TEXT:  
  
  1
     Limitless ©2017
  
  2
   
   
  Acknowledgements
  We would like to thank our wives, children, families, and friends for
  supporting us in this crazy sidequest that seems to have turned into
  a full campaign.
  When we started, we just wanted to create a simple set of tools to
  help DMs get over writer's block, and give them a direction when
  they were stuck. We had no idea we would receive so much love and
  support from the community.
  Thank you,
  - The Limitless Team
     Limitless ©2017
  
  3
  Limitless Monsters
  Limitless Monsters
  Limitless Monsters Design Team
  Andrew Hand: Writing, Editing
  Michael Johnson: Writing, Graphic Design, Art Direction
  Ben Baer: Writing
  David Auden Nash : Cover Art
  Bartolomeo Argentino : Interior Illustrations
  A Note on Our Limitless Monsters
  The purpose of this product is to make your life as DM easier. Some of the monsters in this book may require players to
  come up with solutions other than combat. The world is a scary place and sometimes you may have to run for your life.
  Feel free to change the names, treasures, and details of these creatures as you see fit.
  We value your business and your feedback, send us your comments, questions and concerns to support@limitless-
  adventures.com
  Novelties
  Every Limitless Adventures product will contain something new; a unique creature, spell, item, god, or optional rule
  that is previously unpublished. These novelties are set apart in blue text boxes.
  Further Adventure
  tm
  Each monster will have a Further Adventure
  tm section to give the DM three ideas for additional quests that could spring
  from a seemingly random encounter. These hooks are merely suggestions for continuing a plot and should be used or
  ignored at your discretion. For example, if a hook suggests that the Duchess was the murderer, that is a just a possible
  twist you could build from and needn't be acted upon if it would disrupt your campaign.
  Perhaps you find these encounters useful and recommend them a friend or like us on Facebook or Twitter...
  You could join our e-mail newsletter and get free exclusives monthly at www.limitless-adventures.com ...
  Maybe you turn out to be a doppelganger...
  
  4
  Table of Contents
  Acknowledgements 
  2
   .............................................................................................................................................................................. 
  Limitless Monsters 
  3
   ................................................................................................................................................................................ 
  Aasimar 
  6
   ................................................................................................................................................................................................ 
  Animated Object: Brass Oracle 
  7
   ............................................................................................................................................................. 
  Animated Object: Un�nished Armor 
  8
   ..................................................................................................................................................... 
  Applehead/Cornbabies 
  9
   ......................................................................................................................................................................... 
  Archfey 
  10
   ............................................................................................................................................................................................... 
  Argenta - Goddess of Healing 
  12
   ............................................................................................................................................................. 
  Astral Pirates 
  14
   ...................................................................................................................................................................................... 
  Azer Marauders 
  16
   .................................................................................................................................................................................. 
  Bilge Horror 
  17
   ........................................................................................................................................................................................ 
  Charnel Hound 
  18
   .................................................................................................................................................................................... 
  Chosen of Lugh 
  19
   ................................................................................................................................................................................... 
  Deep Crab 
  20
   .......................................................................................................................................................................................... 
  Demon, Kavora 
  21
   ................................................................................................................................................................................... 
  Dracolich, Adult Red 
  22
   ........................................................................................................................................................................... 
  Dragon, Rust 
  24
   ...................................................................................................................................................................................... 
  Duende 
  25
   ............................................................................................................................................................................................... 
  Echo, Death 
  26
   ........................................................................................................................................................................................ 
  Echo, Knowledge 
  27
   ................................................................................................................................................................................ 
  Echo, Trickery 
  28
   ..................................................................................................................................................................................... 
  Electrum Dragon 
  29
   ................................................................................................................................................................................ 
  Elf, Wood 
  32
   ............................................................................................................................................................................................ 
  Ethereal Leaches 
  34
   ................................................................................................................................................................................ 
  Feral Pack Leader 
  35
   ............................................................................................................................................................................... 
  Forsaken 
  36
   ............................................................................................................................................................................................. 
  Giant Luna Caterpillar 
  37
   ........................................................................................................................................................................ 
  Giant Luna Moth 
  38
   ................................................................................................................................................................................. 
  Giant, Forest 
  39
   ....................................................................................................................................................................................... 
  Gnoll, Feral 
  40
   ......................................................................................................................................................................................... 
  Gremlin 
  41
   ............................................................................................................................................................................................... 
  Grotto Hag 
  42
   .......................................................................................................................................................................................... 
  Half-Red Dragon Troll 
  43
   ......................................................................................................................................................................... 
  Half-Red Dragon Wyvern 
  44
   .................................................................................................................................................................... 
  Ice Elemental 
  45
   ...................................................................................................................................................................................... 
  Kelrinn 
  46
   ................................................................................................................................................................................................ 
  Kobold Sorcerer 
  47
   .................................................................................................................................................................................. 
  Lich, Void 
  48
   ............................................................................................................................................................................................ 
  Living Hoard 
  50
   ....................................................................................................................................................................................... 
  Living Spellbook 
  51
   ................................................................................................................................................................................. 
  Lubber Fiend 
  52
   ...................................................................................................................................................................................... 
  Mage Hound 
  53
   ....................................................................................................................................................................................... 
  Mephit, Drowned 
  54
   ................................................................................................................................................................................ 
  Mephit, Ash 
  55
   ......................................................................................................................................................................................... 
  Mephit, Grave 
  56
   ..................................................................................................................................................................................... 
  Mephit, Nightmare 
  57
   .............................................................................................................................................................................. 
  Mephit, Stench 
  58
   ................................................................................................................................................................................... 
  Mephit, Time 
  59
   ....................................................................................................................................................................................... 
  Mimic, Elder 
  60
   ........................................................................................................................................................................................ 
  Mind Rake 
  61
   ........................................................................................................................................................................................... 
  Nestback Rhino / Nestback Wasps 
  62
   ..................................................................................................................................................... 
  Nixie 
  63
   ................................................................................................................................................................................................... 
  Nyx, Goddess of Darkness 
  64
   .................................................................................................................................................................. 
  Ooze, Alchemical 
  66
   ................................................................................................................................................................................ 
  
  5
  Orc Shaman 
  67
   ........................................................................................................................................................................................ 
  Pestilence Harpy 
  68
   ................................................................................................................................................................................. 
  Pitcher Plant 
  69
   ....................................................................................................................................................................................... 
  Polluted Water Elemental 
  70
   ................................................................................................................................................................... 
  Praesida (Celestial) 
  71
   ............................................................................................................................................................................. 
  Primordial - Air 
  72
   .................................................................................................................................................................................... 
  Primordial - Earth 
  73
   ............................................................................................................................................................................... 
  Primordial - Fire 
  74
   .................................................................................................................................................................................. 
  Primordial - Water 
  75
   .............................................................................................................................................................................. 
  Pu�ball 
  76
   ............................................................................................................................................................................................... 
  Radiant 
  77
   ............................................................................................................................................................................................... 
  Sargasso 
  78
   ............................................................................................................................................................................................. 
  Scion 
  79
   ................................................................................................................................................................................................... 
  Sea Serpent 
  80
   ........................................................................................................................................................................................ 
  Sewerfolk 
  81
   ............................................................................................................................................................................................ 
  Shadow Rook 
  82
   ...................................................................................................................................................................................... 
  Shipwreck Golem 
  83
   ................................................................................................................................................................................ 
  Skeletal Guardian 
  84
   ............................................................................................................................................................................... 
  Skeleton, Young Blue Dragon 
  85
   ............................................................................................................................................................. 
  Storm Elemental 
  86
   ................................................................................................................................................................................. 
  The Laughing 
  87
   ...................................................................................................................................................................................... 
  Tor'gall (Troll Alpha) 
  88
   ........................................................................................................................................................................... 
  Vampire, Priest 
  89
   ................................................................................................................................................................................... 
  Vampire, Savage 
  91
   ................................................................................................................................................................................ 
  Vampire, Wizard 
  93
   ................................................................................................................................................................................. 
  Veteran (Drow variant) 
  95
   ....................................................................................................................................................................... 
  Veteran (Orc Variant) 
  96
   ......................................................................................................................................................................... 
  Whim 
  97
   .................................................................................................................................................................................................. 
  Whisper Cats 
  99
   ...................................................................................................................................................................................... 
  Wicker Dragon 
  100
   .................................................................................................................................................................................. 
  Wickerman 
  102
   ....................................................................................................................................................................................... 
  Wight Crossbowman 
  103
   ......................................................................................................................................................................... 
  Zombie, Ancient Green Dragon 
  104
   ........................................................................................................................................................ 
  Zombie, Drow Spider Hive 
  105
   ................................................................................................................................................................ 
  Zombie, Orc 
  106
   ...................................................................................................................................................................................... 
  Non Player Characters 
  107
   ...................................................................................................................................................................... 
  Apprentice Mage 
  108
   .............................................................................................................................................................................. 
  Archivist 
  109
   ........................................................................................................................................................................................... 
  Combat Engineer 
  110
   .............................................................................................................................................................................. 
  Dragon Hunter 
  111
   .................................................................................................................................................................................. 
  Fighter Mage 
  112
   .................................................................................................................................................................................... 
  High Priest 
  113
   ........................................................................................................................................................................................ 
  Hospitaller 
  114
   ........................................................................................................................................................................................ 
  Jester 
  115
   ................................................................................................................................................................................................ 
  Lord Knight 
  116
   ....................................................................................................................................................................................... 
  Pickpocket Street Child 
  117
   ..................................................................................................................................................................... 
  Warlock 
  118
   ............................................................................................................................................................................................ 
  Challenge Ratings 
  119
   ............................................................................................................................................................................ 
  
  6
  Limitless Monsters
  Skill Challenge
  Aasimar
  "The proud jaw, the noble bearing; I knew at once that this young man was descended from an angelic
  bloodline. The aasimar captain led the defenses of the city of Hope against Ventru's forces time and
  again, and in the fiercest of those battles, I never saw him waver."
  Creature(s)
  Aasimar
  Medium Humanoid (Aasimar ), Lawful Good
  Armor Class: 16 (chainmail shirt)
  Hit Points: 27 (5d8+5)
  Speed 30 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  13 (+1)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Religion +2
  Damage Resistances necrotic, radiant
  Senses passive Perception 13
  Languages Common, Celestial
  Innate Spellcasting The aasimar'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:
  At will guidance, sacred flame, spare the dying
  Actions
  Multiattack The aasimar makes two longsword attacks.
  Longsword Melee Weapon Attack +3 to hit, reach 5 ft., (one creature) Hit: 4 (1d8+1) slashing damage, or 6 (1d10+1)
  slashing damage if used with two hands to make a melee attack.
  The aasimar wields a shield.
  Tactics
  The aasimar fights defensively, often staying back and casting sacred flame while enemies close to melee range.
  Lore: Religion
  DC 15 - Aasimar are humanoids with strong celestial blood. Aasimar are attractive and tend to be natural leaders.
  DC 20 - Aasimar can cast a number of clerical cantrips at will.
  Treasure
  A typical aasimar carries 3d6 sp, 3d4 gp, his combat gear, and a holy symbol of a lawful good god.
  Further Adventure
  tm
  The party's newest hireling reveals himself to be an aasimar on a mission from a solar...
  A stranded aasimar needs the party's assistance in returning to the outer planes (see below)...
  The party is approached by a pair of aasimar sisters trying to find a lost temple believed to house an ancient relic...
  Finding the Portal
  Complexity: 6 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Arcana, Investigation, Survival
  Success: The party finds a portal to return the aasimar to the higher plans
  Failure(s):
  1: The party gets lost, the next roll is made with disadvantage.
  2: The party is hot, tired, and hungry, thus gaining one level of exhaustion.
  3: The party suceeds in finding the portal, is sucked through it with the aasimar.
     Limitless ©2017
  
  7
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Animated Object: Brass Oracle
  "We spent more than a week underground, navigating the collapsed city by the sea, resting in the library
  after a vicious attack, and there I discovered wonderful volumes of works I'd never seen before. While
  many were damaged, I was ecstatic to discover one brass oracle intact. Despite it only
  speaking Aquan, and carrying facts about ocean voyages, I believe it was a great treasure."
  Creature(s)
  Animated Object: Brass Oracle
  Small Construct, Unaligned
  Armor Class: 17 (natural armor)
  Hit Points: 17 (5d4)
  Speed 0 ft., fly 50 ft. (hover)
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  1 (-5)
  11 (+0)
  15 (+2)
  12 (+1)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +4, Wis +3
  Skills Arcana +4, Religion +4, History +4
  Damage Resistances fire, cold
  Damage Immunities poison, psychic
  Condition  Immunities  blinded,  charmed,  deafened,
  frightened,  paralyzed,  petrified,  poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive
  Perception 11
  Languages One language known by its creator
  Long Memory The brass oracle can remember facts and
  information it has been taught in a language it knows. It will
  photographically remember details of images or interactions
  it has seen, but can only describe them with words.
  Antimagic Susceptibility The brass oracle is incapacitated
  while in the area of an antimagic field. If targeted by dispel
  magic, the oracle must succeed on a Constitution saving
  throw against the caster's spell save DC or fall unconscious
  for 1 minute.
  False Appearance While the brass oracle remains motionless,
  it  is  indistinguishable  from  a  normal  brass  bust  of  a
  humanoid.
  Actions
  Disapproving Gaze One creature the oracle can see must
  make a DC 13 Wisdom save or take 5 (1d8 + 1) psychic
  damage. On a failed save, the creature will be stunned until
  the end of the oracle's next turn.
   
  Lore: Arcana
  DC 10- Brass Oracles are magical constructs, can speak
  one  language,  and  know  extensive  information  -
  generally on one specific topic. They can be judgemental
  for people who don't respect learning or information.
  DC 15- The specific topic is chosen by those who teach
  the oracle the information, so other information can also
  be stored in a Brass Oracle, it can remember anything,
  even  images  -  but  can  only  describe  or  recite
  information.
  The bust complains about all the non-topic information "cluttering its memory", but needs a password to reveal it...
  Something is wrong with this oracle, and it always lies...
  The oracle becomes confused and begins answering previously asked questions (even centuries old)...
  An oracle can be convinced to come with a party, as long as it knows that it will eventually be heading to an active place of
  learning (a temple or library in good repair and use). It can assist a party member with most general intelligence skill
  checks if consulted, granting advantage if shown the object in question or given detailed descriptions.
     Limitless ©2017
  
  8
  Limitless Monsters
  Animated Object: Unfinished Armor
  "Abandoned in the cobwebs of the armory, it began trying to piece itself together again, a mishmash of
  armor and a sickly green glow animating the mass of pieces - attacking the veteran we'd hired. It tore
  and ripped pieces from his gear to complete itself, growing more powerful."
  Creature(s)
  Animated Object: Unfinished Armor
  Medium Construct, Unaligned
  Armor Class: 18 (natural armor)
  Hit Points: 33 (6d8+6)
  Speed 25 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  1 (-5)
  3 (-4)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  Languages -
  Antimagic Susceptibility The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic,
  the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1
  minute.
  False Appearance While the armor remains motionless, it is indistinguishable from a normal suit of armor.
  Actions
  Multiattack The armor makes two melee attacks. The unfinished armor may use its Grappling Chains and Rending
  Assimilation with these multiple attacks.
  Grappling Chains As an attack, the unfinished armor can lash out with chains and straps in an attempt to begin
  tearing at a target's armor. The target must make a DC 12 Strength check, or be grappled. The chains may be attacked
  (AC 14; 6 hit points; immunity to poison and psychic damage).
  Rending Assimilation Melee Weapon Attack +4 to hit, reach 5 ft (one grappled target) Once the armor has a target
  grappled, it can use its action to begin to rend and assimilate non-magical armor, leather, and metal worn or carried by
  the target. On a successful hit, the target's worn armor is reduced by 1 point of AC value. When the target armor
  reaches 10 AC, it is destroyed (ex: Leather Armor base AC is 11 and is destroyed with one hit - reduced to 10). On a
  successful hit, the unfinished armor will then assimilate this point to itself gaining 1 point of AC (max: 21), and gain
  1d4+4 temporary hitpoints even above its hitpoint maximum. Multiple uses of assimilation will further increase the
  number of temporary hitpoints. Any nonmagical armor, weapons, or equipment made of non-rusted iron or leather can
  be assimilated in this manner.
  Slam Melee Weapon Attack +4 to hit, reach 5 ft. (one creature) Hit: 5 (1d6 + 2) bludgeoning damage.
  Lore: Arcana
  DC 15- A wizard, attempting to create animated armor, might fail or be interrupted, creating an animated mass of
  materials ever trying to become whole.
  DC 20- The armor seems drawn to non-magical gear in an attempt to assimilate it.
  Treasure
  Typically, animated armor contains several pieces of workable armor. There's a 50% chance of a chain shirt, a 25% chance
  of a complete breastplate, and a 10% chance of a leather belt with a potion of health and a pair of coin purses containing
  150 gp, 45 sp, and 75 cp.
  Further Adventure
  tm
  A wizard is building an army of unfinished armor to be unleashed upon the field of battle to use his enemies' strength
  against them...
  Once destroyed, the animating spirit of the armor may float away and move on to another form (wood, or clay) and attempt
  to rebuild itself with new materials...
  The animating force within the armor is a trapped spirit that then possesses one of the party's weapons, and begins
  speaking to the user, urging destruction...
     Limitless ©2017
  
  9
  Limitless Monsters
  Applehead/Cornbabies
  "They may look like the corn maiden dolls (fashioned at harvest time from grain or carved apples), or
  even the toys of children. But these familiars are sent on missions by their masters, especially when
  something as simple as a doll would never be suspected of more malicious activities."
  Creature(s)
  Applehead/Cornbaby
  Tiny Construct (Plant), Unaligned
  Armor Class: 13
  Hit Points: 8 (3d4+1)
  Speed 45 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  18 (+4)
  13 (+1)
  3 (-4)
  8 (-1)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Skills Stealth +6
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities poison, psychic
  Damage Vulnerabilities fire
  Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft.
  Languages Understands one language spoken by their creator, but cannot speak
  Remote Sight As an action, the creator of the doll can see through its eyes and hear what it hears until the start of the
  creator's next turn, gaining the benefits of any special senses that the familiar has. During this time, the creator is deaf
  and blind with regard to their own senses.
  A Leaf on the Wind The doll can move with magical speed (45ft.), as if blown along by the wind. It is only strong enough
  to carry objects up to 5 pounds.
  Magical Vessel The doll may be constructed to deliver one spell, similar to glyph of warding. The spell can be a delivered
  touch spell, similar to the capability of a familiar, but must be stored in the doll when it is created. The doll may carry
  the spell indefinitely until ordered to cast it.
  Magic Resistance The doll has advantage on saving throws against spells and other magical effects.
  Actions
  Deliver Spell The doll may activate and deliver the spell contained within it, destroying itself. It may do so via verbal
  order by its creator, or by meeting qualifying conditions of previous orders (e.g. "Destroy whoever holds the chalice", "Kill
  my pursuers", "Go to the temple and destroy the altar.", etc.) If not specified by the DM, the doll explodes in a 20 ft
  radius, creatures within the sphere take 5d8 necrotic damage on a failed Dexterity saving throw, or half as much
  damage on a successful one. The spell attack modifier or save DC is based on the caster's modifier or save DC.
  Slash Melee Weapon Attack +2 to hit, reach 5ft. (one target) The doll may slash a target, dealing 1 hp damage
  Lore: Arcana (Roll with disadvantage if only destroyed dolls are sighted)
  DC 10 - Appleheads/Cornbabies are magical talismans made from the last harvested crops of the season to
  house "the spirit of the field" during the coming winter, plowed under in the spring ensuring a good harvest.
  DC 15 - Powerful spellcasters can warp the natural energy in these dolls to create magical servants. As part
  of their construction, their creators may infuse their forms with a powerful spell or curse that can be unleashed,
  destroying the doll. Tiny telltale details of the doll's construction reveal the spell contained within it.
  Treasure (Harvest)
  If captured(or grappled), and the spell effect can be disarmed with a DC 15 Dexterity (Thieves' Tools) check before the doll
  releases its magic, the doll has a 100 gp ruby gemstone "heart" material component that can be salvaged. Harvesting this
  gemstone dispels the magic animating the doll. A failed check will immediately deliver the spell, targeting or centered on
  the creature attempting to disarm. If the spell is activated, or the check failed, this gemstone is destroyed with the doll.
  Further Adventure
  tm
  All the children in town seem to be carrying these dolls everywhere you look, and valuables are going missing...
  Temples and healing potions are becoming tainted with only scraps of straw and carved apples as evidence...
  A night hag uses the dolls to deliver powerful sleeping drugs to her victims, to ease her collection of evil souls...
     Limitless ©2017
  
  10
  Limitless Monsters
  Archfey
  "We'd tracked the unicorn for days, an amazing specimen with a slight golden thread in the spiral of her
  horn. She stopped in a glade and transformed into the most beautiful high elf matron I had ever seen
  who asked us to please leave her be. Godrick wrote a song about her eyes."
  Creature(s)
  Archfey
  Medium Humanoid (Fey), Chaotic Neutral
  Armor Class: 19 (natural armor)
  Hit Points: 187 (25d8+75)
  Speed 30 ft.
  Challenge 21 (33,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  16 (+3)
  13 (+1)
  20 (+5)
  18 (+4)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +7, Wis +11
  Skills Animal Handling +11, Nature +7, History+7, Perception +11, Persuasion +10
  Damage Immunities poison; disease; bludgeoning, piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, disease
  Senses truesight 60 ft., passive Perception 15
  Languages Common, Druidic, Elvish, Sylvan, Celestial, Abyssal
  Fey Nobility Fey nobility have advantage on saving throws against being charmed and magic can't be put to sleep. Their
  connection with the Feywild also grants them truesight to 60 ft. The archfey ages at 1/10th the rate of normal elves. Fey
  nobility grants her a resiliant, radiant, skin and many immunities.
  Legendary Resistance (3/Day) 
   
   
    If the archfey fails a saving throw, she can choose to succeed instead.
  Archdruid The archfey can regain 10 levels spell slots (below 6th level) with a short rest. The archfey can move through
  non-magic difficult terrain and plants without slowing, and has advantage on saving throws against plants that are
  magically created or manipulated to impede movement, such those created by the entangle spell. Due to the archfey's
  connection with nature When a beast or plant creature attacks, that creature must make a Wisdom saving throw
  against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack
  automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of
  this effect before she makes her attack. The archfey's wildshape ability may be used an unlimited number of times, and
  may ignore verbal, somatic, and material components that do not have a listed gp cost - casting in fey or beast form.
  Spellcasting The archfey is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with
  spell attacks). The archfey has the following druid spells prepared:
  Cantrips (at will) druidcraft, thorn whip, guidance, shillelagh
  1st level (4 slots) 
   
   
   
    entangle, detect poison and disease, speak with animals, longstrider
  2nd level (3 slots) 
   
   
    barkskin, beast sense, lesser restoration, pass without trace, spike growth, spider climb
  3rd level (3 slots) 
   
   
    call lightning, conjure animals, dispel magic, sleet storm, plant growth
  4th level (3 slots) 
   
   
    conjure woodland beings, divination, freedom of movement, ice storm, stoneskin, locate
  creature
  5th level (3 slots) 
   
   
    awaken, commune with nature, greater restoration, reincarnate, tree stride
  6th level (2 slots) 
   
    conjure fey, heroes' feast, irresistible dance
  7th level (2 slots) 
   
    mirage arcane, plane shift, regenerate
  8th level (1 slot) 
    control weather
  9th level (1 slot) 
    true resurrection
  Actions
  Wildshape As a bonus action, the archfey can wildshape into a beast CR 6 or less. A DC 15 Nature check will reveal
  subtle features and details that point to the animal actually being an archfey. ex: Giant Elk (CR 2; AC 14; 42 hp; 60 ft.)
  Enthralling Touch Melee Weapon Attack +10 to hit, reach 5 ft., (one creature) Hit: 10 (3d6) radiant damage. The target
  must succeed on a DC 18 Wisdom saving throw or be charmed 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.
  Legendary Actions
  The archfey 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 archfey regains spent legendary actions at the start of
  her turn.
  
  11
  Archfey Legendary Actions (cont.)
  Wildshape: Unicorn (Costs 3 Actions) As a feature of the archfey's nobility, the archfey can take the form of a unicorn
  (CR 5; AC 12; 67 hp; speed 50 ft) or return to her archfey form.
  Cantrip The archfey casts a cantrip.
  Enthralling Touch (Costs 2 Actions) The archfey uses her Enthralling Touch.
  Peaceful Countenance (Costs 2 Actions) The archfey fixes her gaze on one creature she can see within 10 feet of it. The
  target must succeed on a DC 18 Wisdom saving throw against this magic or become blissfully stunned by the archfey's
  beauty for 1 minute. The stunned creature will only look at the archfey in awe while affected. The blissfully stunned
  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's
  saving throw is successful or the effect ends for it, the target is immune to the archfey's countenance for the next 24
  hours.
  Restore Life (Costs 3 Actions) The archfey may expend one spell slot and restore 1d8 hitpoints per level of the spell slot
  expended to herself or another willing creature.
  Lore: Nature
  DC 20 (must also speak Sylvan)- The archfey are nobility among elves, even to the nobles. Their connection with the feywild
  gives them amazing transformative powers.
  DC 25 (must also speak Sylvan)- The presence of an archfey causes plants for several miles to grow with renewed vigor and
  bounty. The archfey can become a unicorn.
  Tactics
  If the archfey has a cloak of elvenkind, staff of the woodlands, and healing potions remember to use those items if she is
  attacked.
  Treasure
  The archfey may carry a cloak of elvenkind, and a staff of the woodlands, and 1d4 potions of superior healing, but
  generally no coins.
  Further Adventure
  tm
  The forests are dwindling, the archfey lays wounded in her unicorn form, unable to transform because her alicorn was
  removed...
  A covenant between the local lord and a neighboring archfey was broken when a starving, overtaxed peasant poached on
  her land...
  The land is barren and dying, and its only hope would be to convince an archfey to take residence in the local forest...
     Limitless ©2017
  
  12
  Limitless Monsters
  Argenta - Goddess of Healing
  "When we ventured out of the Ylera Valley, we encountered many new cultures and beliefs, the noblest,
  kindest, and most charitable we encountered were the followers of Argenta, the Silver Queen."
  Lore: Religion
  DC 10 - Argenta is a goddess of healing and compassion. Her clerics wear pale blue robes and are often
  pacifists, though Argenta does have a fierce order of champions who are willing to fight to protect the
  weak.
  DC 15 - Argenta is depicted as a silver-haired human or an elegant silver dragon. Sages believe her to
  have once been an ancient silver dragon that was raised to godhood.
  Treasure
  Argenta has little need for wealth and gave her hoard away eons ago shortly before her apotheosis.
  However, she can easily produce nearly any non-unique, non-artifact magical item.
  Further Adventure
  tm
  Priests of Argenta hire the party to escort a shipment of healing herbs to a distant land or city affected
  by a plague...
  Argenta appears to one of the party in a dream and asks them to recover a powerful healing relic
  that was lost at sea...
  A champion of Argenta hires the party to broker a peace accord between two rival factions...
  Champion of Argenta
  Medium Humanoid (Dragonborn (silver)), Neutral Good
  Armor Class: 16 (chainmail shirt)
  Hit Points: 38 (7d8+7)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  12 (+1)
  11 (+0)
  16 (+3)
  14 (+2)
  License: c.2016 Limitless-Adventures
  Skills Medicine +7, Athletics +5, Religion +4
  Damage Resistances cold
  Senses passive Perception 13
  Languages Common, Draconic
  Breath Weapon (short or long rest) The champion exhales an icy blast in a 15-foot cone. Each creature in that area
  must make a DC 11 Dexterity saving throw, taking 7 (2d6) cold damage on a failed save, or half as much damage on a
  successful one.
  Divine Eminence As a bonus action, the champion can expend a spell slot to cause its melee weapon attacks to
  magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the
  champion expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  Spellcasting The champion is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
  spell attacks). The champion has the following cleric spells prepared:
  Cantrips (at will) spare the dying, sacred flame, thaumaturgy
  1st level (4 slots) 
   
   
   
    cure wounds, guiding bolt, sanctuary
  2nd level (3 slots) 
   
   
    lesser restoration, aid
  3rd level (2 slots) 
   
    mass healing word, revivify
  Actions
  Shield Bash Melee Weapon Attack +5 to hit, reach 5 ft., (one target) Hit: 5 (1d4 + 3) bludgeoning damage. If the target is
  a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
  Warhammer Melee Weapon Attack +4 to hit, reach 5. ft., (one creature) Hit: 7 (1d8+3) bludgeoning damage or 8
  (1d10+3) bludgeoning damage if used two handed.
  
  13
  Creature(s)
  Argenta, Goddess of Healing
  Gargantuan Celestial (dragon), Neutral Good
  Armor Class: 24 (natural armor)
  Hit Points: 656 (32d20+320)
  Speed 40 ft., fly 80 ft.
  Challenge 30 (155,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 10 (+0) 30 (+10) 26 (+8) 30 (+10) 24 (+7)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +9, Con +19, Wis +19, Cha +16
  Skills History +17, Medicine +19, Perception +19, Religion +17
  Damage Immunities acid, cold, fire, lightning, poison, bludgeoning, piercing and slashing from nonmagicical weapons
  Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29, truesight 120 ft.
  Languages understands and speaks all languages
  Spellcasting Argenta is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 27, +9 to hit with spell
  attacks). Argenta has the following cleric spells prepared:
  Cantrips light, sacred flame, thaumaturgy
  1st Level (4 slots) cure wounds, guiding bolt, sanctuary
  2nd Level (3 slots) lesser restoration, spiritual weapon
  3rd Level (3 slots) dispel magic, spirit guardians
  4th Level (3 slots) banishment, death ward
  5th Level (3 slots) flame strike, greater restoration
  6th Level (1 slot) heal
  7th Level (1 slot) plane shift
  8th Level (1 slot) antimagic field, holy aura
  9th Level (1 slot) mass heal, true resurrection
  Legendary Resistance (5/Day) If Argenta fails a saving throw, she can choose to succeed instead.
  Actions
  Multiattack Argenta can use her Frightful Presence. She then makes three attacks: one with her bite and two with her
  claws.
  Bite Melee Weapon Attack +17 to hit, reach 15 ft., (one target) Hit: 21 (2d10 + 10) piercing damage.
  Claw Melee Weapon Attack +19 to hit, reach 10 ft., (one target) Hit: 17 (2d6 + 10) slashing damage.
  Tail Melee Weapon Attack +19 to hit, reach 20 ft., (one target) Hit: 19 (2d8 + 10) bludgeoning damage.
  Frightful Presence Each creature of the Argenta's choice that is within 120 feet of the dragon and aware of her must
  succeed on a DC 27 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 Argenta's Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5-6) Argenta uses one of the following breath weapons.
  Cold Breath The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 27
  Constitution saving throw, taking 67 (26d8) cold damage on a failed save, or half as much damage on a successful one.
  Paralyzing Breath Argenta exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC
  27 Constitution saving throw or be paralyzed 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.
  Change Shape Argenta magically polymorphs into a humanoid or beast, or back into her true form. She reverts to her
  true form if she dies. Any equipment She is wearing or carrying is absorbed or borne by the new form (Argenta's choice).
  Legendary Actions
  Argenta can take 5 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. Argenta regains spent legendary actions at the start of its turn.
  Detect The dragon makes a Wisdom (Perception) check.
  Tail Attack The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a
  DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly
  up to half its flying speed.
     Limitless ©2017
  
  14
  Treasure
  Further Adventure
  tm
   
  After a raid, one of the astral pirates is left behind...
  A particularly nasty raiding party kidnaps several children, whisking them back to the Astral Plane...
  A raiding party takes a priceless relic from a tomb or temple and the gods are showing their disfavor with endless storms...
  Astral raider - 4d8 gp, usually in silver items - candlesticks, rings, jewelry, silverware, etc.
  Minotaur blockade crasher - 6d8 gp, in coins, gems, and weapons. Raid mages - 10d12 gp, most likely in books, scrolls,
  relics, potions and arcane objects.
  Limitless Monsters
  Astral Pirates
  "Those bastards came out of the ether and ransacked our campground, disappearing again through a
  glowing portal. Needless to say, we were quite surprised and confused."
  Creature(s)
  Astral Pirate
  Medium Humanoid (any race), Unaligned
  Armor Class: 15
  Hit Points: 69 (11d8+22)
  Speed 30 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Actions
  Multiattack The astral pirate makes three melee attacks: two
  with its scimitar and one with its dagger. Or the astral pirate
  makes two ranged attacks with its daggers.
  Scimitar +5 to hit, Hit: 6 (1d6 + 3) slashing damage.
  Dagger Melee or Ranged Weapon Attack +5 to hit,5 ft., (reach
  one creature) or 20/60 ft., (range one creature) Hit: 5 (1d4 +
  3) piercing damage.
  Reactions
  Parry The astral pirate adds 2 to its AC against one melee
  attack that would hit it. To do so, the astral pirate must see
  the attacker and be wielding a melee weapon.
  Tactics
  Astral pirates are raiders, they have one mission, get loot and get out. As such, the astral pirates avoid fair fights, make
  great use of cover, and ofter dodge and disengage instead of attacking.
  Lore: Arcana
  DC 15 - Astral pirates flood through naturally occurring planar portals and those created by magic. They lair on the Astral
  Plane in floating hideouts.
  DC 20 - Astral pirate groups are lead by a raid mage responsible for opening the portals to the Material Plane. Additionally,
  some astral raiding parties have armored minotaur brutes to aid in the assault.
  
  15
  License: c.2016 Limitless-Adventures
  Skills Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages Abyssal, Common
  Charge If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same
  turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength
  saving throw or be pushed up to 10 feet away and knocked prone.
  Labyrinthine Recall The minotaur can perfectly recall any path it has traveled.
  Reckless At the start of its turn, the minotaur 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.
  Actions
  Greataxe Melee Weapon Attack +7 to hit, reach 5 ft., (one target) Hit: 17 (2d12 + 5) slashing damage.
  Gore Melee Weapon Attack +7 to hit, reach 5 ft., (one target) Hit: 14 (2d8 + 5) piercing damage.
  Astral Raid Mage
  Medium Humanoid (any race), Chaotic Neutral
  Armor Class: 15 (mage armor)
  Hit Points: 71 (13d8+13)
  Speed 30 ft.
  Challenge 8 (3,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  19 (+4)
  15 (+2)
  16 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +7, Wis +5
  Skills Arcana +10, History +10
  Senses passive Perception 12
  Languages Common, Celestial, Infernal, Abyssal, Ignan
  Magic Resistance The raid mage has advantage on saving throws against spells and other magical effects.
  Spellcasting The astral raid mage is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8
  to hit with spell attacks). The astral raid mage has the following wizard spells prepared:
  Cantrips (at will) fire bolt, light, mage hand, prestidigitation, and shocking grasp
  1st level (4 slots) detect magic, identify, mage armor, magic missile
  2nd level (3 slots) invisibility, mirror image, misty step
  3rd level (3 slots) counterspell, fly, hypnotic pattern
  4th level (3 slots) banishment, fire shield, stoneskin
  5th level (3 slots) hold monster, teleportation circle, wall of force
  6th level (1 slot) globe of invulnerability
  7th level (1 slot) planeshift
  Actions
  Dagger Melee or Ranged Weapon Attack +5 to hit,5 ft., (reach one target) or 20/60 ft., (range one target) Hit: 4 (1d4 + 2
  piercing damage.
  Typical Astral Raiding Party (CR 16)
  A typical party of astral raiding consists of:
  4 astral pirates
  1 minotaur blockade crasher
  1 raid mage
  Actual XP - 6,400
  Adusted Encounter XP - 16,000
  Minotaur Blockade Crasher
  Large Monstrosity, Chaotic Evil
  Armor Class: 15 (half plate)
  Hit Points: 114 (12d10+48)
  Speed 40 ft.
  Challenge 4 (1,100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  18 (+4)
  7 (-2)
  16 (+3)
  9 (-1)
     Limitless ©2017
  
  16
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Azer Marauders
  "The creature before you looks like a black-skinned, powerfully-built dwarf, but it has no beard and its
  bald head is alight with a crown of flames. It tightens its grip on its maul and grins at you with
  sharpened teeth."
  Creature(s)
  Azer Marauder
  Medium Elemental, Lawful Evil
  Armor Class: 15 (natural armor)
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  15 (+2)
  12 (+1)
  13 (+1)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Con +4
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Ignan
  Heated Body A creature that touches the azer or hits it with
  a melee attack while within 5 feet of it takes 5 (1d10) fire
  damage.
  Heated Weapons When the azer hits with a metal melee
  weapon, it deals an extra 3 (1d6) fire damage (included in the
  attack).
  Illumination The azer sheds bright light in a 10-foot radius
  and dim light for an additional 10 feet.
  Actions
  Multiattack The azer marauder attacks twice with its maul.
  Maul  Melee  Weapon  Attack  +5  to  hit,  reach  5  ft.,  (one
  creature) Hit: 14 (2d6 + 4) bludgeoning damage, plus 3 (1d6)
  fire damage.
   
  Tactics
  Azer maraduders take advantage of their race's lawful
  and nonevil reputation and lore planar travelers into
  traps. They also prey on the good-hearted by setting fires
  to aid in their escape. One example of this tactic is
  setting  a  cottage  filled  with  people  on  fire,  forcing
  adventurers to choose between pursuising the azers, or
  saving the villagers.
  Lore: Arcana
  DC 15 - Azers are fiery humanoid elementals native to
  the Plane of Fire.
  DC  20  -  While  azers  are  typically  lawful  neutral,
  marauders are outcasts of the azer society for their evil
  ways.
  Azer marauders have been sent to retrieve an item for their red dragon master and are burning a path as they go...
  A group of azer marauders poses as their lawful neutral kin to lure the party into a trap...
  A rift to the elemental plane of fire has opened and an azer marauder war band has slipped through and is working to
  make the rift permanent...
  Azer marauders carry fireproof treasure and weapons. A typical azer marauder carries 3d4 obsidian coins (5 gp each).
     Limitless ©2017
  
  17
  Treasure
  Further Adventure
  tm
   
  A ship slowly pulls into port and a flood of bilge horrors pour onto the deck...
  The ship's cleric has been infected with parasites and the ship is caught in a doldrum...
  A plot to introduce bilge horror parasites into the city's water supply has been revealed, but the authorities don't know
  when it will happen or by whom...
  The bilge horror still wears shredded clothing from its form life. In the pocket of its breeches is a silver locket (5 gp), 3 cp,
  and a leather pouch containing the bones of a rare bird.
  Limitless Monsters
  Bilge Horror
  "On a voyage to the southern archipelago, a sailor went missing on the third night. The missing sailor
  was found two days later crawling around the orlop deck."
  Creature(s)
  Bilge Horror
  Medium Humanoid (augmented human), Unaligned
  Armor Class: 15
  Hit Points: 26 (4d8+8)
  Speed 30 ft., swim 30 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  6 (-2)
  12 (+1)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Stealth +3
  Senses passive Perception 13;
  Languages Understands the languages it knew, but cannot
  speak
  Bilge  Horror  Parasites  The  parasites  transferred  via  the
  creature's bite attack will convert the victim into a bilge
  horror if they are not subjected to a cure disease spell within
  seven days; cure disease spells cast after seven days are
  ineffective.
  Amphibious The bilge horror can breathe air and water.
  Actions
  Multiattack The bilge horror makes two melee attacks, one
  with its bite and one with its claws. On a hit the target must
  succeed on a DC 13 Constitution saving throw or be infected
  with parasites.
  Bite Melee Weapon Attack +4 to hit, reach 5 ft., (one target)
  Hit: 4 (1d4 + 2) piercing damage.
  Claw Melee Weapon Attack +4 to hit, reach 5 ft., (one target)
  Hit: 4 (1d4 + 2) slashing damage.
   
  Lore: Nature
  DC 15 - Bilge horrors resemble zombies, but are actually
  living humanoids transformed by a naturally occurring
  parasite found in filthy sea water.
  DC 20 - Individuals bitten by a bilge horror will grow gills and transform into a bilge horror themselves if the disease is not
  cured within seven days.
     Limitless ©2017
  
  18
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Charnel Hound
  "The massive wolf digs furiously in the fresh graveyard earth to uncover the gravesites of the recently
  departed. It seems to sense your presence and raises its head to look at you."
  Creature(s)
  Charnel Hound
  Large Monstrosity, Neutral Evil
  Armor Class: 13 (natural armor)
  Hit Points: 77 (10d10+20)
  Speed 50 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  15 (+2)
  6 (-2)
  13 (+1)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Skills Perception +5, Stealth +3
  Damage Immunities Necrotic
  Senses passive Perception 15
  Languages Common, Charnel Hound, Infernal
  Keen Hearing and Smell The charnel hound has advantage
  on Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics The charnel hound has advantage on an attack
  roll against a creature if at least one of its allies is within 5
  feet of the creature and the ally isn't incapacitated.
  Actions
  Bite  Melee  Weapon  Attack  +6  to  hit,  reach  5  ft.,  (one
  creature) Hit: 11 (2d6 + 4) piercing damage. If the target is a
  creature, it must succeed on a DC 14 Strength saving throw
  or be knocked prone.
  Necrotic Breath (Recharge 5-6) The charnel hound exhales a
  blast of necrotic energy in a 15-foot cone. Each creature in
  that area must make a DC 12 Dexterity saving throw, taking
  18 (4d8) necrotic damage on a failed save, or half as much
  damage on a successful one.
   
  Tactics
  Charnal Hounds work well in packs in graveyards that
  force the party to walk in single file. They prefer their
  leader confront a party directly, while the others flank
  from  the  sides.  The  leader  will  immediately  bite  the
  strongest foe, while the flanking pair will start with their
  breath weapons to weaken the middle or rear of the
  party.
  Lore: Religion
  DC 15 - Scholars believe that charnel hounds were once
  winter wolves that were either twisted by dark magic or
  forced to eat the dead out of necessity.
  DC 20 - Charnel hounds have a terrible breath weapon
  that deals necrotic damage.
  A charnel hound is digging up the local graveyard and eating the deceased...
  A pack of charnel hounds are gathering en mass and digging up a hill near town...
  A war band of undead gnolls mounted on charnel hounds has been devouring travelers on the nearby road...
  Charnel hounds carry no treasure, but they sometimes uncover jewelry of trinkets that were buried with the deceased. A
  typical example would be one of the following: a tarnished gold wedding ring (20 gp), a copper arm torc (15 gp), a silver
  pendant (10 gp).
     Limitless ©2017
  
  19
  Treasure
  Further Adventure
  tm
   
  Tracking the Thane Slayer
  Complexity: 6 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Nature, Perception, Survival,
  Success: The party locates the thane slayer.
  Failure(s):
  1: The next check is made with disadvantage.
  2: The party stumbles into a nest of owlbears.
  3: The party finds the thane slayer, but he is waiting in ambush and gets a surprise round before initiative is rolled.
  A Chosen of Lugh slew his thane in a battle frenzy and the party is hired to track the warrior and bring him back alive...
  The party must negotiate a peace with a barbarian tribe. The tribe respects only strength and will not come to the table
  unless one of the party bests a Chosen of Lugh in hand to hand combat...
  A Chosen of Lugh has been mistaken for a shape-shifting ogre and the party must rescue him before he is executed...
  The axes carried by the Chosen of Lugh, while not magical, are storied blades and highly prized by collectors and warlords
  often fetching as much as 100 gp.
  Limitless Monsters
  Chosen of Lugh
  "We watched as the nearly naked berserker began to contort and change. We heard bones cracking and
  sinews ripping free and reshaping themselves. The man had become a barely recognizable giant that
  howled and launched itself into the battle."
  Creatures
  Chosen of Lugh
  Medium Humanoid (any race), Chaotic Neutral
  Armor Class: 15 (natural armor)
  Hit Points: 104 (11d8+55)
  Speed 30 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  20 (+5)
  9 (-1)
  10 (+0)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Senses passive Perception 10
  Languages any one language
  Riastrad The Chosen of Lugh can contort their bodies to
  increase their size and fighting ability, but the process makes
  them crazed and horrific to behold. Once per day, for one
  minute,  the  Chosen  can  undergo  the  Riastrad,  which
  increases  their  size  to  large,  triples  their  strength-based
  weapon  damage  dice  (included  below),  grants  them
  advantage on strength-based saves and skill checks, and
  grants them regeneration 10. Additionally, while under the
  Riastrad, the Chosen treat any target within reach as an
  enemy,  and  are  unable  to  tell  friend  from  foe.  The
  transformation takes one standard action.
  Actions
  Multiattack The Chosen of Lugh makes two greataxe attacks.
  Greataxe Melee Weapon Attack +7 to hit, reach 5 ft., (one
  target) Hit: 10 (1d12+4) slashing damage, or 23 (3d12+4)
  slashing damage if under the Riastrad.
   
  Tactics
  The Chosen of Lugh are brawlers, and not well-versed in
  tactics, but they do know enough to get deep into the
  enemy lines before giving in to the Riastrad.
  Lore: Religion
  DC 15 - The Chosen of Lugh are mad, battle-scarred
  berserkers capable of transforming into frenzied giants
  for a short period of time.
  DC 20 - The Chosen of Lugh become battle mad while under the effects of the Riastrad, unable to tell friend from foe.
     Limitless ©2017
  
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  Treasure (Harvest)
  Further Adventure
  tm
   
  Limitless Monsters
  Deep Crab
  "A crab the size of a horse-drawn wagon lumbers out of the muck, a colony of bright red mushrooms
  growing from its shell."
  Creature(s)
   
  Deep Crab
  Large Beast, Unaligned
  Armor Class: 15 (natural armor)
  Hit Points: 52 (7d10+14)
  Speed 30 ft., swim 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  14 (+2)
  2 (-4)
  9 (-1)
  3 (-4)
  License: c.2016 Limitless-Adventures
  Skills Stealth +4
  Senses blindsight 30 ft., passive Perception 9
  Spore  Immunity  Due  to  the  symbiotic  mycelium  of  the
  nightcaps,  the  deep  crab  is  immune  to  sleep  or  charm
  effects.
  Amphibious The crab can breathe air and water.
  Actions
  Slumber Spores (Recharges after a short rest) The deep crab
  shakes its shell and releases a cloud of spores. All creatures
  in a 20-foot radius centered on the crab are affected as the
  sleep spell cast using a third level slot (so, 9d8 hit points).
  Claw  Melee  Weapon  Attack  +6  to  hit,  reach  5  ft.,  (one
  creature) Hit: 12 (2d8 + 4) bludgeoning damage, and the
  target is grappled (escape DC 14). The crab has two claws,
  each of which can grapple only one target.
  The  deep  crab  looks  very  much  like  its  mundane
  cousins, with two exceptions. The deep crab is the size of
  a tinker's wagon, and the deep crab's shell is covered in
  a  field  of  blood  red  mushrooms  called  nightcaps.
  Nightcap mushrooms are extremely rare and have only
  been found on the shells of deep crabs. The spores of the
  nightcap  cause  living  creatures  to  fall  into  a  deep
  slumber.
  Tactics
  Deep  crabs  tend  to  charge  into  the  middle  of  large
  groups of prey to maximize the use of its slumber spores.
  Lore: Nature
  DC  10  -  Deep  crabs  are  massive  subterranean
  crustaceans. Their shells are covered in red mushrooms.
  DC 15 - The red mushrooms, known as nightcaps, emit
  spores that can put creatures into a deep slumber.
  A sage wants a live specimen of a deep crab brought back for study...
  The city guard hires the party to track down a gang that has been selling baby deep crabs on the black market...
  A repair crew went into the sewer and has yet to return, the party is sent to investigate...
  Deep crabs don't hoard treasure; however, the treasure
  from  their  victims  has  been  found  near  their  nests.
  Typical treasure: 7cp, 3 gp, silver bracelet (10 gp).
     Limitless ©2017
  
  21
  Treasure (Harvest)
  Further Adventure
  tm
   
  Limitless Monsters
  Demon, Kavora
  "Sightless and unintelligent though they may be, the kavora demons make up for their shortcomings
  with unparalleled rage and ferocity."
  Creatures
  Kavora
  Large Fiend (demon), Chaotic Evil
  Armor Class: 16 (natural armor)
  Hit Points: 142 (14d10+65)
  Speed 30 ft.
  Challenge 8 (3,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  20 (+5)
  5 (-3)
  12 (+1)
  11 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Str +8, Con +8, Wis +4
  Damage  Resistances  cold,  fire,  lightning;  bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses Blindsight 120 ft. (blind outside this radius), passive
  Perception 11
  Languages Understands Abyssal but cannot speak
  Magic  Resistance  The  kavora  has  advantage  on  saving
  throws against spells and other magical effects.
  Spider  Climb  The  kavora  can  climb  difficult  surfaces,
  including upside down on ceilings, without needing to make
  an ability check.
  Actions
  Multiattack The kavora 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: 16 (2d10 + 5) piercing damage.
  Claw Melee Weapon Attack +8 to hit, reach 5 ft., (one target)
  Hit: 15 (3d6 + 5) slashing damage.
   
  Tactics
  Kavora have little in the way of tactics as their limited
  intellect and rage prevent serious planning. Kavora do,
  however, make good use of their Spider Climb ability and
  wait on ceilings to ambush their prey.
  Lore: Arcana
  DC 15 - The kavora are sightless demons used as shock
  troops in demonic armies. This roll reveals all the fiend
  traits.
  DC  20  -  The  kavora  can  move  full  speed  over  any
  surface, even upside down.
  Rage Drought
  Potion, Rare
  The rage draught fills the drinker with uncontrollable anger and aggression. You have advantage on Strength checks
  and Strength saving throws. When you make a melee weapon attack using Strength, you add 1d4 to the damage roll.
  You have resistance to bludgeoning, piercing, and slashing damage. The rage drought lasts for 1 minute, during which
  time you cannot cast spells.
  Kavora demons carry no treasure, though a gland in their head
  can be removed (DC 20 Medicine check) and used to create a
  rage drought (see below).
  A gate opens and a stream of kavora demons flood the village; meanwhile, a balor uses the distraction to steal a relic from
  the crypt below the temple...
  A wizard hires the party to hunt down a kavora and bring its corpse back to study...
  The agent of a powerful pitfiend seeks the parties help in destroying an abyssal portal to the Material Plane guarded by a
  host of kavora demons...
     Limitless ©2017
  
  22
   
  Limitless Monsters
  Dracolich, Adult Red
  "It was believed that the Ylera Valley was guarded over by a red dracolich whose soul was held by Ventru, the overking."
   
  Tactics
  Dracoliches are ancient creatures of vast intellect and should be played as such. Before a party of adventurers ever gets to
  a dracolich, they should have been softened up by a series of deadly traps and difficult minions. When the party does
  manage to reach dracolich be sure to use its slow and dominate spells on the weak-willed, and save its counterspell (it
  only has one) until it is out of Legendary Resistances.
  Lore: Religion
  DC 15 - Dracolichs have undergone a dark ritual to become undead, placing their soul in a vessel, not unlike true liches.
  Dracoliches can cast a number of spells as a sorcerer. This roll reveals undead traits.
  DC 20 - Dracolichs are no longer dragons and are not subject to effect that target dragons. The dracolich's breath weapon
  is an admixture of fire and necrotic energy.
  Treasure
  The dracolich has amassed an enormous hoard - 43,000 gp, 28,000 pp, a mithril crown (7,000 gp), a platinum and ruby
  ring (8,000 gp), a +2 greatsword named Gerwinn with a griffon head pommel, a staff of withering, brazier of fire elemental
  control, and a suit of elven chain.
  Further Adventure
  tm
  The dracolich hires the party to retrieve his phylactery which was stolen by a guild of thieves...
  The player's new benefactor turns out to be an agent of a dracolich...
  It is revealed that the dracolich's phylactery is an extremely powerful weapon wielded by one of the players...
  
  23
  Creature(s)
  Adult Red Dracolich
  Huge Undead, Chaotic Evil
  Armor Class: 19 (natural armor)
  Hit Points: 256 (19d12+133)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  Challenge 18 (20,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  10 (+0)
  25 (+7)
  16 (+3)
  13 (+1)
  21 (+5)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  Skills Perception +13, Stealth +6
  Damage Resistances necrotic
  Damage Immunities fire, poison
  Condition Immunities charmed, frightened, paralyzed, poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  Languages Common, Draconic
  Rejuvenation If it has a phylactery, a destroyed dracolich gains a new body in 1d10 days, regaining all its hit points and
  becoming active again. The new body appears within 5 feet of the phylactery.
  Innate Spellcasting The dracolich's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell
  attacks). It can innately cast the following spells, requiring no material components:
  1/day each counterspell, dominate person, greater invisibility, slow, wall of fire
  Magical Resistance The dracolich has advantage on saving throws against magic.
  Legendary Resistance (3/Day) If the dracolich fails a saving throw, it can choose to succeed instead.
  Actions
  Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its
  claws.
  Bite Melee Weapon Attack +14 to hit, reach 10 ft., (one creature) Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire
  damage.
  Claw Melee Weapon Attack +14 to hit, reach 5 ft., (one creature) Hit: 15 (2d6 + 8) slashing damage.
  Tail Melee Weapon Attack +14 to hit, reach 15 ft., (one creature) Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must
  succeed on a DC 19 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 dracolich's Frightful Presence for the next 24 hours.
  Fire Breath (Recharge 5-6) The dracolich exhales necrotic fire in a 60-foot cone. Each creature in that area must make a
  DC 21 Dexterity saving throw, taking 31 (9d6) fire and 31 (9d6) necrotic damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  The dracolich 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 dracolich regains spent legendary actions at the start
  of its turn.
  Detect The dracolich makes a Wisdom (Perception) check.
  Tail Attack The dracolich makes a tail attack.
  Wing Attack (Costs 2 Actions) The dracolich beats its wings. Each creature within 10 feet of the dragon must succeed on
  a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then
  fly up to half its flying speed.
     Limitless ©2017
  
  24
  Limitless Monsters
  Dragon, Rust
  "The rust dragon is sad and terrible. If you encounter one, hide your mercy and focus on survival."
  Creature(s)
  Rust Dragon
  Huge Fiend, Chaotic Evil
  Armor Class: 19 (natural armor)
  Hit Points: 212 (17d12+102)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  Challenge 15 (13,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  22 (+6)
  17 (+3)
  14 (+2)
  18 (+4)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  Skills Deception +7, Perception +12, Stealth +5
  Damage Resistances fire
  Damage Immunities acid
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic, Abyssal
  Rust Metal Any weapon made of metal (nonmagical or magical) that hits the rust dragon 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. Ammunition made of metal that hits the rust dragon is destroyed after dealing damage.
  Actions
  Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its
  claws.
  Bite Melee Weapon Attack +12 to hit, reach 10 ft., (one target) Hit: 18 (2d10 + 7) piercing damage.
  Claw Melee Weapon Attack +12 to hit, reach 5 ft., (one target) Hit: 14 (2d6 + 7) slashing damage.
  Tail Melee Weapon Attack +12 to hit, reach 15 ft., (one target) Hit: 16 (2d8 + 7) bludgeoning damage.
  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 17 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 dragon's Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5-6) The rust dragon uses one of the following breath weapons.
  Acid Breath The dragon spews acid in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19
  Dexterity saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.
  Rusting Breath The dragon exhales corrosive energy in a 30-foot cone. Each creature in that area must succeed on a DC
  19 Dexterity saving throw. On a failed save, all nonmagical ferrous metal objects within the area corrode. If the object
  isn't being worn or carried, the attack destroys a 10-foot cube of it. Magical ferrous weapons and armor worn or held by
  a character that fails her save take a cumulative and permanent -1 to damage. Once a weapon has accumulated a -5 to
  damage, it is destroyed. Metal armor or a metal shield being worn or carried 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.
  Lore: Arcana
  DC 15 - Sages believe that rust dragons are created in the lower planes by corrupting metal dragon eggs with a dark and
  torturous ritual. Rust dragons have a corrosive breath weapon that destroys ferrous metals, and their hide damages metal
  weapons as well. This roll reveals fiend traits.
  DC 20 - Rust dragons are fiends and not subject to effects that target dragons. Rust dragons also have an acid breath
  weapon.
  Treasure
  5 amber (500 gp each), 7 jade (500 gp each), A painting of a bronze dragon (1,200 gp), +2 leather armor with brown bear
  claw adornments, a ceramic jar containing the ashes of an archmage (2,000 gp).
  Further Adventure
  tm
  A brass dragon hires the party to rescue a clutch of eggs for the abyss that will be used to create more rust dragons...
  A rust dragon's lair is thought to hide a secret portal to a powerful demon prince's lair...
  A rust dragon is gated in to destroy the armory of a powerful king or ruler...
     Limitless ©2017
  
  25
  Treasure
  Further Adventure
  tm
   
  Fey Dance Contest
  Complexity: 4 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Athletics, Acrobatics, Performance,
  Success: The duende acknowledge your sweet moves and lead you to the ruin
  Failure(s):
  1: You stumble, the next check is made with disadvantage
  2: Out of shape, you gain one level of exhaustion
  3: Laughing stock, you lose badly, but the Duende take pity and show you the way, mocking you the entire trip
  The Duende explain that a malicious entity has corrupted some of the predators of the jungle...
  The Duende says they can lead the party to an ancient ruin if they win in a dance-off(see below)...
  The Duende grab a backpack with a number of your provisions and swing away into the deep jungle...
  Duende rarely carry much treasure but may have a trove of rare tropical fruits. Proficiency with an herbalist kit reveals
  these fruit act as goodberries, and for a minute grant advantage on saving throws versus poison.
  Limitless Monsters
  Skill Challenge
  Duende
  "Confuse these fey with a monkey, and they will make a monkey out of you. These simian appearing
  sprites can be mighty helpful when lost in a tropics."
  Creature(s)
  Duende
  Small Fey, Chaotic Good
  Armor Class: 15
  Hit Points: 1 (1d4-1)
  Speed 10'ft., 30' climb
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  16 (+3)
  8 (-1)
  12 (+1)
  14 (+2)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Athletics
  Languages Sylvan, Elvish
  Magic  Resistance  The  duende  has  advantage  on  saving
  throws against spells and magic effects.
  Innate  Spell  Casting  The  duende's  innate  spellcasting  is
  Wisdom (Spell save DC 12). It can innately cast the following
  spells, requiring only naturally found items as a component.
  At Will jump
  1/day confusion, freedom of movement, faerie fire, gust of
  wind, phantasmal, force, polymorph, sleep, and speak with
  plants.
  Actions
  Superior Invisibility The duende magically turns invisible
  until its concentration ends (as if it is concentrating on a
  spell). Any equipment the duende wears or carries is invisible
  with it.
   
  Lore: Nature
  DC 15 - The Duende are known to fade from view with ease.
  DC 20 - These fey creatures are capable of confusing the mind and tricking those they dislike with illusions.
     Limitless ©2017
  
  26
  Limitless Monsters
  Echo, Death
  "The creature had lost much of its power, but it was nonetheless a dangerous foe, with domain over
  death, but never able to embrace it."
  Creature(s)
  Divine Echo of Death
  Large Fiend, Neutral Evil
  Armor Class: 19 (natural armor)
  Hit Points: 275 (22d10+154)
  Speed 50 ft., fly 150 ft.
  Challenge 21 (33,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  26 (+8)
  25 (+7)
  25 (+7) 30 (+10) 22 (+6)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +14, Wis +12, Cha +16
  Skills Insight +17, Perception +17, Religion +17
  Damage Resistances radiant, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  Damage Immunities necrotic, poison,
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Legendary Resistance (3/Day) If the divine echo fails a saving throw, it can choose to succeed instead.
  Innate Spellcasting The echo of death's spellcasting ability is Wisdom (spell save DC 25). It can innately cast the
  following spells, requiring no material components:
  At will ray of sickness, alter self, ray of enfeeblement
  3/day each divine word, circle of death, antilife shell
  1/day each power word kill, finger of death
  Magic Resistance The echo of death has advantage on saving throws against spells and other magical effects.
  Actions
  Reaper's Scyth Hit: 17 (2d8 +8) slashing damage and 28 (8d6) necrotic damage.
  Multiattack The echo of death makes two attacks.
  Legendary Actions
  The echo of death 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 echo of death regains spent legendary actions at
  the start of its turn.
  Move The echo of death moves up to its move speed without provoking an attack of opportunity.
  Attack (costs 2 actions) The echo of death makes an attack.
  Cast Spell (Costs 3 Actions) The echo of death casts one of its spells.
  Lore: Religion
  DC 20 - The divine echo is the remnant of a forgotten god, in this case, a god of death. The gods do not die easily, but
  without worshippers, they lose much of their power. This roll reveals the fiend traits.
  DC 25 - The echo of death is not a wanton killer, but an agent of the inevitability that all living things must die and decay.
  A divine echo is capable of casting several spells.
  Treasure
  Divine echoes care nothing for physical wealth. They do, however, grant charms to heroes that impress or aid them. The
  echo of death can grant the Charm of the Body. This charm allows you to cast the false life spell as an action, no
  components required. Once used three times, the charm goes away.
  Further Adventure
  tm
  A divine echo, in disguise or through an agent, enlists the party to destroy a necromancer and his followers...
  An old man in moth-eaten robes has been seen at the bedsides of recently deceased citizens throughout the area...
  A cult led by an enigmatic figure has been killing healers and shattering healing potions...
     Limitless ©2017
  
  27
  Limitless Monsters
  Echo, Knowledge
  "The gods cannot die, nor can their teachings ever be truly lost."
  Creature(s)
  Divine Echo of Knowledge
  Large Celestial, Neutral
  Armor Class: 20 (natural armor)
  Hit Points: 250 (20d10+140)
  Speed 50 ft., fly 150 ft.
  Challenge 21 (33,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  25 (+7)
  25 (+7) 30 (+10) 27 (+8)
  26 (+8)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +17, Wis +15, Cha +15
  Skills Arcana +24, History +24, Insight +14, Nature +24, Religion+24, Perception +14
  Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Legendary Resistance (3/Day) If the divine echo fails a saving throw, it can choose to succeed instead.
  Innate Spellcasting The echo of knowledge spellcasting ability is intelligence (spell save DC 25). It can innately cast the
  following spells, requiring no material components:
  At will identify, alter self, see invisibility
  3/day each divine word, heroes' feast, legend lore
  1/day each maze, feeblemind
  Magic Resistance The Echo of Knowledge has advantage on saving throws against spells and other magical effects.
  Actions
  Multiattack The echo of knowledge makes two attacks with its psychic blast.
  Psychic Blast Hit: 45 (10d8) psychic damage unless the targets makes an Intelligence saving throw (DC 25) psychic
  damage, in which case the damage is halved.
  Legendary Actions
  The echo of knowledge 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 echo of knowledge regains spent legendary
  actions at the start of its turn.
  Teleport The echo of knowledge magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to
  an unoccupied space it can see.
  Psychic Blast (Costs 2 Actions) The echo of knowledge makes an attack with its psychic blast.
  Cast Spell (Costs 3 Actions) The echo of knowledge casts one of its spells.
  Lore: Religion
  DC 20 - The divine echo is the remnant of a forgotten god, in this case, a god of knowledge. The gods do not die easily but
  without worshippers, they lose much of their power. This roll reveals the celestial traits.
  DC 25 - The echo of knowledge is conversant in all subjects and capable of casting several spells.
  Treasure
  Divine echoes care nothing for physical wealth. They do, however, grant charms to heroes who impress or aid them. The
  echo of knowledge can grant the Charm of the Knowledge. This charm grants the user proficiency in one knowledge skill.
  Additionally, once per day the player may make any knowledge or tool skill check with advantage. This charm lasts for the
  next 30 days before vanishing.
  Further Adventure
  tm
  The party is sent to a lost library floating in the Astral plane to recover a book guarded by an echo of knowledge...
  The party stumbles upon an ancient temple inhabited by a flock of strange, intelligent ravens, and an odd old lady...
  Someone, or something, is roaming the halls of the university leaving brilliant, freshly-penned manuscripts lying around...
     Limitless ©2017
  
  28
  Limitless Monsters
  Echo, Trickery
  "When the king's horse began to sing in a high falsetto, we knew that something was going on..."
  Creature(s)
  Divine Echo of Trickery
  Large Celestial, Chaotic Neutral
  Armor Class: 19 (natural armor)
  Hit Points: 225 (18d10+140)
  Speed 50 ft., fly 150 ft.
  Challenge 20 (25,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  26 (+8)
  24 (+7)
  26 (+8)
  22 (+6) 30 (+10)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +14, Wis +12, Cha +16
  Skills Deception +22, Insight +12, Perception +18, Persuasion 22, Sleight of Hands +20
  Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, poisoned
  Senses truesight 120 ft., passive Perception 24
  Languages all, telepathy 120 ft.
  Legendary Resistance (3/Day) If the divine echo fails a saving throw, it can choose to succeed instead.
  Innate Spellcasting The echo of trickery's spellcasting ability is Charisma (spell save DC 24). It can innately cast the
  following spells, requiring no material components:
  At will charm person, alter self, invisibility
  3/day each divine word, modify memory, dimension door
  1/day each etherealness, polymorph
  Magic Resistance The echo of trickery has advantage on saving throws against spells and other magical effects.
  Actions
  Trickster's Blade Hit: 35 (10d6) piercing damage.
  Multiattack The echo of trickery makes two attacks with its trickster's blade.
  Legendary Actions
  The echo of trickery 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 echo of trickery regains spent legendary
  actions at the start of its turn.
  Move The echo of trickery moves up to its movement speed without provoking an attack of opportunity.
  Attack The echo of trickery makes an attack.
  Mislead (Costs 3 Actions) The echo of trickery casts mislead requiring no material components.
  Lore: Religion
  DC 20 - The divine echo is the remnant of a forgotten god: in this case, a god of trickery. The gods do not die easily but
  without worshippers, they lose much of their power. This roll reveals the celestial traits.
  DC 25 - The echo of trickery is a prankster, often capable of casting several spells.
  Treasure
  Divine echoes care nothing for physical wealth. They do, however, grant charms to heroes who impress or aid them. The
  echo of trickery can grant the Charm of the Opening. This charm allows you to cast the knock spell as an action, no
  components required. Once used three times, the charm goes away.
  Further Adventure
  tm
  The followers of a relatively new god of thievery have all turned bright orange. All about the city, people's skin, hair, and
  eyes are turning bright orange...
  All of the statues in the city have been altered so that they all appear to wear motley and a jester's cap. The craftsmanship
  is unparalleled...
  A disguised echo of trickery enlists the players to retrieve a chest stolen by a powerful thieves' guild. Once recovered, the
  chest contains only a recipe for cookies (albeit delicious ones) and lewd rendings of gnome couple...
     Limitless ©2017
  
  29
   
  Young Electrum Dragon
  Large Dragon, Neutral Good
  Armor Class: 18 (natural armor)
  Hit Points: 168 (16d10+80)
  Speed 40 ft., fly 80 ft.
  Challenge 9 (5,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  21 (+5)
  14 (+2)
  11 (+0)
  19 (+4)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Arcana +6, History +6, Perception +8, Stealth +4
  Damage Resistances cold, fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Actions
  Multiattack The dragon makes three attacks: one with its bite and two with its claws.
  Bite Melee Weapon Attack +10 to hit, reach 10 ft., (one target) Hit: 17 (2d10 + 6) piercing damage.
  Claw Melee Weapon Attack +10 to hit, reach 5 ft., (one target) Hit: 13 (2d6 + 6) slashing damage.
  Breath Weapons (Recharge 5-6) The dragon exhales a blast steam in a 30- foot cone. Each creature in that area must
  make a DC 17 Constitution saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a
  successful one.
  Limitless Monsters
  Electrum Dragon
  "This  beautiful  creature  was  like  no
  dragon I'd ever seen before. Its hide was a
  scintillating  pattern  of  silver  and  gold
  scales."
  Creature(s)
  Wyrmling Electrum Dragon
  Medium Dragon, Neutral Good
  Armor Class: 17 (natural armor)
  Hit Points: 45 (6d8+18)
  Speed 30 ft., fly 60 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  Skills Perception +4, Stealth +2
  Damage Resistances cold, fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception
  14
  Languages Draconic
  Actions
  Bite Melee Weapon Attack +6 to hit, reach 5 ft. (one creature)
  Hit: 9 (1d10 + 4) piercing damage.
  Steam Breath (recharge 5-6) The dragon exhales a blast of
  steam in a 15- foot cone. Each creature in that area must
  make a DC 13 Constitution saving throw, taking 18 (4d8) fire
  damage on a failed save, or half as much damage on a
  successful one.
   
  Lore: Nature
  DC 15 - The electrum dragon is the rare offspring of a
  union between a silver and a gold dragon. Such unions
  usually produce silver or gold wyrmlings, but in rare
  instances,  an  electrum  dragon  is  a  result.  This  roll
  reveals dragon traits.
  DC 20 - The electrum dragon is resistant to both fire and
  cold, but is immune to neither. Its breath weapon is a
  cone of steam.
  DC 25 - Electrum dragons show none of the law/chaos
  bias of other true dragons. Electrum dragons are always
  neutral good despite having two lawful good parents.
  
  30
  Adult Electrum Dragon
  Huge Dragon, Neutral Good
  Armor Class: 19 (natural armor)
  Hit Points: 242 (18d12+126)
  Speed 40 ft., fly 80 ft.
  Challenge 16 (15,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  10 (+0)
  25 (+7)
  16 (+3)
  14 (+2)
  22 (+6)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Con +12, Wis +7, Cha +11
  Skills Arcana +8, History +8, Perception +12, Stealth +5
  Damage Resistances fire, cold
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  Languages Common, Draconic
  Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
  Actions
  Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its
  claws.
  Bite Melee Weapon Attack +13 to hit, reach 10 ft., (one target) Hit: 19 (2d10 + 8) piercing damage.
  Claw Melee Weapon Attack +13 to hit, reach 5 ft., (one target) Hit: 15 (2d6 + 8) slashing damage.
  Tail Melee Weapon Attack +13 to hit, reach 15 ft., (one target) Hit: 17 (2d8 + 8) bludgeoning damage.
  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 19 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 dragon's Frightful Presence for the next 24 hours.
  Breath Weapon (Recharge 5-6) The dragon exhales an blast of steam in a 60- foot cone. Each creature in that area must
  make a DC 20 Constitution saving throw, taking 58 (13d8) fire damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
  used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of
  its turn.
  Detect The dragon makes a Wisdom (Perception) check.
  Tail Attack The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a
  DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly
  up to half its flying speed.
  Treasure
  Wyrmling- a small leather pouch on a strap around her neck that contains 13 gp and a gold dragon scale.
  Young- 637 cp, 5,632 sp, 1878 gp, 97 pp, and 5 silver knight statues (25 gp)
  Adult- 13,456 gp, 1,568 pp, red dragonscale armor, and a chime of opening
  Ancient- 37,908 gp, 26,987 pp, a platinum and diamond crown (7,500 gp), an emerald encrusted roc egg (8,000 gp), a
  scroll of weird, a scroll of mind blank, two potions of supreme healing
  Further Adventure
  tm
  The party encounters an electrum wyrmling who is fleeing a band of dragon slayers...
  The party finds an egg, which soon cracks open to reveal an electrum wyrmling...
  The wyrmling was been orphaned and seeks to join the party for protection...
  
  31
  Ancient Electrum Dragon
  Gargantuan Dragon, Neutral Good
  Armor Class: 22 (natural armor)
  Hit Points: 507 (26d20+234)
  Speed 40 ft., fly 80 ft.
  Challenge 23 (50,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 10 (+0)
  29 (+9)
  18 (+4)
  16 (+3)
  24 (+7)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +7, Con +16, Wis +10, Cha +14
  Skills Arcana +11, History +11, Perception +17, Stealth +7
  Damage Resistances cold, fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  Languages Common, Draconic
  Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
  Actions
  Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its
  claws.
  Bite Melee Weapon Attack +17 to hit, reach 15 ft., (one target) Hit: 21 (2d10 + 10) piercing damage.
  Claw Melee Weapon Attack +17 to hit, reach 10 ft., (one target) Hit: 17 (2d6 + 10) slashing damage.
  Tail Melee Weapon Attack +17 to hit, reach 20 ft., (one target) Hit: 19 (2d8 + 10) bludgeoning damage.
  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 22 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 dragon's Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5-6) The dragon exhales blast of steam in a 90- foot cone. Each creature in that area must
  make a DC 24 Constitution saving throw, taking 70 (16d8) fire damage on a failed save, or half as much damage on a
  successful one.
  Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than
  its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is
  absorbed or borne by the new form (the dragon's choice).
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be
  used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of
  its turn.
  Detect The dragon makes a Wisdom (Perception) check.
  Tail Attack The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a
  DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly
  up to half its flying speed.
     Limitless ©2017
  
  32
  Limitless Monsters
  Skill Challenge
  Elf, Wood
  "The elf moves silently through the forest, clad in buckskin and carrying a long yew bow."
  Creature(s)
  Briar Knight
  Medium Humanoid (Wood Elf), Chaotic Good
  Armor Class: 18 (breast plate)
  Hit Points: 52 (8d8+16)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  10 (+0)
  10 (+0)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Saving Throws Con +4, Wis +2
  Skills Nature +2, Survival +4
  Senses passive Perception 10
  Languages Common, Elvish, Sylvan
  Skilled Fighter A melee or ranged weapon deals one extra die of its damage when the briar knight hits with it (included
  in the attack).
  Fey Ancestry The briar knight has advantage on saving throws against being charmed, and magic can't put the knight
  to sleep.
  Brave The Briar knight has advantage on saving throws against being frightened.
  Actions
  Multiattack The briar knight makes two attacks.
  Longsword Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 11 (2d8+2) slashing damage.
  Long Bow Ranged Weapon Attack +4 to hit, range 150/600 ft., (one creature) Hit: 11 (2d8+2) piercing damage.
  Leadership (Recharges after a Short or Long Rest) For 1 minute, the knight can utter a special command or warning
  whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature
  can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership
  die at a time. This effect ends if the knight is incapacitated.
  Reactions
  Parry The briar knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the
  attacker and be wielding a melee weapon.
  The briar knight wields a wooden shield
  Hunting the Owlbears
  Complexity: 6 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Nature, Perception, Survival
  Success: You manage to track the owlbears back to their lair.
  Failure(s):
  1: Twisted ankle, one party member is at half movement until completing a long rest.
  2: Poisonous snake, one party member gains the poisoned condition.
  3: The party finds the owlbear lair, but there are three owlbears, not two.
  Lore: Nature
  DC 10 - Wood elf scouts are a common occurrence and are highly sought after for their skill navigating woodland regions.
  DC 15 - The briar knights are an order of warriors dedicated to helping travelers move safely through the forest realms.
  Briar knights are usually wood elves and can be seen mounted upon fleet horses, regal stags, and sometimes on large,
  shaggy elvish hunting hounds.
  
  33
  License: c.2016 Limitless-Adventures
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Understands Elvish and Sylvan, but cannot speak
  Willful The elvish riding hound is intelligent and willful, and will sometimes disobey its rider if it believes the rider is
  heading into certain danger. A DC 13 Handle Animal check is required in these situations to keep the mount on track.
  Keen Hearing and Smell The riding hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 8 (2d6 + 2) piercing damage. If the target is a
  creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  Further Adventure
  tm
  The party encounters a scout caught in an orcish bear trap; his leg is infected and diseased...
  The party is invited to hunt with a briar knight searching for a mated pair of owlbears...
  The riding stag of a briar knight is trapped in a pit. The hound needs healing and help escaping the pit...
  Wood Elf Scout
  Medium Humanoid (Wood Elf), Chaotic Good
  Armor Class: 14 (leather armor)
  Hit Points: 16 (3d8+3)
  Speed 35 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  12 (+1)
  10 (+0)
  14 (+2)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common and Elvish
  Mask of the Wild The wood elf scout can attempt to hide even when only lightly obscured by foliage, heavy rain, falling
  snow, mist, and other natural phenomena.
  Fey Ancestry The wood elf scout has advantage on saving throws against being charmed, and magic can't put it to sleep.
  Keen Hearing and Sight The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
  Actions
  Multiattack The wood scout makes two melee attacks or two ranged attacks.
  Shortsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage.
  Longbow Ranged Weapon Attack +5 to hit, range 150/300 ft., (one creature) Hit: 7 (1d8 + 2) piercing damage.
  Treasure
  The scout carries 3 cp, 6 sp, 2 gp, and a knife with an antler handle, while the briar knight carries finely-crafted deerskin
  quiver (10 gp), and a silver torc (20 gp).
  Elvish Riding Hound
  Large Fey, Chaotic Good
  Armor Class: 13 (natural armor)
  Hit Points: 22 (3d10+6)
  Speed 50 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  14 (+2)
  6 (-2)
  12 (+1)
  10 (+0)
     Limitless ©2017
  
  34
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Ethereal Leaches
  "The skeleton was bone white, sitting on a rock, still holding a dagger to his arm. The sinews had dried
  to keep him in his pose. I moved closer to investigate, and the dread swarm overtook me in a second. It
  was harrowing. Were it not for Freya's quick thinking, and medical training they would have bled me
  out as well."
  Creature(s)
  Ethereal Leaches
  Medium Abberation, Unaligned
  Armor Class: 14
  Hit Points: 40 (8d4+4)
  Speed fly 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  11 (+0)
  1 (-5)
  10 (+0)
  3 (-4)
  License: c.2016 Limitless-Adventures
  Damage  Resistances  acid,  fire,  lightning,  thunder;
  bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition  Immunities  charmed,  exhaustion,  frightened,
  grappled,  paralyzed,  petrified,  poisoned,  prone,  restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Ethereal Sight The swarm can see 60 feet into the Ethereal
  Plane when it is on the Material Plane, and vice versa.
  Incorporeal Movement The swarm can move through other
  creatures and objects as if they were difficult terrain. The
  swarm takes 5 (1d10) force damage if it ends its turn inside
  an object.
  Swarm The swarm can occupy another creature's space and
  vice versa, and the swarm can move through any opening
  large enough for a single leach. The swarm can't regain hit
  points or gain temporary hit points.
  Actions
  Etherealness The swarm enters the Ethereal Plane from the
  Material Plane, or vice versa. It is visible on the Material
  Plane while it is in the Border Ethereal, and vice versa, yet it
  can't affect or be affected by anything on the other plane.
  Bite Melee Weapon Attack +6 to hit, reach 0 ft. (one creature
  in the swarm's space.) Hit: 7 (2d6) necrotic damage, OR 3
  (1d6) necrotic damage if the swarm has half of its hit points
  or fewer. The target must make a DC 13 Constitution saving
  throw, on a failed save leeches attach and cause an ongoing
  1 hit point loss at the beginning of each of the target's turns.
  This effect stacks with each hit. Attached leaches are in the
  Prime Material Plane. Any creature can take an action to
  remove leaches and stanch the wounds with a successful DC
  12 Wisdom (Medicine) check. The target may receive magical
  healing, but the leaches must be removed to end the bleeding
  effect.
   
  Lore: Arcana
  DC 10- Ethereal leaches are like ghosts, able to move
  through  solid  objects  and  swarm  unsuspecting
  adventurers.  (reveal  resistances)
  DC 15- Their bleeding effects can go on long after the
  combat is over. (reveal immunities)
  Ethereal  leaches  are  drawn  to  places  where  magical
  energy pools in small crystal-filled caves underground...
  Off the roadside, a perfect campsite turns out to be too
  good to be true once the sun goes down and the leaches
  rise from the earth...
  With each victim, the swarm divides and the two swarms
  spread out into the world, doubling in number each
  time...
  Ethereal  leaches  will  typically  be  found  around  one
  previous victim, likely to be wearing armor and weapons.
  A pouch containing 2 pp, 12gp, and 5 silver is scattered
  on the ground.
     Limitless ©2017
  
  35
  Limitless Monsters
  Feral Pack Leader
  "The dog is mangey, and you can smell him from where you stand. He lowers his head and growls at you
  without showing his teeth."
  Creature(s)
  Feral Pack Leader
  Medium Beast, Unaligned
  Armor Class: 13 (natural armor)
  Hit Points: 11 (2d8+2)
  Speed 40 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  13 (+1)
  4 (-3)
  12 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Keen Hearing and Smell The packleader has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  Actions
  Bite Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 7 (2d4 + 2) piercing damage. If the target is a
  creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  Tactics
  Feral dogs surround and attack their prey, tripping or hamstringing whenever possible. After the pack leader trips the
  prey, his pack is granted advantage on subsequent attacks.
  Lore: Nature
  DC 10 - feral dogs are slightly tougher and more aggressive than their domestic counterparts.
  DC 15 - some feral dogs are diseased and can prevent their victims from healing normally.
  Treasure
  Feral dogs obviously don't hoard treasure, at best, one may wear a leather collar worth 3d4 cp.
  Further Adventure
  tm
  One of the dogs wears a silver tag that sports a noble crest of a local house...
  A band of street children or gnomes could use the feral dogs as mounts...
  An especially fast and nimble dog has a message tied around its neck...
  Variant: Diseased Feral Pack Leader
  Some feral pack leaders carry vile diseases that they spread with their bites. A diseased feral pack leader has a
  challenge rating of 1 (100 XP) and the following action instead of its normal bite attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
  it must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can't
  regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If
  the target's hit point maximum drops to 0 as a result of this disease, the target dies.
     Limitless ©2017
  
  36
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Forsaken
  "What at first appears to be a just a skeleton, bears long, vampiric fangs, and you realize that you may
  be in trouble."
  Creature(s)
  Forsaken
  Medium Undead, Chaotic Evil
  Armor Class: 14 (natural armor)
  Hit Points: 89 (12d8+36)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  16 (+3)
  8 (-1)
  10 (+0)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Str +5
  Skills Athletics +5, Stealth +5
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages it knew in life, but
  cannot speak
  Spider  Climb  The  forsaken  can  climb  difficult  surfaces,
  including upside down on ceilings, without needing to make
  an ability check.
  Actions
  Multiattack The forsaken makes two attacks, only one of
  which can be a bite attack.
  Claws Melee Weapon Attack +5 to hit, reach 5 ft., (one
  creature) Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
  damage, the forsaken can grapple the target (escape DC 13).
  Bite Melee Weapon Attack +5 to hit, reach 5 ft., (one willing
  creature, or a creature that is grappled by the forsaken,
  incapacitated,  or  restrained.)  Hit:  6  (1d6  +  3)  piercing
  damage plus 7 (2d6) necrotic damage. The target's hit point
  maximum is reduced by an amount equal to the necrotic
  damage taken, and the forsaken regains hit points equal to
  that amount. The reduction lasts until the target finishes a
  long rest. The target dies if this effect reduces its hit point
  maximum to 0.
   
  Tactics
  The forsaken still possess much of their cunning and
  make good use of their spider climb ability to avoid
  melee attacks.
  Lore: Religion
  DC 15 - The forsaken are born when the remains of
  someone killed by a vampire are buried after the body
  has been skeletonized. The forsaken are not as powerful
  as their full-vampire peers, but also avoid many of the
  weaknesses attributed to true vampires.
  DC 20 - Forsaken face no hindrance in sunlight and no
  aversion to holy symbols.
  The master vampire returns to claim new thralls...
  Cattle, sheep, and goats are going missing in the village. A weird stable boy is accused of the crimes, but a forsaken is the
  real culprit...
  A band of forsaken causing trouble is believed to be an adventuring party that disappeared after stalking a vampire
  coven...
  The forsaken sometime retain an item from their former
  life.  Choose  one  of  the  following:  a  tarnished  gold
  wedding ring (20 gp), a silver hair comb (15 gp), a fine
  quality steel shield (15 gp), or a platinum locket on a
  chain (25 gp).
     Limitless ©2017
  
  37
  Limitless Monsters
  Giant Luna Caterpillar
  "On Thursday, he ate through four kobolds, but he was still hungry."
  Creature(s)
  Giant Caterpillar
  Large Beast, Unaligned
  Armor Class: 13 (natural armor)
  Hit Points: 45 (7d10+7)
  Speed 30 ft., climb 30 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  13 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  License: c.2016 Limitless-Adventures
  Senses blindsight 30 ft., passive Perception 8
  Osmeterium (Recharge 6) The caterpillar creates a 15-foot-radius sphere of nauseating gas centered on itself. The cloud
  lingers in the air for five minutes. Each creature that is completely in the cloud at the start of its turn must make a DC
  13 Constitution saving throw against poison. On a failed save, the creature is poisoned. Creatures that don't need to
  breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per
  hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
  Thanatosis If the caterpillar is reduced to 20 hit points or less it shivers violently and crashes to the ground seemingly
  dead. A DC 13 Insight reveals the caterpillar is feigning death in an attempt to survive the fight.
  Actions
  Bite Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 17 (4d6 + 3) piercing damage.
  Lore: Nature
  DC 10 - Giant caterpillars can create a noxious cloud of poisonous gas around themselves.
  DC 15 - Giant caterpillars have a voracious appetite, eating 200 times their own weight before becoming a chrysalis.
  A single giant caterpillar can eat a dozen or so fully grown trees over the many months between their hatching and
  becoming a chrysalis. While not normally meat eaters, they will attack and eat any unfortunate animals that get a little too
  close. They are known to completely devour granaries and wooden structures if other food isn't available.
  Treasure (Harvest)
  A giant caterpillar has a silk gland that can be manipulated with a DC 12 Herbalism check to produce a fine spool of white
  silk thread worth 5 gp.
  Further Adventure
  tm
  An enemy has placed giant luna moth eggs throughout grain reserves and storehouses throughout the kingdom...
  An elvish wizard says he can craft several lengths of luna rope if the party gathers the required silk glands...
  Attempting to resurrect a fallen ally may require collecting a dozen chrysalides to construct a magical sarcophagus...
  Luna Rope
  Wonderous item, common
  Luna rope is a fine white nearly weightless silk rope made from the chrysalis silk of the giant caterpillar. Its powers are
  activated via somatic gestures. When one end is held and activated, the other end of the rope rises into the air until the
  whole rope hangs perpendicular to the ground. The rope can be climbed in either direction as any silk rope, and the
  effect lasts for one hour or until deactivated while holding either end. Knots can be placed in the rope, which can be
  untied with a similar gesture from either end.
     Limitless ©2017
  
  38
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Giant Luna Moth
  "When I was a child in Ylera, I slept safely locked in the attic room of my grandmother's house, which
  had many missing shingles. One night, for a brief moment, I saw one of these magnificent creatures
  flying, a shadow on the face of the full moon."
  Creature(s)
  Giant Luna Moth
  Large Beast, Neutral Good
  Armor Class: 15 (natural armor)
  Hit Points: 39 (6d10+6)
  Speed 5 ft., fly 80 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  13 (+1)
  8 (-1)
  14 (+2)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Perception +4
  Senses passive Perception 14
  Languages Understands sylvan, but cannot speak
  Druidic Mounts Elvish peoples, druids, and some rangers
  may hatch a luna moth chrysalis in 1 hour, and after a ten
  minute period they may convince the moth to serve as a
  mount for 24 hours, after which the moth will continue on
  with its lifecycle. The luna moth can carry 420 pounds on its
  back. The moth is intelligent and serving of its free will for
  this period, and may leave if treated poorly.
  Flyby The moth doesn�t provoke opportunity attacks when it
  flies out of an enemy�s reach.
  Actions
  Dazzling Display As an action, the moth can flutter and pop
  its wings in the face of a creature within 10 ft. If the target
  creature fails a DC 13 Wisdom save, they are stunned until
  the beginning of the moth's next turn.
  Once a giant caterpillar enters the chrysalis phase, it sits
  dormant for many months or years, especially if the climate
  is cold. When conditions are right, the luna month can hatch
  out of the chrysalis and begin flying in about an hour. The
  Luna moths have no mouth and do not require food or drink
  for the next seven days while they search for a mate, after
  which they die.
   
  Lore: Nature
  DC 10 - Luna moths live a very short time because they
  have no mouth to eat. These large, intelligent moths are
  about the size of a horse, and can even act as mounts.
  DC 15 - There is a ritual that can wake them from their
  chrysalis, and they can serve as a mount for 24 hours.
  Waking A Chrysalis
  1st-level druid/ranger spell (ritual)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (must have a living luna moth chrysalis)
  Duration: Instantaneous
  A Luna moth is the adult form of the Giant Caterpillar, which forms a chrysalis after many months of voracious eating.
  This chrysalis can be stored in such a way as to remain dormant for many years. Knowledge of the waking a chrysalis
  ritual also includes information about preparing a chrysalis for long-term storage. This ritual awakes the chrysalis and
  hatches an adult luna moth in one hour. The moth must be convinced to serve as a mount or ally NPC. If the caster is
  good-aligned, this check can be made with advantage. A luna chrysalis weighs 200 pounds, AC 20 and 30 hit points.
  The luna moth has no treasure.
  Strange paladins wearing green leafy armor arrive on
  giant luna moths to escort the party to their trial in the
  wildlands...
  There is an ancient luna moth rumored to live in a high
  cave in a nearby mountain, somehow finding sustenance
  there...
  Each  night,  one  of  the  horses  in  the  lord's  stable
  violently transforms into a luna moth and flies away...
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Giant, Forest
  "Forest giants are aloof. Tall and thin, with tough barklike skin and leafy hair, they can be difficult to
  spot in the forest. Woe be to those cutting wood or starting fires in their domain. They are protective and
  fickle. Even the fey find forest giants unpredictable."
  Creature(s)
  Forest Giant
  Huge Giant, Chaotic Neutral
  Armor Class: 17 (natural armor)
  Hit Points: 96 (11d12+25)
  Speed 40 ft.
  Challenge 6 (2,300 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  21 (+5)
  18 (+4)
  10 (+0)
  13 (+1)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Con +7, Wis +4
  Skills Stealth +8, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Pass Without Trace 
    Once per day the forest giant can
  pass without trace per the spell. (Effective Stealth +18)
  Among the Trees While standing a forested area, a forest
  giant may Dash, Disengage or Hide as a bonus action.
  Forest Camouflage The giant has advantage on Dexterity
  (Stealth) checks made to hide in forested terrain.
  Actions
  Multiattack The giant makes two greatclub attacks.
  Greatclub Melee Weapon Attack +8 to hit, reach 15ft. (one
  creature) Hit: 18 (3d8 + 5) bludgeoning damage.
  Rock Ranged Weapon Attack +8 to hit, range 64/240 (one
  target) Hit: 21 (3d10+5) bludgeoning damage.
  Lore: Nature
  DC 10 - Forest giants are aloof and blend in with their
  surroundings. They dislike those who cut down trees or start
  fires.
  DC 15 - Forest giants are stealthy, and have multiple abilities
  and powers to enhance this quality. (reveal special abilities)
  The party's enemies have convinced several local forest giants that the party is being careless with their campsites...
  A forest giant attacks a local watchtower, trying to retrieve a lost fawn that was captured by a guard...
  Something has poisoned a local forest giant, turning him evil, and he's begun capturing and torturing humans and
  livestock...
  Other than a greatclub, a forest giant carries no treasure.
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  A tribe of feral gnolls has moved into the area and rural
  farmers and their family are disappearing...
  A delegate from a nearby kobold tribe approaches the
  party about teaming up to stop the feral gnoll horde...
  A  coded  letter  is  intercepted  that  states  that  a
  neighboring land is hiring the feral gnolls to attack their
  enemies...
  Feral  gnolls  don't  hoard  treasure  and  leave  gold,
  weapons, and armor on the battlefield.
  Limitless Monsters
  Gnoll, Feral
  "I would rather fight an angry dragon than a pack of feral gnolls; they are unmatched in ferocity and
  sheer brutality."
  Creature(s)
  Feral Gnoll
  Medium Humanoid (gnoll), Chaotic Evil
  Armor Class: 13 (hide armor)
  Hit Points: 27 (5d8+5)
  Speed 30 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  12 (+1)
  6 (-2)
  8 (-1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Senses darkvision 60 ft., passive Perception 9
  Languages Gnoll
  Rampage When the gnoll reduces a creature to 0 hit points
  with a melee attack on its turn, the gnoll can take a bonus
  action to move up to half its speed and make a bite attack.
  Actions
  Bite  Melee  Weapon  Attack  +4  to  hit,  reach  5  ft.,  (one
  creature) Hit: 6 (1d6 + 3) piercing damage.
  Feral Gnoll Shaman
  Medium Humanoid (gnoll), Chaotic Evil
  Armor Class: 13 (hide armor)
  Hit Points: 27 (5d8+5)
  Speed 30 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  12 (+1)
  8 (-1)
  9 (-1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Senses darkvision 60 ft., passive Perception 9
  Languages Gnoll
  Spellcasting  The  shaman  is  a  5th-level  spellcaster.  Its
  spellcasting ability is Wisdom (spell save DC 9, +1 to hit with
  spell attacks). The shaman has the following druid spells
  prepared:
  Cantrips (at will): druidcraft, guidance, poison spray
  1st  level  (4  slots):  
   
   
   
    entangle,  healing  word,
  longstrider, speak with animals, thunderwave
  2nd level (3 slots): 
   
   
    barkskin, hold person, spike
  growth
  3rd level (2 slots): 
   
    meld into stone, plant growth
  Rampage When the gnoll reduces a creature to 0 hit points
  with a melee attack on its turn, the gnoll can take a bonus
  action to move up to half its speed and make a bite attack.
  Actions
  Bite  Melee  Weapon  Attack  +4  to  hit,  reach  5  ft.,  (one
  creature) Hit: 6 (1d6 + 3) piercing damage.
  Tactics
  Feral gnolls fight in packs, and they idea of a fair fight is
  completely foreign to them. The gnolls will surround a
  foe (preferably a caster) and focus their attacks on the
  target until it drops, before moving to the next victim.
  Lore: Nature
  DC 15 - Feral gnolls are larger and stronger than their
  cousins, but they are slightly less intelligent.
  DC 20 - Some feral gnolls have mastered nature magic,
  and as such, risen to places of honor, but never serve as
  chief.
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Gremlin
  "Gremlins are frustrating. They leave little surprises littered through a battlefield and can be difficult to
  spot, being small enough to hide under a few leaves. With their nimble fingers, their goblin masters will
  use them to make the battlefield an even more dangerous place, or to pick locks under the cover of
  darkness for midnight raids."
  Creature(s)
  Gremlin
  Tiny Humanoid (goblinoid), Neutral Evil
  Armor Class: 11
  Hit Points: 5 (2d4)
  Speed 20 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  12 (+1)
  7 (-2)
  14 (+2)
  8 (-1)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +3, Int +4
  Skills Lockpicking +5, Arm/Disarm Traps +5, Stealth +3
  Senses darkvision 30 ft., passive Perception 9
  Languages Goblin
  Gremlin Nimbleness A gremlin can move through the space
  of any creature that is of a size larger.
  Trapsetting As an action, a gremlin can create a trap from
  scraps of wood, bone, metal, or any other detritus found in
  an adventuring setting. If the gremlin has ten minutes to
  create the trap, it has DC 13 to be spotted, otherwise it is a
  DC 10 to spot, even if watched. Stepping into, or moving into
  the square with the trap requires a DC 13 Dexterity saving
  throw to take no damage, a failure results in 3 (1d6) piercing
  damage. Sacrificing its move action, the gremlin can add an
  additional 2 (1d4) poison damage to the trap by spreading
  muck on the point. The trap cannot be moved after being
  created, and only one trap per 5 ft square.
  Nimble Escape The gremlin can take the Disengage or Hide
  action as a bonus action on each of its turns.
  Actions
  Bite Melee Weapon Attack +3 to hit, reach 5 ft. (one creature)
  Hit: 1 piercing damage.
   
  Lore: History
  DC 10- Gremlins are the tiniest of goblins and are very
  agile.  They're  known  for  traps,  lockpicking,  and
  damaging  machinery.
  DC 15- If you're not paying attention, they'll set traps
  right in front of you. If it takes a while, they're probably
  poisoning them. You really don't want to know what the
  poison muck is.
  Gremlins have infested the castle! Locks are breaking, traps are going off, things are being stolen; it's a madhouse...
  Each night for a week, goblin raiders stand quietly on the hill overlooking the valley, while dozens of tiny figures work
  diligently setting traps in the wheat fields...
  A gremlin comes to hire the party to kill his boss and offers them his one scratched and corroded copper coin...
  Gremlins consider themselves lucky to carry a copper
  piece, as well as a lockpick set made of random wire,
  chicken bones, and other twigs and sticks. The "Gremlin
  Lockpicks" can be used by tiny races with no problem,
  and  small  races  with  disadvantage  due  to  poor
  construction and tiny size.
     Limitless ©2017
  
  42
  Limitless Monsters
  Grotto Hag
  "There was an old woman who lived out in the salt marsh near a town where we stopped. She'd been very
  careful to hide her nature for decades until one unattended child proved too tempting."
  Creature(s)
  Grotto Hag
  Medium Fey, Chaotic Evil
  Armor Class: 12 (natural armor)
  Hit Points: 34 (6d8+7)
  Speed 30 ft., swim 40 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  16 (+3)
  12 (+1)
  12 (+1)
  13 (+1)
  License: c.2016 Limitless-Adventures
  Skills Medicine +3, Nature +3, Arcana +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Aquan, Common, Giant
  Amphibious The hag can breathe air and water.
  Horrific Appearance Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must
  make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's
  Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is
  sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
  creature that averts its eyes has disadvantage on attack rolls against the hag.
  Actions
  Claws Melee Weapon Attack +4 to hit, reach +4 (one creature) Hit: 9 (2d6 + 2) slashing damage.
  Haunting Song The hag targets one creature she can see within 30 feet of her. If the target can hear the hag, it must
  succeed on a DC 11 Wisdom saving throw against this magic or be charmed. So long as the hag sings (concentration),
  the target will regard the hag as friendly and worthy of protection, even allowing the hag to grapple or incapacitate the
  victim. Upon taking damage the target may attempt another save.
  Illusory Appearance The hag covers herself and anything she is wearing or carrying with a magical illusion that makes
  her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to
  end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag
  could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take
  an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the
  hag is disguised.
  Grotto hags are hermits, often living away from people, choosing crossroads and far off tracks near
  water sources from which to capture their humanoid prey. Because they aren't as powerful as their
  other hag sisters, grotto hags are more likely to integrate into rural society. Despite the danger, villagers
  may occasionally seek them out for information and medicine. This fact is usually not openly discussed.
  Lore: Arcana
  DC 11- The least of all hags, they lie in freshwater caves, pools, and marshes.
  DC 12- The grotto hag lures her victims closer with her haunting song, then drowns or slashes them
  with her vicious claws. (reveal the nature of the haunting song)
  Treasure
  The grotto hag carries a purse containing 10 gp, 20 sp, and 35 cp, but little else. Her home will contain enough dried
  herbs and components to make 1d4 uses of a healing kit. There is a vial containing what appears to be a potion of water
  breathing that actually stops working 1d4 rounds after entering the water. Identify does not reveal this effect.
  Further Adventure
  tm
  A hag reluctantly seeks out the party (in disguise), to come save "her village" from the clutches of a rival coven of hags...
  A hag living in the bottom of a well accepts "wish" coins thrown in the well, meting out justice when asked for...
  A hag is living in the sewers of the city, replacing mortal infants with her own, who turn into hags on their 12th birthday...
     Limitless ©2017
  
  43
  Limitless Monsters
  Half-Red Dragon Troll
  "We assumed the rumors of half-dragon trolls were just that...we were very wrong."
  Creature(s)
  Half-Red Dragon Troll
  Large Giant, Chaotic Evil
  Armor Class: 15 (natural armor)
  Hit Points: 105 (10d10+50)
  Speed 30 ft.
  Challenge 7 (2,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5)
  8 (-1)
  10 (+0)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Skills Perception +3
  Damage Resistances fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  Languages Draconic, Giant
  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.
  Actions
  Fire Breath (Recharge 5-6) The troll 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.
  Multiattack The troll 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: 9 (1d8 + 5) piercing damage.
  Claw Melee Weapon Attack +8 to hit, reach 5 ft., (one target) Hit: 12 (2d6 + 5) slashing damage.
  Tactics
  Half red dragon trolls start each battle by using their breath weapon. They will back up (even risking attacks of
  opportunity in the process) to catch as many targets in the cone. Should any player deal acid damage to the troll, it
  focuses all attacks on that target until it is neutralized.
  Lore: Arcana
  DC 10 - Dragons can breed with lesser beings to create half-dragons. In this case, a red dragon mated with a troll to
  produce a fearsome fire-breathing offspring that is tougher and stronger than normal trolls.
  DC 15 - Half red dragon trolls are resistant to fire and continue to regenerate after taking fire damage (though not after
  taking acid damage).
  Treasure
  Half-dragons inherit their parents' need to hoard treasure. A typical cache would be 13 cp, 23 sp, 67 gp, 3 pp, a pearl (100
  gp), and a fine steel helmet with a griffon plume (25 gp).
  Further Adventure
  tm
  A treacherous half-red dragon troll offers to allow the party into its mother's lair for a portion of the hoard...
  A raiding party of half-red dragon trolls precedes a dragon attack from an adult red looking to expand its hoard...
  A mountain pass needed for trade and food supplies is being harassed by a pair of half-red dragon trolls...
  Griffon Plume Helm
  Armor (helmet), Rare (requires attunement)
  The brilliant, polished steel helmet allows the wearer to fly once per day as the spell. Assume a caster level of five.
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Half-Red Dragon Wyvern
  "Well, I would imagine it gets lonely in those mountains..."
  Creature(s)
  Half-Red Dragon Wyvern
  Large Dragon, Unaligned
  Armor  Class:  13  (natural
  armor)
  Hit Points: 113 (13d10+39)
  Speed 20 ft., fly 80 ft.
  Challenge 6 (2,300 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  11 (+0)
  17 (+3)
  5 (-3)
  13 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +4
  Damage Resistances fire
  Senses blindsight 10ft., darkvision 60 ft., passive Perception
  14
  Languages Understands Draconic, but cannot speak
  Actions
  Fire Breath (Recharge 5-6) The wyvern exhales fire in a 15-
  foot cone. Each creature in that area must make DC 15
  Dexterity saving throw, taking 24(7d6) fire damage on a
  failed save, or half as much on a successful one.
  Multiattack The wyvern makes two attacks: one with its bite
  and one with its stinger. While flying, it can use its claws in
  place of one other attack.
  Bite  Melee  Weapon  Attack  +7  to  hit,  reach  10  ft.,  (one
  creature) Hit: 11 (2d6 + 4) piercing damage.
  Claws Melee Weapon Attack +7 to hit, reach 5 ft., (one
  creature) Hit: 13 (2d8 + 4) slashing damage.
  Stinger Melee Weapon Attack +7 to hit, reach 10 ft., (one
  creature) Hit: 11 (2d6 + 4) piercing damage. The target must
  make a DC 15 Constitution saving throw, taking 24 (7d6)
  poison damage on a failed save, or half as much damage on a
  successful one.
   
  Tactics
  Half  Dragon  Wyverns  try  to  stay  airborne  and  keep
  mobile. Keep in mind their 10 ft. reach.
  Lore: Nature
  DC 15 - Half-dragon wyverns look very much like normal
  wyverns,  but  their  usually  dun-colored  scales  reflect
  their draconic parent and they sport a pair of stunted
  arms. This roll reveals dragon traits.
  DC 20 - Half-dragon wyverns have a breath weapon of
  the  same  type  as  their  true  dragon  parent,  while
  maintaining a wyvern stinger.
  No red dragons were thought to live in the area, but half-dragon wyverns have been spotted with increasing regularity...
  Orcs riding half-dragon wyverns have been attacking settlements near the mountains...
  A merchant caravan was attacked by a half-dragon wyvern and one of the wagons was carried off with the caravan owner's
  son aboard...
  Half-dragon wyverns are only slightly more intelligent
  than an animal and do not hoard treasure as their full-
  blooded cousins. However, some treasure can be found
  in  their  lairs  among  the  bones  of  travelers  and
  adventures. A typical treasure would be - 53 gp, a gold
  belt buckle (25 gp), and a citrine (50 gp).
     Limitless ©2017
  
  45
  Treasure
  Further Adventure
  tm
   
  An ice elemental summoned by a powerful wizard to cool his tower and preserve his food stores has escaped...
  A rift to the paraelemental Plane of Ice has released a number of ice elementals, and threatens to release more if the rift
  isn't sealed...
  The players encounter a frozen pond or pool where an ice elemental stumbled or was lured and trapped itself within...
  Ice elementals don't hoard treasure, but sometimes precious gems or coins can be used in the summoning of such
  creatures; a typical cache would be 7 blue quartz (10 gp each) frozen in the chest of the creature.
  Limitless Monsters
  Ice Elemental
  "We entered the glade to see a vaguely humanoid shape the size of an ogre made entirely of ice."
  Creature(s)
  Ice Elemental
  Large Elemental, Neutral
  Armor Class: 17 (natural armor)
  Hit Points: 114 (12d10+48)
  Speed 30 ft., burrow 30 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  18 (+4)
  5 (-3)
  11 (+0)
  5 (-3)
  License: c.2016 Limitless-Adventures
  Damage  Resistances  bludgeoning,  piercing,  and  slashing
  from nonmagical attacks
  Damage Immunities poison, cold
  Damage Vulnerabilities Fire
  Condition  Immunities  exhaustion,  paralyzed,  petrified,
  poisoned,  unconscious
  Senses  darkvision  60  ft.,  tremorsense  60  ft.,  passive
  Perception 10
  Languages Terran, Aquan
  Freeze Any creature struck by the ice elemental's slam attack
  has its speed reduced by 10 feet until the start of its next
  turn.
  Actions
  Multiattack The elemental makes two slam attacks.
  Slam  Melee  Weapon  Attack  +7  to  hit,  reach  5  ft.,  (one
  creature) Hit: 13 (2d8 + 4) bludgeoning damage and 3 (1d6)
  cold damage.
   
  Tactics
  Ice  elementals  are  light  on  tactics.  They  focus  their
  attacks on unarmored opponents, but switch all attacks
  to any character that deals fire damage.
  Lore: Arcana
  DC 15 - Summoned from paraelemental planes where
  the  Plane  of  Air  and  Plane  of  Water  overlap,  ice
  elementals are used as guardians. The elementals are
  immune to cold and vulnerable to fire.
  DC 20 - The ice elementals slam attacks can slow their victim's movement.
     Limitless ©2017
  
  46
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Nature +1, +3 Survival
  Senses passive Perception 10
  Languages Sylvan (humanoid form only)
  Multiattack The kelrinn chief makes two attacks.
  Innate Spellcasting (Humanoid Form) The Kelrinn'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:
  Cantrips (at will) druidcraft
  Actions
  Hooves (Horse Form) Melee Weapon Attack +5 to hit, reach 5 ft., (one target) Hit: 9 (2d6 + 2) bludgeoning damage.
  Spear (humanoid Form) Melee or Ranged Weapon Attack +4 to hit,5ft (reach one target) or 20/60 ft., (range one target)
  Hit: 5 (1d6 + 2) piercing damage or 6 (1d8+2) piercing damage if used two handed.
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Kelrinn
  "A bit of advice...do not try to ride them!"
  Creature(s)
  Kelrinn
  Medium Fey (Shapeshifter), Chaotic Neutral
  Armor Class: 13 (natural armor)
  Hit Points: 27 (32) (5d8+5)
  Speed 40 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  13 (+1)
  9 (-1)
  13 (+1)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Nature +1, +3 Survival
  Senses passive Perception 10
  Languages Sylvan (humanoid form only)
  Innate Spellcasting (Humanoid Form) The Kelrinn'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:
  Cantrips (at will) druidcraft
  Actions
  Hooves (Horse Form) Melee Weapon Attack +5 to hit, reach 5 ft., (one target) Hit: 8 (2d4 + 3) bludgeoning damage.
  Club (humanoid Form) Melee Weapon Attack +3 to hit, reach 5ft (one target) Hit: 3 (1d4 + 1) bludgeoning damage.
  Lore: Nature
  DC 15 - The kelrinn are a race of fey that resemble hirsute half-elves. Every evening at dusk, the kelrinn transform into
  horses for exactly one hour. This roll reveals fey traits.
  DC 20 - Sages tell a tale of a race of fey horses that angered their Archfey liege and were cursed to humanoid bodies, but
  allowed to revert to their natural state for just one hour a day to remind them what they have lost.
  Kelrinn Chief
  Medium Fey (Shapeshifter), Chaotic Neutral
  Armor Class: 14 (natural armor)
  Hit Points: 47 (7d8+16)
  Speed 40 ft.(60 ft. in horse form)
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  9 (-1)
  13 (+1)
  11 (+0)
  The party encounters a tribe of kelrinn looking for a fallen star on the grasslands...
  A lost kelrinn child begs the party for help in Sylvan, his tribe thinks the party are slavers...
  A kelrinn druid tells the party of a prophecy that foretells of their breaking the curse of the horse fey (this is not exactly
  true, but he is desperate for their help)...
  The kelrin wear coils of copper in their hair (5 gp).
     Limitless ©2017
  
  47
  Treasure
  Further Adventure
  tm
   
  A kobold sorcerer has charmed local villagers to "help" in the mines...
  A kobold sorcerer approaches the party's caster about an apprenticeship...
  The sorcerer hires the party to retrieve a dragon horn wand stolen by a band of bugbears that has been harassing their
  tribe...
  A kobold sorcerer typically carries 3d6 cp, 1d4 sp. Some rare, albeit worthless, trinkets can also be found. Typical
  examples include a polished dragon scale, the finger bone of an ancestor, a braid of whisper cat hair, or a vial of graveyard
  dirt.
  Limitless Monsters
  Kobold Sorcerer
  "The kobold wears bright red robes over pouches and pockets, and carries a tiny staff carved with
  arcane symbols."
  Creature(s)
  Kobold Sorcerer
  Small Humanoid (kobold), Lawful Evil
  Armor Class: 12
  Hit Points: 7 (3d6)
  Speed 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2)
  9 (-1)
  9 (-1)
  8 (-1)
  14 (+2)
  License: c.2016 Limitless-Adventures
  Skills +1 Arcane, +1 Investigate
  Senses passive Perception 9
  Languages Common, Draconic
  Sunlight  Sensitivity  While  in  sunlight,  the  kobold  has
  disadvantage  on  attack  rolls,  as  well  as  on  Wisdom
  (Perception) checks that rely on sight.
  Pack Tactics The kobold has advantage on an attack roll
  against a creature if at least one of the kobold�s allies is
  within 5 feet of the creature and the ally isn�t incapacitated.
  Spellcasting The kobold sorcerer is a 1st-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 12, +4 to hit
  with  spell  attacks).  The  kobold  sorcerer  has  following
  sorcerer spells prepared:
  Cantrips (at will)   light, firebolt, minor illusion
  1st level (3 slots) 
   
   
      mage armor, magic missile, sleep
  Actions
  Dagger Melee Weapon Attack +4 to hit, reach 5 ft. (one
  target) Hit 4 (1d4+2) piercing damage.
   
  The kobold sorcerer draws its magic directly from the
  draconic blood in its veins. It requires no spellbook and
  considers such casters as mere dabblers. They are often
  the adviser to the chief, if not the chief themselves. Some
  kobold sorcerers are apprentices and servants to dragon
  spellcasters.
  Tactics:
  Kobold sorcerers are no more courageous than their
  non-caster cousins and prefer ranged spells. They often
  keep a spell slot or scroll in reserve to allow them to
  escape.
  Lore: Arcana
  DC 10 - Kobold sorcerers are rare, but do exist. They are often the adviser to the chief, if not the chief themselves. Some
  kobold sorcerers are apprentices and servants to dragon spellcasters.
     Limitless ©2017
  
  48
  Limitless Monsters
  Lich, Void
  "Alien and strange, the void lich's vertical mouth contains masses of anglerfish-like needle teeth, six
  waxy eyes (three on each side of the mouth), and rubbery greenish-black skin no longer resembles the
  wizard that sought out knowledge in the farthest depths of the astral plane."
  Creature(s)
  Void Lich
  Medium Abberation (humanoid), Chaotic Evil
  Armor Class: 17 (natural armor)
  Hit Points: 130 (19d8+45)
  Speed 30 ft.
  Challenge 21 (33,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  16 (+3)
  16 (+3)
  14 (+2)
  20 (+5)
  License: c.2016 Limitless-Adventures
  Saving Throws Con +10, Int +9, Wis +12
  Skills Intimidation +18, Deception+12, Arcana +9, Insight +8
  Damage Resistances lightning, psychic, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 19
  Languages Common and Deep Speech plus up to four other languages
  Legendary Resistance (3/Day) 
   
   
    If the void lich fails a saving throw, it can choose to succeed instead.
  Rejuvenation A destroyed void lich gains a new body in 1d10 days, regaining all its hit points and becoming active
  again. The new body appears within its extra-dimensional phylactery, and it must cast plane shift to escape.
  Spellcasting The void lich is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit
  with spell attacks). The void lich has the following spells prepared:
  Cantrips (at will) mage hand, prestidigitation, vicious mockery
  1st level (4 slots) 
   
   
   
    detect magic, dissonant whispers, shield, witch bolt
  2nd level (3 slots) 
   
   
    crown of madness, detect thoughts, invisibility, phantasmal force
  3rd level (3 slots) 
   
   
    counterspell, dispel magic, lightning bolt, hypnotic pattern
  4th level (3 slots) 
   
   
    black tentacles, dimension door
  5th level (3 slots) 
   
   
    dominate person, scrying
  6th level (1 slot) 
    circle of death, eyebite, globe of invulnerability
  7th level (1 slot) 
    force cage, plane shift
  8th level (1 slot) 
    feeblemind, maze
  9th level (1 slot) 
    weird
  Madness The void lich has advantage on saving throws that result in psychic damage. If the saving throw results in
  saving for half damage, the void lich takes none.
  Actions
  Lamprey Touch Melee Weapon Attack +12 to hit, reach 5 ft., (one creature) Hit: 10 (3d6) necrotic damage, and the void
  lich regains hit points equal to half the amount of necrotic damage dealt.
  Legendary Actions
  The void lich 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 void lich regains spent legendary actions at the start
  of its turn.
  Cantrip The void lich casts a cantrip.
  Lamprey Touch (Costs 2 Actions) The void lich uses its Lamprey Touch.
  Crazed Stare (Costs 2 Actions) The void lich fixes its gaze on one creature it can see within 10 feet of it. The target must
  succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target
  can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving
  throw is successful or the effect ends for it, the target is immune to the void lich's gaze for the next 24 hours.
  Bedlam (Costs 3 Actions) Each living creature within 20 feet of the void lich must make a DC 18 Wisdom saving throw
  against this magic, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
  
  49
  Void Lich (cont.)
  Lore: Arcana
  DC 20 - The void lich sought immortality and power through deep exploration of the Far Realm and returned immortal,
  strange, alien, and insane. It views all other life as lesser creatures, not even worthy of contempt.
  DC 25 - The void lich has a phylactery that must be fed like a normal lich, but it exists as a special demi-plane only
  accessible via a unique version of the imprisonment spell. (Each void lich has their own version of the spell that leads to
  their own unique demi-plane phylactery).
  Phylactery: The lich knows a unique version of the imprisonment spell, which leads to a living demi-plane that is
  maintained by the souls the void lich feeds it. This space can appear as anything the lich desires of any size or complexity,
  but its original form is like that of a living creature, with bones, veins, muscles, and flesh encompassing the entirety of the
  demi-plane. Within a hollow portion of this space resides the lich's soul, always threatened by the surrounding demi-plane
  to be consumed. Souls imprisoned by the lich reside here and are consumed in its place to maintain the demi-plane and
  the lich's immortality. Learning the details of the unique imprisonment spell should be arduous.
  Tactics
  Given the lich's disdain for "lesser" creatures and quest for knowledge, it may dimension door close to disable spellcasters
  with feeblemind, cast globe of invulnerability, steal their spellbooks and other powerful magic items, and then plane shift
  away - attempting to ignore other party members.
  If threatened while attempting to complete a ritual (where it cannot readily escape), the lich will likely try to charm,
  dominate, or frighten martial foes, while attempting to remove the casters with feeblemind. Eyebite or similar charm effect
  spells at the start of combat might shift the battle immediately to the lich's favor by removing direct threats. The Lich is
  likely to save the 9th level slot only if the battle is going poorly, or much of the party is within the 30 ft. range and the
  battle is dragging on. Generally, a plane shift is preferable to destruction, giving the lich some distance from which to
  observe the party and attack at a better time.
  Treasure
  The void lich carries a tome of madness and a pouch containing at least one gem with an imprisoned soul (worth 500gp
  per hit die of the contained creature) that it tortures for entertainment.
  Tome of Madness
  Wonderous item (book), very rare
  Possessing the tome of madness grants advantage on all Arcana checks related aberrations and the far realms, using an
  action to look up entries in the book. Reading the book for an Arcana check carries a 5% chance of taking 4 (1d8)
  psychic damage and a random short-term madness roll. Detailed study of the manual over several days (12 hours
  cumulative) grants permanent advantage of Arcana checks specific to aberrations as well as permanent resistance to
  psychic damage but requires a long-term madness roll. A detailed study has an additional 5% chance of an indefinite
  madness roll. This effect is obvious to the casual reader, as well as via the identify spell. Once the book is studied in
  detail, the writing becomes incomprehensible and the manual then loses its magic but regains this capability and magic
  in a century.
  Further Adventure
  tm
  A void lich was sent by a Great Old One to destroy a party member, and there are more horrors on the way...
  A void lich comes with an offer to grant a level of warlock to one of the party...
  A void lich kidnaps a specific child and begins a slow process of converting them into a huge horrifying monster...
     Limitless ©2017
  
  50
  Treasure
  Further Adventure
  tm
   
  The creature mate returns to the lair and finds the party looting...
  The enchantment that created the living hoard remains in place and the creature attempts to reform in 24 hours...
  The enchantment spreads to encompass the items in the party's bags as well...
  The living hoard is the treasure hoard of a much more powerful creature like a dragon or a lich. The actual treasure will
  depend on the hoarding creature.
  Limitless Monsters
  Living Hoard
  "The treasure pile begins to shift and move, coalescing into a vaguely humanoid shape. It turns toward
  you, raising a massive fist made of coins."
  Creature(s)
  Living Hoard
  Large Construct, Unaligned
  Armor Class: 15 (natural armor)
  Hit Points: 126 (13d10+60)
  Speed 30 ft., burrow 30 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  20 (+5)
  5 (-3)
  3 (-4)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Damage Resistances bludgeoning, piercing, and slashing
  Damage Immunities poison, psychic
  Condition  Immunities  blinded,  charmed,  deafened,
  frightened,  paralyzed,  petrified,  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Can understand its creator, but cannot speak
  Fragile Items Every time the living hoard is damaged there is
  a chance (decided by the DM) that a fragile item in the hoard
  is damaged or destroyed. For example, if the living hoard
  suffers fire damage, the DM could state that a spell scroll is
  incinerated. Potions could shatter after taking thunder or
  bludgeoning damage.
  Actions
  Multiattack The living hoard makes two slam attacks.
  Slam  Melee  Weapon  Attack  +8  to  hit,  reach  5  ft.,  (one
  creature) Hit: 14 (2d8 + 5) bludgeoning damage.
  The living hoard is created through a ritual that animates a
  collection of valuable objects. The living hoard acts as a last
  line of defense for monsters that amass large treasure troves
  such as dragons, liches, and some giants.
   
  Tactics
  A living hoard has limited mental facilities, and no real
  tactics to speak of, short of smashing the last person to
  deal it damage.
  Lore: Arcana
  DC 15 - A living hoard is a construct created by a special
  ritual.  Its  only  purpose  is  to  guard  and  protect  the
  treasure of its creator.
  DC 20 - Fragile items in the hoard are susceptible to attacks and will likely be destroyed. The actual value of a hoard can
  be reduced as a result of defeating it.
     Limitless ©2017
  
  51
  Treasure (Harvest)
   
  Spell Harvest
  Complexity: 4 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Arcana
  Success: The party retrieves pages containing maze,
  forcecage, stone to flesh, and wall of force
  Failure(s):
  1: The next roll is made with disadvantage
  2: The pages containing maze are destroyed
  3: The pages containing forcecage and stone to flesh
  are destroyed
  Further Adventure
  tm
  An enemy spellcaster steals the spellbook of the party's wizard and transforms it into a living spellbook...
  The party is sent to retrieve a spell from the tomb of a mage, only to find the wizard's spellbook is alive...
  The party encounters a living spellbook that has been imparted, either intentionally or accidentally, with free will, and it
  wishes to aid the party in their quest...
  Living spellbooks don't keep treasures, but their remains
  can be harvested for spellbook pages (see below).
  Limitless Monsters
  Skill Challenge
  Living Spellbook
  "Of all the low down dirty tricks, you can't take it with you! Just leave that
  spellbook for someone else to use."
  Creature(s)
  Living Spellbook
  Medium Construct, Unaligned
  Armor  Class:  18  (natural
  armor)
  Hit Points: 117 (18d8+36)
  Speed 30 ft.
  Challenge 13 (10,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  14 (+2)
  10 (+0)
  12 (+1)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Damage Immunities poison, psychic
  Damage Vulnerabilities fire
  Condition  Immunities  charmed,  exhaustion,  frightened,
  paralyzed,  petrified,  poisoned
  Senses passive Perception 12
  Languages understands the languages of its creator but can't
  speak
  Magic  Resistance  The  living  spellbook  has  advantage  on
  saving throws against spells and other magical effects.
  Unique Spellcasting The living spellbook has the spells of a
  15th-level spellcaster, though it is not a spellcaster in the
  typical  sense.  The  living  spellbook  uses  the  spellcasting
  abilities of its master in place of its own (spell save DC 18,
  +10 to hit with spell attacks, all spells act as though they
  were cast by a 15th level caster). The living spellbook can
  cast each of the following spells one time only (lost spells are
  not regained):
  Cantrips  (one  time  each)  fire  bolt,  light,  mage  hand,
  prestidigitation, shocking grasp
  1st level (one time each) grease, jump, magic missile, shield
  2nd level (one time each) invisibility,mirror image, misty step
  3rd level (one time each) counterspell, fly, lightning bolt
  4th level (one time each) ice storm, fire shield, stone shape
  5th level (one time each) cone of cold, dominate person, wall
  of force
  6th level (once) flesh to stone
  7th level (once) forcecage
  8th level (once) maze
  Actions
  Slam Melee Weapon Attack +8 to hit, reach 5 ft., (one target)
  Hit: 8 (2d6+1) bludgeoning damage.
   
  Lore: Arcana
  DC 15 - Powerful casters can perform a ritual to awaken
  their spellbooks. This ritual is usually set to activate
  after the mage's death. The roll reveals the construct
  traits.
  DC 20 - The living spellbook is able to cast the spell
  contained within its pages, but only once.
     Limitless ©2017
  
  52
  Limitless Monsters
  Lubber Fiend
  "I was taken aback when the wizard Drom led me through the kitchen of his keep, where a hooved hairy
  demon stood sweeping the floor. He winked at me with the most captivating eyes and asked if I wanted
  anything to drink with a few too many teeth. 'Ignore Him', said Drom, 'He owes me another four months
  of service.'"
  Creature(s)
  Lubber Fiend
  Medium Fiend (demon), Neutral Evil
  Armor Class: 13
  Hit Points: 13 (3d8)
  Speed 30 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  17 (+3)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Athletics +5, Insight +2
  Skills Cleaning +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 8
  Languages Abyssal, Common
  Innate Spellcasting - Chores At will, without the need for material components, a lubber fiend may cast mending, mage
  hand, and prestidigitation Using this ability, the lubber may produce one bottle of wine or distilled alcohol of its choice
  (maximum 10 gp value) per day that can be shared with others.
  Magic Resistance The lubber fiend has advantage on saving throws against spells and other magical effects.
  Actions
  Claws Melee Weapon Attack +4 to hit, reach 5 ft. (one target) Hit: 5 (1d4 + 3) piercing damage, and the target must
  succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned 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.
  A Friendly Gleam in His Eye One creature of the lubber's choice within 20 feet of it must succeed on a DC 13 Wisdom
  saving throw or be charmed for 1 minute. If it fails the saving throw, it is charmed by the lubber until the spell ends or
  until the lubber or its companions do anything harmful to it. The charmed creature regards the lubber as a friendly
  acquaintance for 1 hour. When the spell ends, the creature knows that there was some effect in place, but is not
  otherwise aware that they were charmed. If the save succeeds, or the spell effect ends, that target is immune to the
  effect for 24 hours.
  Invisibility  (1/day)  The  lubber  magically  turns  invisible  until  it  attacks,  or  until  its  concentration  ends  (as  if
  concentrating on a spell). Any equipment the lubber wears or carries is invisible with it.
  Lore: Arcana
  DC 10 - It's difficult to find references to lubber fiends being all that bad. They seem a little mischievous, but otherwise
  seem perfectly friendly. They still make deals for souls, but they also do chores in exchange for things or information they
  want.
  DC 15 - That gleam in his eye is a trick, as is the alcohol. You'll think it was all "perfectly normal" until you find yourself
  drunk and signing contracts with him.
  Treasure
  The lubber may carry a broom worth 2 sp, and a bottle of medium quality wine (5 gp) he created the day before.
  Further Adventure
  tm
  The lubber fiend is a servant to a wizard the party defeated and asks to follow them- tempting them when they rest...
  The high priest of a good temple is visited by a lubber fiend in the evenings, where they drink and gamble all night...
  An assassin has learned to summon lubber fiends to distract the guards while he takes care of his contracts...
     Limitless ©2017
  
  53
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Mage Hound
  "These monstrous hounds still haunt my dreams all these years later. "
  Creature(s)
  Mage Hound
  Large Monstrosity, Unaligned
  Armor Class: 14 (natural armor)
  Hit Points: 45 (6d10+12)
  Speed 50 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  14 (+2)
  4 (-3)
  12 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Sense Magic The mage hound senses magic within 120 feet
  of it at will. This trait otherwise works like the detect magic
  spell but isn't itself magical.
  Absorb Magic 
   
   
   
   
   
   
   
   
   
    The mage hound can
  use its reaction to absorb a spell (arcane or divine) that is
  targeting it; the spell cannot be an area of effect spell. The
  absorbed spell's effect is canceled. The mage hound can
  absorb ten spell levels. Any absorbed spell levels are reset
  each morning after a long rest.
  Keen Hearing and Smell The mage hound has advantage on
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics The mage hound has advantage on an attack
  roll against a creature if at least one of the mage hound's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite  Melee  Weapon  Attack  +6  to  hit,  reach  5  ft.,  (one
  creature) Hit: 11 (2d6 + 4) piercing damage. If the target is a
  creature, it must succeed on a DC 13 Strength saving throw
  or be knocked prone.
   
  Tactics
  A favorite among anti-magical zealots, the hounds can
  deal with powerful spellcasters allowing their masters
  the freedom to engage the martial party members. They
  may also be commanded to take down divine healers in
  the party to maintain the tide of battle.
  Lore: Arcana
  DC 15 - Mage hounds look like large long-haired hunting
  dogs, but they are covered with fleshy tumors. Sages
  believe that the hounds were created to track and kill
  magic users.
  DC 20 - The tumors that cover a mage hounds body
  absorb magic spells, both arcane and divine.
  A young apprentice wizard collapses at the feet of the party as they travel in the wilderness; the baying of hounds can be
  heard coming closer...
  A cult bent on the destruction of magic has learned the secret of breeding mage hounds...
  The party finds a dead mage hound and one live puppy; a cabal of wizards will stop at nothing to capture and study the
  puppy...
  Mage  hounds  do  not  hoard  treasure,  though  their
  remains can sometimes be sold to sages or mages for 50
  gp.
  Hound's Tassel
  Wondrous item, rare
  This hound's tail is attached to a woven silk cord and bone toggle and can be affixed to any short sword in ten minutes.
  As an action, the user can cast detect magic, limited to a 15-foot cube centered on the user. As a reaction, the tail can
  absorb up to 8 levels of spells. Once the tail has absorbed 8 levels of spells, it is destroyed.
     Limitless ©2017
  
  54
  Limitless Monsters
  Mephit, Drowned
  "One of the old shanties, sung by the one-eyed bosun, tells of an oozing thing that comes up to grab the
  feet of young land lubbers on their first midnight swim. They played a trick on me that evening that I
  won't soon forget. Haymish said the prank was a warning, and the tale was true."
  Creature(s)
  Drowned Mephit
  Small Elemental, Neutral Evil
  Armor Class: 10
  Hit Points: 15 (4d6+1)
  Speed 30 ft., fly 30 ft., swim 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (+0)
  11 (+0)
  11 (+0)
  10 (+0)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison, acid
  Damage Vulnerabilities radiant
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  Water Form The elemental can enter a hostile creature's space and stop there. It can move through incredibly tiny
  spaces without squeezing.
  Death Burst When the mephit dies, it explodes in a blast of necrotic energy. Each creature within 5 feet of the mephit
  must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) necrotic damage.
  Innate Spellcasting (At Will) As a bonus action, the mephit can innately cast acid splash, requiring no material
  components. Its innate spellcasting ability is Charisma (DC 12)
  Actions
  Acid Splash Target must make a DC 12 Dexterity saving throw or take 3 (1d6) acid damage, per the spell acid splash.
  Drown (Recharge 6) As an action, the mephit may attempt to enter the lungs of a creature, within 5 ft, forcefully
  through their mouth and or nose, on a failed DC 11 Constitution save, the mephit forcefully enters their lungs and they
  are unable to breathe (unless they can breathe water), and they take 1 acid damage each round until they make a
  successful save and expel the mephit.
  Lore:- Arcana
  DC 10 - Drowned mephits swirl into being where the last poisoned seas of the elemental plane of water meet the negative
  energy plane (or plane of shadow). Their waters are acid.
  DC 15 - They've been known to drown their victims, filling their lungs. When they die, they explode in a blast of necrotic
  energy.
  Treasure
  The drowned mephit carries no treasure.
  Further Adventure
  tm
  At a wedding, the loving cup is shared, and the groom begins to foam at the mouth - drowning on dry land...
  Drowned mephits, drawn to the sewers' outlet into the ocean, are causing havoc for a seaside town...
  A drowned mephit is kept in a cistern of a local bookie as a convenient way to dispose of unpaying debtors...
     Limitless ©2017
  
  55
  Limitless Monsters
  Mephit, Ash
  "The 'death of fires' I was told they are called, those last few embers before the dark sets in.
  Contemplating this as my campfire wanes gives me a sense of panic."
  Creature(s)
  Ash Mephit
  Small Elemental, Neutral Evil
  Armor Class: 10
  Hit Points: 21 (6d6+1)
  Speed 30 ft., fly 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  11 (+0)
  10 (+0)
  11 (+0)
  10 (+0)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Damage Resistances necrotic
  Damage Immunities fire, poison
  Damage Vulnerabilities cold, radiant
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan
  Death Burst When the mephit dies, it explodes in a blast of necrotic energy. Each creature within 5 feet of the mephit
  must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) necrotic damage.
  Innate Spellcasting (3/Day) 
   
   
    As a bonus action, the mephit can innately cast searing smite, requiring no
  material components. Its innate spellcasting ability is Charisma (DC 12)
  Actions
  Claws Melee Weapon Attack +2 to hit, reach 5 ft. (one creature) Hit: 2 (1d4) slashing damage plus 2 (1d4) necrotic
  damage, frequently combined with searing smite to add 3 (1d6) fire damage if the target fails a DC 12 Constitution save.
  Extinguishing Breath (Recharge 6) The mephit exhales a 15 foot cone of darkness. Each creature in that area must
  succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) necrotic damage on a failed save, or half as much damage on
  a successful one. Any natural flames in the area are extinguished.
  Lore:- Arcana
  DC 10 - Ash mephits arise as embers in the confluence of the elemental plane of fire and the negative energy plane (or
  plane of shadow), the death of fires. They attack with a mix of fiery smites and necrotic claws.
  DC 15 - They have a breath weapon of unholy darkness that consumes fire. When they die, they explode in a blast of
  necrotic energy.
  Treasure
  The ash mephit carries no treasure.
  Further Adventure
  tm
  A bonfire ritual goes wrong and ash mephits spring forth, as the sickly green flames begin to die...
  A witch, burned at the stake, has the last laugh on her oppressors summoning ash mephits to attack them...
  When a player uses a fireball in an unholy temple, 1d4 ash mephits leap forth from the destroyed creatures and cause a
  panic...
     Limitless ©2017
  
  56
  Limitless Monsters
  Mephit, Grave
  "The dwarven guides who agreed to take us through the deepest black cave systems told me about what
  roughly translated to 'Crumbled Stone' among their people, or 'Aged/Untended Mortar' among the hill
  dwarves, the grave mephit. I'll be happy to never sketch one."
  Creature(s)
  Grave Mephit
  Small Elemental, Neutral Evil
  Armor Class: 12
  Hit Points: 27 (6d6+6)
  Speed 30 ft., fly 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  12 (+1)
  11 (+0)
  10 (+0)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran
  Death Burst When the mephit dies, it explodes in a blast of necrotic energy. Each creature within 5 feet of the mephit
  must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) necrotic damage.
  Actions
  Fists Melee Weapon Attack +2 to hit, reach 5 ft. (one creature) Hit: 2 (1d4) bludgeoning damage plus 2 (1d4) necrotic
  damage.
  Mist of the Grave (Recharge 6) A chill mist flows from the mephit in a 10ft radius. Each creature in that area must
  succeed on a DC 10 Constitution saving throw, taking 4 (1d8) necrotic damage on a failed save, or half as much damage
  on a successful one.
  Lore: Arcana
  DC 10 - Grave mephits arise as the crumbling foundations of the elemental plane of earth meets the negative energy plane
  (or plane of shadow). They attack with bludgeoning fists that drain your essence.
  DC 15 - They can exude a mist that embodies the chill of the grave. When they die, they explode in a blast of necrotic
  energy.
  Treasure
  The grave mephit generally carries no treasure but is likely to haunt graves dug in rich soil. The occupants of those graves
  are likely to carry at least one thin gold ring (5 gp), and possibly a string of rough beads or a silver locket with a picture of
  a child worth 5 gp.
  Further Adventure
  tm
  When certain wizards are buried on unhallowed ground, the earth can give rise to grave mephits...
  A mad druid is summoning grave mephits to punish those who dare cut down the trees of her forest...
  A lich has found a way to corrupt summoned earth elementals, shattering them into multiple grave mephits as a
  reaction...
     Limitless ©2017
  
  57
  Limitless Monsters
  Mephit, Nightmare
  "Horrid gateways to the Far Realm must have opened in deep caverns of the Negative Energy plane to
  create this slick greenish black abomination on its slippery looking wings."
  Creature(s)
  Nightmare Mephit
  Small Elemental, Neutral Evil
  Armor Class: 10
  Hit Points: 19 (4d6+5)
  Speed 30 ft., fly 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  11 (+0)
  9 (-1)
  9 (-1)
  9 (-1)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Damage Resistances psychic, necrotic
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages Deep Speech
  Death Burst When the mephit dies, it explodes in a blast of necrotic energy. Each creature within 5 feet of the mephit
  must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) necrotic damage.
  Actions
  Claws Melee Weapon Attack +2 to hit, reach 5 ft. (one creature) Hit: 2 (1d4) slashing damage plus 2 (1d4) necrotic
  damage.
  Mind Dart (Recharge 6) The mephit magically emits psychic energy at a creature it can see. The target creature must
  succeed on a DC 13 Intelligence saving throw or take 5 (1d6 + 2) psychic damage and be stunned until the end of the
  mephit's next turn.
  Lore:- Arcana
  DC 10 - Nightmare mephits can stir to life when portals to the far realm and negative energy realms open in close
  proximity.
  DC 15 - The nightmare mephit has a special psychic attack. When they die, they explode in a blast of necrotic energy.
  Treasure
  The nightmare mephit carries no treasure.
  Further Adventure
  tm
  On the next attempt at teleporting, 1d4 nightmare mephits appear around the destination point...
  Nightmare mephits are attracted to psychic bursts, and show up after battles are over to attack the party...
  There is a small chained chest in the library, with explicit warnings not to release the contained nightmares...
     Limitless ©2017
  
  58
  Limitless Monsters
  Mephit, Stench
  "Rotten eggs combined with garbage in the hot sun is an easy description, but would be an almost
  welcoming change after encountering this atrocity: the stench mephit. I still think the hem of my robe
  carries the scent, but the cleric says she doesn't smell anything. The scent just seems caught in my
  nose."
  Creature(s)
  Stench Mephit
  Small Elemental, Neutral Evil
  Armor Class: 10
  Hit Points: 21 (6d6+1)
  Speed 30 ft., fly 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  11 (+0)
  10 (+0)
  11 (+0)
  10 (+0)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Damage Resistances necrotic
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Stench Any creature that starts its turn within 5 feet of the stench mephit must succeed on a DC 12 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.
  Death Burst When the mephit dies, it explodes in a blast of necrotic energy. Each creature within 5 feet of the mephit
  must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) necrotic damage.
  Wave of Stench (3/Day) 
   
   
    As a bonus action, the mephit can innately cast a wave of stench, requiring no material
  components. Its innate spellcasting ability is Charisma (DC 12). Each creature in a 15-foot cube originating from he
  mephit must make a Constitution saving throw. On a failed save, a creature takes 2d8 poison damage and is pushed 10
  feet away from the mephit. On a successful save, the creature takes half as much damage and isn�t pushed.
  Actions
  Claws Melee Weapon Attack +2 to hit, reach 5 ft. (one creature) Hit: 2 (1d4) slashing damage plus 2 (1d4) necrotic
  damage.
  Lore: Arcana
  DC 10 - Stench mephits billow in the elemental plane of air above the poisoned waters of the drowned mephit, where air
  and negative energy meet. Being close enough to hit them risks becoming poisoned.
  DC 15 - They can blast a wave of stench, like a thunder wave. When they die, they explode in a blast of necrotic energy.
  Treasure
  The stench mephit carries no treasure.
  Further Adventure
  tm
  From the sewers, an odor takes over the night in the city, a foul blanketing mist that makes it difficult to breathe...
  A wizard hires the party to take a stoppered bottle and cast it into the largest forge in the capital city...
  A tomb is unsealed to repair its foundation, releasing a ghoul and his pet stench mephits into the city...
     Limitless ©2017
  
  59
  Limitless Monsters
  Mephit, Time
  "I would have believed them to a fable, but the time mephit is real. A source close to me, on a spirit
  walk, said she spoke with such a creature born between the positive and negative planes, at the point
  where they meet in the heart of the world. She said it had a great wisdom."
  Creature(s)
  Time Mephit
  Small Elemental, Neutral
  Armor Class: 10
  Hit Points: 31 (7d6+7)
  Speed 30 ft., fly 30 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  9 (-1)
  9 (-1)
  10 (+0)
  18 (+4)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Skills Perception +6, Insight +6
  Damage Resistances necrotic,radiant
  Damage Immunities necrotic,radiant, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Celestial
  Death Burst When the mephit dies, it explodes in a blast of necrotic or radiant energy. This can be chosen by a d6, odd
  is necrotic and even is radiant, or chosen by the DM. Each creature within 5 feet of the mephit must succeed on a DC
  10 Dexterity saving throw or take 4 (1d8) of the appropriate damage damage.
  Time Stop (1/Day) 
    As a bonus action, the mephit can alter the flow of time around itself. The mephit may then finish
  its current turn, and then take one more turn before play resumes as normal. Reactions by other creatures are not
  possible, the mephit can go twice.
  Actions
  Claws Melee Weapon Attack +1 to hit, reach 5 ft. (one creature) Hit: 2 (1d4) radiant damage plus 2 (1d4) necrotic
  damage.
  Lore: Arcana
  DC 15 - The time mephit is a neutral balance of life and death energies, and frequently sits in meditation about the nature
  of the universe...
  DC 20 - They can stop time briefly to their advantage, usually to escape...
  Treasure
  Usually, a time mephit carries no treasure, but occasionally (10% chance) one may carry a small hourglass pendant on a
  fine chain around their neck, worth 50 gp, that can accurately time one minute.
  Further Adventure
  tm
  When a party has no quest, they might seek out a time mephit to learn what they should do next...
  In the middle of a huge battle, a time mephit appears and takes an inconsequential item, then flees...
  A collector desires an hourglass that's been owned by a time mephit and will pay handsomely...
     Limitless ©2017
  
  60
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Mimic, Elder
  "The bridge begins to rumble and move beneath your feet. The railing morphs
  into a pseudopod and lashes out at your legs. "
   
  Creature(s)
  Elder Mimic
  Huge Monstrosity (shapechanger), Neutral
  Armor  Class:  15  (natural
  armor)
  Hit Points: 172 (15d12+75)
  Speed 15 ft.
  Challenge 7 (2,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  6 (-2)
  13 (+1)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Skills Stealth +5
  Damage Immunities acid
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Shapechanger The mimic can use its action to polymorph
  into an object or back into its true, amorphous form. Its
  statistics are the same in each form. Any equipment it is
  wearing or carrying isn't transformed. It reverts to its true
  form if it dies.
  Adhesive (Object Form Only) The mimic adheres to anything
  that touches it. A Huge or smaller creature adhered to the
  mimic is also grappled by it (escape DC 15). Ability checks
  made to escape this grapple have disadvantage.
  False Appearance (Object Form Only) While the elder mimic
  remains motionless, it is indistinguishable from an ordinary
  object.
  Grappler The elder mimic has advantage on attack rolls
  against any creature grappled by it.
  Actions
  Multiattack The makes two attacks with its pseudopods, bite,
  or a combination of the two.
  Pseudopod Melee Weapon Attack +9 to hit, reach 15 ft., (one
  creature) Hit: 13 (3d8 + 6) bludgeoning damage. If the mimic
  is in object form, the target is subjected to its Adhesive trait.
  Bite  Melee  Weapon  Attack  +9  to  hit,  reach  15  ft.,  (one
  creature) Hit: 13 (3d8 + 6) piercing damage plus 8 (2d8) acid
  damage.
   
  Tactics
  Elder mimics use the same surprise tactics as their
  smaller cousins. They pose as bridges, cottages, and
  treasure laden carts.
  Lore: Arcana
  DC 10 - The elder mimics are larger versions of their
  shape-shifting cousins.
  DC 15 - The elder mimics can pose as a cottage, cart,
  bridge, or any inanimate object of huge size.
  The  players  need  to  cross  a  river  or  gorge  quickly
  (perhaps during a chase) and must convince an elder
  mimic to let them pass...
  A wizard, considered mad by most, tells the party that
  one of the buildings in the town is actually an elder
  mimic...
  The players find a small boat in a pond or lake, in the
  distance is a chest of treasure, your boat is actually an
  elder mimic...
  If defeated, the party finds a fossil (15 sp), 3 cp, a plain
  copper  band  (9  sp),  56  sp,  and  67  gp  inside  the
  creature's stomach.
     Limitless ©2017
  
  61
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Mind Rake
  "We found the dwarven clan leader's daughter wandering in the caverns north of the city. The girl,
  whose name I sadly cannot recall, was babbling and nearly incoherent. She kept saying, 'he was so
  handsome'. We never did solve the mystery, but with a few days rest, the girl recuperated having no
  memory of what had happened."
  Creature(s)
  Mind Rake
  Medium Undead, Neutral Evil
  Armor Class: 13
  Hit Points: 52 (7d8+21)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  17 (+3)
  7 (-2)
  13 (+1)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Skills Deception +6, Perception +3, Persuasion +6
  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
  Illusory Guise The mind rake's true appearance is protected
  by a perpetual illusion that makes it appear alive and quite
  attractive. A DC 13 Wisdom save will reveal the mind rake's
  true form.
  Actions
  Intelligence Drain Melee Weapon Attack +4 to hit, reach 5 ft.,
  (one creature) Hit: 9 (2d6 + 2) necrotic damage, and the
  target's intelligence score is reduced by 1d4. The target dies
  if this reduces its Intelligence to 0. Otherwise, the reduction
  lasts  until  the  target  finishes  a  short  or  long  rest.  If  a
  humanoid dies from this attack, a new mind rake rises from
  the corpse 1d4 hours later unless magical precautions are
  taken (ex: gentle repose)
   
  Lore: Religion
  DC 15 - A Mind Rake is a rare form of undead that
  occurs when a creature has their brain extracted while
  they still live. This roll reveals the undead traits.
  DC 20 - Jealous and petty, the mind rake uses illusions
  to get close to the unwitting and then drains them of
  their intelligence.
  A dwarven emissary approaches the party about a creature that has been eating the brains of dwarven miners, one of
  whom returned as a horrible undead...
  A series of women have been found dead with blood leaking from their ears; all were seen talking to an extremely
  handsome man...
  An attractive stranger tries to lure one of the PCs away from the party to talk in private...
  The mind rake still carries some of the items it bore in life: 3 cp, 7 sp, a silver wedding band (7 gp), and a map to a "crystal
  cavern" located far underground.
     Limitless ©2017
  
  62
  License: c.2016 Limitless-Adventures
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages -
  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 o ft., (one creature in te swarm's square) Hit: 10 (4d4) piercing damage, or 5
  (2d4) piercing damage if the swarm has half of its hit points or fewer.
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Nestback Rhino / Nestback Wasps
  "The nestback wasp and its host creature is an interesting reminder that nature is truly stranger than a
  bard's tale."
  Creature(s)
  Nestback Rhinoceros
  Large Beast, Unaligned
  Armor Class: 11 (natural armor)
  Hit Points: 45 (6d10+12)
  Speed 40 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  8 (-1)
  15 (+2)
  2 (-4)
  8 (-1)
  4 (-3)
  License: c.2016 Limitless-Adventures
  Senses passive Perception 11
  Languages -
  Hostile The venom of the nestback wasp makes its host hostile and aggressive. The nestack rhino attacks any creature
  that comes within 60 feet of it and will continue to attack until the creature flees.
  Charge If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same
  turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15
  Strength saving throw or be knocked prone.
  Actions
  Gore Melee Weapon Attack +9 to hit, reach 5 ft., (one target) Hit: 16 (2d8 + 7) bludgeoning damage.
  Lore: Nature
  DC 15 - The nestback wasp dazes its prey with its venom and then builds its nest on the back of the victim. Daily
  injections of the venom keep the host creature from removing the nest.
  DC 20 - A nestback host is extremely hostile and will attack any creature that gets too close.
  Swarm of Nestback Wasps
  Medium Beast (Swarm), Unaligned
  Armor Class: 12 (natural armor)
  Hit Points: 22 (5d4)
  Speed 20 ft., fly 20 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  13 (+1)
  10 (+0)
  2 (-4)
  7 (-2)
  1 (-5)
  A sage wants a living nestback wasp queen to study...
  The players are sent to find a missing pack animal or valuable horse, only to discover it has become a victim of the
  nestback wasps...
  A druid NPC known to the party has fallen victim to a swarm of nestback wasps, their venom preventing him from
  reverting to human shape...
  The nestback rhino has no treasure.
     Limitless ©2017
  
  63
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Nixie
  "The creature swimming in the spring has blue skin with green patterns, gills, and long dark hair. It
  slaps the water playfully, sending a jet of water in your direction, and then flips back into the water."
  Creature(s)
  Nixie
  Tiny Fey, Chaotic Good
  Armor Class: 14
  Hit Points: 1 (1d4 -1)
  Speed 10 ft., swim 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  18 (+4)
  8 (-1)
  10 (+0)
  14 (+2)
  16 (+3)
  License: c.2016 Limitless-Adventures
  Skills Perception +4, Stealth +7
  Senses passive Perception 14
  Languages Sylvan
  Aquatic Nixies can breath water or air.
  Shapechanger The nixie can use its action to polymorph into
  a beast form that resembles a fish (swim 40 ft.), a crab (20
  ft., swim 20 ft.), or a frog (20 ft., swim 20 ft.), or back into its
  true form. Its statistics are the same in each form, except for
  the speed changes noted. Any equipment it is wearing or
  carrying isn't transformed. It reverts to its true form if it dies.
  Magic Resistance The nixie has advantage on saving throws
  against spells and other magical effects.
  Innate Spellcasting The nixie's innate spellcasting ability is
  Charisma (spell save DC 13). It can cast the following spells,
  requiring no components while in water:
  At Will druidcraft
  1/day each confusion, dancing lights, detect evil and good,
  detect thoughts, dispel magic, fog cloud, water breathing,
  invisibility, polymorph, sleep
   
  Tactics:
  Nixies are not cowards, but they are not warriors either.
  They know their limitations and avoid damage whenever
  possible. They make good use of their invisibility, and
  retreat below the water when necessary.
  Lore: Nature
  DC 10 - Nixies are aquatic fey who live in freshwater.
  DC 15 - Nixies are capable spell-casters and
  shapeshifters
  A talking crab invites the party to rest by a cool pond hidden nearby if they'll sing a few songs...
  A nixie offers to cast water breathing on the party so they can explore a beautiful underwater cave complex whose
  entrance is hidden in her pool...
  The party finds a wounded nixie whose pool is being ransacked by ogres...
  Nixies love shiny objects and often display them in their
  watery homes. A typical nixie would have 7 cp, 13 sp, 3
  gp, and an irregular freshwater pearl worth 7 gp.
     Limitless ©2017
  
  64
  Limitless Monsters
  Nyx, Goddess of Darkness
  "In the open, Nyx's male followers are shirtless, wild, violent, and unpredictable with mouths sewn shut.
  In the shadows, her women are masters of deception and persuasion - subtle where the men are blunt."
  Creature(s)
  Nyx, Goddess of Darkness
  Huge Fiend (shapechanger), Neutral Evil
  Armor Class: 22 (natural armor)
  Hit Points: 435 (30d20+120)
  Speed 30 ft., fly 80 ft.
  Challenge 30 (155,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  18 (+4) 30 (+10) 30 (+10) 30 (+10)
  License: c.2016 Limitless-Adventures
  Skills Deception +19, Insight +17, Perception +17, Persuasion +19, Stealth +17
  Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, psychic
  Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  Senses blindsight 60ft., devil's sight 60ft., darkvision 120 ft., passive Perception 15;
  Languages Abyssal, Common, Infernal, telepathy (1 mile)
  Legendary Resistance (5/day) 
   
   
   
   
    If Nyx fails a saving throw, she can choose to succeed instead.
  Discorporation When Nyx drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain
  in the Plane of Shadow, and she is unable to take physical form for a time.
  Telepathic Scrying As an action, Nyx may use telepathy to speak with any creature on the same plane of existence using
  rules similar to the spell scrying with a DC 23 Spell save. On a failure, Nyx may speak freely for 24 hours with the
  creature and gains the sensor abilities of scrying. Once connected, Nyx has advantage on the next use of telepathy to
  speak with that individual. The fiend ignores the range restriction on her telepathy when communicating with a
  creature she has charmed. The two don't even need to be on the same plane of existence.
  Shapechanger Nyx can use her action to polymorph into a Small or Medium humanoid, or back into her true form.
  Without wings, Nyx loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any
  equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
  Actions
  Flaying Darkness As an action, Nyx can cause magical blades of shadow to leap up from the feet of a target within 60 ft
  who must make a DC 23 CON save or take 26 (3d10+10) slashing damage and 11 (1d10+5) necrotic damage, or half as
  much damage on a successful save.
  Shadowy Chains Ranged Weapon Attack +17 to hit, range 50 ft (one target) As an action, Nyx may summon chains from
  any shadow within 120 ft. The 5 ft cube around the point becomes magical darkness, with the chains extending to
  pierce and grapple the target. On a successful hit, the chains do 21 (2d10 + 10) piercing damage, 11 (1d10+5) necrotic
  damage, and attempt to grapple the target. On a failed DC 23 Athletics (Strength) check, the chains grapple the target,
  who becomes restrained. They may attempt a save at the end of each turn. Each round the target is restrained results
  in 11 (1d10+5) slashing damage and 11 (1d10+5) necrotic damage from the magical hooks and barbs. Multiple chains
  may grapple a target, and must be checked separately.
  Caressing Touch Melee Weapon Attack +19 to hit, reach 5 ft. (one target) Nyx touches a creature, resulting in 21
  (2d10+10) necrotic damage and 10 (1d10+5) psychic damage.
  Nyx's Kiss Nyx kisses a creature charmed by her or a willing creature. The target must make a DC 27 Constitution
  saving throw against this magic, taking 115 (10d20+10) psychic damage on a failed save, or half as much damage on a
  successful one. The target's 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. If the target
  dies from this affect, a shadow immediately arises from the corpse.
  Alluring Charm One humanoid Nyx can see within 120 feet of her must succeed on a DC 27 Wisdom saving throw or be
  magically charmed for 1 day. The charmed target obeys Nyx's verbal or telepathic commands. If the target is harmed by
  Nyx or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target
  successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next
  24 hours. Nyx can have three targets charmed at a time. If she charms one more, the effect on the first target ends.
  Ephemeral Shadows Nyx may magically enter the Ethereal Plane, or Plane of Shadow, from the Material Plane, or vice
  versa.
  
  65
  Nyx, Goddess of Darkness (cont.)
  Reactions
  Scorn As a reaction, Nyx can laugh mockingly and cause a re-roll of any d20 ability check, attack roll, or save. The new
  roll must be used. If the subsequent roll is a 1, the target takes 21 (2d10+10) psychic damage.
  Legendary Actions
  Nyx can take 5 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. Nyx regains spent legendary actions at the start of her turn.
  Flay Nyx uses her Flaying Darkness.
  Silence (2 actions) Nyx can cast silence (20 ft radius) on a point within 120 ft.
  Kiss Nyx will kiss, and drain, a creature she has charmed (or is willing.)
  Caress Nyx will use her Caressing Touch.
  Charm Nyx uses her Alluring Charm
  Summon Chains (2 actions) Nyx summons Shadowy Chains to attack.
  Dispel Daylight (2 actions) Nyx can cast a special form of dispel magic to disrupt the daylight spell, or Nyx may cast
  darkness (15 ft) on a point within 60 ft, similar to the spell.
  Tactics
  Long before the party fights Nyx, she'll use her telepathic abilities to make deals (starting with female characters) with the
  party. She will avoid identifying herself during these deals, just offering them telepathically with no further information.
  With her powers, she can ensure long or short rests can be made in safety (even in normally dangerous locations) similar
  to magnificent mansion, provide common or uncommon magic items (usually with a curse attached) or assist with difficult
  problems in exchange for later favors. These favors may be an assassination of some unknown NPC, acting as a courier
  between two other contacts, or the favor may allow her to negate an action of the player making the deal during a final
  showdown as one of her reactions. A favor can be activated as a reaction, once a player has chosen their action, negating
  its effect and wasting the resource (Spells "counterspelled", potions poured on the ground, etc.)
  In direct conflict, she prefers to let others do her dirty work, attempting to charm martial characters in the party. She will
  then cast silence as her first legendary action on a point near the full casters of the party. She will then proceed to
  summon chains to grapple support players (and casters). If she has any unspent favors, she will wait for characters to use
  powerful abilities and then nullify them. She may also use her legendary actions to convert up to three nearby NPC slaves
  into shadows with her kiss to engage party members with multiple attacks.
  Lore: Religion
  DC 15 - Nyx was once a succubus who attained godhood through deception.
  DC 25 - This succubus, once the consort of a god of darkness, has clawed and climbed her way with wit and guile to steal
  the mantle of darkness for herself. Her appetite for destruction has not rested, as she has set her sights on even more lofty
  targets. She prefers to tempt good people to do her dirty work, and revel in their downfall, while she picks up the pieces.
  Treasure
  Nyx's followers amass and maintain pleasure pits and brothels for Nyx to visit, as she prefers sins of the flesh to sins of
  greed. Nyx can easily produce nearly any non-unique, non-artifact magical item - but generally, prefers to add a curse to
  them before gifting them.
  Further Adventure
  tm
  Nyx visits a (preferably female) party member in a dream and offers a level of warlock in trade for a small favor...
  The party wakes to find their shadows missing, and unable to enter into good temples or use teleportation magic...
  Nyx cultists have cleaned up and organized the brothels and gambling dens in the city, and the local gangs want them
  out...
     Limitless ©2017
  
  66
  Treasure (Harvest)
  Further Adventure
  tm
   
  Limitless Monsters
  Ooze, Alchemical
  "An accident of alchemy, these oozes stand as a warning to all who flirt with the burgeoning field of
  science."
  Creature(s)
  Alchemical Ooze
  Large Ooze, Unaligned
  Armor Class: 10
  Hit Points: 93 (11d10+30)
  Speed 20 ft., climb 20 ft.
  Challenge 4 (1,100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  4 (-3)
  16 (+3)
  1 (-5)
  7 (-2)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Damage Immunities acid, fire, lightning, bludgeoning
  Condition  Immunities  blinded,  charmed,  deafened,
  exhaustion,  frightened,  prone
  Senses blindsight 60 ft. (blind beyond this radius), passive
  Perception 8
  Languages -
  Amorphous The alchemical ooze can move through a space
  as narrow as 1 inch wide without squeezing.
  Actions
  Pseudopod Melee Weapon Attack +5 to hit, reach 5 ft., (one
  creature) Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8)
  poison damage.
  Reactions
  Alchemical Pustules 
   
   
   
   
   
    When the ooze takes
  slashing or piercing damage, a chemical-filled pustule on its
  body ruptures releasing the potion-like fluids within. The
  effect triggered is random, each effect only happens once,
  and only one effect can be triggered per round, regardless of
  the number of times the ooze is hit in one round. A typical
  ooze has 6 alchemical pustules. Ignore repeated rolls.
  D6
  1. Healing: the ooze is healed 2d4+2 hp
  2. Growth: the ooze increases one size category per the
  enlarge spell (adv. on Str checks & saves, +1d4 dmg)
  3. Invisibility: the ooze becomes invisible per the spell
  4. Slipperiness: the ooze gains the effect of a freedom of
  movement spell
  5. Giant Strength: the ooze's Strength score is increased to
  21 for one hour (+2 to hit and dmg)
  6. Greater Healing: the ooze heals 4d4+4 hp
   
  Lore: Arcana
  DC 15 - Alchemical oozes are created when magical and
  alchemical reagents leak together or are subjected to
  powerful reactions like an explosion.
  DC 20 - Alchemical oozes have potion-filled pustules that
  burst when slashed or pierced and convey some magical
  effect to the ooze itself.
  A wizard is polluting the lands around his tower in an
  attempt to create a philosopher's stone...
  An alchemical ooze has been spotted in the sewers below
  the city, where it feasts on sewerfolk...
  A sage wants an alchemical ooze captured so that she
  can study it...
  The ooze does not carry or hoard treasure, but if any
  alchemical pustules remain after the battle, they can be
  harvested from the ooze's melting remains with a DC 15
  Medicine  or  Survival  check.  The  potions  must  be
  transferred into a suitable container once removed from
  the ooze's body.
     Limitless ©2017
  
  67
  Treasure
  Further Adventure
  tm
   
  A cabal of orc shamen are attempting to raise one of their own to lich-like levels of power, gathering magic and materials...
  An orc shaman was revealed a great secret, and now seeks redemption in the light, if only someone would listen...
  Children of villages around an old hill known as Orskeep have been going missing for weeks at a time, eventually
  returning scarred and with missing limbs, too afraid to speak of the horrors they've seen...
  An orc shaman carries at least one potion of poison, a necklace of talismans made from bones and feathers that identify
  its magical school, and a spell focus pouch of gemstones (agates, obsidian, quartz, hematite, etc) worth 100 gp in total.
  Limitless Monsters
  Orc Shaman
  "The orc shaman takes delight in the suffering of any kind. An aggressive tactician, even by orc
  standards, he commands his allies and offers them magical strength and power to harry their enemies."
  Creature(s)
  Orc Shaman
  Medium Humanoid (orc), Chaotic Evil
  Armor Class: 16 (ring armor)
  Hit Points: 44 (5d8+15)
  Speed 30 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  8 (-1)
  14 (+2)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills Intimidation +3, Religion +1
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Orc
  Unholy inspiration (1/Long Rest) 
    The orc shaman can
  complete a ritual (2 rounds) that will grant a d6 inspiration
  die to their companions who can hear them. This die can be
  applied to attacks or saving throws and is gone once used.
  Aggressive As a bonus action, the orc can move up to its
  speed toward a hostile creature that it can see.
  Unholy Strike The orc deals an additional 4 (1d8) necrotic
  damage when it hits with a weapon attack (included in
  attacks)
  Spellcasting The orc is a 3rd level spellcaster. Its spellcasting
  ability is Wisdom (spell save DC 12, +4 to hit with spell
  attacks) The orc has the following cleric spells prepared.
  Cantrips Guidance, Resistance, Sacred Flame
  1st Level 
   
   
   
    Bane, Inflict Wounds
  2nd Level 
   
    Enhance Ability, Spiritual Weapon
  Actions
  Spear Melee or Ranged Weapon Attack +5 to hit,5ft. (reach
  one target) or 20/60 (range one target) Hit: 11 (1d6+3 plus
  1d8  necrotic)  piercing  damage,  or  12  (2d8  +3)  piercing
  damage if used with two hands to make a melee attack.
  Dagger Melee or Ranged Weapon Attack +5 to hit,5ft. (reach
  one target) or 20/60 (range one target) Hit: 6 (1d4 + 1d8
  necrotic) piercing damage.
   
  Lore: Arcana
  DC  10  -  The  large  orc  seems  to  be  some  kind  of
  spellcaster.
  DC 15 - A priest of the dark and violent gods of old, the
  Orc Shaman is a cruel master of the battlefield. (reveal
  powers)
  Tactics
  The Orc shaman will use its first round of combat to
  begin  casting  Unholy  Inspiration  to  grant  a  d6
  inspiration die to its allies, which it will command to use
  their Aggressive traits to move in to attack.
  On its next turn, it will use spiritual weapon on a ranged attacker, with a cantrip to either attack or support its close
  allies. The orc will lead with its more powerful spells to cause upset and force flanking where possible. Chaos and
  aggressive attacks are its favored battle style.
     Limitless ©2017
  
  68
  Limitless Monsters
  Pestilence Harpy
  "I'm not sure which is worse about these foul flying women: their song, or their stench."
  Creature(s)
  Pestilence Harpy
  Medium Undead, Chaotic Evil
  Armor Class: 13 (natural armor)
  Hit Points: 53 (10d8+7)
  Speed 20 ft., fly 40 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  7 (-2)
  10 (+0)
  13 (+1)
  License: c.2016 Limitless-Adventures
  Damage Resistances necrotic
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities poisoned, exhaustion
  Languages Common, Abyssal
  Actions
  Multiattack The harpy makes two attacks: one with each of its claws.
  Claws Melee Weapon Attack +3 to hit, reach 5 ft., (one creature) Hit: 6 (2d4 + 1) slashing damage. Plus 7 (2d6) necrotic
  damage. Hit characters must make a DC 11 constitution saving throw or gain the poisoned condition.
  Luring Song The pestilence harpy sings a magical melody. Every humanoid and giant within 300 feet of the pestilence
  harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The
  pestilence harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time.
  The song ends if the pestilence harpy is incapacitated. While charmed by the pestilence harpy, a target is incapacitated
  and ignores the songs of other pestilence harpies. If the charmed target is more than 5 feet away from the pestilence
  harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't
  avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes
  damage from a source other than the pestilence harpy, the target can repeat the saving throw. A charmed target can
  also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A
  target that successfully saves is immune to this pestilence harpy's song for the next 24 hours.
  Tactics
  Harpies makes good use of their flight ability by perching on high objects to use their luring song from a safe distance.
  Lore: Religion
  DC 15 - This harpy has been infused with a foul disease that rots flesh and causes illness.
  DC 20 - Radiant energy is a profound weakness to these creatures.
  Treasure
  Pestilence harpies sometimes accumulate small amounts of coinage that they collect for unknown reasons. A sample
  treasure would be 17 gp, 3 sp, and a crow's skull in a phlegm-caked rag.
  Further Adventure
  tm
  The pestilence harpies are a harbinger of a terrible illness that has overcome a nearby settlement...
  The pestilence harpy was pecking at a putrefied corpse which contains a treasure map...
  The pestilence harpies' death song convinces a party member they must walk into another unforeseen peril...
     Limitless ©2017
  
  69
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Pitcher Plant
  "While not evil, these creatures make traveling through the jungle extremely dangerous."
  Creatures
  Pitcher Plant
  Large Plant, Unaligned
  Armor Class: 15 (natural armor)
  Hit Points: 136 (16d10+48)
  Speed 20 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  10 (+0)
  5 (-3)
  License: c.2016 Limitless-Adventures
  Skills Stealth +2
  Damage Resistances acid
  Damage Vulnerabilities fire, cold
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius), passive
  Perception 10
  Actions
  Multiattack The pitcher plant makes two vine attacks. If both
  attacks hit a Medium or smaller target, the target is grappled
  (escape DC 14), and the pitcher plant uses its swallow abilty
  on it.
  Vine  Melee  Weapon  Attack  +7  to  hit,  reach  5  ft.,  (one
  creature) Hit: 13 (2d8 + 4) slashing damage.
  Swallow The plant attacks a medium or smaller target it is
  grappling. If the attack hits, the target is swallowed, and the
  grapple ends. The swallowed target is blinded, it has total
  cover against attacks and other effects outside the pitcher
  plant, and it takes 5 (2d4) acid damage at the start of each of
  the  plant's  turns.  The  plant  can  have  only  one  target
  swallowed at a time. If the plant dies, a swallowed creature
  can escape from the corpse using 5 feet of movement, exiting
  prone
   
  Lore: Nature
  DC 15 - The pitcher plant is a massive living plant
  creature that strangles its prey and dissolves it inside its
  body. This roll reveals the plant traits.
  DC 20 - Pitcher plants are vulnerable to fire and cold,
  but resistant to acid.
  An elf scout claims her brother was swallowed by a pitcher plant while carrying an important message and needs the
  party's help recovering the scroll tube...
  A sage sends the party to gather pitcher plant seeds...
  The party must chase a thief through a bog filled with pitcher plants...
  Most  treasure  consumed  by  the  pitcher  plant  will
  eventually be dissolved in its acid cavity, though metals
  and gems dissolve more slowly than organic compounds.
  It is not uncommon to find 6d10 gp, and a 1d4 10 gp
  gems (blue quartz, agate or malachite) at the bottom of
  the plant's acid pool.
     Limitless ©2017
  
  70
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Polluted Water Elemental
  "Polluted elementals can occur when the water used to summon the elemental is tainted or intentionally
  fouled. The usually dispassionate nature of such elementals is twisted and evil."
  Creature(s)
  Polluted Water Elemental
  Large Elemental, Neutral Evil
  Armor Class: 14 (natural armor)
  Hit Points: 114 (12d10+48)
  Speed 30 ft., swim 90 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  19 (+4)
  4 (-3)
  10 (+0)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Damage  Resistances  acid;  bludgeoning,  piercing,  and
  slashing  from  nonmagical  attacks
  Damage Immunities poison
  Condition  Immunities  exhaustion,  grappled,  paralyzed,
  petrified,  poisoned,  prone,  restrained,  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  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.
  Noxious Steam If the elemental takes fire damage, it gives of
  a noxious steam; all creatures within 10 feet must succeed
  on a DC 15 Constitution check for become poisoned.
  Actions
  Multiattack The elemental makes two slam attacks.
  Slam  Melee  Weapon  Attack  +7  to  hit,  reach  5  ft.,  (one
  creature) Hit: 13 (2d8 + 4) bludgeoning damage and 3 (1d6)
  poison damage.
  Toxic  Embrace  (Recharge  4-6)  Each  creature  in  the
  elemental's space must make a DC 15 Str. save. On a failure,
  a target takes 13 (2d8 + 4) bludgeoning damage and 3 (1d6)
  poison 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.  On  a  success,  the  target  is  pushed  out  of  the
  elemental's  space.  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 takes 13 (2d8 + 4) bludgeoning damage and 3
  (1d6)  poison  damage.  A  creature  within  5  feet  of  the
  elemental can pull a creature or object out of it by taking an
  action to make a DC 14 Str. check.
   
  Lore: Arcana
  DC 15 - Polluted water elementals have been tainted by
  alchemical or magical runoff. Elemental traits revealed.
  DC 20 - Polluted water elementals have a toxic embrace,
  and give off harmful fumes when subjected to fire.
  Polluted elementals continue to appear until the source
  of the corruption is cleaned...
  The party learns of a ritual that can be used to cleanse
  the elementals without harming them...
  An ambassador from the outer planes says that slain
  polluted  elementals  are  returning  to  his  plane  and
  polluting...
  Corrupted water elementals carry no treasure, though
  they could leave behind a dark stain in the shape of a
  rune or sigil.
     Limitless ©2017
  
  71
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Praesida (Celestial)
  "When that undead legion threatened the village, they had not anticipated its guardian angel."
  Creature(s)
  Praesida
  Medium Celestial, Lawful Good
  Armor Class: 16 (natural armor)
  Hit Points: 126 (14d8+56)
  Speed 30 ft., fly 90 ft.
  Challenge 6 (2,300 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  16 (+3)
  18 (+4)
  18 (+4)
  License: c.2016 Limitless-Adventures
  Saving Throws Wis +7, Cha +7
  Skills Insight +7, Perception +7
  Damage  Resistances  radiant;  bludgeoning,  piercing,  and
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 19
  Languages all, telepathy 120 ft.
  3/day  each  cure  wounds,  lesser  resoration,  invisibility,
  purify food and drink, create water
  Angelic Weapons The Praesida's weapon attacks are magical.
  When the praesida hits with any weapon, the weapon deals
  an extra 2d8 radiant damage (included)
  Innate  Spellcasting  The  praesida's  spellcasting  ability  is
  Charisma (spell save DC 15). The praesida can innately cast
  the following spells, requiring only verbal components:
  At will detect evil and good
  1/day each dream, dispel magic, hallow
  Magic  Resistance  The  praesida  has  advantage  on  saving
  throws against spells and other magical effects.
  Actions
  Multiattack The praesida makes two melee attacks or two
  missile attacks.
  Longbow Ranged Weapon Attack +6 to hit, range 150/600
  ft., (one target) Hit: 8 (1d8+3) piercing damage, plus 9 (2d8)
  radiant damage.
  Mace  Melee  Weapon  Attack  +6  to  hit,  reach  5  ft.,  (one
  creature) Hit: 8 (1d8 + 3) bludgeoning damage, plus 9 (2d8)
  radiant damage.
   
  Lore: Religon
  DC 15 - The Praesida is a lesser angel who defends a city
  or settlement that has a history of lawfulness. They are
  resistant to nonmagical attacks.
  DC 20 - Praesida have the capability to hallow a region
  within their settlement to bolster its defense from evil.
  While traveling, one of these angels appears, foretelling disaster to the players' hometown if they do not come with her at
  once...
  A warlord hires unscrupulous rouges to deal with a Praesida ahead of his invasion...
  Players come across a Praesida defending the city's water supply from being poisoned by fiends...
  A Praesida typical has d4 healing potions that they distribute to others in need.
     Limitless ©2017
  
  72
  Limitless Monsters
  Primordial - Air
  "What did the air elemental say to the portcullis? I'm just passing through."
  Creature(s)
  Primordial Air Elemental
  Gargantuan Elemental, Neutral
  Armor Class: 19
  Hit Points: 290 (20d20+80)
  Speed 0 ft., fly 90 ft. (hover)
  Challenge 18 (20,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  26 (+8)
  19 (+4)
  11 (+0)
  13 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, Primordial
  Storm of Vengeance (Once per day) 
    The primordial air elemental can create an effect similar to the spell, storm of
  vengeance without material components. The DC for this effect is 19 and the caster level is 18.
  Air 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 slam attacks.
  Slam Melee Weapon Attack +8 to hit, reach 5 ft., (one creature) Hit: 33 (4d12 + 7) bludgeoning damage.
  Whirlwind (Recharge 4-6) Each creature in the elemental's space must make a DC 19 Strength saving throw. On a
  failure, a target takes 39 (5d12 + 2) bludgeoning damage and is flung up 30 feet away from the elemental in a random
  direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6)
  bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must
  succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is
  successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
  Lore: Arcana
  DC 15 - Primordial air elementals are massive, powerful versions of better-known cousins. They are native to the Elemental
  Plane of Air. This roll reveals elemental traits.
  DC 20 - The primordial air elemental can create a powerful storm of elemental power.
  Treasure
  Primordial air elementals care little for treasure.
  Further Adventure
  tm
  A temple atop a mountain is caught in the eye of a perpetual cyclone that is actually a bond primordial elemental...
  The party is sent to bring back air from a primordial air elemental to sound a magical horn said to raise the dead...
  The party must convince a primordial air elemental to power an airship and carry them over an impassable mountain
  range...
     Limitless ©2017
  
  73
  Treasure (Harvest)
   
  Primordial Harvest
  Complexity: 6 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Atheletics, Nature, Perception
  Time Required: 1 week
  Success: Retrieve 7,000 gp in rare ore and gems
  Failure(s):
  1: Next check is made with disadvantage. -1,000 gp
  2: Add one week to the mining time and -1,000 gp
  3: Mining ends, -1,000 gp
  Further Adventure
  tm
  The old hill near the village awakens and reveals itself to be a primordial earth elemental...
  A dwarven mining guild hires the party to bring back ore samples from a primordial earth elemental...
  A legendary sword is embedded in the shoulder of a primordial earth elemental...
  Primordials  care  nothing  for  treasure,  but  earth
  primordials can have precious gems and/or ore within
  them that a skillful character could extract (See below).
  Limitless Monsters
  Skill Challenge
  Primordial - Earth
  "The primordials have little patience for humanoids and resent being summoned... I mean they really
  resent it."
  Creature(s)
   
  Primordial Earth Elemental
  Gargantuan Elemental, Neutral
  Armor Class: 19 (natural armor)
  Hit Points: 350 (20d20+140)
  Speed 30 ft., burrow 30 ft.
  Challenge 18 (20,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
  24 (+7)
  10 (+0)
  14 (+2)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Saving Throws Str +14, Con +13
  Damage  Resistances  bludgeoning,  piercing,  and  slashing
  from nonmagical attacks
  Damage Immunities poison
  Damage Vulnerabilities Thunder
  Condition  Immunities  exhaustion,  paralyzed,  petrified,
  poisoned,  unconscious
  Senses  darkvision  60  ft.,  tremorsense  60  ft.,  passive
  Perception 10
  Languages Terran, Primordial
  Earth Glide The primordial can burrow through nonmagical,
  unworked earth and stone. While doing so, the elemental
  doesn't disturb the material it moves through.
  Siege Monster The primordial deals double damage to objects
  and structures.
  Actions
  Earthquake  (Recharge  5-6)  The  primordial  stomps  the
  ground and causes an effect similar to the earthquake spell
  (though nonmagical in nature).
  Multiattack The primordial makes two slam attacks.
  Slam Melee Weapon Attack +14 to hit, reach 5 ft., (one
  creature) Hit: 34 (4d12 + 8) bludgeoning damage. On a
  successful hit, the target must succeed at a DC 19 Strength
  saving throw or be knocked back 15 feet.
   
  Lore: Arcana
  DC 15 - Primordials are massive, ancient elementals of
  great power. This roll reveals the elemental traits.
  DC 20 - Primordial earth elementals can swim through
  natural  rock  like  a  fish  in  water,  and  can  cause
  earthquakes when they stomp their feet.
     Limitless ©2017
  
  74
  Limitless Monsters
  Primordial - Fire
  "A living, though probably not breathing, example of nature's most destructive force."
  Creature(s)
  Primordial Fire Elemental
  Gargantuan Elemental, Neutral
  Armor Class: 19 (natural armor)
  Hit Points: 298 (20d20+88)
  Speed 50 ft.
  Challenge 18 (20,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  24 (+7)
  18 (+4)
  11 (+0)
  10 (+0)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +13, Con +10
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan, Primordial
  Incendiary Cloud (Recharge 5 - 6) The primordial fire elemental can create an effect similar to an incendiary cloud. This
  effect is equivalent to a spell performed by an 18th level caster, but requires no material components. The save DC for
  the effect is 19.
  Fire Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that
  touches the elemental or hits it with a melee attack while within 10 feet of it takes 27 (5d10) fire damage. In addition,
  the elemental 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 27 (5d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature
  takes 27 (5d10) fire damage at the start of each of its turns.
  Illumination The elemental sheds bright light in a 60 foot radius and dim light in an additional 60 feet.
  Water Susceptibility For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1
  cold damage.
  Actions
  Multiattack The elemental makes two touch attacks.
  Touch Melee Weapon Attack +13 to hit, reach 10 ft., (one target) Hit: 39 (5d12 + 7) fire damage. If the target is a
  creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 27 (5d10)
  fire damage at the start of each of its turns.
  Lore: Arcana
  DC 15 - A primordial fire elemental is a powerful being native to the Plane of Fire. This roll reveals the elemental traits.
  DC 20 - A primordial fire elemental is more intelligent than its small cousins and can summon a destructive firestorm.
  Treasure
  Primordial fire elementals carry no treasure.
  Further Adventure
  tm
  A forest fire devouring a nearby wood is actually a primordial fire elemental...
  A dwarven lord sends the party to the Elemental Plane of Fire to carry flames from a primordial fire elemental so a sacred
  forge can be relit...
  A wizard gates in a primordial fire elemental to power a nefarious magical device...
     Limitless ©2017
  
  75
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Primordial - Water
  "The tidal wave stopped short of the village and began to speak in a booming, unintelligible voice."
  Primordial Water Elemental
  Gargantuan Elemental, Neutral
  Armor  Class:  19  (natural
  armor)
  Hit Points: 114 (20d20+48)
  Speed 40 ft., swim 90 ft.
  Challenge 18 (20,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  18 (+4)
  25 (+7)
  11 (+0)
  13 (+1)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Damage  Resistances  acid;  bludgeoning,  piercing,  and
  slashing  from  nonmagical  attacks
  Damage Immunities poison
  Condition  Immunities  exhaustion,  grappled,  paralyzed,
  petrified,  poisoned,  prone,  restrained,  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, Primordial
  Sea's Call (Recharge 5-6) The primordial water elemental can
  create  an  effect  like  dominate  monster  without  material
  components. The DC of this effect is 19 and the caster level
  is 18.
  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.
  Freeze  If  the  elemental  takes  at  least  10  points  of  cold
  damage, it partially freezes; its speed is reduced by 20 feet
  until the end of its next turn.
  Actions
  Multiattack The elemental makes two slam attacks.
  Slam Melee Weapon Attack +7 to hit, reach 10 ft., (one
  creature) Hit: 33 (4d12 + 7) bludgeoning damage.
  Whelm (Recharge 4-6) Each creature in the elemental's space
  must make a DC 19 Strength saving throw. On a failure, a
  target takes 33 (4d12 + 7) bludgeoning damage. If it is Large
  or smaller, it is also grappled (escape DC 19). Until this
  grapple ends, the target is restrained and unable to breathe
  unless it can breathe water. If the saving throw is successful,
  the  target  is  pushed  out  of  the  elemental's  space.  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 takes 33
  (4d12 + 7) bludgeoning damage. A creature within 5 feet of
  the elemental can pull a creature or object out of it by taking
  an action to make a DC 14 Strength and succeeding.
  Creature(s)
  Lore: Arcana
  DC 15 - Primordial water elementals are powerful planar
  creatures native to the Elemental Plane of Water. This
  roll reveals elemental traits.
  DC  20  -  The  primordial  can  dominate  weaked-willed
  creatures.
  The party seeks an item believed to be at the bottom of a
  remote pond; the pond is, in fact, a primordial...
  Several children have disappeared from the shore of a
  local lake where a primordial is thought to live...
  The party is sent to procure water from a primordial
  water  elemental  to  water  a  rare  flower  with  healing
  properties...
  Primordial water elementals carry no treasure.
     Limitless ©2017
  
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  Limitless Monsters
  Puffball
  "In dark subterranean areas, as well as dark forests, it's common for gentler societies to cultivate a
  particular species of puffball to keep in their common areas. The puffball's defensive properties help
  these people understand and connect to each other on an emotional level and even provide a modicum
  of defense from invaders. They seemed a little... odd, in my opinion. But otherwise nice folks."
  Creature(s)
  Puffball
  Medium Plant, Unaligned
  Armor Class: 5
  Hit Points: 13 (3d4)
  Speed 0 ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  1 (-5)
  10 (+0)
  1 (-5)
  3 (-4)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  Languages -
  Empathic Rapport When bright light or a creature is within 20 ft of the puffball, it emits a cloud of spores filling the 20
  ft. radius circle that induce a telepathic bond between all creatures with an intelligence of 2 or more in the area. On a
  successful DC 13 Charisma save, the creature acknowledges the emotions and pain of others within 20 ft., but does not
  experience them. On a failed save, any creature dealing damage to another will take 4 (1d6+1) psychic damage as they
  feel the pain they inflict. This effect can go around corners and through small cracks and lasts 1 hour even after leaving
  the area around the puffball. Damage done to the puffball also produces the pain effect.
  False Appearance While the puffball remains motionless, it is indistinguishable from an ordinary fungus.
  Lore: Nature
  DC 11 - Puffballs induce an empathic rapport in people around them when they are triggered.
  DC 12 - The effect lasts for an hour, even if you leave the area.
  Treasure (Harvest)
  The puffball carries no treasure.
  There are some who might use the spores as a drug. If you can stand the pain, 1d4 doses of spores can be collected from
  the puffballs with a DC 12 Survival check. These spores can be sold for 25 gp to alchemists, wizards, and herbalists to
  create the drug which, when ingested, causes feelings of euphoria and a pleasurable emotional rapport similar to the spore
  cloud between people who have taken the drug.
  Further Adventure
  tm
  Evil magic has corrupted these puffballs, causing the spores to do 1 point of psychic damage every round you AREN'T
  hurting someone for the next 1d10 rounds...
  You stumble upon someone's puffball farm, and they don't take kindly to trespassers...
  Regular users of the drug are succumbing to a rotting sickness, and a local madame (or gang boss) wants you to
  investigate the producers and sources of the drug...
     Limitless ©2017
  
  77
  Limitless Monsters
  Radiant
  "In the temple, the holy relics were guarded by shining forms. My eyes had a hard time adjusting to
  their dazzling shape, which appeared like sunlight through the glass of a frosted humanoid-shaped
  window."
  Creature(s)
  Radiant
  Medium Celestial, Lawful Good
  Armor Class: 12
  Hit Points: 16 (3d8+3)
  Speed 40 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  10 (+0)
  13 (+1)
  6 (-2)
  14 (+2)
  8 (-1)
  License: c.2016 Limitless-Adventures
  Skills Perception +4 (+6 in daylight)
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  Damage Immunities radiant, poison
  Damage Vulnerabilities necrotic
  Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses passive Perception 14
  Languages celestial
  Amorphous The radiant can move through a space as narrow as 1 inch wide without squeezing.
  Radiance The radiant continually shines with celestial light, as per the light cantrip, shedding bright light in a 20-foot
  radius and dim light for an additional 20 feet.
  Drained by Shadow After taking necrotic damage, the radiant must make a DC 12 Constitution save or have
  disadvantage on attack rolls, ability checks, and saving throws until its next turn.
  Actions
  Dazzling Smite Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 10 (2d6 + 3) radiant damage, and the
  target must make a DC 12 Constitution save or be blinded for 1 minute. At the end of each of its turns, the target
  creature may make a new save.
  Lore: Religion
  DC 10 - Radiants are typically summoned as guards in temples, or as judges/executioners sent by the gods.
  DC 15 - Radiants are weakened by necrotic damage, and have a blinding Dazzling Smite that can blind opponents.
  Treasure
  A radiant typically would have no treasure of its own but may have been left to guard a magic item or holy relic. Items
  under the care of a radiant would usually be comprised of 100-200 gp (d100+100) of artistic objects, altar trappings, and
  religious art.
  Further Adventure
  tm
  In  geographic  areas  nearby,  people  might  immediately  recognize  the  treasure  items,  and  will  report  the  theft  to
  authorities...
  Radiants begin showing up and (falsely) judging/executing villagers for an egregious sin of desecrating the local temple...
  Radiants begin following/guarding a small mute child from a rural village, who is beginning to build quite a large number
  of zealous followers...
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Sargasso
  "Adrift in a lull that lasted more than a week, we lost four of the crew as they attempted to repair a hole
  in the hull, just above the waterline. The Sargasso floating just beneath the surface looked like kelp and
  debris, just waiting for another meal to come down to attempt repairs."
  Creature(s)
  Sargasso
  Large Monstrosity, Unaligned
  Armor  Class:  20  (natural
  armor)
  Hit Points: 93 (11d10+33)
  Speed 10ft (anchored) swim
  20ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  15 (+2)
  7 (-2)
  16 (+3)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +6, Stealth +6
  Senses darkvision 60 ft., passive Perception 16
  Languages -
  False Appearance While the sargasso remains motionless, it
  is indistinguishable from a normal mass of seaweed, such as
  kelp.  The  floating  stipes  come  from  a  central  mass  of
  seaweed, typically anchored to a submerged wall, pier, or sea
  floor.
  Tangling  Stipes  The  sargasso  can  have  up  to  six  stipes
  (tendrils) at a time. Each stipe can be attacked (AC 20; 10 hit
  points; immunity to poison and psychic damage). Destroying
  a stipe deals no damage to the sargasso, which can extrude a
  replacement stipe on its next turn. A stipe can also be
  broken if a creature takes an action and succeeds on a DC
  15 Strength check against it.
  Waterbound The sargasso can breathe and move freely in
  water, but is unable to move or breathe out of the water. It
  may attack creatures on the surface of the water with its
  stipes, extending them up to 15 ft. out of the water.
  Actions
  Multiattack  The  sargasso  makes  four  attacks  with  its
  tendrils, uses Ensnare, and makes one attack with its bite.
  Poisonous Bite Melee Weapon Attack +7 to hit, reach 5 ft.,
  (one creature) Hit: 16 (4d8) piercing damage, and 2 (1d4)
  poison damage.
  Stipe Melee Weapon Attack +7 to hit, reach 50 ft., (one
  creature) Hit: The target is grappled (escape DC 15). Until the
  grapple ends, the target is restrained and has disadvantage
  on Strength checks and Strength saving throws, and the
  sargasso can't use the same tendril on another target.
  Ensnare The sargasso pulls each creature grappled by it up
  to 20 feet straight toward its mouth.
   
  Lore: Nature
  DC 15 - Sargasso normally hunt in waters far from land,
  but sometimes get washed closer to shore. They have six
  tangling stipes (reveal the tangling stipe power)
  DC 20 - Sargasso are known to survive in fresh water.
  Rogues in a nearby port use a sargasso living in a
  shipwreck as a dumping ground for problems (like the
  party)...
  After  a  huge  storm,  the  bay  has  become  absolutely
  chocked  with  sargasso,  hundreds  of  them,  attacking
  anyone  approaching  the  shore,  or  walking  on  the
  docks...
  Somehow, in a cool freshwater pool, a sargasso has
  taken root - attacking the party when they stop to rest...
  In deep water, any treasure captured by the sargasso is
  scattered  on  the  ocean  floor.  Near  shipwrecks
  (particularly if it makes it's home inside the ship), there
  is likely to be 100 pp, 100gp, and 200 gp in assorted
  small gemstones (ex: A 100gp pearl and a 100 gp Jade or
  Amber). Additionally, 500 sp and 1000 cp are likely
  corroded and are difficult to find (DC 16 Perception
  check to locate evidence that there may be more; DC 18
  Investigation, 5 minutes of searching to gather). There is
  a 5% chance of some magical weapons or armor, +1 if
  any. Nonmagical clothes are likely to be destroyed.
     Limitless ©2017
  
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  Limitless Monsters
  Scion
  "A scion is to a halfling, as a tiefling is to a human. While primarily fey in ancestry, they are touched by
  a diabolical or demonic ancestor. This gives them a small, impish appearance, and, combined with their
  halfling joy of life, they develop an appetite for mischief and practical jokes."
  Creature(s)
  Scion
  Small Humanoid (scion/tiefling), Any Alignment
  Armor Class: 15 (studded leather armor)
  Hit Points: 38 (7d6+7)
  Speed 25 ft.
  Challenge 4 (1,100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  17 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  13 (+1)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Int +4
  Skills Acrobatics +3, Deception +3, Sleight of Hand +5, Stealth +5
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Common, Infernal, Thieves' cant
  Scion Nimbleness A scion can move through the space of any creature that is of a size larger.
  Brave The scion has advantage on saving throws against being frightened.
  Mocking Delight When a creature, who can hear and understand the scion, rolls a 20 on the d20 for an attack roll,
  ability check, or saving throw, the scion can, as a reaction, mock them verbally and force them to reroll the die. The
  target creature must use the new roll.
  Actions
  Multiattack The scion makes two dagger attacks.
  Scion's Poison Dagger Melee or Ranged Weapon Attack +5 to hit, 5ft (reach one target) or 20/60 ft. (range one target)
  Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison
  damage on a failed save, or half as much damage on a successful one
  The scion appears to be a halfling, similarly affected by their ancestry as a tiefling - with impish traits. This adds a more
  mischievous bent to their nature. Physically, a scion may have horns and a tail, and even vestigial wings. Traits and
  coloration vary wildly depending on ancestry, similar to tieflings.
  Lore: Arcana
  DC 10 - A scion is like a tiefling, but imp-like with a lot of halfling qualities. They can exude a poison from their skin (or
  tails if they have them) with which they can coat their blades over the course of a few minutes.
  DC 15 - They're mocking, and can ruin even the most critical blow with a few choice words.
  Treasure
  Scions keep their "stingers", up to 6 daggers, on their person at all times. Scions have a great love for gemstones and may
  have decorated their daggers with a total of 50 gp worth of small gemstone fragments to create a kind of colorful mosaic in
  the handle. There's a 5% chance that one of the daggers has an amethyst in the hilt worth 100 gp. Scions may also carry 2
  gp and 15 sp.
  Scion poison is an intimate thing, not readily shared with others, and not normally harvestable.
  Further Adventure
  tm
  Scions are used as messengers, carrying contracts to and from human agents of demonic forces...
  A scion dagger is found in the back of a scribe in a nearby temple, a page torn from the book he was copying...
  A scion tries to hire the party to bust up a small local gang, so he can enhance his own operation...
     Limitless ©2017
  
  80
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Sea Serpent
  "Sea serpents may not be large enough to sink a sailing ship, but they can play havoc on deck - easily
  destroying a crew in minutes, or easily crushing a rowboat. Underwater, they are even more deadly."
  Creature(s)
  Sea Serpent
  Large Dragon, Lawful Evil
  Armor Class: 18 (natural armor)
  Hit Points: 136 (16d10+48)
  Speed 40 ft., swim 40 ft.
  Challenge 8 (3,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  17 (+3)
  16 (+3)
  13 (+1)
  15 (+2)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses  blindsight  30  ft.,  darkvision  120  ft.,  passive
  Perception 17
  Languages Common, Draconic
  Sinuous body The sea serpent's body is very long and thin,
  and it can use the central portion of its body to encircle and
  constrict a large or smaller target, while still being free to bite
  and attack with its tail. By expending its movement, the
  serpent can also choose to extend it's body into a 40' line (of
  any shape), or coil up into a 10' cube. Attacks can only be
  made within reach of an appropriate part of the body.
  Amphibious The sea serpent can breathe air and water.
  Actions
  Multiattack The sea serpent makes three attacks: one with
  its bite, one with its body to Constrict, and one with its tail
  slam.
  Constrict Melee Weapon Attack +7 to hit, reach 10 ft (one
  creature) Hit: 13 (2d8+4) bludgeoning damage, and the target
  is grappled (escape DC 16). Until this grapple ends, the
  creature is restrained, and the sea serpent can't constrict
  another target. Once constricted, each round the sea serpent
  may continue to try to crush the restricted creature for an
  additional 8 (1d8+4) bludgeoning damage.
  Bite Melee Weapon Attack +7 to hit, reach 10 ft. (one target)
  Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison
  damage.
  Tail slam Melee Weapon Attack +7 to hit, reach 10 ft. (one
  target not grappled by the sea monster) Hit: 11 (2d6 + 4)
  slashing damage.
  Water jet (Recharge 5-6) The sea serpent exhales a powerful
  jet of steam and water in a 40 ft line. Each creature in the
  line must make a DC 14 Dexterity saving throw, taking 35
  (10d6) fire damage on a failed save, or half as much damage
  on a successful one.
   
  Lore: Nature
  DC 15 - Sea serpents usually live far out at sea, nesting
  in  remote  lagoons.  They  can  extend  their  body  and
  grapple multiple sailors.
  DC 20 - When threatened by powerful foes, sea serpents
  are known to use a water jet of steam to burn their
  enemies in a line.
  Every day at dawn, a serpent attacks the ship; after a
  few days, the crew notices it's the same serpent scarred
  and restored each day...
  An ocean druid, riding a serpent, says further travel is
  forbidden  and  commands  the  ship  to  turn  about  or
  suffer the consequences...
  Something large is moving in the sewers that empty into
  the bay, and you've been asked to find out what it is...
  The serpent typically has no treasure. Its hide, with
  several  hours  of  labor,  has  a  roughness  similar  to
  sharkskin - but is very tough and can be used to make
  waterproof liners for boats, weatherproof rain slickers,
  roofs, etc. A DC 16 Survival check is necessary to create
  the curable hide for crafting (clothing, gloves, boots, hide
  armor, etc). Hide armor from sea serpents is superior,
  providing AC 14 + Dex modifier (max 2). 1d6 complete
  sets of armor can be harvested from one serpent, each
  "set" requiring a separate Survival check. For each failed
  attempt at harvesting, 1 "set" is ruined and unusable for
  any purpose. For a fail of 10 or more (ex: 6), 1d4 "sets"
  are ruined. Each set of hide armor is worth 200 gp,
  mainly due to its unique nature.
     Limitless ©2017
  
  81
  Limitless Monsters
  Sewerfolk
  "I encountered a group of sewer folk huddled and shivering below the capital. They were all nearly
  starved and diseased. I did what I could for them, but couldn't risk becoming infected myself."
  Creature(s)
  Sewerfolk
  Medium Humanoid (any race), Any Alignment
  Armor Class: 10
  Hit Points: 2 (1d8)
  Speed 30 ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  8 (-1)
  6 (-2)
  8 (-1)
  10 (+0)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Skills +1 Stealth,
  Senses passive Perception 10
  Languages any one language (usually Common)
  Plague Ridden The sewerfolk are infected with sewer plague and have 1d3 levels of exhaustion when encountered.
  Lore: Investigate
  DC 15 - Sewerfolk are destitute citizens that have taken to the sewers for protection and a place to live.
  Treasure
  Sewer folk are the poorest citizens in an urban setting and carry little more than rags.
  Further Adventure
  tm
  The town guards are secretly exterminating the sewerfolk at the request of a city official...
  The sewerfolk have scraped together 3 cp and try to hire the party to hunt down a massive rat that has been hunting
  them...
  The man calling himself the king of the sewerfolk is rumored to be a thief hiding from the local guild...
  Sewer Plague
  Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant
  swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
  When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or
  offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
  It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and
  cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points
  from spending Hit Dice and no hit points from finishing a long rest.
  At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the
  character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If
  a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the
  disease.
     Limitless ©2017
  
  82
  License: c.2016 Limitless-Adventures
  Skills Perception +5
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  Senses passive Perception 15
  Sunlight Weakness While in sunlight, the shadow rook has disadvantage on attack rolls, ability checks, and saving
  throws.
  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 raven. The swarm can't regain hit points or gain temporary hit points.
  Actions
  Beaks Melee Weapon Attack +4 to hit, reach 5 ft., (one target in the swarm's space) Hit: 7 (2d6) necrotic damage, or 3
  (1d6) necrotic damage if the swarm has half of its hit points or fewer.
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Shadow Rook
  "An inky black shadow in the rough shape of a large raven or crow. Sages argue over whether these
  creatures are truly undead or a new type of creature made of pure shadow."
  Creature(s)
  Shadow Rook
  Tiny Undead, Unaligned
  Armor Class: 12
  Hit Points: 5 (2d4)
  Speed 10 ft., fly 50 ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  14 (+2)
  9 (-1)
  2 (-4)
  13 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +3
  Damage Immunities poison
  Damage Vulnerabilities radiant
  Condition Immunities charmed, exhaustion, grappled, poisoned, restrained,
  Senses passive Perception 13
  Languages -
  Sunlight Weakness While in sunlight, the shadow rook has disadvantage on attack rolls, ability checks, and saving
  throws.
  Actions
  Beak Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 1 necrotic damage.
  Lore: Religion
  DC 15 - The shadow rook is an incorporeal mockery of a real raven summoned to the prime material plane by an arcanist.
  DC 20 - Shadow rooks take additional damage from radiant sources, and deal necrotic damage with their attacks.
  Swarm of Shadow Rooks
  Medium Undead (Swarm), Unaligned
  Armor Class: 12
  Hit Points: 24 (7d4)
  Speed 10 ft., fly 50 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2)
  9 (-1)
  3 (-4)
  13 (+1)
  7 (-2)
  Apprentice mage has summoned a shadow rook and it has not returned to the planes after the spell ended...
  A tree near an abandoned cottage is filled with shadow rooks, but only the new moon...
  A shadow rook follows the players and scratches a sigil into a wooden surface before flying off...
  Shadow rooks are incapable of carrying treasure due to their incorporeal nature.
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Shipwreck Golem
  "A nightmare of mangled wood, sails and chains lumbered out of the sea towards us."
  Creature(s)
  Shipwreck Golem
  Gargantuan Construct, Unaligned
  Armor Class: 20 (natural armor)
  Hit Points: 363 (22d20+132)
  Speed 30 ft.
  Challenge 21 (33,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  8 (-1)
  22 (+6)
  4 (-3)
  11 (+0)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Damage Resistances fire
  Damage Immunities poison, psychic; 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 understands the languages of its creator but can't
  speak
  Siege Monster The shipwreck golem deals double damage to
  objects and structures.
  Immutable Form The golem is immune to any spell or effect
  that would alter its form.
  Magic Resistance The golem has advantage on saving throws
  against spells and other magical effects.
  Magic Weapons The golem's weapon attacks are magical.
  Actions
  Multiattack The golem makes three melee attacks.
  Slam Melee Weapon Attack +13 to hit, reach 10 ft., (one
  creature) Hit: 28 (3d12 + 9) bludgeoning damage.
  Anchor and Chain Melee Weapon Attack +13 to hit, reach 20
  ft., (one creature) Hit: 35 (4d12 + 9 ) bludgeoning damage.
  On a hit the target must make a DC 20 Strength saving
  throw or be knocked prone.
  Shower of Splinters (Recharge 6) The golem exhales debris
  and splinters in a 15-foot cone. Each creature in that area
  must make a DC 20 Dexterity saving throw, taking 67 (15d8)
  piercing damage on a failed save, or half as much damage on
  a successful one.
   
  Lore: Arcana
  DC 15 - A shipwreck golem is created by a powerful
  spellcaster or god from the remains of a sunken ship.
  This roll reveals the construct traits.
  DC 20 - The shipwreck golem, like all golems, is very
  resistant to magic, and its waterlogged timbers make it
  resistance to fire. The golem can spray its foes with a
  shower of splinters and wreckage.
  A shipwreck golem has been attacking seaside villages after an age-old ritual of giving gifts to the seas was abandoned...
  A ship that was lost at sea years ago while carrying a priceless platinum scepter has been spotted as a shipwreck golem...
  The presence of a shipwreck golem teeming with skeletal pirates has appeared in the bay of a busy seaport and won't allow
  ships to enter or leave...
  If defeated, a shipwreck golem collapses into a pile of
  debris  and  is  indistinguishable  from  a  normal
  shipwreck. If the wreckage is searched, a battered chest
  can be recovered containing 1,200 gp, 3 coral (500 gp
  each), a silver drinking stein in the shape of a kraken
  (750 gp), and a trident of fish command.
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Skeletal Guardian
  "The skeleton is arrayed in scraps of its former life: pieces of rusty armor, a moth-eaten tabard, and a
  crooked helmet. Dust falls from its bony shoulders as it tightens its grip on worn and notched
  weapons."
  Creature(s)
  Skeletal Guardian
  Medium Undead, Unaligned
  Armor Class: 13
  Hit Points: 39 (6d8+12)
  Speed 30 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  14 (+2)
  6 (-2)
  10 (+0)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Damage Immunities poison
  Damage Vulnerabilities bludgeoning
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life but can't
  speak
  Turn Resistance The Skeletal Guardian has advantage on
  saving throws against effects that turn undead.
  Actions
  Greatsword Melee Weapon Attack +4 to hit, reach 5 ft., (one
  creature) Hit: 9 (2d6 + 2) slashing damage.
  Javelin Ranged Weapon Attack +4 to hit, range 30/120 ft.,
  (one creature) Hit: 5 (1d6 + 2) piercing damage.
  Skeletal guardians are warriors animated after death to guard holy (or unholy) locations.
  Tactics
  Skeletal guardians were once mighty warriors, and still retain some of their cunning. They will flank whenever possible,
  and use ranged attacks until the enemy is within melee range.
  Lore: Religion
  DC 10 - Skeletal guardians are undead warriors that still possess some of their fighting prowess. They are more powerful
  than a typical skeleton.
  DC 15 - Skeletal guardians are not necessarily evil, some are former paladins that guard tombs and sacred sites.
  A priest hires the party to investigate a theft in the temple crypt but instructs them not to harm the skeletal guardians
  that watch over the dead...
  A band of skeletal guardians is searching the village for a relic stolen by the local thieves' guild...
  An earthquake uncovers a long forgotten temple thought by sages to hold a powerful artifact...
  Skeletal guardians often carry or wear some trinket from their former life. A typical treasure would include any one of
  the following: a silver wedding band (5 gp), a gold eagle brooch (5 gp), a silver bracelet with malachite chips (10 gp).
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Skeleton, Young Blue Dragon
  "Stripped of their majesty, but no less deadly, skeletal dragons frighten and sadden me in equal
  measure."
  Creature(s)
  Young Blue Dragon Skeleton
  Large Undead (dragon), Lawful Evil
  Armor Class: 16 (natural armor)
  Hit Points: 152 (16d10+64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  Challenge 8 (3,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  18 (+4)
  8 (-1)
  8 (-1)
  14 (+2)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex+3, Con +7, Wis +3, Cha +5
  Skills Perception +5, Stealth +3
  Damage Immunities lightning, poison
  Damage Vulnerabilities bludgeoning
  Condition Immunities exhaustion, poisoned
  Senses  blindsight  30  ft.,  darkvision  120  ft.,  passive
  Perception 9
  Languages Common, Draconic
  Actions
  Multiattack The dragon makes three attacks: one with its
  bite and two with its claws.
  Lightning  Breath  (Recharge  5-6)  The  dragon  exhales
  lightning in a 60-foot line that is 5 feet wide. Each creature
  in that line must make a DC 16 Dexterity saving throw,
  taking 55 (10d10) lightning damage on a failed save, or half
  as much damage on a successful one.
  Claw Melee Weapon Attack +8 to hit, reach 5ft. (one target)
  Hit: 12(2d6+5) slashing damage.
  Bite Melee Weapon Attack +8 to hit, reach 10ft. (one target)
  Hit:  16(2d10+5)  piercing  damage  plus  5(1d10)  lightning
  damage.
  Lore: Religion
  DC 10 - Skeletal dragons are made the animated remains
  of dead dragons. This roll reveals the undead traits.
  DC  15  -  Skeletal  dragons  retain  their  elemental
  immunities and their breath weapons.
  The dragon's mate or offspring track down the party
  claiming to know the location of the older dragon's hoard
  and willing to share...
  The  dragon's  soul  haunts  the  party  affecting  rolls
  (granting disadvantage three times a day)...
  Insect swarms (scarab beetles for blue dragons) could
  issue from the broken bones to swarm the party...
  It is likely that whomever or whatever animated the
  dragon stole its hoard; however, some gems and coins
  could still be stuck to the dragon's hide. An example of
  such  a  treasure  hoard  would  be  -  a  platinum  coin
  bearing the likeness of noble dragon god (1 pp), 3 sp, 7
  gp, 3 blue quartz (10 gp each), and a bloodstone (50 gp).
     Limitless ©2017
  
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  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Storm Elemental
  "It was once believed that storm elementals were the offspring of a tempest god and an air elemental."
  Creature(s)
  Storm Elemental
  Huge Elemental, Neutral
  Armor Class: 15
  Hit Points: 122 (15d12+24)
  Speed 0 ft., fly 90 ft. (hover)
  Challenge 6 (2,300 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  20 (+5)
  14 (+2)
  6 (-2)
  10 (+0)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Damage Resistances acid, lightning, thunder, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition  Immunities  exhaustion,  grappled,  paralyzed,
  petrified,  poisoned,  prone,  restrained,  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran
  Air 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 slam attacks.
  Slam Melee Weapon Attack +8 to hit, reach 10 ft., (one
  creature)  Hit:  21  (2d8  +  5)  bludgeoning  damage  +  2d6
  lightning damage.
  Maelstrom  (Recharge  4-6)  Each  creature  in  the  storm
  elemental's  space  must  make  a  DC  15  Strength  saving
  throw. On a failure, a target takes 23 (3d8 + 3) bludgeoning
  damage + (2d6 lightning damage) and is flung up 20 feet
  away from the elemental in a random direction and knocked
  prone. If a thrown target strikes an object, such as a wall or
  floor, the target takes 3 (1d6) bludgeoning damage for every
  10 feet it was thrown. If the target is thrown at another
  creature, that creature must succeed on a DC 15 Dexterity
  saving throw or take the same damage and be knocked
  prone. If the saving throw is successful, the target takes half
  the bludgeoning damage and isn't flung away or knocked
  prone.
   
  Lore: Arcana
  DC 15 - Storm elementals are born on paraelemental
  places  where  the  elemental  planes  overlap.  This  roll
  reveals elemental traits.
  DC 20 - Storm elementals are indistinguishable from
  natural  storms  and  can  sink  ships  caught  in  their
  maelstrom.
  The party is sent to find the Uncle Wendle, a merchant vessel that failed to arrive at its destination port...
  Storm elementals are pouring through a rift caused by a strange altar that summons lightning bolts to slay the victims
  chained to it...
  A merfolk druid tells the party that she can calm a savage storm elemental causing havoc in the bay if they can just get
  her into the eye of the beast...
  Storm elementals are incapable of carrying treasure, but
  can sometimes be found near sunken ships and the sun-
  bleached skeletons of sailors.
     Limitless ©2017
  
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  Limitless Monsters
  The Laughing
  "That dreadful laughter from the tall grass still haunts my dreams. The laughing beasts would swoop in
  and out, biting and dashing away again. At first, I believed them to be hyenas, but there was dark magic
  in their eyes. Even our most stalwart warrior had a hard time keeping his wits."
  Creature(s)
  The Laughing
  Medium Fey, Lawful Evil
  Armor Class: 11
  Hit Points: 5 (1d8+1)
  Speed 50 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  12 (+1)
  7 (-2)
  License: c.2016 Limitless-Adventures
  Skills Perception +3, Stealth +2
  Senses passive Perception 13
  Languages -
  Keen Hearing and Smell The laughing has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics The laughing has advantage on an attack roll against a creature if at least one of the laughting's allies is
  within 5 feet of the creature and the ally isn't incapacitated.
  Actions
  Unnerving Laughter 
    Once per long rest, if obscured from view, the laughing may use an action to attempt to confuse
  one creature with its unnerving laughter. The target must make a DC 12 Wisdom save, or have disadvantage on all
  attacks while affected by the laughter. Making a save at the end of the target's turn ends the effect.
  Misty Step (Recharge 5-6) The laughing dissolves into mist, along with any equipment it is wearing or carrying,
  reappearing up to 30 feet to an unoccupied space it can see. Before or after teleporting, the laughing can make one bite
  attack.
  Bite Melee Weapon Attack +2 to hit, reach 5 ft. (one target) Hit: 3 (1d6) piercing damage.
  The laughing are smoke-like opportunistic pack hunters of fey origin. Much like hyenas in size and shape, they yip and
  laugh to distract their prey.
  Lore: Nature
  DC 10 - The laughing are intelligent pack hunters from the Feywild, not mere wild beasts, and aim to
  confuse and unsettle their prey. Their unnerving laughter attack can only be used once in combat, by
  each laughing beast.
  DC 15 - Their Misty Step power allows them to take advantage of their pack tactics on confused targets.
  Tactics
  The laughing prefer to attack in multiples of 2, to take advantage of their pack tactics. In groups of four,
  any laughing with a misty step ability will step to gain advantage from another laughing. Additional
  laughter will also target the weaker targets (those with the lowest strength) while one or two keep the
  strong targets busy. If the party is at rest, the laughing will attempt to drag off the weakest target after
  stealthily approaching.
  Treasure (Harvest)
  The laughing will typically have a lair nearby where they drag their kills to consume them. For each laughing in a pack,
  found among the cracked bones, dung, and detritus (if the party takes the time to search) will be 50 cp, 12 sp, 5 gp. A
  successful DC 15 Survival check can harvest the thin hide of the laughing, and prepare it for sale or use as clothing. It is
  durable, light and thin, and has a unique pattern rare among furs. Each laughing fur is worth 10 gp and can be fashioned
  into a durable pair of boots or gloves, two or more are needed for shirts or pants.
  Further Adventure
  tm
  There are barbarian tribes with strange rituals to transform their warriors into the laughing to hunt their enemies...
  The laughing have been known to be kept as pets by evil fey creatures; they respect strength...
  The laughing are intelligent enough to play games, attacking villages with hit and run tactics, stealing livestock and
  children on random nights over the course of weeks...
     Limitless ©2017
  
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  Limitless Monsters
  Tor'gall (Troll Alpha)
  "Legends say these foul trolls are born from eating others of their kin."
  Creature(s)
  Tor'gall (Troll Alpha)
  Large Giant, Chaotic Evil
  Armor Class: 17 (natural armor)
  Hit Points: 179 (17d10+85)
  Speed 30 ft.
  Challenge 11 (7,200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5)
  9 (-1)
  10 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Perception +4
  Damage Immunities Necrotic
  Damage Vulnerabilities Radiant
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Sunlight Sensitivity While in sunlight, the Tor'gall has disadvantage on attack rolls, as well as on Wisdom (Perception)
  checks that rely on sight.
  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, fire or radiant 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.
  Actions
  Multiattack The troll makes three attacks: one with its bite and two with its claws.
  Bite Melee Weapon Attack +9 to hit, reach 5 ft., (one target) Hit: 12 (2d6 + 5) piercing damage.
  Claw Melee Weapon Attack +9 to hit, reach 5 ft., (one target) Hit: 26 (6d6 + 5) slashing damage.
  Tor'gall behave much like trolls, but are only seen in caves or at night..
  Lore: Nature
  DC 15 - These alpha trolls have the same weaknesses as regular trolls to fire and acid.
  DC 20 - The vile nature of these trolls also makes them weak to radiant energy and resistant to necrotic.
  Treasure
  Tor'gall take glee in stealing treasures from other trolls. Sample treasures in a troll's lair could be 1003 gold worth of
  various coins, 10 pieces of amber, (worth 1,000 gp) or on a rare occasion a +1 shield it uses as a centerpiece for a stack of
  human skulls.
  Further Adventure
  tm
  To stop a terrible rotting disease, a healer requires the intestines of a Tor'gall...
  Trolls have been fleeing from their usual swamps and pose a threat to a nearby village; rangers suspect a Tor'gall has
  developed and spooked the normal trolls...
  A wizard requests that a party of seasoned adventurers capture a Tor'gall alive as part of a strange mechanism he is
  constructing in his tower...
     Limitless ©2017
  
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  Limitless Monsters
  Vampire, Priest
  "The village of Westgate in the Ylera Valley was a mockery of real life and their temple was run by a foul
  priest that had not drawn breath in a hundred years."
  Creature(s)
  Vampire Priest
  Medium Undead (shapechanger), Lawful Evil
  Armor Class: 16 (natural armor)
  Hit Points: 144 (17d8+68)
  Speed 30 ft.
  Challenge 13 (10,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  18 (+4)
  14 (+2)
  19 (+4)
  17 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Perception +9, Religion +7, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 19;
  Languages the languages it knew in life;
  Spellcasting The vampire priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit
  with spell attacks). The vampire has the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, and sacred flame
  1st level (4 slots): command, inflict wounds, protection from good, shield of faith
  2nd level (3 slots): blindness/deafness, hold person, silence
  3rd level (3 slots): bestow curse, dispel magic, spirit guardians
  4th level (3 slots): banishment, death ward, guardian of faith
  5th level (1 slot): flame strike
  Shapechanger If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a
  Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet,
  and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing
  transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\ \ While in mist form, the vampire
  can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can
  enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without
  squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws,
  and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  Legendary Resistance (3/Day) If the vampire fails a saving throw, it can choose to succeed instead.
  Misty Escape When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in
  the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't
  transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its
  resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed
  until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  Regeneration The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight
  or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start
  of the vampire's next turn.
  Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an
  ability check.
  Vampire Weaknesses The vampire has the following flaws:
  Forbiddance The vampire can't enter a residence without an invitation from one of the occupants.
  Harmed by Running Water The vampire takes 20 acid damage if it ends its turn in running water.
  Stake to the Heart If a piercing weapon made of wood is driven into the vampire's heart while the vampire is
  incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  Sunlight Hypersensitivity The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it
  has disadvantage on attack rolls and ability checks.
  
  90
  Vampire Priest (cont.)
  Actions
  Multiattack (Vampire Form Only) The vampire makes two attacks, only one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only) Melee Weapon Attack +9 to hit, reach 5 ft., (one target) Hit: 8 (1d8 + 4)
  bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
  Bite (Bat or Vampire Form Only) Melee Weapon Attack +9 to hit, reach 5 ft., (one willing creature, or a creature that is
  grappled by the vampire, incapacitated, or restrained) Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
  The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains
  hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following
  night as a vampire spawn under the vampire's control.
  Charm The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target
  must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target
  regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's
  control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the
  vampire's bite attack.\ \ Each time the vampire or the vampire's companions do anything harmful to the target, it can
  repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the
  vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  Children of the Night (1/Day) The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up.
  While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
  the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the
  vampire dismisses them as a bonus action.
  Legendary Actions
  The vampire 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 vampire regains spent legendary actions at the start
  of its turn.
  Move The vampire moves up to its speed without provoking opportunity attacks.
  Unarmed Strike The vampire makes one unarmed strike.
  Bite (Costs 2 Actions) The vampire makes one bite attack.
  Lore: Religion
  DC 10 - Vampire divine spellcasters are rare, but not unheard of. Some were clerics turned while attempting to destroy the
  undead, some were converted to dark powers after death.
  DC 15 - Vampire priests are similar to other vampires in all other respects, except their powerful divine spells. This roll
  reveals undead traits and vampire weaknesses.
  Treasure
  A vampire priest carries an unholy symbol (usually a perversion of one they carried in life), 246 gp, 13 pp, and a red garnet
  (500 gp)
  Further Adventure
  tm
  The high priest of a good god hires the party to track down and destroy a vampire priest that was once a member of his
  order...
  A vampire priest and his undead following have claimed a holy site and the god attributed to the site has ceased to grant
  spells...
  The dead are rising from the graves of a small town where a vampire coven is thought to hide...
     Limitless ©2017
  
  91
  Limitless Monsters
  Vampire, Savage
  "These horrifying vampires eschew charm and lace ruffles for ferocity and brutality."
  Creature(s)
  Savage Vampire
  Medium Undead (shapechanger), Chaotic Evil
  Armor Class: 17 (natural armor)
  Hit Points: 161 (17d8+85)
  Speed 35 ft.
  Challenge 13 (10,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  20 (+5)
  13 (+1)
  16 (+3)
  9 (-1)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +9, Str +10, Wis +8
  Skills Perception +8, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 17;
  Languages the languages it knew in life;
  Shapechanger If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a
  Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet,
  and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing
  transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\ \ While in mist form, the vampire
  can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can
  enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without
  squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws,
  and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  Legendary Resistance (3/Day) If the vampire fails a saving throw, it can choose to succeed instead.
  Misty Escape When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in
  the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't
  transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its
  resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed
  until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  Regeneration The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight
  or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start
  of the vampire's next turn.
  Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an
  ability check.
  Vampire Weaknesses The vampire has the following flaws:
  Forbiddance The vampire can't enter a residence without an invitation from one of the occupants.
  Harmed by Running Water The vampire takes 20 acid damage if it ends its turn in running water.
  Stake to the Heart If a piercing weapon made of wood is driven into the vampire's heart while the vampire is
  incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  Sunlight Hypersensitivity The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it
  has disadvantage on attack rolls and ability checks.
  Actions
  Multiattack (Vampire Form Only) The vampire makes two attacks, only one of which can be a bite attack.
  Claws (Vampire Form Only) Melee Weapon Attack +10 to hit, reach 5 ft., (one target) Hit: 8 (1d10 + 5) slashinging
  damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
  Bite (Bat or Vampire Form Only) Melee Weapon Attack +10 to hit, reach 5 ft., ( one willing creature, or a creature that is
  grappled by the vampire, incapacitated, or restrained) Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) necrotic damage.
  The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains
  hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following
  night as a vampire spawn under the vampire's control.
  
  92
  Savage Vampire Actions (cont.)
  Children of the Night (1/Day) 
    The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up.
  While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
  the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the
  vampire dismisses them as a bonus action.
  Legendary Actions
  The vampire 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 vampire regains spent legendary actions at the start
  of its turn.
  Move The vampire moves up to its speed without provoking opportunity attacks.
  Claws The vampire makes one attack with its claws.
  Bite (Costs 2 Actions) The vampire makes one bite attack.
  Lore: Relgion
  DC 10 - Savage vampires are stronger, faster, and tougher than their charming cousins.
  DC 15 - Savage vampires lack a charm ability, have claws and a powerful bite and tend towards chaos, but otherwise, act
  like other vampires.
  Treasure
  The vampire carries a burlap pouch containing 67 gp, 13 pp, and 4 moonstones (100 gp each).
  Further Adventure
  tm
  A twisted druid casts a town into perpetual night so that a coven of savage vampires can feast without disturbance from
  the sun...
  A distraught grandmother leads the party to a barn where her granddaughter is locked up. The granddaughter has
  recently been turned into a vampire...
  An alchemist needs the party's help testing new devices for hunting vampires...
     Limitless ©2017
  
  93
  Limitless Monsters
  Vampire, Wizard
  "The people of the Ylrea Valley know all too well the threat posed by a wizard with all the time in the
  world."
  Creature(s)
  Vampire Wizard
  Medium Undead (shapechanger), Lawful Evil
  Armor Class: 16 (natural armor)
  Hit Points: 144 (17d8+68)
  Speed 30 ft.
  Challenge 13 (10,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  18 (+4)
  19 (+4)
  15 (+2)
  17 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +9, Wis +7, Cha +9
  Skills Perception +7, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  Senses darkvision 120 ft., passive Perception 17;
  Languages the languages it knew in life;
  Spellcasting The vampire wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to
  hit with spell attacks). The vampire has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  1st level (4 slots): expeditious retreat, false life, magic missile, and shield
  2nd level (3 slots): invisibility, misty step, see invisibility
  3rd level (3 slots): bestow curse, slow, stinking cloud
  4th level (3 slots): banishment,stone skin, wall of fire
  5th level (1 slot): hold person
  Shapechanger If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a
  Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet,
  and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing
  transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire
  can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can
  enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without
  squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws,
  and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  Legendary Resistance (3/Day) If the vampire fails a saving throw, it can choose to succeed instead.
  Misty Escape When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in
  the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't
  transform, it is destroyed.\ \ While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach
  its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then
  paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit
  point.
  Regeneration The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight
  or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start
  of the vampire's next turn.
  Spider Climb The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an
  ability check.
  Vampire Weaknesses The vampire has the following flaws:
  Forbiddance The vampire can't enter a residence without an invitation from one of the occupants.
  Harmed by Running Water The vampire takes 20 acid damage if it ends its turn in running water.
  Stake to the Heart If a piercing weapon made of wood is driven into the vampire's heart while the vampire is
  incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
  Sunlight Hypersensitivity The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it
  has disadvantage on attack rolls and ability checks.
  
  94
  Vampire Wizard (cont.)
  Actions
  Multiattack (Vampire Form Only) The vampire makes two attacks, only one of which can be a bite attack.
  Unarmed Strike (Vampire Form Only) Melee Weapon Attack +9 to hit, reach 5 ft., (one target) Hit: 8 (1d8 + 4)
  bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
  Bite (Bat or Vampire Form Only) Melee Weapon Attack +9 to hit, reach 5 ft., (one willing creature, or a creature that is
  grappled by the vampire, incapacitated, or restrained) Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
  The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains
  hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following
  night as a vampire spawn under the vampire's control.
  Charm The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target
  must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target
  regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's
  control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the
  vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can
  repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the
  vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  Children of the Night (1/Day) The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up.
  While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of
  the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the
  vampire dismisses them as a bonus action.
  Legendary Actions
  The vampire 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 vampire regains spent legendary actions at the start
  of its turn.
  Move The vampire moves up to its speed without provoking opportunity attacks.
  Unarmed Strike The vampire makes one unarmed strike.
  Bite (Costs 2 Actions) The vampire makes one bite attack.
  Lore: Religion
  DC 10 - Some vampires are capable spellcasters. They tend toward spells that enhance their abilities and neutralize
  threats so they can feed in peace.
  DC 15 - The vampire wizard's charm ability is slightly less powerful than a typical specimen, but its intellect is greater,
  allowing for a wider range of arcane spells.
  Treasure
  The vampire carries a spellbook containing the spells listed above, plus alarm, blur, tongues, private sanctum, and dream.
  The vampire also has 98 gp, 23 pp, and a 2 amber (500 gp each).
  Further Adventure
  tm
  A vampire wizard is charming peasants into the swamp nearby, and the party is sent to find his lair...
  A vampire wizard has seized control of a village and promises peace for a price of one person each week...
  Promising young apprentices are being turned into vampire spawn and all speak of a dark master...
     Limitless ©2017
  
  95
  Limitless Monsters
  Veteran (Drow variant)
  "The drow aren't so bad once you look past the slavery, the dark magic, the sacrifices...on second
  thought, avoid the drow."
  Creature(s)
  Veteran (Drow variant)
  Medium Humanoid (Drow), Chaotic Evil
  Armor Class: 17 (breast plate)
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Athletics +3, Perception +2
  Senses Darkvison 60', passive Perception 12
  Languages Undercommon, elvish
  Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can�t put the drow to sleep.
  Innate Spellcasting The drow�s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following
  spells, requiring no material components:
  at will dancing lights
  1/day each darkness, faerie fire
  Sunlight Sensitivity While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception)
  checks that rely on sight.
  Actions
  Multiattack The veteran makes two rapier attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  Rapier Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 7 (1d8 + 3) piercing damage.
  Shortsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 6 (1d6 + 3) piercing damage.
  Hand Crossbow Ranged Weapon Attack +5 to hit, range 30/120 (one creature) Hit: 6 (1d6+3) piercing damage, and the
  target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or
  more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another
  creature takes an action to shake it awake.
  Lore: Investigate
  DC 10 - The drow are the evil, subterranean cousins of standard elves.
  DC 15 - The drow are innate spellcasters that can summon darkness and fairie fire at will.
  Treasure
  A drow veteran might carry 3 cp, 9 sp, 13 gp (each coin bearing the likeness of a spider), and a finely-crafted drow steel
  dagger that evaporates when exposed to sunlight.
  Further Adventure
  tm
  A drow veteran leads a raiding party to capture surface slaves; they strike at night and go for easy targets...
  Drow veterans, fed up with their matriarch, defect to the surface and pledge themselves to a powerful female character...
  A group of duergar has stolen a fortune from a drow temple; the captain, banished for the slight, seeks to hire the party to
  retrieve the treasure...
     Limitless ©2017
  
  96
  Treasure
  Further Adventure
  tm
   
  The Orc Veteran was a vanguard for a much larger horde...
  The Orc Veteran begs for mercy and says he wants to work for the party...
  The Orc's short sword is a relic of an ancient civilization, where it could have acquired such a blade is a mystery...
  The Orc has a list of villages he is searching for a long lost half-breed child he wants to reconnect with...
  Veteran's Braids
  Veteran's Braids are woven from the hair and skin of orcish tribal enemies and fallen orcs. Several loops are fashioned
  and knotted to recount the story of a particularly bloody battle, and worn as cords looped around one shoulder and
  arm. While nearly worthless outside of orcish society, wearing of these braids can grant advantage to Intimidation
  checks within the associated clan, or their close rivals.
  Orc veterans usually carry a bit of coin ranging in value. (Roll 3d6 for gold value). An orc veteran likely has veteran's
  braids on their armor.
  Limitless Monsters
  Veteran (Orc Variant)
  "One would be wise to remember that not all orcs are pushovers."
  Creature(s)
  Veteran (Orc Variant)
  Medium Humanoid (Orc), Chaotic Evil
  Armor Class: 17
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages Orcish, and one other language usually Dwarfish.
  Agressive As a bonus action, the orc can move up to its
  speed toward a hostile creature that it can see.
  Actions
  Multiattack The veteran makes two spear attacks. If it has a
  shortsword drawn, it can also make a shortsword attack.
  Spear Melee or Ranged Weapon Attack +5 to hit,5 ft. (reach
  one target) or 20/60 (range one target) Hit: 7 (1d8 + 3)
  piercing damage, or 8 (1d10 + 3) piercing damage if used
  with two hands. Ranged: 6 (1d6 +3) piercing damage.
  Shortsword Melee Weapon Attack +5 to hit, reach 5 ft. (one
  target) Hit: 6 (1d6 + 3) piercing damage.
   
  Orc  Veterans  are  survivors  of  surface  raids  and
  respected  leaders  in  many  tribes.  They  are  results-
  oriented  leaders,  maintaining  their  positions  with
  intimidation  and  violence.  They  only  respect  other
  warriors who have survived a battle.
  Lore: Investigate
  DC 10 - This orc is the veteran of a number of raids.
  DC 15 - Defeating this orc might make others around him easier to intimidate.
     Limitless ©2017
  
  97
  Limitless Monsters
  Whim
  "Academically, the Far Realm is something like the elemental plane of thought and nightmare. The
  Whim, a cluster of seven floating brains encased in something like a large jellyfish, is a fine example. It
  toys with your emotions, and slowly drives you mad with its torturous curiosity."
  Creature(s)
  Whim
  Large Aberration, Neutral Evil
  Armor Class: 17 (natural armor)
  Hit Points: 154 (18d10+55)
  Speed 0ft., fly 25ft (hover)
  Challenge 11 (7,200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  15 (+2)
  12 (+1)
  18 (+4)
  16 (+3)
  17 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +8, Wis +7, Cha +7
  Skills Perception +3, Insight +7
  Damage Resistances psychic
  Damage Immunities lightning
  Condition Immunities blinded, prone
  Senses Passive Perception 13, blindsight 60 ft (blind beyond this radius)
  Languages Deep Speech, Telepathy 120 ft.
  Dominating Emotions The whim has certain spell-like effects similar to an innate Intelligence spellcasting ability (spell
  save DC 17). Whip-like tentacles deliver these effects via melee attacks and continuous touch. The tentacles can be
  severed (AC 19; hp 15; immune to poison and psychic), and will regrow back in 24 hours. Damaging the tentacles does
  not affect the whim's AC. If severed at 10 ft, that particular tentacle can be used with a 5 ft. reach.
  Emotional Sting A whim may sometimes transfer emotions to a target of its nerve whip. The effect is similar to a contact
  poison that helps the whim transfer emotions. It has the option to change the effect on the creature with a new attack
  roll, from another tentacle, each round. If the tentacle is taken away, the effect stops. The effects are immediate upon a
  successful hit, Charisma saves (DC 17) to end the effect at the end of the target creature's next turn.
  Once per round, on a Hit with nerve whip, roll 1d12:
  1. Laughter - as per the spell hideous laughter.
  2. Joy - as per the spell irresistible dance.
  3. Sadness - Intense waves of sadness overcome the creature causing ongoing 25 (6d6+4) psychic damage, and a DC 15
  Constitution save or be knocked prone by the intense emotion
  4. Rage - The target becomes enraged by any creature attacking the whim, and will attack allies and defend the whim
  while being touched by the tentacle.
  5. Lethargy - the target takes ongoing 14 (4d6) psychic damage, gains a level of exhaustion, drops their weapons, and
  sits down, unable to take actions or reactions.
  6. Mistrust - the target takes ongoing 14 (4d6) psychic damage, and feels an intense emotional distance and distrust for
  the party, and refuses to help or accept help from them.
  7. Void - The target's mind is open to the vastness of the Far Realm, and their own tiny place in the universe, taking an
  ongoing 40 (8d8+4) psychic damage, and possible madness effects.
  8-12. No Effect - The whim doesn't use it's emotional sting.
  Actions
  Multiattack The whim makes three attacks: A luring glow and two nerve whip attacks, or three nerve whip attacks.
  Nerve Whip Melee Weapon Attack +7 to hit, reach 10 ft (one target) Hit: 21 (6d6) lightning damage. Roll 1d12 for an
  emotional sting. Each round, only one new emotional sting effect may activate.
  Luring glow (Recharge 5-6) The whim can create beautiful dancing lights around itself in an attempt to lure viewers to
  come closer. Any creature that starts its turn within 30 feet of the whim and can see the luring glow must make a DC
  16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute and will seek to touch the glowing
  lights (under the whim). A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the
  whim is within line of sight, 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 Whim's luring glow for the next 24 hours.
  
  98
  Whim (cont.)
  The whim appears as seven human-sized brains in a spherical jellyfish-like structure connected to the center by their
  brain stems to a mass of tentacles. It is coated in a slimy gel that makes landing a blow difficult, it sends whip-like
  tentacles to perform touch attacks to affect the minds of its victims. The whim is curious, and experiments with the
  emotions of other beings to feed itself. It seems haphazard and chaotic but is quite methodical when the mood takes it.
  For more of a challenge, whim eggs may hatch in the whim's lair, revealing a number of curiosities (see below). A curiosity
  is a bit more malicious than its parent, seeking to explore how other creatures suffer.
  Lore: Arcana
  DC 15 - The whim is a curious creature of the Far Realm that has a number of powerful emotional/psychic attacks it uses
  against its prey. The luring glow is hypnotic, and will lure in creatures to be destroyed - you can avert your gaze to avoid
  its effect.
  DC 20 - The whim has a specific set of emotional attacks it uses, and most involve psychic damage (reveal Emotional Sting
  - party is able to identify which tentacles have which powers)
  Treasure
  A whim isn't interested in treasure unless it involves various humanoids in various stupors/roles (rage/protector or just
  gazing in awe at the charm effect) to keep itself fed. If in an area for a long time, this can result in a number of
  adventurers, beasts, wandering monsters, and other corpses piling up into a hoard, requiring a least an hour to collect
  and sort through the mess, including: Various gemstones among the bodies (1x500 gp black pearl, 5x100 gp white pearls,
  1x1000 gp emerald, 2x1000 gp star rubies, 5x100 gp amethyst), one pouch of diamond dust (1000 gp), a potion of
  superior healing, a small ivory bottle containing oil of etherealness, a wire medallion containing a bead of force and a spell
  scroll of create undead. There are 1d4 salvageable suits of chainmail armor and a 10% chance of a salvageable suit of
  plate-mail. Along the ground are 1d4 longswords, 1d10 daggers, and a 10% chance of a two-handed ax or maul.
  Further Adventure
  tm
  The whim has learned how to break off tentacles in its victim's gear to continue the effects without requiring touch...
  A portal mysteriously opens in the court of a noble and begins attacking people at random...
  A wizard thinks he can create a wand from each tentacle the party harvests and will pay them well for the materials...
  Curiosity
  Tiny Abberation, Neutral Evil
  Armor Class: 14 (natural armor)
  Hit Points: 8 (3d4+1)
  Speed 0 ft., fly 20 ft. (hover)
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  17 (+3)
  10 (+0)
  12 (+1)
  12 (+1)
  14 (+2)
  License: c.2016 Limitless-Adventures
  Skills Insight +3, Stealth +6
  Damage Resistances psychic
  Damage Immunities lightning
  Condition Immunities blinded, prone
  Senses Passive Perception 11, blindsight 40 ft (blind beyond this radius)
  Languages telepathic
  Pack Tactics The curiosity has advantage on an attack roll against a creature if at least one of the curiousity's allies is
  within 5 feet of the creature and the ally isn't incapacitated
  Actions
  Nerve Whip Melee Weapon Attack +5 to hit, reach 5 ft. (one target) Hit: 5 (1d4 + 3) lightning damage, and the target
  must make on a DC 11 Charisma saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much
  damage on a successful one.
  Perspective As an action, the curiosity can reach out to touch a target within 5 ft, giving the target creature strong
  emotions of insignificance requiring a DC 11 Charisma saving throw. On a failed save, the target creature takes 14 (4d6)
  psychic damage.
     Limitless ©2017
  
  99
  Limitless Monsters
  Whisper Cats
  "The fanciful colors and stripes on these cats (when they are visible) point to some wizard's experiments
  on their familiar gone wrong. Their invisibility makes them challenging pets, but excellent mousers.
  They've been mistaken for ghosts before. Look for a conspicuous absence of mice."
  Creature(s)
  Whisper Cats
  Small Beast, Unaligned
  Armor Class: 10
  Hit Points: (1d8)
  Speed 30ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3)
  10 (+0)
  4 (-3)
  10 (+0)
  4 (-3)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3
  Senses darkvision 30 ft., passive Perception 10
  Invisibility The whisper cat is invisible until it makes an attack or attempts the calming purr. It may use an action to
  resume invisibility.
  Actions
  Bite +7 to hit, Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
  Calming Purr (Recharge 5-6) The whisper cat purrs in a special way at one creature within 5 feet of it. The target must
  succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target feels can't take reactions and must roll a d6 at the
  start of each of its turns to determine its behavior during the turn: 1-4. The target takes no action or bonus action and
  can only move at half speed. 5- 6. The target doesn't nothing, and the only thing it can do on its turn is make a DC 11
  Wisdom saving throw, ending the effect on itself on a success.
  Lore: Nature
  DC 10- Whisper cats' origins are unclear, but they have some magical traits that keep them invisible most of the time
  DC 15 - They stay invisible until they Attack. They have a purr that can disable a single creature. (reveal Calming Purr
  capability)
  Treasure (Harvest)
  Whisper Cats carry no treasure. The fur of a single whisper cat can be used as a substitute material component in
  creating a potion of invisibility, with knowledge of the proper process. A cloak could be fashioned but would require dozens
  of the cats. When not activated the nature of the cloak would be clear to anyone able to make a DC 12 Arcana check due
  to the wildly colored fur and skin patterns.
  Further Adventure
  tm
  An infestation of mice is solved by an infestation of whisper cats, who keep coming back - even when eradicated...
  A whisper cat takes a liking to the biggest brute in the party, and may occasionally show up in combat to purr and distract
  them with its love...
  An evil wizard would pay a handsome reward to anyone returning his favorite whisper cat, actually, a polymorphed
  assassin working for him that tried to flee...
     Limitless ©2017
  
  100
  Limitless Monsters
  Wicker Dragon
  "The wicker dragon is a rare construct imbued with the life force of a dragon, from a time long ago when
  parts of the world were more in tune with the feywild, and wizards could work stranger magic. They are
  formidable guardians of forests and ancient cities. Now reclaimed by vines, they have no concern for
  anything other than the purpose given to them by their creator."
  Creature(s)
  Wicker dragon
  Huge Plant (Awakened), Neutral
  Armor Class: 19 (natural armor)
  Hit Points: 207 (18d12+90)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  Challenge 15 (13,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  21 (+5)
  18 (+4)
  15 (+2)
  17 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
  Damage Resistances piercing
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic
  Woven Form The dragon's woven form gives it resistance to piercing attacks.
  Amphibious The dragon can travel in air and water, as it doesn't need to breathe.
  Awakened Resistance (3/Day) 
   
   
    Due to the powerful magics animating the dragon, if it fails a saving throw, it can
  choose to succeed instead.
  Ensnaring Strike On a successful hit, the dragon can enhance its attack, leaving vines and thorns ensnaring the target.
  On the start of each of the target creature's turns, the creature makes a DC 17 Strength save, failure restrains the
  target and causes ongoing 1d6 piercing damage each round. A success negates the effect.
  Actions
  Tangling Step The dragon can grow vines and creepers out to a 20 foot square within 90 feet per the entangle spell (DC
  17 Strength save or be restrained).
  Multiattack The dragon can use its Frightful Aura. It then makes three attacks: one with its bite and two with its claws.
  Bite Melee Weapon Attack +11 to hit, reach 10 ft. (one target) Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison
  damage.
  Thorny Claw Melee Weapon Attack +11 to hit, reach 5 ft. (one target) Hit: 13 (2d6 + 6) slashing damage.
  Thorny Tail Melee Weapon Attack +11 to hit, reach 15 ft. (one target) Hit: 7 (1d8 + 3) bludgeoning damage and 7 (1d8 +
  3) piercing damage
  Frightful Aura 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 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 dragon's Frightful Aura for the next 24 hours.
  Poison Pollen Breath (Recharge 5-6) The dragon exhales a cloud of poisonous flower pollen in a 20 foot radius centered
  on any point within its reach. Each creature in that area must make a DC 18 Constitution saving throw, taking 35
  (10d6) poison damage on a failed save, or half as much damage on a successful one. The cloud persists for 1d4 rounds,
  affecting any creature that starts within the cloud. It may be dispersed by a strong wind.
  Lore: Arcana
  DC 15 - It is said that wicker dragons are woven from thorny vines and flowering trees, but somehow imbued with the life
  force of a dragon. They can exhale a cloud of poisonous flower pollen. (Reveal their bites, claw, and breath weapon)
  DC 20 - Wicker dragons can grow and extend the vines in and around them to ensnare and tangle attackers with thorny
  vines.
  Tactics:
  The dragon will try to ensnare the area with its tangling step to trap attackers within its poison pollen breath weapon.
  Once the cloud is in place, it will use its melee attacks in close quarters.
  
  101
  Treasure (Harvest)
  A wicker dragon is not concerned with hoards unless it was created to protect one. More frequently, it guards a portal, jail,
  artifact, or some other item of great importance.
  Within the dragon's chest cavity are 1d4 harvestable poisonous flower pods. The poisonous pods can be collected with a
  DC 18 Survival check. A failed check results in inhalation of the pollen. The harvester must make a DC 18 Constitution
  saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. The effect is
  immediate and does not linger. Once harvested, the pods dry out within an hour and are less potent.
  Harvested flower pods can be thrown at a creature within 20 feet, as a ranged attack, with enough force to burst the dried
  petals, releasing the poison pollen into a 10-foot cube. The poison lasts 1d4 rounds, or until dispersed by wind. Each
  creature starting in that area must make a DC 18 Constitution saving throw, taking 17 (5d6) poison damage on a failed
  save, or half as much damage on a successful one.
  Further Adventure
  tm
  Legends speak of a city of marble, now overgrown by the surrounding forest, guarded by one of the wicker dragons...
  A college of wizards would like a party to test the powers of a wicker dragon, without killing it, and return to report...
  A gemstone, possibly a portal to another realm, has been stolen from the dragon's care - and it seeks to reclaim it...
  Wicker Wyrmling
  Medium Plant (Awakened), Neutral
  Armor Class: 17 (natural armor)
  Hit Points: 39 (6d8+12)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  Challenge 7 (2,900 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  11 (+0)
  License: c.2016 Limitless-Adventures
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Perception +6, Stealth +5
  Damage Resistances piercing
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  Languages Common, Draconic
  Woven Form The dragon's woven form gives it resistance to piercing attacks
  Amphibious The dragon can travel in air and water, as it doesn't need to breathe
  Actions
  Multiattack The dragon makes three attacks: one with its bite and two with its claws.
  Bite Melee Weapon Attack +7 to hit, reach 10 ft. (one target) Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid
  damage.
  Claw Melee Weapon Attack +7 to hit, reach 5 ft. (one target) Hit: 11 (2d6 + 4) slashing damage.
  Ensaring Strike On a successful hit, the dragon can enhance its attack, leaving vines and thorns ensnaring the target.
  On the start of each of the target creature's turns, the creature makes a DC 14 Strength save, failure restrains the
  target and causes ongoing 1d6 piercing damage each round. A success negates the effect.
     Limitless ©2017
  
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  Limitless Monsters
  Wickerman
  "Their village was one of the most serene places I've ever been privileged to visit. Unrushed, unhurried,
  dozens of tiny woven people living in a forested river gorge, their homes woven from living plants teased
  and sculpted to grow closed."
  Creature(s)
  Wickerman (Awakened Plant)
  Small Plant, Neutral Good
  Armor Class: 10
  Hit Points: 7 (2d6)
  Speed 30 ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  11 (+0)
  10 (+0)
  10 (+0)
  6 (-2)
  License: c.2016 Limitless-Adventures
  Damage Resistances piercing
  Damage Vulnerabilities fire
  Senses passive Perception 10
  Languages Sylvan
  False Appearance While the wickerman remains motionless, it is indistinguishable from a mass of vines.
  Actions
  Wicker Smallbow Ranged Weapon Attack +2 to hit, range 40/60 (one target) Hit: 3 (1d4+1) piercing. These bows are
  used to defend the village only, are similar in appearance to a shortbow scaled for use by small creatures, and fire darts.
  Thorny whip Melee Weapon Attack +2 to hit, reach 5ft. (one target) Hit: A wickerman can lash out with a thorny vine
  dealing 1 (1d4 - 1) slashing damage, plus 2 (1d4) poison damage.
  Wickermen are a nimble race of awakened vines, woven and braided skillfully, slightly larger than an average halfling.
  Many have sprouted leaves and tendrils for hair. Some wear masks shaped and stone ground from fallen bark.
  Originally woven by a fey archdruid in ancient times to assist her in caretaking of her forest, the druid taught the
  wickermen how to weave more of their kind before she died. Once a year, through the use of specific standing stones
  and midsummer rituals, one or more wickermen can create a new wickerman. They live peacefully in forested areas,
  sculpting the trees and bushes into tools and houses. They generally stick to themselves, but will sometimes trade
  expertly crafted bows, quarterstaves, and other wooden art objects with human settlements for rope, stone, and cloth.
  They will never cut down a full grown tree, but will raise and harvest smaller saplings and plants, growing them into the
  shapes  required.  As  part  of  their  fey  heritage,  Wickermen  can  be  skilled  musicians  with  drums  and  stringed
  instruments, and enjoy dancing in groups.
  Lore: Nature
  DC 10 - It's easy to walk right past a wickerman village; if they all hold still, you'd just think it was a thicker patch of forest
  DC 15 - Wickermen are some kind of awakened vine that was tended and braided into a small humainoid shape. Wooden
  items made by wickermen are beautifully made and weigh half as much as human made items.
  Treasure
  A wickerman defending its home, on a dangerous mission, or traveling far from home will carry a wicker short bow and 10
  darts. Individuals will carry 10 sp and 20 cp. There is a 5% chance that one might have 10 gp from a recent trade.
  Further Adventure
  tm
  A mad wizard has learned to drink the awakened essence from wickermen to increase his own power and stalks them
  when the moon is full...
  The wickermen, and their ritual stones are built over the tomb of an ancient evil, keeping it in check by siphoning the
  power to make new wickermen, but that power is growing...
  Wickermen are known to craft powerful magic items, but require the party to find them a new Archdruid...
     Limitless ©2017
  
  103
  Limitless Monsters
  Wight Crossbowman
  "I was quite astounded when the undead before me picked up a crossbow and began to turn the crank.
  Far from mindless, and an unfortunately supernaturally quick shot."
  Creature(s)
  Wight Crossbowman
  Medium Undead, Neutral Evil
  Armor Class: 14
  Hit Points: 13 (2d8+4)
  Speed 30 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  14 (+2)
  10 (+0)
  13 (+1)
  15 (+2)
  License: c.2016 Limitless-Adventures
  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
  Languages the languages it knew in life
  Senses darkvision 60 ft., passive Perception 13
  Sunlight Sensitivity While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception)
  checks that rely on sight.
  Actions
  Crossbow Mastery Thanks to extensive practice with the crossbow the Wight crossbowman can ignore the loading
  quality of a crossbow, and may fire two shots every round. They also ignore disadvantage for being at cover, long range,
  or in melee combat.
  Life Drain Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) necrotic damage. 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 reductio 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 this attack rises 24 hours later as a zombie under the wight's control, unless the
  humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control
  at one time.
  Heavy Crossbow Ranged Weapon Attack +5 to hit, range 150/600 ft., (one creature) Hit: 9 (1d10 + 4) piercing damage.
  Lore: Religion
  DC 15 - This type of undead takes less damage from weapons that are not magical or silver. They are also sensitive to the
  light of day.
  DC 20 - This wight is a double threat: it is capable of firing shots faster than most mortals and can drain the life energy
  from those who come close.
  Treasure
  Wight crossbowmen typically carry around 30 crossbow bolts and a heavy crossbow. They also have around 15 cp, which
  they may have used in their past life for simple gambling games of chance.
  Further Adventure
  tm
  The wight crossbowmen are the first wave of assault by a spectral flying pirate ship ...
  The crossbowman was simply the thrall of a vampire lord who now has turned his attention to the party...
  The wight crossbowman is guarding a treasure map, unknown to the party, is that it leads to a wreck which is secretly a
  shipwreck golem...
     Limitless ©2017
  
  104
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Zombie, Ancient Green Dragon
  "I sat at the bar nursing a glass of elderberry wine when this rake swaggered in wearing green
  dragonhide armor. He had no sooner ordered a mug of mead than the roof to the tavern disappeared in
  a storm of splinters and an undead dragon, his scales all but removed, peered down at us."
  Creature(s)
   
  Ancient Green Dragon Zombie
  Gargantuan Undead, Lawful Evil
  Armor Class: 19 (natural armor)
  Hit Points: 385 (22d20+154)
  Speed 40 ft., fly 60 ft., swim 40 ft.
  Challenge 20 (25,000 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  10 (+0)
  25 (+7)
  11 (+0)
  12 (+1)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Saving Throws Wis +8
  Skills Perception +8
  Damage Immunities poison
  Condition Immunities poisoned
  Senses  blindsight  60  ft.,  darkvision  120  ft.,  passive
  Perception 18
  Languages Understands Common and Draconic, but cannot
  speak
  Actions
  Multiattack The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with its
  claws.
  Bite Melee Weapon Attack +15 to hit, reach 15 ft., (one
  creature) Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6)
  poison damage.
  Claw Melee Weapon Attack +15 to hit, reach 10 ft., (one
  creature) Hit: 22 (4d6 + 8) slashing damage.
  Tail Melee Weapon Attack +15 to hit, reach 20 ft., (one
  creature) Hit: 17 (2d8 + 8) bludgeoning damage.
  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 19 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 dragon's Frightful Presence for
  the next 24 hours.
  Poison  Breath  (Recharge  6  only)  The  dragon  exhales
  poisonous gas in a 90-foot cone. Each creature in that area
  must make a DC 22 Constitution saving throw, taking 77
  (22d6) poison damage on a failed save, or half as much
  damage on a successful one.
   
  Lore: Religion
  DC 15 - Zombie dragons are created through expensive
  necromantic rituals or by direct divine action. This roll
  reveals undead traits.
  DC 20 - Zombie dragons maintain their breath weapons,
  though it becomes less reliable in undeath.
  A zombie dragon still guards a clutch of eggs...
  It  is  rumored  that  the  zombie  dragon  returns  to  a
  massive hoard at night...
  The people hire the party to uncover who is strong
  enough  in  necromancy  to  raise  an  ancient  dragon
  zombie...
  The zombie dragon has begun to rebuild its hoard -
  4,000 gp, 800 pp, and a defender longsword bearing the
  name "Quill".
     Limitless ©2017
  
  105
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Zombie, Drow Spider Hive
  "The devious nature of the drow continue, even after death."
  Creature(s)
  Zombie, Drow Elf
  Medium Undead, Neutral Evil
  Armor Class: 11 (natural armor)
  Hit Points: 30 (4d8+12)
  Speed 20 ft.
  Challenge 1 (200 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (-1)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  License: c.2016 Limitless-Adventures
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 8
  Languages understands Undercommon, but can't speak
  Release  Swarm  
    If  the  drow  zombie  suffers  slashing
  damage a swarm of spiders issues from the wound and
  attacks. Each drow zombie carries only one swarm.
  Undead Fortitude If reduced to 0 hit points, the drow zombie
  must make a Constitution save with a DC of 5 + the damage
  taken, unless the damage is radiant or from a critical hit. On
  a success, the drow zombie drops to 1 hit point instead.
  Weakened Fey Ancestry The drow zombie has advantage on
  saving throws against being charmed and put to sleep.
  Actions
  Slam  Melee  Weapon  Attack  +3  to  hit,  reach  5  ft.,  (one
  creature) Hit: 4 (1d6 + 1) bludgeoning damage.
   
  Lore: Religion
  DC 10 - Drow zombies are shambling undead minions
  created  through  necromancy.  Drow  zombies  can  no
  longer cast the innate spells common to their living
  cousins, but still possess some of the elvish traits.
  DC 15 - Drow zombies are filled with venomous spiders
  that leak from their bodies and attack enemies.
  A wave of drow zombies is sent to weaken defense prior to a drow raiding party...
  A drow priest hires the party to retrieve a relic from a temple to the Queen of Spiders, guarded by zombies...
  A powerful drow house hires the party to capture her zombified son from a rival house's necromancer life...
  Swarm of Spiders
  Medium Beast (Swarm), Unaligned
  Armor Class: 12 (natural armor)
  Hit Points: 22 (5d4)
  Speed 20 ft., climb 20 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  13 (+1)
  10 (+0)
  1 (-5)
  7 (-2)
  1 (-5)
  License: c.2016 Limitless-Adventures
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages -
  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 o ft., (one creature in te swarm's square) Hit: 10 (4d4) piercing damage, or 5
  (2d4) piercing damage if the swarm has half of its hit points or fewer and the target must succeed on a DC 13
  Constitution saving throw or become poisoned.
  A drow zombie still carries a few remnants of its old life: 3d6 sp, a copper torc (5 gp).
     Limitless ©2017
  
  106
  License: c.2016 Limitless-Adventures
  Skills Intimidation +2
  Damage Immunities poison
  Condition Immunities poison
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common and Orc, but cannot speak
  Undead Fortitude If damage reduces the orc zombie 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 orc zombie drops to 1 hit
  point instead.
  Actions
  Bite Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison
  damage. If a humanoid dies from this attack, it rises as a plague bearer 1d4 hours later later.
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Zombie, Orc
  "The only thing that smells worse than an orc is a zombified orc, a most detestable and loathsome
  creature."
  Creature(s)
  Orc Zombie
  Medium Undead (orc, zombie), Chaotic Evil
  Armor Class: 10 (natural armor)
  Hit Points: 34 (4d8+16)
  Speed 20 ft.
  Challenge 1/2 (100 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  8 (-1)
  18 (+4)
  3 (-4)
  6 (-2)
  5 (-3)
  License: c.2016 Limitless-Adventures
  Skills Intimidation +2
  Damage Immunities poison
  Condition Immunities poison
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common and Orc, but cannot speak
  Undead Fortitude If damage reduces the orc zombie 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 orc zombie drops to 1 hit
  point instead.
  Actions
  Slam Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 6 (1d6 + 3) bludgeoning damage.
  Lore: Religion
  DC 10 - Orc zombies are stronger and tougher than human zombies, but otherwise share the same traits.
  DC 15 - Some zombies are created through pestilence and disease, as opposed to necromancy. These zombies are terrifying
  because their victims rise from the dead as zombies as well, creating an exponential threat.
  Orcish Plague Zombie
  Medium Undead (orc, zombie), Chaotic Evil
  Armor Class: 13 (natural armor)
  Hit Points: 68 (8d8+32)
  Speed 20 ft.
  Challenge 2 (450 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  8 (-1)
  18 (+4)
  3 (-4)
  6 (-2)
  5 (-3)
  Orc zombies have been seen wandering around the base of an extinct volcano...
  The dead from a recent skirmish with a tribe of orcs are animating and attacking the battlefield scavengers...
  An orc shaman calling himself Eclipse has been spotted with a warband of orc zombies...
  An orc zombie sometimes carries a trinket from the days when it still drew breath. Examples: a bone necklace (5 sp), an
  obsidian knife (2 gp), or a drinking horn (3 gp).
     Limitless ©2017
  
  107
   
   
  Non Player Characters
  The following NPCs were created to fill in some gaps in the standard
  list of NPCs, especially in filling roles in a castle or city setting.
  These are generic humanoid archetypes, and not specific to any race.
  Feel free to alter the template to adjust for racial features as
  necessary.
     Limitless ©2017
  
  108
  Limitless Monsters
  Apprentice Mage
  "I had an apprentice for a brief time...they are not, as a rule, fireproof."
  Creature(s)
  Apprentice Mage
  Medium Humanoid (any race), Any Alignment
  Armor Class: 11
  Hit Points: 9 (2d8)
  Speed 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  10 (+0)
  14 (+2)
  12 (+1)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills +4 Arcane, +4 Investigate
  Senses passive Perception 11
  Languages any one language (usually Common)
  Spellcasting The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit
  with spell attacks). The apprentice has following wizard spells prepared:
  Cantrips (at will)   light, firebolt, minor illusion
  1st level (3 slots) 
   
   
      mage armor, identify, comprehend languages
  Actions
  Dagger Melee Weapon Attack +3 to hit, reach 5 ft. (one target) Hit 3 (1d4) bludgeoning damage.
  Apprentices train under more powerful spellcasters and usually preform menial tasks for their room, board, and
  training.
  Lore: Arcana
  DC 10 - Apprentice mages are young, inexperienced arcane spellcasters, usually just starting their career.
  Treasure
  An apprentice usually carries a spellbook (though some hide theirs), 3d6 cp, 2d6 sp, and 1d6 gp.
  Further Adventure
  tm
  The party finds an apprentice stuck in a tree; he refuses to explain how he got there...
  The party's caster is approached by a young apprentice mage named Dara, who is seeking a master to train her...
  The apprentice of an enemy defects and seeks to be hired by the party...
  Apprentice Mechanics
  A wizard may take on a junior wizard (1st level) to aid in arcane research. A wizard may only benefit from one
  apprentice at a time.
  Requirements: Wizard, level seven or higher. The wizard is expected to keep his charge safe and spend at least 8 hours a
  week teaching. The wizard will provide his apprentice with at least a modest lifestyle (2 gp per day), and provide starting
  gold (4d4x10 gp) for equipment. As with hirelings, the apprentice will leave if mistreated or placed in harm's way.
  Benefits: An apprentice can aid her master in arcane research. As such, the wizard reduces the cost to transcribe spells
  into their spellbook by 25%; each time the wizard gains spells for reaching a new level, they may add one additional
  spell to their spellbook. The additional spell must use a slot equal to or less than one-third the wizard's character level.
     Limitless ©2017
  
  109
  Limitless Monsters
  Archivist
  "The archivists are a useful, albeit creepy, group of people. I find all those skulls unsettling."
  Creature(s)
  Archivist
  Medium Humanoid (any race), Any Alignment
  Armor Class: 11
  Hit Points: 9 (2d8)
  Speed 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  10 (+0)
  14 (+2)
  12 (+1)
  12 (+1)
  License: c.2016 Limitless-Adventures
  Skills +4 Arcane, +4 History
  Senses passive Perception 11
  Languages any one language (usually Common)
  Answers from the Other Side Once per day the archivist can cast speak with dead without material components.
  Spellcasting The archivist is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with
  spell attacks). The archivist has following wizard spells prepared:
  Cantrips (at will)   light, firebolt, minor illusion
  1st level (3 slots) 
   
   
      detect magic, identify, comprehend languages
  Lore: Religion
  DC 15 - Archivists are minor spellcasters with a unique ability to speak with the dead.
  DC 20 - Archivists are responsible for a collection of skulls, which they call an archive. These skulls were gifted by sages
  who wanted to continue sharing their knowledge in the afterlife.
  Treasure
  An archivist carries a spell focus (usually a wand or staff), 3d6 sp, 3d4 gp, and a collection of skulls.
  Further Adventure
  tm
  An archivist hires the party to retrieve the remains of a long-dead sage from a ghast infested crypt...
  The party is hired to escort an archivist across the desert to consult for a powerful djinni...
  The players arrive at a new town to find an angry mob chasing an archivist through the streets...
  For a fee of 25 gp, the player may ask five questions to any one expert in the library (known as archives).
  The archives are in fact corpses preserved through magical means, that donated themselves to the library. The actual
  number of archives is up to the DM, but it should be an impressive list, with expertise in several areas. Example
  sources:
  Name
  Formerly
  Areas of Expertise
  Alton Britmire
  (human mage)
  arcane magic, the outer planes
  Sir Balrick Red
  (human knight)
  tactics, heraldry, courtly etiquette
  Devin the Joke
  (half-elf bard)
  history, performance
  Jella Whiteoak
  (elf sage)
  fey, nature, herbs
  Brother Falk
  (halfling priest)
  religion
     Limitless ©2017
  
  110
  Limitless Monsters
  Combat Engineer
  "They say they're allowed to wear beards in uniform as a concession to the danger of their work: sapping
  below the walls in a siege. They are easily identified by their trademark aprons and axes. It is wise to
  beware a combat engineer with grey streaks in his beard, he's brought down more walls than you've
  hidden behind."
  Creature(s)
  Combat Engineer
  Medium Humanoid (any race), Any Alignment
  Armor Class: 17
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  12 (+1)
  12 (+1)
  14 (+2)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Perception +4, Survival +4, Structural Assessment +4, Structural Engineering +4
  Senses passive Perception 13
  Languages any one language (usually Common)
  Structural Assessment A Combat Engineer may take an action to study earth works, boulders in a cliff face, or any
  short wall to determine how to pry loose a rock or brick (if any) that can fall (or be thrown) on creatures below on their
  next turn. Taking less care they can combine this check with an attempt to Collapse a structure as an action. They may
  use this ability as a substitute for the lockpicking skill in relation to locked outdoor gates and doorways in stone walls,
  using a Wisdom check with proficiency (+4) to damage the mounting to the rock and mortar.
  Actions
  Collapse If next to a cave wall, or ceiling, or mining support, as an action, a Combat Engineer may attempt to cause the
  wall or ceiling to collapse, with a DC 20 Structural Assessment check. In most cases, this causes a 10 ft. cube to
  become difficult terrain, opening a 5ft section of wall. Creatures within the 10 ft cube must make a DC 12 Dexterity
  save, on a failed save taking 2 (1d4) bludgeoning damage and are knocked prone. There is a 1% chance this will cause a
  catastrophic collapse if underground or near a very tall cliff face or wall (5% chance if a mining support was removed).
  All creatures within 20 ft of the catastrophic collapse must make a DC 15 Dexterity saving throw. On a failed save, the
  creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength
  (Athletics) check as an action to escape.
  Multiattack The combat engineer makes two axe attacks.
  Axe Melee Weapon Attack +3 to hit, reach 5 ft., (one creature) Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
  damage if used with two hands.
  Combat  engineers  are  integral  to  siege,  construction,  structural,  and  similar  operations.  They  are  skilled  in
  construction, as well in demolition. The are known for carrying an axe and shovel.
  Lore: History
  DC 10 - A combat engineer is a sapper, digging under and destroying castle walls during a siege.
  DC 15 - When not engaged in warfare, engineers may be employed to oversee stone construction projects and surveys.
  Treasure
  A combat engineer moves around a lot to stay apace with work. A typical engineer will have 10 pp, 75 gp, and 30 sp on his
  person, along with personal items, maps of the local area, and structural drawings of several castles (mostly local) and a
  few bridges under construction. In addition to his ax, a combat engineer will have a surveyor's kit including a finely
  crafted plum line on a gold chain, rulers, paper, and other small drafting tools worth 200 gp. There is 5% chance of the kit
  including a surveyor's theodolite (similar to a spyglass) worth 500 gp.
  Further Adventure
  tm
  Several combat engineers have been sneaking off from the employ of a local lord to secretly establish a gemstone mine
  nearby, a secret they'd like to keep...
  A disgruntled engineer approaches the party to sell his equipment and several plans and maps...
  Sections of the floor in banks, shops, and the homes of the wealthy have been collapsing while their owners are away...
     Limitless ©2017
  
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  Limitless Monsters
  Skill Challenge
  Dragon Hunter
  "Dragon hunters run the gamut, from noble defenders to filthy mercenaries."
  NPC(s)
  Dragon Hunters
  Medium Humanoid (any race), Any Alignment
  Armor Class: 17 (splint armor)
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Athletics +5, Perception +2, Nature +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Skilled Hunter The dragon hunter deals an additional 7 (2d6) damage to dragons.
  Brave The dragon hunter has advantage on saves against fear effects.
  Actions
  Multiattack The dragon hunter makes two greatsword attacks.
  Greatsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 10 (2d6 + 3) slashing damage.
  Heavy Crossbow Ranged Weapon Attack +4 to hit, range 100/400 ft., (one creature) Hit: 6 (1d10 + 1) piercing damage.
  Lore: Investigate
  DC 10 - Dragon hunters are grizzled warriors adept at fighting and damaging dragons.
  DC 15 - Dragon hunters have an above average chance of avoiding the fear effects.
  Treasure
  Dragon hunters carry 3d6 gp, skinning tools, and a dragon scale belt (15 gp).
  Further Adventure
  tm
  The party is sent to find a group of dragon hunters needed to deal with a fierce red dragon terrorizing the area...(see below)
  The party is approached by a pair of dragon hunters looking to sell a gold dragon scale shield...
  A group of dragon hunters is looking for a rare electrum dragon spotted in the area; the party could aid or hinder their
  quest...
  Searching for the Dragon Hunters
  Complexity: 6 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills: Investigation, Perception, Survival
  Success: The party locates the dragon hunter's hideout.
  Failure(s):
  1: Lost in the wilds. The next roll is made with disadvantage.
  2: From bad to worse. The party runs into an angry hill giant hunting for its dinner.
  3: The party finds the dragon hunters, but is mistaken for spies and captured.
     Limitless ©2017
  
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  Limitless Monsters
  Skill Challenge
  Fighter Mage
  "Lightly-armored, the fighter mage is nimble, quick and extremely deadly."
  Creature(s)
  Fighter Mage
  Medium Humanoid (any race), Any Alignment
  Armor Class: 16 (chainmail armor)
  Hit Points: 58 (9d8+18)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Athletics +5, Perception +2
  Senses passive Perception 13
  Languages Common, Draconic
  Spellcasting The fighter mage is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit
  with spell attacks). The fighter mage has following wizard spells prepared:
  Cantrips (at will) true strike, firebolt, message
  1st level (2 slots) shield, sleep, magic missile
  Actions
  Multiattack The fighter mage makes two longsword attacks and casts one cantrip.
  Longsword Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10 + 2)
  slashing damage if used with two hands.
  Tactics
  The fighter mage can employ a variety of tactics given its ability to blend magic and swordplay. If outnumbered, the fighter
  mage can attempt to put one or more weaker-looking opponents to sleep. Additionally, the fighter mage is a capable
  ranged fighter as well, casting firebolts from behind cover.
  Lore: Arcana
  DC 15 - The fighter mage blends martial prowess with arcane skill. They are often highly sought after for service in
  humanoid armies.
  Treasure
  A fighter mage carries 4d6 sp and 3d12 gp, and some can be found with a minor (cantrip) arcane scroll (roll a d4: 1. light
  2.mending, 3. minor illusion, 4. ray of frost)
  Further Adventure
  tm
  The city has hired a small contingent of fighter mages to uncover a magic-item smuggling ring that has angered the local
  mage's guild... (see below)
  A fighter mage offers her services to the party for 25 gp a day. Is she trustworthy? Does she have an agenda...
  A fighter mage army officer tries to press the party into fighting against a mercenary hobgoblin tribe...
  Uncovering the Smuggling Ring
  Complexity: 4 successes before 3 failures
  Difficulty: DC 15
  Suggested Skills:, Insight, Intimidation, Investigation, Persuasion
  Success: The party aids the fighter mages in finding the smugglers.
  Failure(s):
  1: Trail has gone cold. The next check is made with disadvantage.
  2: Asked the wrong questions. A group of thugs (one per player)attack the party.
  3: So much for sneaking in. The party discovers the smugglers, but is surrounded and outnumbered.
     Limitless ©2017
  
  113
  Limitless Monsters
  High Priest
  "A high priest is a valuable ally, they can raise the dead, lift curses, and speak directly to the gods."
  Creature(s)
  High Priest
  Medium Humanoid (any race), Any Alignment
  Armor Class: 12
  Hit Points: 99 (18d8+18)
  Speed 30 ft.
  Challenge 12 (8,400 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  15 (+2)
  20 (+5)
  16 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +6, Wis +9
  Skills Religon +13, History +13
  Senses passive Perception 15
  Languages any three languages
  Magic Resistance The high priest has advantage on saving throws against spells and other magical effects.
  Spellcasting The high priest is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit
  with spell attacks). The high priest can cast dispel magic at will and has the following cleric spells prepared:
  Cantrips (at will) light, sacred flame, thaumaturgy
  1st level (4 slots) 
   
   
   
    cure wounds, guiding bolt, sanctuary
  2nd level (3 slots) 
   
   
    lesser restoration, spiritual weapon
  3rd level (3 slots) 
   
   
    dispel magic, spirit guardians
  4th level (3 slots) 
   
   
    banishment, death ward
  5th level (3 slots) 
   
   
    flame strike, greater restoration
  6th level (1 slot) 
   
   
    heal
  7th level (1 slot) 
    plane shift
  8th level (1 slot) 
    holy aura
  9th level (1 slot) 
    mass heal
  Actions
  Light Hammer Melee Weapon Attack +6 to hit, reach 5 ft. (one target) Hit: 4 (1d4 + 2) bludgeoning damage.
  Lore: Religion
  DC 10 - High priests are powerful divine spellcasters and the religious leaders of large temples.
  DC 15 - High priests can cast the most powerful divine spells and even bring back long-dead friends.
  Treasure
  A high priest carries little in the way of coins or wealth but could carry a powerful magical item like a staff of healing.
  Further Adventure
  tm
  The high priest needs to find out why his god has stopped granting spells without the public finding out...
  The freshly dead are rising as ghouls and the high priest needs the party to find out why it's happening...
  The high priest has fallen into a deep, magical slumber and a plague threatens the city...
     Limitless ©2017
  
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  Limitless Monsters
  Hospitaller
  "The armored man running toward you wears the white tunic of a healer, but wields his warhammer
  with the skill and ferocity of a warrior."
  Creature(s)
  Hospitaller
  Medium Humanoid (any race), Any Alignment
  Armor Class: 16 (chainmail shirt)
  Hit Points: 38 (7d8+7)
  Speed 25 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  12 (+1)
  11 (+0)
  16 (+3)
  13 (+1)
  License: c.2016 Limitless-Adventures
  Skills Medicine +7, Athletics +4, Religion +4
  Senses passive Perception 13
  Languages Common
  Divine Eminence As a bonus action, the hospitaller can expend a spell slot to cause its melee weapon attacks to
  magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the
  hospitaller expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  Spellcasting The hospitaller is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
  spell attacks). The hospitaller has the following cleric spells prepared:
  Cantrips (at will) spare the dying, sacred flame, thaumaturgy
  1st level (4 slots) 
   
   
   
    cure wounds, guiding bolt, sanctuary
  2nd level (3 slots) 
   
   
    lesser restoration, aid
  3rd level (2 slots) 
   
    mass healing word, revivify
  Actions
  Shield Bash Melee Weapon Attack +4 to hit, reach 5 ft., (one target) Hit: 4 (1d4 + 2) bludgeoning damage. If the target is
  a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  Warhammer Melee Weapon Attack +4 to hit, reach 5. ft., (one creature) Hit: 6 (1d8+2) bludgeoning damage or 7
  (1d10+2) bludgeoning damage if used two handed.
  Hospitallers are holy warriors who navigate the battlefield in search of wounded allies to aid. They lack the questing life of
  a paladin and are primarily healers, whose martial prowess is used to get to their wounded soldiers.
  Lore: Religion
  DC 15 - often mistaken for paladins, hospitallers are militaristic knights that serve in highly structured armies. They rarely
  adventure or go on quests, as their duty is to tend to the sick and injured.
  DC 20 - Hospitallers are not quite as skilled as paladins in the arts of offense but are superior healers.
  Treasure
  Hospitallers carry very little treasure, typically 3d6 cp, 2d6 sp, and 1d12 gp, but some carry a potion of healing. All
  hospitallers carry healer's kits.
  Further Adventure
  tm
  The players encounter a group of wounded pilgrims being healed by hospitallers. The pilgrims claim to have been attacked
  by bugbears...
  The party encounters a group of hospitallers whose wagon is caught in a muddy bog and they have medical supplies that
  are needed on a nearby battlefront...
  A lone hospitaller needs an escort through enemy territory to join his unit...
     Limitless ©2017
  
  115
  Limitless Monsters
  Jester
  "The jester's role isn't just to keep the court entertained, or lighten the mood, after particularly weighty
  decision making. Sometimes, the jester is called upon for dramatic moments, or to say the things that
  others might lose their heads saying before their lord. Sometimes the jester is the only one allowed to
  speak the truth."
  Creature(s)
  Jester
  Medium Humanoid (any race), Any Neutral
  Armor Class: 11
  Hit Points: 9 (2d8)
  Speed 30 ft.
  Challenge 1/4 (50 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  10 (+0)
  12 (+1)
  12 (+1)
  14 (+2)
  License: c.2016 Limitless-Adventures
  Skills Performance +4, Acrobatics +3, Sleight of Hand +3
  Senses passive Perception 12
  Languages any one language (usually Common)
  Jester's Inspiration 
   
    Similar to Bardic Inspiration. The jester's inspiration can bestow 1d6 as a bonus action as per
  the bardic ability. If holding his marotte, the Jester may bestow this bonus upon themself.
  Spellcasting The jester is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with
  spell attacks). The jester has following bard spells prepared:
  Cantrips (at will) Prestidigitation, Vicious Mockery
  1st level (3 slots) 
   
   
    Disguise Self, Hideous Laughter
  Actions
  Jester's Marotte Melee Weapon Attack +2 to hit, reach 5 ft. (one target) Hit: 2 (1d4) bludgeoning damage. A bell in the
  head of the carved Jester rings when it strikes.
  Jesters are performers for a court, recounting stories both humorous and sad for the entertainment of the assembly and
  the nobles. Their style may including singing, or other physical and vocal performances. Their Marotte (Rod carved with
  a tiny jester) and costume are their spellcasting focus for their bardic powers.
  Lore: History
  DC 10 - A jester is a kind of bard, seemingly only an entertainer, who has satire and mockery that can cause real damage.
  Treasure
  A jester, away from court, is likely to be carrying a message or some form of entertainment for a neighboring lord or noble
  family member. On their person, besides their marotte, they would have an entertainer's pack and a purse containing 30
  gp, 10 sp, and 20 cp. They are likely to be carrying a letter from their lord to assist in freely crossing borders and tollways.
  In court, they would likely only have personal effects and their coin purse.
  Further Adventure
  tm
  A jester, freshly trained, wishes to hire the party to escort her to her new commission...
  A jester buys food and drinks for the party then presents a sealed letter from his master, "Kill the bearer of this note."...
  A lich's phylactery is the bell of a magical marotte, buried with a beloved heroic jester in the sacred crypts of a massive
  lawful good kingdom...
     Limitless ©2017
  
  116
  Treasure
  Further Adventure
  tm
   
  Limitless Monsters
  Lord Knight
  "The lord knights of the Ylera Valley were honorable and brave and saved my hide on more than one
  occasion."
  Creature(s)
  Lord Knight
  Medium Humanoid (any race), Any Lawful
  Armor Class: 20 (plate armor)
  Hit Points: 96 (16d8+32)
  Speed 30 ft.
  Challenge 5 (1,800 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Con +5, Wis +4
  Skills Athletics +7, Animal Handling +4
  Senses passive Perception 11
  Languages any one language (usually Common)
  Brave  The  lord  knight  has  advantage  on  saving  throws
  against being frightened.
  Actions
  Multiattack The lord knight makes three melee attacks.
  Longsword Melee Weapon Attack +7 to hit, reach 5 ft., (one
  target) Hit: 8 (1d8+4) slashing damage.
  Lance Melee Weapon Attack +7 to hit, reach 10 ft., (one
  creature) Hit: 10 (1d12 + 4) piercing damage. Disadvantage
  on attacks made against creatures five feet away.
  Heavy Crossbow Ranged Weapon Attack +4 to hit, range
  100/400 ft., (one creature) Hit: 5 (1d10) piercing damage.
  Leadership (Recharges after a Short or Long Rest) For 1
  minute, the knight can utter a special command or warning
  whenever a nonhostile creature that it can see within 30 feet
  of it makes an attack roll or a saving throw. The creature can
  add a d6 to its roll provided it can hear and understand the
  knight. A creature can benefit from only one Leadership die
  at a time. This effect ends if the knight is incapacitated.
  Reactions
  Parry The Lord knight adds 3 to its AC against one melee
  attack that would hit it. To do so, the knight must see the
  attacker and be wielding a melee weapon.
  Lord  Knights  are  warriors  who  pledge  service  to  rulers,
  religious  orders,  and  noble  causes.  A  knight's  alignment
  determines the extent to which a pledge is honored. Whether
  undertaking a quest or patrolling a realm, a knight often
  travels with an entourage that includes squires and hirelings
  who are commoners.
   
  Lore: Investigate
  DC 10 - Lord knights are veteran knights usually with
  noble  titles  above  a  knighthood.  They  are  skilled  at
  mounted combat and often lead companies of mounted
  troops in combat.
  DC 15 - Lord knights can inspire allies in combat and
  often live by a strict code of honor.
  A lord knight needs help retrieving his mount from a roc's nest, and time is running out...
  The party finds a wounded knight who, if healed, will aid the party on their next adventure...
  The lord knight needs a squire for a tournament in the next village; while rogues seek to poison his horse to fix the
  match...
  A lord knight could carry - 17 sp, 20 gp, and a golden
  chain (100 gp).
     Limitless ©2017
  
  117
  License: c.2016 Limitless-Adventures
  Skills Sleight of Hand +6
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  Senses passive Perception 10
  Languages any one, usually Common
  Sticky Fingers The street child swarm deals damage in gold pieces - snatching coin purses first, and gear second. If
  coins are not available, the swarm steals an approximate value in clothing, items, weapons, etc.
  Innocence Non-evil creatures find it difficult if not outright impossible to damage children, and have disadvantage on
  any attacks made against the swarm
  Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening
  large enough for a small child. The swarm can't regain hit points or gain temporary hit points.
  Noncombatant Street children know better than to fight adults, they flee from a fight, or if unable to escape, they will
  cower.
  Actions
  Steal Hit: 11 (2d12 + 1) gp stolen in coins or items.
  Treasure
  Further Adventure
  tm
  Limitless Monsters
  Pickpocket Street Child
  "A throng of filthy, wild and foul-mouthed children surged around me in Westgate, nearly knocking me
  to the ground, and began to empty my pockets."
  Creature(s)
  Pickpocket Street Child
  Small Humanoid (Human), Chaotic Neutral
  Armor Class: 11
  Hit Points: 3 (1d8)
  Speed 25 ft.
  Challenge 0 (10 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  10 (+0)
  8 (-1)
  10 (+0)
  10 (+0)
  License: c.2016 Limitless-Adventures
  Skills Stealth +3, Sleight of Hand +3
  Senses passive Perception 10
  Languages Common
  Noncombatant Street children know better than to fight adults, they flee from a fight, or if unable to escape, they will
  cower.
  Nimble The street child can move through the space of any creature that is larger than itself.
  Lore: Investigate
  DC 10 - Street children are runaways or orphans that have banded together for safety in numbers.
  DC 15 - Street children quickly develop skills in thievery and often have a boss to whom they pay for protection.
  Street Child Swarm
  Large Humanoid (Any), Chaotic Neutral
  Armor Class: 11
  Hit Points: 3 (8d10)
  Speed 25 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  10 (+0)
  9 (-1)
  10 (+0)
  10 (+0)
  The street children are in the employ (and protection of) a powerful crime boss or monster...
  A street child tells you that they discovered a dungeon below the city, and will show you the way, for a fee...
  The children speak of a man made of fog that sings to them at night. Children that follow him are never seen again...
  Street children are like magpies, any number of small (and usually worthless) items can be found on their person.
  Examples include, but are not limited to 1d4 cp, a small knife, a mangy kitten, a crust of bread, or a sling.
     Limitless ©2017
  
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  Limitless Monsters
  Warlock
  "I've always been equal parts suspicious and jealous of people from whom spells are granted rather than
  earned through laborious study."
  Creature(s)
  Warlock
  Medium Humanoid (any race), Neutral Evil
  Armor Class: 14 (mage armor)
  Hit Points: 32 (5d8+10)
  Speed 30 ft.
  Challenge 3 (700 XP)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  14 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  License: c.2016 Limitless-Adventures
  Saving Throws Int +3, Wis +3
  Skills Arcana +3, History +3
  Senses passive Perception 11
  Languages Common, Abyssal, Infernal
  Invocations The warlock is a 5th level spellcaster, this spellcasting ability is Charisma (spell save DC 13, +5 to hit with
  spell attacks). The warlock has the following invocations it can use at will: armor of shadow (mage armor),mire of the
  mind (slow), Misty Vision (silent image)
  Spellcasting The warlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with
  spell attacks). The warlock has the following warlock spells prepared:
  Cantrips (at will) eldritch blast, minor illusion, prestidigitation
  3rd level (2 slots) 
   
    counterspell, dispel magic, fear, fireball, remove curse, vampiric touch
  Actions
  Dagger Melee or Ranged Weapon Attack +3 to hit,5 ft., (reach one creature) or 20/60 ft., (range one creature) Hit: 5
  (1d4+1) piercing damage
  Lore: Arcana
  DC 10 - Warlocks draw their magic not from the gods or through erudition, but rather by striking dark pacts with eldritch
  powers.
  DC 15 - Warlocks have a powerful eldritch blast that they can infuse with spell-like effects called invocations.
  Treasure
  Warlocks carry 3d6 sp, 3d4 gp, and a spell focus (usually an orb or wand).
  Further Adventure
  tm
  A warlock approaches the party about a sunken temple in the swamp that holds a portal to a demiplane where a lost
  archfey slumbers...
  A warlock, plagued by a paladin, joins the party as a hireling as an attempt to lay low...
  A warlock is removing curses in town that he himself places on townfolk secretly...
     Limitless ©2017
  
  119
  Challenge Rating 0
  Pickpocket Street Child
  Puffball
  Sewerfolk
  Shadow Rook
  Whisper Cats
  Wickerman
  Challenge Rating 1/4
  Animated Object: Brass Oracle
  Applehead/Cornbaby
  Apprentice Mage
  Archivist
  Ash Mephit
  Drowned Mephit
  Duende
  Feral Pack Leader
  Grave Mephit
  Gremlin
  Jester
  Kobold Sorcerer
  Nightmare Mephit
  Nixie
  Stench Mephit
  The Laughing
  Challenge Rating 1/2
  Bilge Horror
  Elvish Riding Hound
  Feral Gnoll
  Kelrinn
  Orc Zombie
  Radiant
  Swarm of Nestback Wasps
  Swarm of Shadow Rooks
  Swarm of Spiders
  Time Mephit
  Wood Elf Scout
  Challenge Rating 1
  Aasimar
  Curiosity
  Giant Luna Moth
  Grotto Hag
  Lubber Fiend
  Skeletal Guardian
  Zombie, Drow Elf
  Challenge Rating 2
  Animated Object: Unfinished Armor
  Astral Pirate
  Feral Gnoll Shaman
  Giant Caterpillar
  Kelrinn Chief
  Mage Hound
  Nestback Rhinoceros
  Orcish Plague Zombie
  Orc Shaman
  Pestilence Harpy
  Wight Crossbowman
  Wyrmling Electrum Dragon
  Challenge Rating 3
  Azer Marauder
  Briar Knight
  Champion of Argenta
  Charnel Hound
  Combat Engineer
  Deep Crab
  Dragon Hunters
  Ethereal Leaches
  Fighter Mage
  Forsaken
  Hospitaller
  Mind Rake
  Street Child Swarm
  Veteran (Drow variant)
  Veteran (Orc Variant)
  Warlock
  Challenge Rating 4
  Alchemical Ooze
  Minotaur Blockade Crasher
  Scion
  Challenge Rating 5
  Chosen of Lugh
  Ice Elemental
  Living Hoard
  Lord Knight
  Pitcher Plant
  Polluted Water Elemental
  Sargasso
  Challenge Rating 6
  Forest Giant
  Half-Red Dragon Wyvern
  Praesida
  Storm Elemental
  Challenge Rating 7
  Elder Mimic
  Half-Red Dragon Troll
  Wicker Wyrmling
  Challenge Rating 8
  Astral Raid Mage
  Kavora
  Sea Serpent
  Young Blue Dragon Skeleton
  Challenge Rating 9
  Young Electrum Dragon
  Challenge Rating 11
  Tor'gall
  Whim
  Challenge Rating 12
  High Priest
  Challenge Rating 13
  Living Spellbook
  Savage Vampire
  Vampire Priest
  Vampire Wizard
  Challenge Rating 15
  Rust Dragon
  Wicker Dragon
  Challenge Rating 16
  Adult Electrum Dragon
  Challenge Rating 18
  Adult Red Dracolich
  Primordial Earth Elemental
  Primordial Air Elemental
  Primordial Fire Elemental
  Primordial Water Elemental
  Challenge Rating 20
  Ancient Green Dragon Zombie
  Divine Echo of Trickery
  Challenge Rating 21
  Archfey
  Divine Echo of Death
  Divine Echo of Knowledge
  Shipwreck Golem
  Void Lich
  Challenge Rating 23
  Ancient Electrum Dragon
  Challenge Rating 30
  Argenta, Goddess of Healing
  Nyx, Goddess of Darkness
  Limitless Monsters
  Challenge Ratings
     Limitless ©2017
  
  Legal Information: OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
  Rights Reserved.
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
  based on original material by E. Gary Gygax and Dave Arneson.
  END OF LICENSE
  
  www.limitless-adventures.com
  Limitless Monsters
  Includes:
  Over 100 unique D&D 5e monsters
  Lore Mechanics to unlock tactical
  insights through knowledge
  Monster Tactics - how they fight
  Harvest Mechanics to gain unique loot
  Pre-rolled treasure to reduce DM prep time
  300 Further Adventure� hooks to aid in writing
  follow-up quests
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Limitless Monsters.pdf