TEXT: EN World EN5IDER | Fearsome Critters
  EN World EN5IDER | Fearsome Critters
  Monstrous Menagerie
  fearsome
  CRITTERS
   
  writing Jon Bupp
   color art Vanessa Bailey
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  M
  onstrous Menagerie 
  presents new and 
  fantastic creatures with 
  which Game Masters of all levels 
  of experience can populate their 
  campaign worlds. The creatures 
  found within these pages may 
  be beneficent or malign, horrific 
  or wondrous, but all are sure to 
  astound your players.
   Life on the borderlands has 
  always been hard. Carving a piece 
  of civilization out of the wilds is 
  dangerous and tiring; not only are 
  the wilds filled with vicious foes, 
  but you have the magical beasts 
  of the Feywild to contend with as 
  well. Some delight in helping out 
  the civilized people, but can have a 
  mischievous streak. Others seek to 
  drive the push of civilization back 
  away from their territory and the 
  borders of the fey realms. They do 
  this by stealthy attacks, magical 
  powers or by even stealing the 
  children of the settlers to raise them 
  as fey.
  
  Fearsome Critters | EN World EN5IDER
  Fearsome Critters | EN World EN5IDER
  Agropelter
  While walking through an unfamiliar forest, 
  you hear a loud crack of breaking wood and are 
  hit hard from behind. Whirling around you see 
  nothing, but a large tree branch lays at your feet. 
  Another crack sounds. Turning, you see another 
  branch flying your way, as a villainous looking 
  ape ducks behind the canopy of a withered tree.
  Agropelter
  Small fey, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft., climb 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  11 (+0) 
  4 (-3) 
  12 (+1) 
  6 (—1)
  Skills Perception +4, Stealth +6
  Senses passive Perception 15
  Languages sylvan
  Challenge 1 (200 XP)
  Nimble Escape. The agropelter can take the Disengage 
  or Hide action as a bonus action.
  Actions
  Branch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 3) bludgeoning damage. 
  Hurled Branch. Ranged Weapon Attack: +5 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 3) bludgeon-
  ing damage.
  The agropelter is three feet tall and has a slender 
  and wiry body. It has the villainous face of an ape, 
  and arms like muscular whiplashes, with which 
  it can snap off dead branches and hurl them 
  through the air at deadly speeds. Agropelters are 
  remarkably fast free-climbers and acrobatically 
  swing from branch to branch.
   The agropelter makes its home in a large dead 
  tree with a sturdy base, preferably one already 
  hollow, but if not the creature would eat out the 
  remaining wood inside. Such trees have a large 
  amount of dead branches covering the outside. Its 
  primary diet consists of woodpeckers and owls, 
  though it will eat just about any meat. Agropelters 
  supplement their diet with rotting wood. 
   The territorial agropelter is known to tossing 
  hunks of wood at intruders. They prefer to strike 
  from behind, but are so fast and hide so well that 
  a target could never see them by the time they 
  turned around. They take the bodies of their 
  victims and stuff them into hollow trees. They 
  then save them to eat them later. 
  Story Hook
  Rumors spread of lumberjacks disappearing in an 
  ancient and untouched woodlands, and a reward 
  is put on their rescue. As the PCs investigate, they 
  begin finding bodies folded into hollow trees.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  
  A jackalope can mimic any sounds it hears, even 
  voices. It has a beautiful singing voice, akin to a 
  human male tenor regardless of the jackalope’s 
  sex, and will sing along with any songs it hears. 
  When chased, the jackalope will use its vocal 
  abilities to elude capture, throwing its voice 
  to trick its pursuers into running a different 
  direction.
   The best way to catch a jackalope is to lure it 
  with dwarven whiskey, as they have a particular 
  fondness for this drink. A single ounce of the 
  stuff will intoxicate it, granting it the poisoned 
  condition and reducing its speed to 25 feet.
   Though accustomed to roaming in herds called 
  flaggerdoots, lone jackalopes are occasionally 
  encountered. These rogue jackalopes are usually 
  exiles from their flaggerdoot, or lost souls that 
  were left behind in the wild as children.
  Story Hook
  While sitting around the campfire, the party’s 
  bard begins their Song of Rest. The bard is 
  unexpectedly joined by a chorus of jackalopes, 
  singing from the edge of the firelight.
  Jackalope
  A sudden flash of movement draws your attention 
  to a clump of tall grass. Poking over the blades of 
  grass are a pair of ivory antlers, but as you look 
  closer, they are not attached to a stag but a four-
  foot long jackrabbit! 
  Jackalope
  Medium fey, unaligned
  Armor Class 13
  Hit Points 9 (2d8)
  Speed 50 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  11 (+0) 
  8 (–1) 
  14 (+2) 
  10 (+0)
  Skills Perception +3, Stealth +2
  Senses passive Perception 15
  Languages — 
  Challenge ½ (100 XP)
  Mimicry. The jackalope can mimic any sounds it has 
  heard, including voices. A creature that hears the 
  sounds can tell they are imitations with a successful 
  DC 13 Wisdom (Insight) check. 
  Charge. If the jackalope moves at least 20 feet straight 
  toward a target and then hits it with a ram attack 
  on the same turn, the target takes an extra 7 (2d6) 
  damage. If the target is a creature, it must succeed on 
  a DC 13 Strength saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage.
  EN World EN5IDER | Fearsome Critters
  EN World EN5IDER | Fearsome Critters
  
  Fearsome Critters | EN World EN5IDER
  Fearsome Critters | EN World EN5IDER
  Puckwudgie
  A gathering of short, grey-skinned creatures 
  welcomes you. They have long, spiky hair, with 
  noses and ears seemingly made for someone of a 
  much greater stature. Their long, fat fingers reach 
  out towards you, and they ask, “What can we do 
  for you?”
  Puckwudgie
  Small fey (shapechanger), chaotic neutral
  Armor Class 13
  Hit Points 55 (10d6+20)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Skills Perception +4, Stealth +6
  Senses darkvision 60 feet, passive Perception 14
  Languages Common, Sylvan
  Challenge ½ (100 XP)
  Invisibility. The puckwudgie magically turns invisible 
  until it attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the puck-
  wudgie wears or carries is invisible with it.
  Shapechanger. The puckwudgie can use its action 
  to polymorph into a porcupine-humanoid hybrid 
  or back into its true form, which is humanoid. 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.
  Innate Spellcasting. The puckwudgie’s innate spell-
  casting ability is Charisma (spell save DC 12, +4 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components:
  At will: dancing lights, produce flame
  1/day: blindness/deafness, confusion 
  Actions
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage 
  and the target must make a DC 13 Constitution save. 
  On a failure, the target becomes poisoned. The target 
  may make a new save at the end of each round. A 
  success removes the condition.
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d8) piercing damage.
  Quills (Hybrid form only). Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 10 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  A puckwudgie stands two to three feet tall. Their 
  features resemble those of a human, but with 
  enlarged noses, fingers and ears. Their skin is 
  described as being a smooth grey, and at times has 
  been known to glow. Puckwudgies have a sweet 
  smell. What clothing they do wear is made from 
  grasses, leaves and flowers, which serves as a 
  natural camouflage. 
   Puckwudgies are capable of both good and 
  evil. At first they can be good natured and 
  helpful beings who inhabit forests on the edges 
  of civilization. If treated kindly and given treats 
  and trinkets, they will continue to be a blessing 
  on a community and live in harmony. If they are 
  wronged in any way they turn into mischievous 
  trouble-makers. A slighted puckwudgie is capable 
  of terrible, even deadly deeds. They will sabotage, 
  start fires, and use their magic to sow confusion 
  and kidnap the children of those that have 
  wronged them.
   Puckwudgies forests often inhabited by will-
  o’-wisps. Stories claim that these are the spirits 
  of those slain by puckwudgies, and that they can 
  control the will-o’-wisps.
  Story Hook
  A troupe of puckwudgies from the nearby forest 
  seek to aid the PCs in the day to day workings 
  of their new stronghold. If the PCs accept their 
  help, will-o’-wisps soon start filling the keep and 
  causing chaos.
  
  EN World EN5IDER | Fearsome Critters
  EN World EN5IDER | Fearsome Critters
  Wampus Cat 
  A fetid odor strikes your nose seconds before 
  the muscular black cat attacks. It lets out a high-
  pitched hiss as its too-human eyes meet yours. Its 
  amber gaze makes your blood run cold as you try 
  to stand your ground before its fury.
  Wampus Cat
  Medium fey, neutral evil
  Armor Class 15
  Hit Points 52 (7d10 + 12)
  Speed 50 ft., climb 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  18 (+4) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  13 (+1)
  Skills Perception +4, Stealth +6
  Senses darkvision 120 feet, passive Perception 15
  Languages Common, Sylvan
  Challenge 3 (450 XP)
  Frightening Gaze. The wampus cat fixes its gaze on 
  one creature it can see within 10 feet of it. The target 
  must succeed on a DC 13 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 
  wampus cat’s gaze for the next 24 hours.
  Stench. Any creature other than a wampus cat that 
  starts its turn within 5 feet of the wampus cat must 
  succeed on a DC 13 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 of all wampus cats for 1 hour.
  Actions
  Multiattack. The wampus cat makes 2 claw attacks 
  and 1 bite attack.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) piercing damage.
  Legend says that the original wampus cat was 
  a woman possessed by the spirit of a great 
  mountain cat. These silent predators have been 
  known steal children to be raised by the hags or 
  other Unseelie fey. When it attacks, it lets out a 
  strange, high pitched hissing sound.
   This great cat has six legs, but will occasionally 
  run upright on just two legs. The wampus cat has 
  a sleek, heavily muscled frame with jet black fur 
  and a horrible smell like that of a wet animal that 
  has fallen into a bog after it messed with a skunk. 
  It has startlingly human eyes that shine with an 
  eerie yellow glow. 
   Wampus cats live in deserted, humid areas with 
  much plant growth, particularly swamplands and 
  forested ravines. Wampus cats range from 7 to 9 
  feet long and can weigh anywhere from 250 to 700 
  pounds.
  Story Hook
  The mayor’s infant son has disappeared. Large 
  feline tracks lead from the nursery to the swamps. 
  E
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 098 - Fearsome Critters.pdf