/Day). When the warlock makes an attack 
  with a firearm, it can add roll d20 and add its results to the 
  attack and damage rolls. It can do this after the roll is made 
  but before any of the roll's effects occur. 
  Magic Weapons. The warlock’s weapon attacks are magical. 
  Spellcasting. The warlock is a 14th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to hit 
  with spell attacks). It regains its expended spell slots when it 
  finishes a short or long rest. It knows the following spells: 
  Cantrips (at will): friends, mage hand, minor illusion, shocking 
  grasp 
  1st level (4 slots): charm person, mage armor, hellish rebuke, 
  witch bolt 
  2nd level (3 slots): misty step, crown of madness 
  3rd level (3 slots): hunger of hadar, hypnotic pattern 
  4th level (3 slots): banishment, dimension door, hallucinatory 
  terrain 
  1st-5th level (4 5th-level slots): scorching ray, scrying, wall of fire 
  6th level (2 slots): eyebite, true seeing 
  7th level (2 slots): finger of death, glibness 
   
  ACTIONS 
  Multiattack. The warlock makes three attacks with its 
  faustian firearm or longsword. 
  Faustian Firearm. Ranged Weapon Attack: +7 to hit, range 
  120/240 ft., one target. Hit: 8 (1d10 + 4) psychic damage. 
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 4 (1d10 + 4) slashing damage. 
   
  
   
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  111 
   
  Gambler 
  Medium humanoid (any race), any chaotic alignment 
   
  Armor Class 14 (leather armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  16 (+3) 
   
  Saving Throws Dex +5, Wis +3 
  Skills Insight +5, Perception +5, Persuasion +9 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 3 (700 XP) 
   
  Spellcasting. The gambler is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +5 to hit 
  with spell attacks). It has the following bard spells prepared: 
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  3rd level (2 slots): clairvoyance, feign death, tongues 
   
  ACTIONS 
  Revolver. Ranged Weapon Attack: +5 to hit, range 40/80 ft., 
  one target. Hit: 8 (1d6 + 3) piercing damage. 
   
  REACTIONS 
  Lucky (recharges after a Long Rest). The gambler has 7 
  luck points. Whenever the gambler makes an attack roll, an 
  ability check, or a saving throw, it can spend one luck point 
  to gain advantage on the roll. It can also spend one luck 
  point when an attack roll is made against it to impose 
  disadvantage on the roll. If more than one creature spends a 
  luck point to influence the outcome of a roll, the points 
  cancel each other out; no additional dice are rolled. The 
  gambler regains expended luck points when it finishes a long 
  rest. 
   
  Player characters can be a Gambler Bard! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
  Illustration by Sheep Lin 
   
  Gamblers excel at two things: games and guns. They 
  have an uncanny insight into others’ behavior, and use 
  their skills to navigate a seedy world of high stakes, and 
  avoid bloodshed whenever possible. 
  Gamblers are famously tellers of tall tales, and might 
  enjoy using their prior exploits, properly embellished, of 
  course, as a means to explore an opponent’s tells. Others 
  perfect an air of stoic, soft spoken mystery that unnerves 
  their opponents at the table and forces them into error. 
  Always calm and collected, true gamblers know when 
  to hold ‘em and knows when to fold’em, and never pick a 
  fight they’re not sure they can win. When a gambler has 
  decided the odds are in their favor, they can be a 
  terrifying and deadly opponent, reacting with dazzling 
  speed and seemingly never reaching an empty chamber 
  in their firearm. 
  Some gamblers prefer to keep their skill with a firearm 
  a closely guarded secret, while others enjoy showing off, 
  performing with a firearm for crowds to make ends 
  meet, especially when the chips are down. 
  
   
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  112 
  Inventor 
  Medium humanoid (any), any alignment 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 165 (18d8 + 36) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+1) 
  12 (+1) 
  14 (+2) 
  17 (+3) 
  13 (+1) 
  16 (+3) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, Investigation +7, Nature +11, Perception +5 
  Senses passive Perception 15 
  Languages any three languages (usually Goblin and Gnomish) 
  Challenge 11 (7,200 XP) 
   
  Mechanical Tentacle. The inventor can have up to four 
  mechanical tentacles at a time. Each appendage can be attacked 
  (AC 20; 15 hit points; immunity to poison and psychic damage). 
  Destroying an appendage deals no damage to the inventor, which 
  can extrude a replacement tendril on its next turn. An appendage 
  can also be broken if a creature takes an action and succeeds on 
  a DC 15 Strength check against it. 
  Safety Goggles. The inventor’s vision is unimpeded by smoke or 
  fog, and they have advantage on saving throws against blindness 
  and deafness. 
  Spellcasting. The inventor is a 14th-level spellcaster whose 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit with 
  spell attacks). It regains its expended spell slots when it finishes 
  a short or long rest. It has the following artificer spells prepared: 
  Cantrips (at will): acid splash, eldritch blast, light, ray of frost 
  1st level (4 slots): absorb elements, catapult XGE, grease, heat metal 
  2nd level (3 slots): spider climb, dispel magic, haste 
  3rd level (3 slots): protection from energy, tiny servant XGE 
  4th level (3 slots): fabricate, skill empowerment XGE 
   
  ACTIONS 
  Wrench. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 (1d10 + 4) bludgeoning damage.  
  Zapper. Ranged Spell Attack: +7 to hit, range 60/120 ft., one 
  target. Hit: 22 (4d10) lightning damage. On a hit, the lightning 
  jumps to a second target within 15 feet of the original target, and 
  each is pulled up to 5 feet toward the other. 
   
  LEGENDARY ACTIONS 
  The inventor 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 inventor 
  regains spent legendary actions at the start of its turn. 
  Cantrip. The inventor casts a cantrip. 
  Mechanical Tentacle. Melee Weapon Attack: +7 to hit, reach 
  30/60 ft., one creature. Hit: The target is grappled (escape DC 
  15). Until the grapple ends, the target is restrained, and the rope 
  inventor can't use the same tendril on another target.  
  Wrench. The inventor makes an attack with its wrench. 
   
  LAIR ACTIONS 
  On initiative count 20 (losing initiative ties), the scientist takes a 
  lair action to cause one of the following effects; the scientist can't 
  use the same effect two rounds in a row: 
  Latest Creation. The inventor summons an ally to a point it can 
  see within 30 feet of itself. Roll a d10 to determine the creature 
  summoned: 1: 1 homunculus; 2-3: 1d4 + 2 bronze scouts MTF; 4-5: 
  1d4 iron cobras MTF; 6-7: 1d4 + 1 burnished golemite infantry TWW; 
  8-9: 2 oaken bolters MTF; 10: 1 biomechanical horror TWW. Each 
  option can only be revealed once. 
  Noxious Gas. Clouds of steam are expelled from machinery 
  scattered around the inventor’s lair. The area within 20 feet of 
  each a nozzle becomes heavily obscured. The clouds last until 
  the end of the scientist’s next turn or until they are dispersed by a 
  strong wind. 
   
  Illustration by Valentino Ferrari 
   
  Inventors are master artificers, and can restore ancient 
  technology to working order, or adapt it to new purposes. 
  Their gusto for invention tends to get them into trouble, 
  and occasionally puts the populace they dedicate their 
  lives to helping at risk, however. 
   
  
   
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  113 
   
  Illustration by Pete Mohrbacher 
   
  Ghouls are not a race, nor are they undead, although 
  they are often mistaken for such creatures. “Ghoul” is a 
  common nomenclature for people of any race who share 
  a semi-necrotic condition that increases their lifespans 
  seemingly indefinitely. Eventually, their longevity or 
  change in appearance sets them wandering.  
  True undead continue to plague the wastes, and in 
  some folk believe ghouls are harbingers of plagues, or 
  infiltrators for the forces of undeath. It is oft repeated 
  fear that a ghoul will “go feral” at some point during their 
  long lives, but others argue that anyone becomes feral if 
  treated the way ghouls are. Who is right is between a 
  being, their gods, and occasionally the firearm between 
  them. Ghouls are sterile and cannot reproduce. 
  Some ghouls find new purpose and new camaraderie 
  in the natural world, using their hardy biology and 
  relative inedibility to cross dangerous wastelands. A few 
  become the first to discover and care for a pristine 
  wilderness, living out years before visitors stumble into 
  their private haven.  
   
   
   
  Ghoul Druid 
  Medium humanoid (ghoul), any chaotic alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  18 (+4) 
  15 (+2) 
   
  Saving Throws Int +4, Wis +8 
  Skills History +4, Medicine +8, Nature +3, Perception +8 
  Damage Resistances poison, necrotic 
  Senses passive Perception 18 
  Languages Druidic plus any two languages 
  Challenge 8 (3,900 XP) 
   
  Spellcasting. The druid is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). It has the following druid spells prepared: 
  Cantrips (at will): druidcraft, infestation, shillelagh, toll the dead 
  1st level (4 slots): entangle, speak with animals, cure wounds 
  2nd level (3 slots): barkskin, healing spirit XGE, spike growth 
  3rd level (3 slots): call lightning, plant growth, speak with plants, 
  daylight 
  4th level (3 slots): stoneskin, blight 
  5th level (2 slots): scrying, mass cure wounds 
   
  ACTIONS 
  Petrified Wood Quarterstaff. Melee Weapon Attack: +4 to 
  hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 9 
  (2d6 + 2) bludgeoning damage, or 16 (3d8 + 4) bludgeoning 
  damage with shillelagh. 
   
  Player characters can be a Ghoul! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
  
   
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  114 
   
  Illustration by Keren Beyit 
   
  Gunslinger 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (studded leather armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
   
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Deadeye (3/Day). As a bonus action, the gunslinger can add 
  1d10 to its next attack or damage roll with a revolver. 
   
  ACTIONS 
  Multiattack. The gunslinger makes two attacks with its 
  revolver. 
  Revolver. Ranged Weapon Attack: +6 to hit, range 50/100 ft., 
  one target. Hit: 6 (1d10 + 3) piercing damage. 
   
  Legionnaire 
  Medium humanoid (any race), any lawful alignment 
   
  Armor Class 13 (studded leather armor) 
  Hit Points 20 (4d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+1) 
  10 (+0) 
   
  Skills Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Formation Tactics. The soldier has +2 to its AC, and 
  advantage on saving throws against being charmed, 
  frightened, grappled, or restrained while it is within 5 feet of 
  at least one other legionnaire. 
   
  ACTIONS 
  Multiattack. The legionnaire makes one attack with its rifle 
  or two with its bayonet. 
  Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft., 
  one target. Hit: 8 (1d12 + 2) piercing damage. 
  Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 2) piercing damage. 
   
   
  Illustration by Ariel Perez 
   
  
   
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  Illustration by Saeed Jalabi 
   
  The luchador is an individualist, drawing their power 
  from confidence, and eschewing the cloistered, ordered 
  wisdom of monastic orders for raw chaos and charisma 
  of public bouts of personal contest. Heels and heroes, 
  luchadores make a literal larger-than-life show of 
  combat, grappling and twirling one another into 
  submission with the roar of a cheering (or jeering) crowd 
  in their ears. 
  Some luchadores revel in their ring persona, and adopt 
  it as a full-time identity, while others take great care in 
  preserving a life outside the ring.  
   
  Player characters can be a Way of the Luchador 
  Monk! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
   
   
   
  Luchador 
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 
  Hit Points 60 (8d8 + 24) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  16 (+3) 
   
  Skills Acrobatics +6, Athletics +9, Performance +7  
  Senses darkvision 60 ft., passive Perception 12 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
   
  Grappler. The luchador has advantage on attack rolls 
  against any creature grappled by it. 
  Innate Spellcasting. The luchador’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, requiring 
  no material components: 
  At will: pyrotechnics XGE 
  1/day each: enhance ability, jump, longstrider 
  Mucho Macho Combo. Once on its turn when it hits with 
  an unarmed strike, the luchador can deal an additional 1d8 
  damage to the target of the attack. 
  Unarmored Defense. While the luchador is wearing no 
  armor and wielding no shield, its AC includes its Charisma 
  modifier feet (included in its AC). 
  Unarmored Movement. While the luchador is wearing no 
  armor and wielding no shield, its walking speed increases by 
  10 feet (included in its speed). 
   
  ACTIONS 
  Multiattack. The luchador makes three melee attacks or 
  grapples (escape DC 14). 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 25 (1d8 + 4) bludgeoning damage. 
  Pin. The luchador attempts to pin a creature it is grappling. 
  The luchador makes another grapple check. If it succeeds, 
  the luchador and the grappled target are both restrained 
  until the grapple ends. 
  Sleeper Hold (1/Day). The luchador attempts to subdue a 
  creature it is grappling. Roll 5d8; if the target's current hit 
  points are less than the total, they fall unconscious for 1 
  minute, or until someone uses an action wake them. This 
  ability has no effect on creatures that do not need to breathe. 
   
  REACTIONS 
  Parry. The luchador adds 2 to its AC against one melee or 
  ranged weapon attack that would hit it. To do so, the 
  luchador must see the attacker. 
   
  
   
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  116 
   
  Illustration by Clonerh! 
   
  Marshals are exceptional lawmen, and are given special 
  dispensation from multiple civilizations to hunt outlaws 
  across territories and boundaries. Some are pure 
  idealists, believing their work will make the world a 
  better place, but some are cold-hearted killers, who seek 
  the heads of their quarry with no real sense of justice. 
  When a job is too big for just one individual, a marshal 
  will form a posse of volunteer deputies to ride with.  
   
  Player characters can be an Oath of the Idealist 
  Paladin! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
  Marshal 
  Medium humanoid (any race), any lawful alignment 
   
  Armor Class 16 (studded leather armor) 
  Hit Points 144 (17d8 + 68) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  17 (+3) 
  14 (+2) 
   
  Saving Throws Wis +4, Cha +4 
  Skills Athletics +5, Intimidation +5, Survival +6 
  Senses passive Perception 12 
  Languages any three languages 
  Challenge 7 (3,900 XP) 
   
  Posse Up. At the start of each of its turns, the marshal 
  designates three allies with 60 feet of it that it can see or 
  hear, each of which gain 5 (1d10) temporary hit points.  
  Spellcasting. The marshal is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13). It has the 
  following paladin spells prepared: 
  1st level (4 slots): alarm, cause fear, cure wounds, ensnaring 
  strike 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): crusader’s mantle, nondetection 
   
  ACTIONS 
  Multiattack. The marshal makes three attacks, choosing 
  from its revolver, rifle or longsword. 
  Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft., 
  one target. Hit: 9 (1d10 + 3) piercing damage. 
  Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., 
  one target. Hit: 10 (1d12 + 3) piercing damage. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 2) piercing damage. 
  Rope. The marshal can rope a large or smaller creature 
  within 20 feet of it. The target must succeed a DC 13 
  Strength or Dexterity (its choice) saving throw or be 
  restrained. 
  Dreadful Warrant (Recharges after a Short or Long Rest). 
  The marshal exudes a menacing presence. Each enemy 
  within 30 feet of the marshal must succeed on a DC 12 
  Wisdom saving throw or be frightened for 1 minute. If a 
  frightened target ends its turn more than 30 feet away from 
  the blackguard, the target can repeat the saving throw, 
  ending the effect on itself on a success. 
   
  REACTIONS 
  Duck and Cover. The marshal adds 3 to its AC against one 
  attack that would hit it. To do so, the sheriff must be able to 
  see its attacker. 
   
  
   
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  Illustration by Silverjow 
   
  Combat as a sport never really dies, it only evolves, and 
  the perfectionist is the pinnacle of unarmed combatants: 
  quick, clever, and always able to revenge a blow. They 
  fight in anywhere anyone will pay them what they’re 
  worth. Perfectionists defeat their opponents with 
  strength, speed and stamina and a perfectly timed punch. 
  No tricks, no weapons: skill against skill alone. 
  A perfectionist retains the skills passed down to them 
  through generations of barbarians, and can use all 
  manner of different weapons, but once they enter a rage, 
  most perfectionists simply drop whatever they are 
  holding, preferring to beat their enemy to a bloody pulp 
  using nothing more than their bare hands.  
  Young perfectionists sculpt their bodies into perfect 
  specimens, and older ones wear their scars like badges 
  of honor, proudly displayed for all to see. 
   
  Perfectionist 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 
  Hit Points 75 (10d8 + 30) 
  Speed 35 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  16 (+3) 
   
  Skills Deception +6, Insight +2, Intimidation +6 
  Damage Resistances bludgeoning, piercing and slashing 
  from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 4 (1,100 XP) 
   
  Float Like a Butterfly. The perfectionist can take the Dash 
  action as a bonus action on each of its turns. 
  Sting Like a Bee. The perfectionist’s punches are magical. 
  Perfect Specimen (2/Day) The perfectionist grants itself 
  advantage on one Strength, Dexterity or Constitution ability 
  check or saving throw it makes. 
  Suave Defense. While the perfectionist is wearing no armor 
  and wielding no shield, its AC includes its Charisma modifier 
  (included in its AC). 
   
  ACTIONS 
  Multiattack. The perfectionist makes three attacks with its 
  fists. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (1d6 + 5) bludgeoning damage. 
   
  REACTIONS 
  Counterpunch. When a creature makes a melee attack 
  against the perfectionist, it can immediately make one fist 
  attack against its attacker. If it hits, the triggering attack is 
  made at disadvantage. 
   
  Player characters can be a Path of the Perfectionist 
  Barbarian! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
   
  
   
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  118 
   
  Illustration by Marco Hasmann 
   
  Uncanny individuals colloquially known as “powder 
  hounds” are quite literally the children of ancient wars 
  when magic and gunpowder were first harnessed 
  together. Exactly how their powers first entered the 
  bloodlines of these individuals is a story lost to annals of 
  time. Powder hounds have the uncanny ability to sense 
  gunpowder at a distance, a feature that has become the 
  common namesake for their kind. Indeed, most of them 
  are loathe to be separated from the substance, always 
  keeping a quantity on their person, and can be seen 
  inhaling small quantities of it when they think no one 
  else is looking. 
  Powder hounds often take up mercenary work, bounty 
  hunting, mining through the use of explosives, or other 
  professions where their abilities are at a premium. 
   
  Player characters can be a Powder Hound Sorcerer! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
   
  Powder Hound 
  Medium humanoid (any race), any alignment 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (5d8 + 15) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  16 (+3) 
   
  Skills Arcana +4, Medicine +4 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 4 (1,100 XP) 
   
  Powder Sense. As an action, the powder hound can sense 
  the location of any gunpowder within 200 feet of itself, 
  including any loaded firearms in the area. 
  Sorcery Points. The powder hound has 5 sorcery points. It 
  regains all its spent sorcery points when it finishes a long 
  rest. It can spend its sorcery points on the following options: 
  Heightened Spell: When it casts a spell that forces a creature 
  to a saving throw to resist the spell's effects, the powder 
  hound can spend 3 sorcery points to give one target of 
  the spell disadvantage on its first saving throw against 
  the spell. 
  Two-Shot. When the powder hound uses its Multiattack, it 
  can 1 sorcery point to make an additional attack with its 
  pistol. 
  Spellcasting. The powder hound is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +5 to hit 
  with spell attacks). It has the following sorcerer spells 
  prepared: 
  Cantrips (at will): blade ward, fire bolt, mending, poison spray 
  1st level (4 slots): false life, mage armor, shield 
  2nd level (3 slots): blink, levitate, scorching ray 
  3rd level (3 slots): fireball, slow, thunder step 
  4th level (1 slots): freedom of movement 
   
  ACTIONS 
  Multiattack. The powder hound makes two attacks with its 
  pistols. 
  Pistol. Ranged Weapon Attack: +5 to hit, range 50/100 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
  Reaction Relocation. A thunderous ring emanates from a 
  point within 60 feet the powder hound can see. Creatures 
  within a 5-foot radius of the point must make a DC 
  Constitution saving throw, taking 7 (2d6) thunder damage 
  on a failure, or half as much on a success. 
   
  
   
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  119 
   
  Illustration by Brad Boedecker 
   
  Some rogues, especially those descended from the 
  larger, bulkier races favor a more direct approach than 
  their lithe, graceful counterparts in the trade. Ruffians 
  make a living as criminal enforcers, extorting the 
  proprietors of their honest earnings in exchange for 
  “protection”. If met with resistance, they usually begin by 
  breaking a few objects, and failing that, breaking a few 
  kneecaps - using the first available piece of merchandise 
  at hand to do so. 
  Bullies at heart, ruffians often employ several other 
  sycophantic thug enforcers. 
  Ruffian 
  Medium humanoid (any race), any non-lawful 
  alignment 
   
  Armor Class 15 (studded leather armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Str +5, Dex +4 
  Skills Athletics +5, Deception +4, Intimidation +7 
  Senses passive Perception 10 
  Languages Thieves’ cant plus any one language 
  Challenge 4 (1,100 XP) 
   
  Crushing Blows. The ruffian deals double damage to 
  objects. 
  Evasion. If the ruffian is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, 
  the ruffian instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The ruffian deals an extra 10 (3d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the ruffian that isn't incapacitated and the 
  ruffian doesn't have disadvantage on the attack roll. 
   
  ACTIONS 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 3) bludgeoning damage. 
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft., 
  one target. Hit: 6 (1d10 + 3) piercing damage. 
   
  Player characters can be a Ruffian Rogue! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
  
   
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  120 
   
  Illustration by Andrew Sonea 
   
  Ancestor worship is common across many peoples of the 
  world, and some within these societies develop deep and 
  lasting relationships with the collective souls of their 
  ancestors, who visit these descendants in visions and 
  dreams, guiding their tribe’s future with the collected 
  knowledge and ambition of generations. These 
  individuals often have an ancestor who was a shaman, 
  leader or hero themselves. 
  Shamen dedicate themselves to their tribe and 
  homeland, serving any number of social functions. Some 
  are spiritual leaders, heroic warriors, trusted healers and 
  valued advisors to tribal leadership all at once. They are 
  also often the keeper of tribal traditions that mark their 
  people’s way of life as distinct, although a sign from the 
  ancestors might also them know that the time to 
  abandon tradition and change has come, leading their 
  people to new lands, new ways or both. 
   
  Shaman 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 (hide armor) 
  Hit Points 49 (11d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  18 (+4) 
  14 (+2) 
   
  Saving Throws Wis +6, Cha +4 
  Skills Medicine +2, Nature +2, Perception +6, Religion +6 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 4 (1,100 XP) 
   
  Spellcasting. The shaman’s innate spellcasting ability is 
  Wisdom. It can innately cast the following spells (spell save 
  DC 15), requiring no material components: 
  At will: speak with animals 
  1/day: commune with nature, locate animals or plants, spirit 
  guardians 
  Spellcasting. The shaman is an 11th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit 
  with spell attacks). It regains its expended spell slots when it 
  finishes a short or long rest. It knows the following spells: 
  Cantrips (at will): booming blade SCAG, druidcraft, eldritch blast, 
  shillelagh 
  1st-5th level (3 5th-level slots): bane, bestow curse, conjure 
  animals, ceremony XGE, control water, divination, dream, 
  healing spirit XGE, ray of enfeeblement, thunder step XGE, 
  warding bond 
   
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 1) bludgeoning damage. 
   
  Player characters can be an Ancestral Spirit Warlock! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
  
   
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  121 
   
  Illustration by João Rui 
   
  Sheriffs are local lawmen, defending small towns or 
  other localities from those who would do them harm. 
  They typically concern themselves only with local 
  matters, and whatever happens outside their jurisdiction 
  they are bound to ignore, although they can be friendly 
  and will often assist bounty hunters or other lawmen if it 
  suits their town’s needs. However, they can be equally 
  unhelpful if they fear escalation or retaliation. 
  Like all who hold the reins of power, some sheriffs 
  become corrupt, using their power and influence to 
  enrich themselves and terrorizing their own populace 
  using the law as a cudgel. 
   
  Sheriff 
  Medium humanoid (any race), any lawful alignment 
   
  Armor Class 16 (studded leather armor) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
   
  Saving Throws Wis +4, Cha +4 
  Skills Athletics +5, Deception +4, Intimidation +4 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 4 (1,100 XP) 
   
  Deputize. At the start of each the sheriff’s turns, it chooses 
  up to three creatures it can see within 30 feet of it. Until the 
  end of the sheriff’s next turn, each target can add a d4 to its 
  attack rolls and saving throws. 
  Spellcasting. The sheriff is a 6th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). It has the following paladin spells 
  prepared: 
  1st level (4 slots): command, compelled duel, thunderous smite 
  2nd level (2 slots): branding smite, calm emotions, find steed, 
  zone of truth 
   
  ACTIONS 
  Multiattack. The sheriff makes two attacks, choosing from 
  its pistol or sabre. 
  Sabre. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft., 
  one target. Hit: 6 (1d10 + 3) piercing damage. 
  Shotgun (Recharge 4—6). Creatures in a 15-foot cone must 
  succeed a DC 15 Dexterity saving throw or take (10) 3d6 
  piercing damage. 
   
  REACTIONS 
  Duck and Cover. The sheriff adds 3 to its AC against one 
  attack that would hit it. To do so, the sheriff must be able to 
  see its attacker. 
   
  Player characters can be an Oath of the Idealist 
  Paladin! 
  See: Old Gus’ Errata: Tales from the Weird West Player’s 
  Handbook 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  122 
   
  Illustration by Nicole Cardiff 
   
  The name “tattoosionist” is initially misleading: it comes 
  from their ability to create tattoos that shift aqnd animate 
  upon their skin, for example a snake slithering around an 
  arm. But this is no illusion: there is a very real snake 
  inside their arm, and it can do far more than slither 
  around. Tattoosionists are psionic artificers that 
  abandon their labors upon unliving items, instead using 
  alchemical inks and their own body as their workshop, 
  animating the images upon their skin and use them for 
  anything they desire- as a third hand, moving heavy 
  objects, pulling a wagon-cart, even self-defense. 
  Tattoosionists take pride in their artistry and 
  individuality, and prefer clothing and armor that allows 
  them to display portions of their labors, although you 
  quite literally never know what they might have hidden 
  up their sleeve. 
   
  Customizing a Tattoosionist NPC 
  Consider customizing your tattoosionist NPC with any 
  creature of a challenge rating that matches the spell slots 
  listed, or create even more powerful tattoosionists able to 
  summon even more powerful creatures!  
  Player characters can be a Tattoosionist Artificer! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
  Tattoosionist 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 (studded leather armor) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
  17 (+3) 
   
  Saving Throws Wis+6, Cha+6 
  Skills Arcana +3, Perception +6, Performance +6 
  Senses passive Perception 16 
  Languages any three languages 
  Challenge 7 (2,300 XP) 
   
  Tattosion. The tattoosionist is a 7th-level spellcaster that 
  uses Charisma as its spellcasting ability. As an action, the 
  tattoosionist can expend a spell slot and animate a construct 
  of creature from of one of its tattoos to a space within 30 
  feet of it that it can see. The creature has all of its usual 
  statistics, but has 35 hit points, its creature type is construct, 
  it cannot speak, it’s Intelligence and Charisma scores are 1, 
  and it can’t be charmed, exhausted, frightened, paralyzed, 
  petrified, or poisoned. The constructs share their master’s 
  initiative count, and obey their mental commands (no action 
  required). The tattoosionist can sustain two such constructs 
  at a time. A construct remains until the tattoosionist recalls 
  it using a bonus action, the tattoosionist is incapacitated, or 
  the construct dies. When the tattosionist completes a long 
  rest, their constructs regain any missing hit points, and they 
  can prepare new tattoo constructs with their available slots. 
  The tattoosionist has the following tattoos prepared: 
  1st level (4 slots, CR 1/4): constrictor snake (2), flying sword, 
  winged kobold 
  2nd level (3 slots, CR 1/2): orc (2), worg 
  3rd level (3 slots, CR 1): brass dragon wyrmling, hippogriff, lion 
  4th level (1 slot, CR 2): peryton 
   
  ACTIONS 
  Multiattack. The tattoosionist makes two attacks with its 
  psionic knuckles or one with its psionic needles. 
  Psionic Knuckles. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage plus 6 
  (1d10) force damage. 
  Psionic Needles. Ranged Weapon Attack: +7 to hit, range 
  120 ft., one target. Hit: 8 (3d10) piercing damage. 
   
  REACTIONS 
  Psionic Boost. When the tattoosionist causes a construct 
  under its control to deal an additional 5 (1d8) force damage. 
   
   
  
   
  Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.23 
  123 
   
  Illustration by Tess Eisinger 
   
  The Way of the Rolling stone teaches its students to 
  wander their entire lives until there is somewhere worth 
  staying: it might be a noble cause or a safe place to 
  spend a harsh season. Eventually when the bad weather 
  (or trouble) clears, the way of the rolling stone is to 
  continue their journey. 
  They can be stoic, stubborn, or patient to the point of 
  indolence, but when the time for action arises, they 
  become an avalanche of fury, and an immovable object if 
  they have decided to stand their ground. 
   
  Player characters can be a Way of the Rolling Stone 
  Monk! 
  See: Old Gus’ Errata: Heroes of the Multiverse 
   
   
   
  Way of the Rolling Stone Monk 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15  
  Hit Points 53 (7d8 + 21) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
   
  Skills Athletics +6, Insight +5, Nature +3, Perception +5 
  Senses tremorsense 10 ft., passive Perception 15 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
   
  Magic Fists. The monk’s unarmed strikes are magical. 
  Monk Training. As a bonus action, the monk can take the 
  Dash or Disengage action. If the monk takes its Multiattack 
  option, it can use its bonus action to make one additional 
  unarmed strike. 
  Spellcasting. The monk is a 5th-level spellcaster that uses 
  Wisdom as its spellcasting ability (spell save DC 13, +5 to hit 
  with spell attacks). It has the following spells prepared: 
  Cantrips (at will): mold earth XGE 
  1st level (4 slots): catapult XGE, earth tremor XGE 
  2nd level (2 slots): earthbind, Maximilian’s earthen grasp XGE 
  Unarmored Defense. While the monk is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier 
  feet (included in its AC). 
  Unarmored Movement. While the monk is wearing no 
  armor and wielding no shield, its walking speed increases by 
  10 feet (included in its speed). 
   
  ACTIONS 
  Multiattack. The monk makes two attacks with its unarmed 
  strikes. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (1d6 + 3) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +5 to hit, range 20/60., one 
  target. Hit: 8 (1d8 + 3) bludgeoning damage. 
  Stone Punch (Recharge 5—6). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 28 (8d6) bludgeoning 
  damage. The targets must succeed a DC 13 Strength saving 
  throw or be pushed up to 30 feet away from the monk. 
   
  REACTIONS 
  Deflect Missiles. The monk deflects or catch the missile 
  when hit by a ranged weapon attack, reducing the damage by 
  1d10 + 8. If the damage is reduced to 0, it can immediately 
  make one rock attack. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus - Tales from the Weird West Monster Manual v1.23.pdf