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  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  Monster Hunter Monster Manual
  
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  Table of Contents
  Table of Contents
  Conditions, Poisons, and Diseases
  Page
  Iceblight
  3
  Slick
  3
  Tarred
  3
  Waterblight
  3
  Frenzy Virus
  67
  Theropods
  CR Level
  Page
  Jaggi
  1/2
  4
  Jaggia
  1
  5
  Great Jaggi
  2
  5
  Baggi
  1
  6
  Great Baggi
  2
  6
  Wroggi
  1
  7
  Great Wroggi
  2
  7
  Velociprey
  1/4
  8
  Velocidrome
  1
  8
  Genprey
  1/4
  9
  Gendrome
  1
  9
  Ioprey
  1/2
  10
  Iodrome
  1
  10
  Giaprey
  1/2
  11
  Giadrome
  1
  11
  Maccao
  1/4
  12
  Great Maccao
  2
  12
  Kulu-Ya-Ku
  4
  13
  Tzitzi-Ya-Ku
  6
  14
  Bird Wyverns
  CR Level
  Page
  Yian Kut-Ku
  3
  15
  Hypnocatrice
  4
  16
  Pukei-Pukei
  4
  17
  Qurupeco
  6
  18
  Yian Garuga
  7
  19
  Gypceros
  8
  20
  Malfestio
  9
  21
  Fanged Beasts
  CR Level
  Page
  Bullfango
  1/4
  22
  Bulldrome
  2
  22
  Lagombi
  3
  23
  Arzuros
  4
  24
  Volvidon
  5
  24
  Kecha Wacha
  6
  25
  Conga
  1/2
  26
  Congalala
  6
  26
  Blango
  1
  27
  Blangonga
  9
  27
  Rajang
  15
  28
  Gammoth
  16
  29
  Flying Wyverns
  CR Level
  Page
  Giggi
  1
  31
  Gigginox
  10
  32
  Basarios
  6
  33
  Gravios
  14
  34
  Seregios
  7
  35
  Paolumu
  7
  36
  Astalos
  9
  37
  Rathian
  8
  38
  Rathalos
  10
  39
  Khezu
  10
  40
  Nargacuga
  11
  41
  Monoblos
  12
  42
  Diablos
  18
  42
  Legiana
  13
  44
  Barioth
  15
  45
  Tigrex
  16
  46
  Bazelgeuse
  17
  47
  Ukanlos
  20
  48
  Akantor
  20
  50
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  Brute Wyverns
  CR Level
  Page
  Barroth
  4
  52
  Uragaan
  6
  53
  Anjanath
  7
  54
  Duramboros
  9
  55
  Radobaan
  10
  56
  Glavenus
  13
  57
  Brachydios
  17
  58
  Deviljho
  18
  59
  Fanged Wyverns
  CR Level
  Page
  Zinogre
  10
  60
  Jagras
  1/2
  61
  Great Jagras
  4
  61
  Girros
  1
  62
  Great Girros
  6
  62
  Dodogama
  7
  63
  Shamos
  1
  63
  Tobi-Kadachi
  6
  64
  Odogaron
  8
  65
          Unknown      
  CR Level
  Page
  Gore Magala
  21
  69
  Shagaru Magala
  25
  70
        Leviathans      
  CR Level
  Page
  Ludroth
  1
  71
  Royal Ludroth
  5
  71
  Uroktor
  1/2
  72
  Agnaktor
  6
  72
  Gobul
  7
  73
  Nibelsnarf
  8
  75
  Mizutsune
  11
  76
  Lagiacrus
  14
  77
      Amphibians      
  CR Level
  Page
  Tetsucabra
  4
  79
  Zamite
  1/2
  80
  Zamtrios
  5
  81
  Carapaceon
  CR Level
  Page
  Hermitaur
  1/2
  82
  Daimyo Hermitaur
  9
  83
  Ceanataur
  1/2
  84
  Shogun Ceanataur
  13
  85
  Shen Gaoren
  30
  86
  Piscine Wyverns
  CR Level
  Page
  Cephalos
  2
  88
  Cephadrome
  7
  89
  Delex
  1/8
  90
  Gajau
  1
  90
  Plesioth
  9
  91
  Jyuratodus
  11
  92
  Lavasioth
  13
  93
  Neopterons
  CR Level
  Page
  Altaroth
  0
  94
  Bnahabra
  1/4
  94
  Hornetaur
  1/4
  95
  Vespoid
  1/4
  95
  Vespoid Queen
  1
  96
  Great Thunderbug
  1/4
  96
  Konchu
  1/4
  97
  Seltas
  3
  98
  Seltas Queen
  11
  98
  Ahtal-Ka
  23
  100
  Ahtal-Nesto
  23
  103
        Temnoceran      
  CR Level
  Page
  Nerscylla
  6
  104
  Elder Dragons
  CR Level
  Page
  Dire Miralis
  11
  105
  Kirin
  12
  106
  Lunastra
  12
  107
  Tempered Lunastra
  19
  108
  Teostra
  13
  109
  Chameleos
  14
  111
  Kushala Daora
  15
  113
  Valphalk
  16
  115
  Amatsumagatsuchi
  17
  117
  Dalamadur
  18
  118
  Yama Tsukami
  18
  119
  Gogmazios
  19
  122
  Nakarkos
  20
  123
  Alatreon
  21
  125
  Kulve Taroth
  21
  127
  Nergigante
  23
  129
  Vaal Hazak
  24
  130
  Xeno'jiiva
  25
  131
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  Elder Dragon Cont.
  CR Level
  Page
  Ceadeus
  26
  132
  Jhen Mohran
  26
  133
  Behemoth
  27
  135
  Fatalis
  28
  137
  Shah Dalamadur
  30
  139
  Lao-Shan Lung
  30
  141
  Lynians
  CR Level
  Page
  Felyne
  1
  142
  Melynx
  1
  143
  Wild Melynx
  1/8
  143
  Grimalkyne
  1
  144
  Shakalaka
  1/8
  145
  King Shakalaka
  1
  145
  Gajalaka
  1/8
  146
      Herbivore    
  CR Level
  Page
  Kelbi
  0
  147
  Anteka
  1/8
  147
  Apceros
  1/4
  148
  Aptonoth
  1/8
  148
  Popo
  1/4
  149
  Slagtoth
  1/8
  149
  Herbivore (Cont.)
  CR Level
  Page
  Epioth
  1/8
  150
  Rhenoplos
  2
  150
  Gargwa
  1/4
  151
  Larinoth
  1/4
  151
  Gastodon
  1
  152
  Kestodon
  1/4
  152
  Mosswine
  0
  153
  Moofah
  0
  153
  Conditions, Poisons, and Diseases
  Conditions, Poisons, and Diseases
  Within this Monster Manual you will find a few new
  conditions, poisons, and diseases. These will be found
  throughout the manual but have been consolidated here.
  Poison: Waterblight
  Poison: Waterblight
  A creature effected by waterblight has their stamina
  drained.
  On the creatures turn, it can use either an
  Action or a Bonus Action, not both.
    Snake Wyverns    
  CR Level
  Page
  Remobra
  1/4
  154
  Wingdrake
  1/8
  154
  Najarala
  9
  155
  Disease: Iceblight
  Disease: Iceblight
  A creature who is afflicted with iceblight is chilled
  to the bone.
  The creature can't use reactions.
  Its speed is halved.
  It can't make more than one attack on its turn.
  Condition: Tarred
  Condition: Tarred
  A creature, object, or area who is tarred, is covered
  in a dark brown or black viscous liquid. This liquid
  sticks to anything it touches and is highly
  flammable.
  A creature who is tarred is restrained, immune
  to being disarmed, and cannot use an object or
  weapon not already in hand.
  A tarred Object cannot be moved or used.
  An area that is tarred is considered difficult
  terrain.
  The condition ends if a creature, object, or area
  that has this condition takes fire damage. When
  the condition ends in this way the creature,
  object, or area ignite. Until a creature takes an
  action to douse the fire , the target takes 6
  (1d10) fire damage at the start of each of its
  turns.
  When an area ignites, any object or creature in
  that area also ignite.
  An area that ignites in this way burns for 1
  minute.
  Condition: Slick
  Condition: Slick
  A creature who is slick is covered in a slippery or
  slimy liquid. This liquid coats the body making it
  difficult to move or avoid attacks without slipping.
  A creature who is slick has disavantage on
  Dexterity saving throws.
  A creature may only move up to half its speed
  while under this effect.
  A creature has disavantage when attempting to
  grapple a creature, but advantage when
  attempting to escape a grapple when using
  acrobatics.
  A creature can use its action on itself or another
  adjacent creature to wipe off the liquid,
  removing the effect.
  3
  
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  Bird Wyverns & Theropods
  Bird Wyverns & Theropods
  Bird Wyverns are, as their name implies, bird-like in nature, with slender delicate bodies. Despite their comparatively small stature,
  Bird Wyverns often use their agility to their advantage to neutralize attacks and prey alike. Flying Bird Wyverns exhibit similar
  characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard,
  sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner.
  Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute
  Wyverns however, these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy,
  with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects
  during combat.
  Jaggi
  Jaggi
  Jaggi are mostly pink, with purple foreclaws, back-stripe, and
  head-frills, and with cream-colored underbellies. Their tails
  are barbed along the length of the appendage, and they sport
  sizable frills sprouting from behind their jaws, possibly for
  making themselves look bigger to other monsters.
  Though Jaggi and their kind display a higher functioning
  level of cooperation than other Raptors, Jaggi are often easily
  dealt with, even for novice Adventurers. This is due, in part, to
  their boisterous nature; Jaggi will often spend just as much
  time vocalizing bark-like warnings against intruders as they
  will attacking them.
  Jaggia
  Jaggia
  Jaggia are the females of the Jaggi species. They are
  noticeably larger and bulkier than the immature males, and
  are mostly a blue-purple in hue, the exceptions being orange
  areas along their limbs and the sides of their necks and
  cream-colored underbellies. Their tails, unlike males of the
  species, have no barbs, and instead have a soft feather-like
  hanging accent near their ends. Their frills, located behind
  their jaws, are also more subdued than in other Jaggi
  variations, and hang limply.
  Jaggia and their kin display a higher functioning level of
  cooperation than other small Bird Wyverns, and are more of a
  challenge than the smaller Jaggi due to their greater resilience
  and larger size. It is also notable that, unlike most other bird
  wyverns, Jaggia are sometimes found sleeping or lying down.
  Great Jaggi
  Great Jaggi
  Great Jaggi's distinctive feature is its frill and the lavender
  scales with the crimson and tangerine overrides on the frills
  and the abdomen part, but also the furs that grow on its neck
  and along the back down to the middle tip of the tail. Great
  Jaggi's muzzle are particularly thinner and much more wrinkly
  than the other Bird Wyverns. While the tail has some barbs on
  each sides, they are notably blunt and definable even used for
  its tail whip attacks.
  Great Jaggi, along with the Great Baggi, may attack other
  monsters instead of focusing solely on the Adventurer,
  indicating a highly competitive and intelligent demeanor. It
  can also call its pack of Jaggi to its aid at any time with a loud,
  resonating roar.
  4
  Jaggi
  Jaggi
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  2 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1/2 (100 XP)
  Pack Tactics. The Jaggi has advantage on attack rolls
  against a creature if at least one of the Jaggi's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage.
  
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  5
  Jaggia
  Jaggia
  Medium beast (theropod), unaligned
  Armor Class 12 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Pack Tactics. The Jaggia has advantage on attack rolls
  against a creature if at least one of the Jaggia's allies
  is within 5 feet of the creature and the ally isn't
  incapacitated.
  Brute. A melee weapon deals one extra die of its
  damage when the Jaggia hits with it (included in the
  attack).
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 12 (2d8 + 3) piercing damage.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. If
  the target is a creature, it must succeed on a DC 11
  Strength saving throw or be knocked prone.
  Great Jaggi
  Great Jaggi
  Large beast (theropod), unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
  Skills Athletics +5
  Senses passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Brute. A melee weapon attack deals one extra die of
  its damage when the Great Jaggi hits with it
  (included in the attack).
  Pounce. If the Great Jaggi moves at least 20 feet.
  straight toward a creature and then hits it with a slam
  Attack that knocks the target prone on the same
  turn. Then the Great Jaggi can make one bite Attack
  against it as a Bonus Action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 16 (3d8 + 3) piercing damage.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 13 (3d6 + 3) bludgeoning damage. If
  the target is a creature, it must succeed on a DC 13
  Strength saving throw or be knocked prone.
  Alpha Call (1/day). The Great Jaggi calls out for help
  and 1d4 jaggi and 1d2 Jaggia appears to assist it.
  
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  Baggi
  Baggi
  Baggi behave the same way as Jaggi and Jaggia. Unlike Jaggi,
  however, they can be either male or female. They have the
  ability to put other creatures to sleep due to its special liquid
  spit when it bites, that only lasts a few seconds. Baggi have
  the same attacks as the creatures they resemble, the Jaggi, but
  attack more without delay. They will spend much less time
  hissing and will rush at Adventurers without warning. Like
  their relatives, the Jaggi, Baggi will attack other large monster
  in the same area, excluding the Great Baggi.
  Great Baggi
  Great Baggi
  The Great Baggi's eyes will glow yellow in the dark. Great
  Baggi are matured male Baggi that have taken over a pack of
  their own. Great Baggi is also slightly larger than the Great
  Jaggi. Located on its head is a crest that is highly prized by
  merchants for its use in armor and weapon crafting. It has
  developed its own unique ability; it can spit a tranquilizing
  liquid that inflicts sleep on its prey or hunters. It also has
  developed the ability to command Baggi to surround prey or
  hunters and spit tranquilizing liquid at them with a roar.
  6
  Baggi
  Baggi
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  2 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1 (200 XP)
  Pack Tactics. The Baggi has advantage on attack rolls
  against a creature if at least one of the Baggi's allies
  is within 5 feet of the creature and the ally isn't
  incapacitated.
  Brute. A melee weapon attack deals one extra die of
  its damage when the Baggi hits with it (included in
  the attack).
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 11 (2d8 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 12
  Constitution saving throw or become Incapacitated
  for 1d4 turns or until they take damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 9 (3d4 + 2) slashing damage.
  Great Baggi
  Great Baggi
  Large beast (theropod), unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
  Skills Athletics +6
  Senses passive Perception 10
  Languages -
  Challenge 3 (700 XP)
  Brute. A melee weapon attack deals one extra die of
  its damage when the Great Baggi hits with it
  (included in the attack).
  Pounce. If the Great Baggi moves at least 20 feet
  straight toward a creature and then hits it with a claw
  Attack on the same turn, that target must succeed
  on a DC 14 Strength saving throw or be knocked
  prone. If the target is prone, the Great Baggi can
  make one bite Attack against it as a Bonus Action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 17 (3d8 + 4) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Constitution saving throw or become Incapacitated
  for 1d4 turns or until they take damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 14 (4d4 + 4) Slashing damage.
  Sleep Spit. The Great Baggi spits a sleepy concoction
  at a location within 60 feet All creatures within a 5
  foot radius must pass a DC 13 Constitution saving
  throw or become incapacitated for 1d4 turns or until
  they take damage.
  Alpha Call (1/day). The Great Baggi calls out for help
  and 1d4 Baggi appears to assist it.
  
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  Wroggi
  Wroggi
  Wroggi are similar in body structure to Jaggi and Baggi, and
  are covered in a slick, water-resistant hide of an orange
  colouration. They have a pair of poison sacs on either side of
  their heads. Their movements and body structure are similar
  to that of Jaggia. Wroggi are poisonous, but are not as strong
  or as resistant to poison as their leader.
  Great Wroggi
  Great Wroggi
  The Great Wroggi has a slick salamander-like skin and, like its
  close relatives the Great Jaggi and Great Baggi, Great Wroggi
  are usually accompanied by a group of their smaller kin.
  Strangely enough, Wroggi seem to possess two, light blue
  poison sacs on either side of their heads, while the Great
  Wroggi possesses only a single, much larger, purple poison
  sac under its throat. It is believed that the poison sacs grow as
  the male Wroggi matures until the two poison sacs join
  together to become one poison sac.
  7
  Wroggi
  Wroggi
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  2 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1 (200 XP)
  Pack Tactics. The Wroggi has advantage on attack
  rolls against a creature if at least one of the Wroggi's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Brute. A melee weapon attack deals one extra die of
  its damage when the Wroggi hits with it (included in
  the attack).
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 11 (2d8 + 2) piercing damage. If the
  target is a creature, it must succeed on a DC 12
  Constitution saving throw or become Poisoned for
  1d4 turns.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 9 (3d4 + 2) slashing damage.
  Great Wroggi
  Great Wroggi
  Large beast (theropod), unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
  Skills Athletics +6
  Senses passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Brute. A melee weapon attack deals one extra die of
  its damage when the Great Wroggi hits with it
  (included in the attack).
  Pounce. If the Great Wroggi moves at least 20 feet
  straight toward a creature and then hits it with a claw
  Attack on the same turn, that target must succeed
  on a DC 14 Strength saving throw or be knocked
  prone. If the target is prone, the Great Wroggi can
  make one bite Attack against it as a Bonus Action.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 17(3d8 + 4) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Constitution saving throw or become Incapacitated
  for 1d4 turns or until they take damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 14 (4d4 + 4) Slashing damage.
  Poison Spit. The Great Wroggi spits a poisonous
  concoction in a 5 foot area within 60 feet of it All
  creatures within a 5-foot radius must pass a DC 13
  Constitution saving throw or become poisoned for
  1d4 turns.
  Alpha Call (1/day). The Great Wroggi calls out for help
  and 1d4 Wroggi appears to assist it.
  
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  Velociprey
  Velociprey
  Velociprey have blue scales with black stripes, and a dull red
  crest on their heads. These carnivorous monsters travel in
  packs and inhabit many different environments.
  Velociprey have highly developed brains, and can come up
  with a hunting plan quite quickly. The Velociprey will use a
  range of calls to talk to each other in order to cooperate
  properly. They usually surround prey, giving it little ways to
  escape, and attack by using their foot claws and hand claws. If
  their is a large pack, they can take down prey bigger than
  young Aptonoth. Inside of a Velociprey's beak is number of
  sharp, thin teeth. Though the teeth look delicate, they are
  surprisingly hard to break. Even bombs can't break a
  Velociprey's teeth. Velociprey have powerful legs for used
  running at high speeds after prey with claws used to injure
  prey.
  Velociprey packs are known to raid villages for food and will
  sometimes raid villages if food is scarce.
  Velocidrome
  Velocidrome
  The Velocidrome has a large, bright red crest over its blue
  hide signifies to other Velociprey that it is fit to be their leader.
  It is heavily set in its pack mentality and will rarely fight alone.
  To try to scare away potential predators, Velocidrome have
  colorful scales that act as warning colors. Velocidrome give
  orders to the Velociprey while it constantly patrols its territory
  in search of intruders that have entered it. If an intruder is
  spotted, the Velocidrome will call for its pack before attacking
  the threat.
  8
  Velociprey
  Velociprey
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 14 (+2) 10 (+0) 8 (-1) 6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50 XP)
  Aggressive. As a bonus action, the velociprey can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Velocidrome
  Velocidrome
  Large beast (theropod), unaligned
  Armor Class 13 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 6 (-2)
  Skills Athletics +5
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Standing Leap. The velocidrome's long jump is up to
  30 feet and its high jump is up to 15 feet, with or
  without a running start.
  Aggressive. As a bonus action, the velocidrome can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 12 (2d8 + 3) piercing damage.
  Deadly Leap. If the velocidrome jumps at least 15
  feet as part of its movement, it can then use this
  action to land on its feet in a space that contains one
  or more other creatures. Each of those creatures
  must succeed on a DC 13 Strength or Dexterity
  saving throw (target's choice) or be knocked prone
  and take 6 (1d6 + 3) bludgeoning damage On a
  successful save, the creature takes only half the
  damage, isn't knocked prone, and is pushed 5 feet
  out of the velocidrome's space into an unoccupied
  space of the creature's choice. If no unoccupied
  space is with in range, the creature instead falls
  prone in the velocidrome's space.
  Alpha Call (1/day). The velocidrome calls out for help
  and 1d4 velociprey appear to assist it.
  
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  Genprey
  Genprey
  Genprey bodies are covered in a colorful yellow and green
  hide, with a pair of yellow crests over their eyes. They are a
  mid-level hunter. They prey on Aptonoth and Apceros.
  Genprey are pack hunters, and often rely on plans formulated
  by their pack leader, the Gendrome.
  Genprey are covered in scales used for both camouflage in
  the harsh deserts and repel the fangs of other creatures. If the
  other creatures have a type of paralyzing toxin, skin under the
  scales can neutralize the paralyzing venom. In their fangs, is a
  deadly venom that can paralyze prey ten times their own size.
  Its estimated that it takes near seconds for the venom to
  paralyze prey no matter what size.
  Gendrome
  Gendrome
  adventurers can easily identify a Gendrome by their big crest
  and slightly larger size compared to a Genprey. The crest
  signifies leadership over the pack. With a pack to protect them
  and paralyzing fangs, they are a force to be reckoned with.
  Quick attacks and high speed allow them to attack with
  surprising power.
  Gendrome are aggressive leaders that can repel some
  Flying Wyverns. Gendrome are well-known for occasionally
  living alone separate from a pack. In most cases, these are
  Gendrome searching for a pack to rule over, even if it means
  that they have to challenge that packs current leader.
  9
  Genprey
  Genprey
  Medium beast (theropod), unaligned
  Armor Class 10 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  14 (+2)
  2 (-4) 8 (-1)
  6 (-2)
  Condition Immunities paralyzed
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50 XP)
  Aggressive. As a bonus action, the genprey can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) piercing damage. On hit the
  target must make a DC 10 Constitution saving throw
  or become 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.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Gendrome
  Gendrome
  Large beast (theropod), unaligned
  Armor Class 14 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 6 (-2)
  Skills Athletics +5
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Standing Leap. The gendrome's long jump is up to 30
  feet and its high jump is up to 15 feet, with or
  without a running start.
  Aggressive. As a bonus action, the gendrome can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 12 (2d8 + 3) piercing damage. On hit the
  target must make a DC 13 Constitution saving throw
  or become 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.
  Deadly Leap. If the gendrome jumps at least 15 feet
  as part of its movement, it can then use this action
  to land on its feet in a space that contains one or
  more other creatures. Each of those creatures must
  succeed on a DC 13 Strength or Dexterity saving
  throw (target's choice) or be knocked prone and take
  6 (1d6 + 3) bludgeoning damage On a successful
  save, the creature takes only half the damage, isn't
  knocked prone, and is pushed 5 feet out of the
  gendrome's space into an unoccupied space of the
  creature's choice. If no unoccupied space is with in
  range, the creature instead falls prone in the
  gendrome's space.
  Alpha Call (1/day). The gendrome calls out for help
  and 1d4 genprey appear to assist it.
  
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  Ioprey
  Ioprey
  Ioprey have lithe, raptor-esque bodies. They have vivid red
  skin, with some black markings and purplish lavender
  colouration by the limbs.
  Living in very unlikely places, such as the volcano. Poison
  sacs are located in its mouth below its crest, which are used
  to spit poison at foes, in order to kill it faster. Unlike its fellow
  raptors, the Ioprey does not possess the large claw, long fangs,
  or sharp claws on its forelimbs and back legs. Instead, the
  Ioprey relies solely on its poison, strength, and poison-filled
  fangs. Ioprey have poison-filled scales on their body make
  many predators think twice before attacking them. E
  Iodrome
  Iodrome
  It is significantly larger than normal Ioprey and possesses a
  larger crest. Unlike other pack leaders, Iodrome has a more
  amphibian look, with salamander-like skin that seems to
  glisten with moisture, and a frog-like throat sac.
  Iodrome have a poison sac inside their throat that allows
  them to spit toxic poison at prey. This has also made their
  small fangs poisonous when biting into prey. Even their scales
  and bones are filled with poison for defense against predators.
  The Iodrome is territorial known as a deadly trouble for
  miners as it loves tunnels. It will attack any threats on sight,
  however, they will back off if the threat is to big for them to
  handle.
  10
  Ioprey
  Ioprey
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  12 (+1)
  2 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the ioprey can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage. If the target
  is a creature, it must succeed on a DC 13
  Constitution saving throw or become Poisoned 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.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage.
  Iodrome
  Iodrome
  Large beast (theropod), unaligned
  Armor Class 15 (natural armor)
  Hit Points 53 (7d10 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 13 (+1) 15 (+2) 2 (-4) 10 (+0) 6 (-2)
  Skills Athletics +5
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 XP)
  Standing Leap. The iodrome's long jump is up to 30
  feet and its high jump is up to 15 feet, with or
  without a running start.
  Aggressive. As a bonus action, the iodrome can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 12 (2d8 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Constitution saving throw or become Poisoned 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.
  Poison Spit. The iodrome spits a poisonous
  concoction at a 5 foot area within 60 feet. All
  creatures within a 5 foot radius of the area must pass
  a DC 13 Constitution saving throw, taking 7 (2d6)
  poison damage and become poisoned 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.
  Alpha Call (1/day). The iodrome calls out for help and
  1d4 ioprey appears to assist it.
  
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  Giaprey
  Giaprey
  have crystal blue scales with sky blue stripes. As to the other
  relatives of the Giaprey it is able to take high amounts of cold.
  This is because of the skin being warmer than its blood and is
  able to repel high amounts of the cold in the Snowy
  Mountains.
  Giapreys live in packs and obey their leader the Giadrome
  in what it dictates to the pack. Though they are small they are
  very aggressive if someone enter their territory.
  Giadrome
  Giadrome
  It is physically very similar to the Velocidrome, the only key
  difference being the pale blue colouration and the presence of
  a frost sac. From the scales of Giadrome being white and
  blue, they are able to blend into the snow. This allows it to
  hunt better in the cold. Unlike the other species of Velociprey,
  Giadrome can spit a freezing cold liquid at prey. This spit can
  freeze in prey in their tracks. Their fangs are very cold and
  sharp to the touch.
  Giadrome are quite social compared to its cousins. Unlike
  most other Velociprey species, Giadrome and Giaprey are
  quite social. They are known to be made up of more than one
  pack. Both Giadrome will live together and even control each
  other's pack while together. By being together, their packs are
  much deadlier and larger than before.
   
  11
  Giaprey
  Giaprey
  Medium beast (theropod), unaligned
  Armor Class 10 (natural armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  11 (+0)
  12 (+1)
  2 (-4) 8 (-1)
  6 (-2)
  Damage Resistances cold
  Senses passive Perception 9
  Languages -
  Challenge 1/2 (100 XP)
  Ice Walk. The giaprey can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or
  snow doesn't cost it extra moment.
  Aggressive. As a bonus action, the giaprey can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) piercing damage plus 2
  (1d4) cold damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 6 (2d4 + 1) slashing damage.
  Giadrome
  Giadrome
  Large beast (theropod), unaligned
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 15 (+2) 2 (-4) 10 (+0) 6 (-2)
  Skills Athletics +5
  Damage Resistances cold
  Senses passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Standing Leap. The giadrome's long jump is up to 30
  feet and its high jump is up to 15 feet, with or
  without a running start.
  Ice Walk. The giadrome can move across and climb
  icy surfaces without needing to make an ability
  check. Additionally, difficult terrain composed of ice
  or snow doesn't cost it extra moment.
  Aggressive. As a bonus action, the giadrome can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 12 (2d8 + 3) piercing damage plus 3
  (1d6) cold damage.
  Ice Spit (Recharge 5-6}. Ranged Weapon Attack: +3
  to hit, range 30/60 ft., one creature. Hit: The target
  is restrained by ice. As an action, the restrained
  target can make a DC 11 Strength check, bursting
  the ice on a success. The ice can also be attacked
  and destroyed (AC 10; hp 5; vulnerability to fire and
  bludgeoning damage; immunity to slashing, poison,
  and psychic damage).
  Alpha Call (1/day). The giadrome calls out for help and
  1d4 giaprey appears to assist it.
  
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  Maccao & Great Maccao
  Maccao & Great Maccao
  The Great Maccao feathered crest sets them apart from its
  Maccao pack. Although superficially similar to its younger
  brethren, a Great Maccao is bigger and bulkier, with more
  brightly-colored plumage. It also has powerful legs it uses to
  kick threats and to move with great speed, and its spiked tail
  allows it to propel itself forward and jump with tremendous
  force.
  Only male Maccaos or Great Maccaos have feathers on
  their head. A Maccao's tail is similar a kangaroo's tail. Its tail
  allows it to propel itself forward and jump with tremendous
  force. The Maccao has the ability to stand on its tail without
  any support from its legs, allowing it to balance itself on its tail
  with its legs in the air. While standing on its tail, its bright, red
  underbelly is revealed. The red underbelly acts as a warning
  sign, and is used to intimidate predators.
  Maccao are scavengers that feed on corpses and eggs
  belonging to larger predators. Though primarily scavengers,
  Great Maccao will also feed on smaller monster species.
  Great Maccao are shy monsters that prefer to stay away
  from most threats. Despite Great Maccao being the leader of
  its Maccao pack, it barely has any control over its lesser
  counterparts, unlike other Bird Wyverns such as the Great
  Jaggi. A Great Maccao's pack will rarely assist it in if it is in
  danger. Great Maccao would rather run than fight, much like
  its smaller counterparts.
  12
  Maccao
  Maccao
  Medium beast (theropod), unaligned
  Armor Class 11 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  13 (+1)
  3 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50 XP)
  Aggressive. As a bonus action, the maccao can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 4 (1d6 + 1) piercing damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 5 (1d8 + 1) bludgeoning damage.
  Great Maccao
  Great Maccao
  Large beast (theropod), unaligned
  Armor Class 14 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 2 (-4) 11 (+0) 6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 2 (450 XP)
  Standing Leap. The great maccao's long jump is up to
  40 feet and its high jump is up to 20 feet, with or
  without a running start.
  Actions
  Multiattack. The great maccao makes two Kick
  attacks.
  Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 9 (2d6 + 2) bludgeoning damage.
  Deadly Leap. If the great maccao jumps at least 15
  feet as part of its movement, it can then use this
  action to land on its feet in a space that contains one
  or more other creatures. Each of those creatures
  must succeed on a DC 12 Strength or Dexterity
  saving throw (target's choice) or be knocked prone
  and take 11 (2d8 + 2) bludgeoning damage On a
  successful save, the creature takes only half the
  damage, isn't knocked prone, and is pushed 5 feet
  out of the great maccao's space into an unoccupied
  space of the creature's choice. If no unoccupied
  space is with in range, the creature instead falls
  prone in the great maccao's space.
  
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  Kulu-Ya-Ku
  Kulu-Ya-Ku
  Kulu-Ya-Ku has a body shape similar to other raptorial Bird
  Wyverns, such as Velocidrome. This monster is covered in
  light brown scales and has a face that greatly resembles a
  Dodo. Though it is mostly covered in scales, it also has
  feathers on its head and arms.
  Kulu-Ya-Ku is able to pick up small boulders and use them
  to protect itself from incoming attacks. It can also toss said
  boulders at foes from a distance.
  13
  Kulu-Ya-Ku
  Kulu-Ya-Ku
  Large beast (theropod), unaligned
  Armor Class 13 (natural armor)
  Hit Points 119 (14d10 + 72)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
  Saving Throws Dex +5, Con +6, Cha +2
  Senses passive Perception 10
  Languages -
  Challenge 4 (1,100 XP)
  Pounce. If the kulu-ya-ku moves at least 20 feet
  straight toward a creature and then hits it with a
  peck Attack on the same turn, that target must
  succeed on a DC 14 Strength saving throw or be
  knocked prone. If the target is prone, the kulu-ya-ku
  can make one claw Attack against it as a Bonus
  Action.
  Standing Leap. The kulu-ya-ku's long jump is up to 20
  feet and its high jump is up to 10 feet, with or
  without a running start.
  Actions
  Multiattack. The kulu-ya-ku makes two attacks: one
  peck attack, one claw attack.
  Peck. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (2d6 + 3) slashing damage or 12
  (2d8 + 3) bludgeoning damage while it has a
  boulder.
  Dig (recharge 6). The kulu-ya-ku digs into the ground
  pulling out a small sized boulder that it wields in its
  claws. It will carry around the boulder until it takes
  thunder damage; becomes blinded, stunned, or
  paralyzed; or uses its boulder toss attack.
  Boulder Toss (requires Boulder). Range Weapon
  Attack: +6 to hit, range 20/60 ft., one target. Hit 17
  (3d8 + 3) bludgeoning damage.
  Reactions
  Parry. The kulu-ya-ku adds 3 to its AC against one
  melee attack that would hit it. To do so, the kulu-ya-
  ku must see the attacker and be wielding a boulder.
  
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  Tzitzi-Ya-Ku
  Tzitzi-Ya-Ku
  Tzitzi-Ya-Ku is a theropod of a navy blue coloration. It has
  long, powerful back legs, and muscular forelegs complete with
  three claws for grasping prey. Perhaps its most unique feature
  is the pair of retractable frills that line either side of its head,
  which are bright and vividly colorful in appearance. Its back is
  lined with a row of short spines, and it has wide, sturdy feet.
  Tzitzi-Ya-Ku is able to emit bright flashes of light from the
  fins on the sides of its head. This can be used to disorient
  attackers and prey alike, allowing the monster to gain the
  upper hand in combat. Its powerful hind legs can be used to
  deliver potent kicks during battle.
  This monster is comparatively low on the food chain, so it
  uses the dark colouration of its body to blend in and stalk its
  prey amongst the shadowy undergrowth of the Coral
  Highlands, far below the jurisdiction of the powerful Wyverns
  that rule the local ecosystem.
  14
  Tzitzi-Ya-Ku
  Tzitzi-Ya-Ku
  Large beast (theropod), unaligned
  Armor Class 15 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
  Saving Throws Dex +5, Int +2, Cha +2
  Senses passive Perception 10
  Languages -
  Challenge 6 (2,300 XP)
  Pounce. If the tzitzi-ya-ku moves at least 20 feet
  straight toward a creature and then hits it with a bite
  Attack on the same turn, that target must succeed
  on a DC 15 Strength saving throw or be knocked
  prone. If the target is prone, the tzitzi-ya-ku can
  make one talon Attack against it as a Bonus Action.
  Standing Leap. The tzitzi-ya-ku's long jump is up to
  20 feet and its high jump is up to 10 feet, with or
  without a running start.
  Actions
  Multiattack. The tzitzi-ya-ku makes two attacks: one
  bite attack and one with its talon
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) piercing damage.
  Talon. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) slashing damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Flash (recharge 5-6). The tzitzi-ya-ku emits a bright
  flash of light from the fins on its head in a 60-foot
  cone. Each creature in that area must succeed on a
  DC 14 Constitution saving throw or become blinded
  for 1 minute. A creature that fails the roll by 5 or
  more is also stunned until the end of their next turn.
  Legendary Actions
  The tzitzi-ya-ku can take 2 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 creatures turn. The tzitzi-
  ya-ku regains spent legendary actions at the start of
  its turn.
  Move. The tzitzi-ya-ku moves up to its speed without
  provoking opportunity attacks.
  Talon. The tzitzi-ya-ku makes one Talon attack.
  
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  Yian Kut-Ku
  Yian Kut-Ku
  The Yian Kut-Ku is characterized by its large, fan-like ears
  that unfurl when excited. They have a large, yellow beak with a
  pink stripe running down its length. The lower jaw of its beak
  is significantly bigger than the top jaw. Yian Kut-Ku's body is
  covered in orange-pink plating and beige scales. Its wing
  membranes are deep blue and its eyes are bright yellow.
  These wyverns are small and relatively light, making them
  quick and agile. They have an extremely powerful sense of
  hearing, thanks to their large ears.
  A somewhat temperamental, skittish, and inquisitive
  wyvern. Yian Kut-Ku have a tendency to want to appear bigger
  than they really are by spreading their wings, flaring out their
  ears, and squawking loudly. They are generally insectivores,
  preying on Konchu and other Neopterons as a main part of
  their diet.
  Yian Kut-Ku are capable of flight, which is a major
  advantage when fleeing from large terrestrial predators.
  However, they aren't as adept in the air when compared to
  other wyverns. Due to this Kut-Ku spend more time on land.
  Kut-Ku have very large and sturdy beaks used to crush hard-
  shelled prey and fruit, as well as aid them in shoveling up
  ground-dwelling insects and larvae. This is particularly visible
  when it is feeding on Konchus, as it can bypass their hard
  shells by simply scooping the Neopterons up when they roll
  into balls and swallowing them whole.
  The most defining trait of Yian Kut-Ku are their specialized
  large ears. These ears are very sensitive to sound and sudden
  loud noises can disorient them leaving them vulnerable to
  attack, thus causing hunters to often use Sonic Bombs when
  hunting these creatures.
  Yian Kut-Ku are omnivorous creatures that eat a wide
  variety of different things. Kut-Ku will eat lots of insects, such
  as Konchu, nuts and honey. While they are fully capable of
  defending themselves against smaller predators such as
  Velocidrome and their packs Kut-Ku are often preyed upon by
  larger predators like Rathian, Abiorugu, Najarala and
  Pariapuria. Kut-Ku are well known for getting into territorial
  conflicts with the extremely agressive Yian Garuga.
  Sometimes a Garuga will take over a Kut-Ku's territory and
  even kill the smaller bird wyvern. Female Yian Garuga will
  also destroy the eggs of a Kut-Ku and lay their own eggs in the
  nest, leaving the Kut-Ku as a victim of brood parasitism.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Yian Kut-ku
  Yian Kut-ku
  Large wyvern (bird), unaligned
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  14 (+2)
  8 (-1)
  12 (+1)
  6 (-2)
  Skills Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 3 (700 xp)
  Sensitive Ears. If the yian kut-ku takes thunder damage or
  a thunder spell is used within 60 feet of it, it is stunned
  until the start of its next turn.
  Charge. If the yian kut-ku moves at least 20 feet straight
  toward a target and then hits it with a Body Slam Attack
  on the same turn, the target takes an extra 19 (3d12)
  bludgeoning damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  knocked prone.
  Actions
  Multiattack. The yian kut-ku makes three attacks: two
  peck attacks and one tail attack.
  Peck. Melee Weapon Attack. +4 to hit, reach 5 ft., one
  target. Hit 11 (2d8 + 2) piercing damage.
  Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
  target. Hit 13 (2d10 + 2) bludgeoning damage.
  Body Slam. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  one target. Hit 21 (3d12 + 2) bludgeoning damage.
  
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  Hypnocatrice
  Hypnocatrice
  Hypnocatrice is a large-sized Bird Wyvern covered in bright,
  colourful feathers. It has extremely powerful legs with large
  feet to deliver powerful kicks, and a hard, sharp beak. It is
  equipped with a sleeping sac that can put adventurers and
  other monsters to sleep and its small size and light weight
  allow it to move with speed and agility during battle. Despite
  its feathered appearance, Hypnocatrice flies using bat-like,
  membraned wings, leaving its feather arrangements strictly
  for display purposes. Hypnocatrice is not particularly
  aggressive or territorial, but will stand its ground if threatened.
  They are typically found in lush environments such as the
  forest or jungle, but have also been encountered in desolate
  environments such as the desert.
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  Hypnocatrice
  Hypnocatrice
  Large wyvern (bird), unaligned
  Armor Class 14 (natural armor)
  Hit Points 105 (14d10 + 28)
  Speed 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)
  Skills Athletics +6
  Condition Immunities incapacitated
  Senses passive Perception 10
  Languages -
  Challenge 4 (1,100 xp)
  Actions
  Multiattack. The hypnocatrice makes three attacks,
  two with its talons and one with its Peck attack.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 10 (2d6 + 3) bludgeoning damage.
  Peck. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  one target. Hit 12 (2d8 + 3) bludgeoning damage.
  Sleep Gas. (recharge 5-6). The hypnocatrice spits out
  a bubble of sleeping gas to a location within 30 feet.
  Upon impact, the bubble bursts releasing the gas in a
  5-foot radius around it. Each creature in that area
  must make a DC 12 Constitution saving throw or,
  they fall Unconscious until the spell ends, the
  sleeper takes damage, or someone uses an action to
  shake or slap the sleeper awake.
  Wing Attack (3/day). The hypnocatrice beats its
  wings. Each creature within 10 feet of the
  hypnocatrice must succeed on a DC 13 Dexterity
  saving throw or take 10 (2d6 + 3) bludgeoning
  damage and be knocked prone. The hypnocatrice can
  then fly up to half its flying speed.
  
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  Pukei-Pukei
  Pukei-Pukei
  Pukei-Pukei slightly resembles a chameleon, and its eyes are
  similar to frogs. It has a pair of wings and is covered in green
  scales that vary in color throughout its body excluding its
  underbelly. Its underbelly is covered in white osteoderm-like
  protrusions. Despite being reptilian in nature, Pukei-Pukei
  has vibrant feathers around its neck and wings.
  Pukei-Pukei is known to store the properties of its food
  within its mouth and tail before combining them with its own
  poison. By doing so, it can spew poison from its mouth and
  tail for protection. This poison varies depending on its
  previous meal.
  Pukei-Pukei is known to bully smaller monsters, but will
  flee from larger ones.
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  Pukei-Pukei
  Pukei-Pukei
  Large wyvern (bird) , unaligned
  Armor Class 12 (natural armor)
  Hit Points 97 (13d10 + 26)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 15 (+2) 3 (-4) 11 (+0) 10 (+0)
  Saving Throws Con +4, Wis +2, Cha+2
  Senses passive Perception 10
  Languages -
  Challenge 4 (1,100 xp)
  Diet. A creature that is poisoned by the pukei-pukei
  suffers from an additional effects based on what its
  eaten. Roll 1d4, the number determines the
  additional condition of its poison. On a 1, stunned;
  On a 2, deafened; On a 3, paralyzed; On a 4, blinded.
  Actions
  Multiattack. The pukei-pukei makes two tongue
  attacks and one tail attack. It can replace any one of
  these with its poison spit attack.
  Tongue. Melee Weapon Attack. +5 to hit, reach 10
  ft., one target. Hit 14 (2d10 + 3) piercing damage.
  Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
  target. Hit 12 (2d8 + 3) bludgeoning damage.
  Poison Spit. Range Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 10 (3d6) poison damage
  and the target must pass a DC 13 Constitution
  saving throw, or become poisoned 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.
  Poison Spray (Recharge 5-6). The pukei-pukei sprays
  poisonous gas from its tail in a 30-foot cone. Each
  creature in that area must make a DC 13
  Constitution saving throw, or become poisoned and
  take 27 (6d8) poison damage on a failed save, or half
  as much damage and are not poisoned on a
  successful one.
  
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  Qurupeco
  Qurupeco
  The Qurupeco resembles a large bird with Pterosaur-like features, such as a fanged beak and leathery wings. It is mainly green
  colored with some scales being tinted yellow, it also has a clump of iridescent purple feathers on its back between its shoulders. The
  Qurupeco has a short, stubby brown crest extending from the back of its head. It uses its masterful vocal mimicry abilities to call for
  aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest stretches over the top of
  its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature however is its
  bright red vocal sac which inflates when calling.
  The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much
  like flints. It uses these to ignite its mucus, causing fiery explosions. Its tail is shaped like a fan and can unfold revealing brightly
  colored skin, most likely as a warning for any would-be attacker. The Qurupeco's feet seem to have only 3 frontal digits on each foot.
  It may also have a back digit, but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed.
  Crimson Qurupeco
  Crimson Qurupeco
  Unlike the normal variety, this subspecies is red and
  blue in color. The electric flints are unique to this
  subspecies. They also call upon aid from much
  stronger monsters. A Crimson Qurupeco uses the
  same stats as a normal Qurupeco, except for the
  changes listed below:
  Flint damage is changed to lightning damage.
  Call for Aid (1/day). The qurupeco calls out for
  assistance, roll a d6; If 1-2, a Royal Ludroth
  appears; if 3-4, a Rathian appears; if 5, a
  Nargacuga appears; if 6, a Deviljho appears.
  The threat from this variant is increased due to
  the allies it can summon to its aid. It is not
  recommended to use this variant until the players
  are able survive a CR 11 deadly encounter.
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  Qurupeco
  Qurupeco
  Large wyvern (bird), unaligned
  Armor Class 17 (natural armor)
  Hit Points 135 (18d10 + 36)
  Speed 30 ft., fly 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 16 (+3)
  Saving Throws Cha +6
  Skills Performance +6
  Damage Resistances: fire
  Senses passive Perception 12
  Languages -
  Challenge 6 (2,300 xp)
  Sensitive Ears. The qurupeco ears are very sensitive,
  Thunder skills or spells used within 60 feet of the
  qurupeco cause it to be Stunned until the start of its
  next turn.
  Innate Spellcasting: The qurupeco's spellcasting
  ability is Charisma (spell save DC 14). It can innately
  cast the following spells, requiring no material
  components:
  Cure Wounds
  Vicious Mockery
  Blade Ward
  Actions
  Multiattack. The qurupeco makes three attacks, one
  with its Flint and two with its Peck.
  Peck. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 12 (2d8 + 3) slashing damage.
  Flint. The qurupeco leaps 5 feet towards a target
  creature striking together its flint-like wingtips
  creating a small explosion. The target must make a
  DC 14 Dexterity saving throw, taking 11 (2d10) fire
  damage on failed save, or half as much on a
  successful one.
  Call for Aid (1/day). The qurupeco calls out for
  assistance, roll a d6; If 1-2, 1d4 Jaggi appear; if 3-4, a
  Great Jaggi appears; if 5-6 a Royal Ludroth appears.
  
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  Yian Garuga
  Yian Garuga
  The Yian Garuga is highly aggressive Bird Wyvern that has a
  striking purple coloration, large defensive spikes and an
  extremely tough shell. Its beak is sharp and jagged, and it
  possesses a silver mane around the edge of its face.
  Yian Garuga is a close relative of the Yian Kut-ku that
  possesses a poisonous tail club and can produce ear-splitting
  roars to stop foes in their tracks. It is quite crafty, and is
  known to rationally observe their prey, even when angered.
  They are not to be taken lightly.
  Yian Garuga hunt almost exclusively at night, using its deadly
  poison or stabbing its prey with its sharp beak to finish off its
  victim. If hunting another predatory species such as a
  Velocidrome,
  Very war-like in nature, Yian Garuga are a monster that is
  best avoided. Yian Garuga are very solitary creatures though,
  they have rarely been seen in groups possibly during a mating
  season, the groups consisting of more than two have been
  seen on islands. After mating, a female will sometimes seek
  out a Yian Kut-Ku nest, destroy the eggs, and then lay its own
  eggs in the nest for the oblivious Kut-Ku to raise and care for.
  This shows that a female Garuga can be a Brood Parasite like
  a real-world cuckoo bird. Yian Garuga perform this behavior
  due to their poor parental behavior.
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  Yian Garuga
  Yian Garuga
  Large wyvern (bird), unaligned
  Armor Class 16 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 21 (+5)
  18 (+4)
  14 (+2)
  12 (+1)
  8 (-1)
  Saving Throws Int +5
  Skills Perception +4 Acrobatics +8
  Senses darkvision 120 ft., passive Perception 14
  Languages -
  Challenge 7 (2,900 xp)
  Sensitive Ears. If the yian garuga takes thunder damage
  or a thunder spell is used within 60 feet of it, it is
  stunned until the start of its next turn.
  Flyby. The yian garuga doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Actions
  Multiattack. The yian garuga makes two Peck attacks and
  one tail attack.
  Peck. Melee Weapon Attack. +8 to hit, reach 5 ft., one
  target. Hit 14 (2d8 + 5) piercing damage.
  Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
  target. Hit 16 (2d10 + 5) bludgeoning damage + 13
  (3d8) poison damage.
  Violent Roar (Recharge 5-6). The yian garuga roars loudly
  in a 10-foot radius around them. All creatures in this
  area must make a DC 15 Constitution saving throw,
  taking 31 (7d8) thunder damage and become stunned
  until the end of its next turn on a failed saving throw.
  On a success the target takes half damage and is not
  Stunned.
  
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  Gypceros
  Gypceros
  Gypceros is among the largest and heaviest known Bird
  Wyverns. Its most notable features are the lamp-like crest on
  top of its head and a rubbery, shock-resistant hide. It has a
  long pink tail with a bulbous tip, and is a uniform blue-grey
  across most of its body. It possesses a poison sac which
  allows it to produce toxic fluids for use against attackers.
  Gypceros can use its luminous crest to produce dizzying
  flashes and temporarily disorient foes. Its elastic tail can
  extend and be used as a whip, and it can spit large globules of
  poison to intoxicate attackers. Due to its shock-resistant hide
  and flashing crest, it is resistant to lightning attacks and to
  effects that would blind it.
  Gypceros is a naturally timid wyvern. However, it is rather
  intelligent and crafty, as evidenced by its willingness to feign
  death in order to draw a foe in for a surprise attack.
  Gypceros is usually found in swamps and marshlands,
  although it can occasionally be seen in jungles and open
  grasslands.
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  Gypceros
  Gypceros
  Large wyvern (bird), unaligned
  Armor Class 16 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)
  Saving Throws Con +8, Int +3, Wis +4
  Skills Performance +8, Deception +5
  Damage Resistances lightning
  Condition Immunities Blind
  Senses passive Perception 11
  Languages -
  Challenge 8 (3,900 xp)
  Feign Death. When the gypceros makes a Charisma
  (Performance) check to appear dead. A creature can
  make a Intelligence (Investigation) check against the
  gypceros's performance to determine that it is alive.
  The gypceros is blinded and prone while under the
  effects of feign dead, but may still use its passive
  perception for hearing, smell, and touch. This effect
  lasts up to 1 hour or until the gypceros uses Thrash.
  Actions
  Multiattack. The gypceros makes three attacks, one
  with its Tail and two with its Peck.
  Peck. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit 13 (2d8 + 4) piercing damage + 10
  (3d6) poison damage.
  Tail. Melee Weapon Attack. +7 to hit, reach 10 ft.,
  one target. Hit 13 (2d8 + 4) bludgeoning damage.
  Flash. (recharge 5-6). The gypceros lamp-like crest on
  top of its head creates a blinding flash of white light
  in a 45-foot radius. Each creature, except the
  gypceros, in that area must make a DC 16
  Constitution saving throw or become blind for 1
  minute. A creature may repeat the saving throw at
  the end of its turns, ending the effect.
  Thrash. While using feign death, the gypceros can
  then use this action to strike each creature in a 5
  foot radius around it by using all of its body parts.
  Each creature in that area must make a DC 15
  Dexterity saving throw, taking 35 (10d6) and are
  knocked prone. On a successful save, the target
  takes half damage and is not knocked prone.
  Reactions
  Play Dead (3/day). When the gypceros is below half of
  its maximum hp and takes damage, it can use its
  reaction to feign death.
  
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  Malfestio
  Malfestio
  Malfestio superficially resembles an owl. Its body is covered in blue plumage with a grayish belly, a yellow collar, and a white face
  with a small beak and red eyes. On its head are long tufts that point back and are tipped with yellow. There are hints of yellow on its
  legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its wings
  are long blade-like claws. Its flattened tail ends in a three-pointed shape.
  Malfestio is a nocturnal predator that uses its talons and wing claws to attack prey. Like Nargacuga, it sleeps in trees to avoid
  terrestrial predators. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually
  hidden but are revealed once the malfestio feels threatened.
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  Malfestio
  Malfestio
  Large wyvern (bird), unaligned
  Armor Class 17 (natural armor)
  Hit Points 153 (18d10 + 54)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 14 (+2)
  Skills Perception +7, Stealth +9
  Senses darkvision 120 ft., passive Perception 17
  Languages Giant Owl, understands Common, Elvish,
  and Sylvan but can't speak them
  Challenge 9 (5,000 xp)
  Flyby. The malfestio doesn't provoke opportunity
  attacks when it flies out of an enemy's reach .
  Keen Hearing and Sight. The malfestio has advantage
  on Wisdom (Perception) checks that rely on hearing
  or sight.
  Magic Resistance. The malfestio has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The malfestio makes four attacks, two
  with its tail and two with its talons.
  Talons. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit 14 (2d8 + 5) slashing damage.
  Tail. Melee Weapon Attack. +9 to hit, reach 5 ft., one
  target. Hit 16 (2d10 + 5) slashing damage.
  Sonic Wave. (recharge 5-6). The malfestio releases
  Sonic Wave in a 30 foot cone. Each creature in that
  area must make a DC 15 Wisdom saving throw or,
  they fall Unconscious until the spell ends, the
  sleeper takes damage, or someone uses an action to
  shake or slap the sleeper awake.
  
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  Fanged Beasts
  Fanged Beasts
  Once known as Pelagus, Fanged Beasts are mammalian creatures with no wings. They are often much faster than other larger
  threats, but not all of them are aggressive. Many of these beasts will ignore adventurers unless they make themselves known or
  startle the beast. While other Fanged Beasts attack on site, using the environment and speed to their advantage.
  Fanged Beasts exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on
  insects. Most of them have unique attribute for survival, such as powerful forelimbs or large tusks, and are well evolved for the
  environment they live in. Others form packs, with the strongest of them as the Alpha.
  Bullfango & Bulldrome
  Bullfango & Bulldrome
  Although veteran adventurers can generally take a bullfango
  out easily, they can be dangerous for beginners and may even
  pose a threat to more experienced adventurers when several
  attack at once. Bulldromes on the other hand have larger
  tusks than Bullfango, and a layer of white fur, as opposed to
  Bullfango's black fur. Bulldromes are more agile when
  running and proficient at finding and locking onto their
  victims. These Fanged Beasts are sometimes found in packs
  and will charge at all intruders once noticed. They are very
  territorial, and can be a considerable nuisance.
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  Bullfango
  Bullfango
  Medium beast (fanged), unaligned
  Armor Class 11 (natural armor)
  Hit Points 11 (2d8+2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-4) 9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50xp)
  Charge. If the bullfango moves at least 20 feet
  straight toward a target and then hits it with a tusk
  Attack on the same turn, the target takes an extra 3
  (1d6) slashing damage. If the target is a creature, it
  must succeed on a DC 11 Strength saving throw or
  be knocked prone.
  Aggressive. As a bonus action, the bullfango can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit 4 (1d6 + 1) slashing damage.
  Bulldrome
  Bulldrome
  Large beast (fanged), unaligned
  Armor Class 12 (natural armor)
  Hit Points 59 (7d10+21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  16 (+3)
  2 (-4) 7 (-2)
  5 (-3)
  Senses passive Perception 8
  Languages -
  Challenge 2 (450xp)
  Charge. If the bulldrome moves at least 20 feet
  straight toward a target and then hits it with a tusk
  Attack on the same turn, the target takes an extra 7
  (2d6) slashing damage. If the target is a creature, it
  must succeed on a DC 13 Strength saving throw or
  be knocked prone.
  Aggressive. As a bonus action, the bulldrome can
  move up to its speed toward a hostile creature that it
  can see.
  Actions
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 10 (2d6 + 3) slashing damage.
  Thrash (recharge 5-6). The bulldrome thrashes about
  striking all creatures within 5-foot radius of it. Each
  creature in the area much make a DC 10 Dexterity
  saving throw, taking 7 (2d6) slashing damage on a
  fail or half as much on a successful save.
  
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  Lagombi
  Lagombi
  A large, wombat-like Fanged Beast. Its ears are long and highly sensitive, and its face features a beak-like mouth along with small
  red eyes. A Lagombi's belly is made of a low-friction material and is shaped so that it can slide upon the ice like a sled. It is covered
  in a thick fur coat to keep it warm in its sub-zero homeland.
  A Lagombi has superb hearing in order to remain aware of predators. It attacks by throwing chunks of ice, swiping with its claws,
  and sliding around on its belly in order to ram foes. To traverse from area to area it slides on its belly much like a penguin. Lagombi
  is a relatively docile monster, but will respond with aggression when provoked or threatened. It is evidently an insectivore, as it
  enjoys feeding on Bnahabra.
   
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  Lagombi
  Lagombi
  Large beast (fanged), unaligned
  Armor Class 14 (natural armor)
  Hit Points 110 (13d10+39)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  2 (-4) 7 (-2)
  5 (-3)
  Skills Acrobatics +3, Perception +0
  Senses passive Perception 10
  Languages -
  Challenge 3 (700xp)
  Ice Walker. The Lagombi is accustomed to moving
  through the frozen tundras, as such it ignores
  difficult terrain for snow, ice, and other cold weather
  effects.
  Slide. The lagombi’s reflexes and agility allow it to
  move with a burst of speed. When it moves on its
  turn in combat, it can double its speed while
  traveling in a straight line. If the Lacombi runs into a
  creature after moving at least 20 feet the creature
  must make a DC 13 Strength saving throw or be
  knocked prone. The Lacombi cannot use this skill
  again until it moves 0 feet on one of its turns.
  Actions
  Multiattack. The Lacombi makes two claw attacks, it
  can replace one of these attacks with its giant
  snowball attack.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 12 (2d8 + 3) slashing damage.
  Giant Snowball. Range Weapon Attack: +3 to hit,
  reach 60/100 ft., one target. Hit 6 (1d10 + 1)
  bludgeoning damage plus 5 (1d10) cold damage.
  
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  Arzuros
  Arzuros
  Arzuros is noted for its turquoise colored fur and ursine body
  structure. It has a ridge of erect hair aligned with its nose. Its
  back is made of a tough hide, somewhat characteristic of a
  carapace. Hair runs from its cheeks, connecting to its back,
  where it forms a trim along the sides of the back. The claws of
  an Arzuros have elongated, red nails. Each claw has a tough
  brace encasing and protecting the wrist and forearm. Arzuros
  has large, bulky legs connected to much smaller feet and a
  short, wide tail.
  Arzuros is armed with two vicious claws which it uses for
  most of its attacks. It can use its large body and surprising
  agility for charge attacks and pinning down prey.
  Arzuros are omnivorous creatures that enjoy feasting on
  fish and honey. When eating honey, Arzuros pays little to no
  attention to its surroundings. When threatened by other large
  monsters, Arzuros will try to use its size and claws to frighten
  the monster, or will use its agility to escape. Arzuros often
  hangs its tongue out of its mouth.
  Volvidon
  Volvidon
  Volvidon is covered in a series of red armor plates, which are
  segmented around the midsection and allow the Volvidon to
  curl into a ball. It possesses an extremely long, chameleon-like
  tongue which is covered in sticky saliva. Being a Fanged
  Beast, the Volvidon uses attacks similar to those of Arzuros
  and Lagombi. It is known to pull prey and foes toward its
  mouth using its long tongue. In addition to aiding
  transportation, its ability to roll up into a ball allows it to crush
  foes during combat. It will typically avoid trouble, but if
  cornered, Volvidon can be surprisingly aggressive.
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  Arzuros
  Arzuros
  Large beast (fanged), unaligned
  Armor Class 14 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  8 (-1) 8 (-1)
  8 (-1)
  Senses passive Perception 9
  Languages -
  Challenge 4 (1,100 XP)
  Aggressive. As a bonus action, the arzuros can move
  up to its speed toward a hostile creature that it can
  see.
  Actions
  Multiattack. The arzuros makes three melee attacks:
  one bite attack, one claw attack, and one body slam
  attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit 13 (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 11 (2d6 + 4) slashing damage.
  Body Slam. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit 15 (2d10 + 4) bludgeoning
  damage.
  Volvidon
  Volvidon
  Large beast (fanged), unaligned
  Armor Class 16 (natural armor)
  Hit Points 112 (15d10 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 3 (-4)
  Senses passive Perception 10
  Languages -
  Challenge 5 (1,800 XP)
  Pull in. As a bonus action, the volvidon can pull a
  grappled target 10 ft. towards them.
  Actions
  Multiattack. The volvidon makes three attacks: one
  tongue attack and two claw attacks.
  Tongue. Melee Weapon Attack: +6 to hit, reach 15
  ft., one target. Hit 14 (2d10 + 3) bludgeoning
  damage and a Large or smaller target is grappled
  (escape DC 13). Until this grapple ends, the target is
  restrained, and the volvidon can't use this attack on
  another target.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 10 (2d6 + 3) slashing damage.
  Rollout (recharge 5-6). The volvidon curls up into a
  ball, releasing any grappled creature, and moves up
  to double its speed in a straight line. If the volvidon
  passes through a creatures space, that creature must
  make make a DC 13 Dexterity saving throw, taking
  21 (6d6) bludgeoning damage and are knocked
  prone on a failed save. On a successful save, the
  target takes half damage and is not knocked prone.
  
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  Kecha Wacha
  Kecha Wacha
  Kecha Wacha is a lemur-like monster with long arms and
  hook-like fingers and claws. It has bright yellow fur and blue
  skin. It can fold its spiked ears over its face, forming a "mask"
  that is likely used to intimidate would-be attackers. It also
  sports a tube-like trunk and large, forward-facing eyes.
  It is capable of attacking from a distance by shooting globs
  of mucus from its trunk-like nose which cause Waterblight.
  Kecha Wacha is able to glide using a membrane between its
  arms, legs, and tail, in a manner similar to a flying squirrel.
  This makes the Kecha Wacha the only Fanged Beast able to
  "fly".
  Kecha Wachas thrive in areas where they can climb and
  swing around freely. These creatures have a varied diet as
  they are omnivores. Kecha Wacha will feed on vegetation,
  fruits, seeds, along with insects such as Altaroth, Konchu,
  grubs, or Bnahabra.
  Curious in nature Kecha Wacha will investigate anything in
  their environment that is new to them. As relatively peaceful
  monsters these creatures would rather flee than fight, yet if
  fleeing is not an option they can be surprisingly aggressive
  and will readily use their long, sharp, and hooked claws,
  trunk-like nose and mask-like ears to defend themselves.
  Poison: Waterblight
  Poison: Waterblight
  A creature effected by waterblight has their stamina
  drained
  On the creatures turn, it can use either an
  Action or a Bonus Action, not both.
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  Kecha Wacha
  Kecha Wacha
  Large beast (fanged), unaligned
  Armor Class 13
  Hit Points 142 (15d10 + 60)
  Speed 30 ft., climb 30 ft., glide 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
  Skills Athletics +8, Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 6 (2,300 XP)
  Spider Climb. The kecha wacha can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Gliding. When the kecha wacha glides, it loses 5 feet
  of altitude for every 5 feet of movement. At the end
  of its glide the kecha wacha falls to the ground if it is
  still in the air.
  Actions
  Multiattack. The kecha wacha makes three claw
  attacks. It can replace any of these attacks with its
  mucus attacks.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit: 14 (2d8 + 5) piercing damage.
  Mucus. Range Weapon Attack: +8 to hit, range
  30/120 ft., one target. Hit: 10 (3d6) acid damage
  and the target is poisoned with waterblight for 1
  minute.
  Tantrum (recharge 5-6). The kecha wacha flails its fist
  all around it in anger. Each creature within 10 feet of
  the kecha wacha must make a DC 17 Strength saving
  throw, taking 28 (8d6) bludgeoning damage on a
  failed save or half as much on a successful one.
  Reactions
  Earmuffs. When the kecha wacha is targeted by a
  spell or attack it can use its reaction to fold its ears
  down over its face until the start of its next turn.
  While its ears are covering its face, it gains +1 AC
  and is considered deafened.
  
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  The Conga & Congalala
  The Conga & Congalala
  They resemble pink gorillas with a face of a hippopotamus,
  black underbellies. The Conga have a blonde patch of hair on
  top of their head while the Congalala spike on its head is
  actually hair that the Congalala has smoothed into shape to
  signify that they are the pack leader. Congalalas are
  surprisingly intelligent beasts.
  Despite their apparently adorable appearance, the Conga &
  Congalala should never be underestimated. While they are for
  the most part very docile, they react well to the presence of
  herbivores, so long as they give a wide berth. They can quickly
  become aggressive to anything that disrupts feeding or
  startles them, for example, if they see Adventurers.
  Congas are known for their ability to charge at hunters, like
  Bullfangos (but slower), travel in packs, and fart on enemies.
  While the Congas are known for their foul breath attack
  which varies based on their diet.
   
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  Conga
  Conga
  Medium beast (fanged), unaligned
  Armor Class 12
  Hit Points 19 (3d8+6)
  Speed 30 ft., Climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
  Skills Acrobatics +4, Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1 (200xp)
  Actions
  Multiattack. The conga makes two fist attacks.
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit 6 (1d6 + 3) bludgeoning damage.
  Fart. The conga release a noxious odor from its
  behind at a target within 5 feet of it. The target must
  make a DC 13 Constitution saving throw or have
  disadvantage on all Concentration checks for 1
  minute.
  Congalala
  Congalala
  Large beast (fanged), unaligned
  Armor Class 13
  Hit Points 142 (15d10+60)
  Speed 40 ft., Climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 7 (-2)
  Skills Acrobatics +5, Perception +5
  Senses passive Perception 15
  Languages -
  Challenge 6 (2,300xp)
  Mushroom Eater. All congalala love to eat
  mushrooms, so much so that they always carry one
  around their tail. Roll 1d6, the number determines
  the element of the mushroom the congalala has with
  it. 1=fire; 2=poison; 3=lightning; 4=cold; 5=acid;
  6=necrotic.
  Actions
  Multiattack. The congalala makes two fist attacks.
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit 14 (2d8 + 5) bludgeoning damage.
  Belly Thrust. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit 16 (2d10 +5) bludgeoning
  damage.
  Chow Down(recharge 6). The congalala eats part of its
  mushroom then breaths a noxious gas at its prey in a
  15 foot cone. Each creature in that area must make a
  DC 15 Dexterity saving throw taking 28 (8d6)
  damage of the mushroom's type on a failed save or
  half as much on a successful one.
  Reactions
  Belly Thrust. When the congalala is hit by a melee
  attack, it can use its reaction to make a belly thrust
  attack against the creature.
  
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  The Blango & Blangonga
  The Blango & Blangonga
  White-furred, ape-like creature with a bright red face. The skin
  beneath its coat is a dull purple color. The Blango can burrow
  underneath the snow in wait for prey or stalk the rock and ice
  above. Blangos frequently hunt in packs. Although weak when
  fighting alone, Blango will fight ferociously when led by a
  Blangonga. As the alpha-male of the pack, the Blangonga is
  twice as large as the average Blango and recognized by its
  giant fangs, whiskers, head-crown, and with a much more
  aggressive temperament. Its strong, muscled limbs allow it to
  run and leap at a startling speed. Blangongas are incredibly
  aggressive creatures. They will ruthlessly attack adventurers
  and prey, yet shy away from anything larger than themselves.
  Blangonga live almost exclusively in the snowy climates. Their
  thick coat keeps them warm and serves as the perfect
  camouflage
  By calling out to its pack, the Blangonga can summon
  Blangos to fight beside it in battle. Its deadly speed can
  bewilder the novice adventurer, as they can perform a charge
  that can send them rolling into their foes and deal out massive
  damage. Blangongas can break ice at their feet and hurl it at
  adventurers, or spray ice shrapnel that can tear foes apart.
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  Blango
  Blango
  Medium beast (fanged), unaligned
  Armor Class 12
  Hit Points 39 (6d8+12)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)
  Skills Athletics +4, Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1/2 (100xp)
  Actions
  Multiattack. The blango makes two fist attacks.
  Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit 5 (1d6 + 2) bludgeoning damage.
  Ice Chunk. Range Weapon Attack: +4 to hit, reach
  20/60 ft., one target. Hit 2 (1d4) bludgeoning
  damage plus 2 (1d4) cold damage.
  Blangonga
  Blangonga
  Large beast (fanged), unaligned
  Armor Class 18 (natural armor)
  Hit Points 161 (17d10+68)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 17 (+3) 18 (+4) 13 (+1) 8 (-1) 10 (+0)
  Saving Throws Str +8, Dex +7, Wis +3
  Skills Athletics +8, Perception +3
  Damage Resistances cold
  Senses passive Perception 13
  Languages -
  Challenge 9 (5,000xp)
  Charge. If the blangonga moves at least 20 feet
  straight toward a target and then hits it with a Fist
  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 16 Strength
  saving throw or be knocked prone.
  Actions
  Multiattack. The blangonga makes three fist attacks. It
  can use Ice Boulder in place of any melee attack.
  Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit 13 (2d8 + 4) bludgeoning damage.
  Ice Boulder. Range Weapon Attack: +8 to hit, reach
  30/120 ft., one target. Hit 4 (1d8) bludgeoning
  damage plus 4 (1d8) cold damage.
  Ice Spray (recharge 5-6). The blangonga exhales a
  spray of ice shards in a 30 foot cone. Each creature
  in that area must make a DC 16 Dexterity saving
  throw, taking, 42 (12d6) cold damage on a fail or
  half damage on a success.
  Reactions
  Retreat. When the blangonga is hit by a melee attack,
  it can use its reaction disengage and leap backwards
  20 feet.
  
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  Rajang
  Rajang
  The rajang is a ultra-aggressive creature that is rarely sighted
  and seldom survived. Widely regarded as the pinnacle in
  unparalleled physical prowess The Rajang is said to be a
  loner, and this isolated life has made it difficult to pin down its
  territorial leanings.
  The Rajang strongly resembles the Blangonga in its
  appearance and movement, even borrowing some of its
  attacks. However, notable differences include Rajang's
  broader muscles, large horns, hairy tail tip and its ability to
  use electricity-based attacks. The Rajang's most notable
  attack is its ability to shoot electricity from its mouth, either as
  a blast or a beam. They are hated by many adventurers, due to
  their combination of speed, aggression and power.
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  Rajang
  Rajang
  Huge beast (fanged), unaligned
  Armor Class 17 (natural armor)
  Hit Points 200 (16d12+96)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 12 (+1) 23 (+6) 12 (+1) 16 (+3) 10 (+0)
  Saving Throws Str +12, Dex +6, Wis +8
  Skills Athletics +12, Perception +8
  Damage Resistances lightning
  Senses passive Perception 18
  Languages -
  Challenge 15 (13,000xp)
  Charge. If the rajang moves at least 20 feet straight
  toward a target and then hits it with a Fist Attack on the
  same turn, the target takes an extra 17 (3d10)
  bludgeoning damage. If the target is a creature, it must
  succeed on a DC 20 Strength saving throw or be
  knocked prone.
  Standing Leap. The rajang's long jump is up to 30 feet
  and its high jump is up to 15 feet, with or without a
  running start.
  Actions
  Multiattack. The rajang makes two fist attacks.
  Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target. Hit 20 (3d8 +7) bludgeoning damage.
  Kick. Melee Weapon Attack: +12 to hit, reach 10 ft., one
  target. Hit 14 (2d6 + 7) bludgeoning damage.
  Meteor. The rajang jumps at least 15 feet as part of its
  movement, it can then use this action to roll into a ball
  and come crashing down in a space that contains one or
  more creatures. Each of those creatures must succeed
  on a DC 20 Strength or Dexterity saving throw (target's
  choice) or be knocked prone and take 32 (7d6 + 7)
  bludgeoning damage plus 32 (7d6 + 7) lightning
  damage. On a successful save, the creature takes only
  half the damage, isn't knocked prone, and is pushed 5
  feet out of the rajang's space into an unoccupied space
  of the creature's choice. If no unoccupied space is with
  in range, the creature instead falls prone in the rajang's
  space.
  Lighting Breath (recharge 5-6). The rajang exhales
  lightning in a 90-foot line that is 5 feet wide. Each
  creature in that line must make a DC 19 Dexterity
  saving throw, taking 59 (13d8) lightning damage on a
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The rajang 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
  creatures turn. The rajang regains spent legendary
  actions at the start of its turn.
  Move. The rajang moves up to its speed without
  provoking opportunity attacks.
  Kick. The rajang makes one Kick attack.
  Quake (Costs 2 Actions). The rajang reaches for the sky
  and slams its body onto the ground causing the ground
  to shake violently. Each creature within 30 feet of the
  rajang must succeed on a DC 20 Strength saving throw
  or be knocked prone. Any creature that fails this save by
  5 or more is also stunned until the end of their next
  turn.
  
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  Gammoth
  Gammoth
  "Found in the most frigid regions of the world, Gammoths are
  behemoths with massive tusks. Though they are herbivores,
  when provoked they will leverage their enormous weight and
  trunks to crush a threat. They can also shatter the snow
  covering their legs to damage nearby foes."
  Gammoth resembles a woolly mammoth. It is by far the
  largest Fanged Beast known to date. The fur covering its huge
  body is mostly bluish, although it's also white and red on its
  trunk, legs, back and underside. It has brown plating covering
  most of its head and feet, as well as two tusks seemingly made
  of the same material. This plating is said to be extremely
  resistant to damage. Its trunk is strong and used for picking
  up objects like certain foods. However, Gammoth have been
  seen violently grabbing smaller monsters and slamming them
  down on the ground if they threatened it. Its trunk is
  estimated to be strong enough to lift up large Flying Wyverns.
  The trunk is also used to protect itself or even to coat its legs.
  Young Gammoth
  Young Gammoth
  Unlike the adult gammoth, a young gammoth are
  snowy white in color, allowing them to camouflage
  themselves in snowy environments. A young
  gammoth uses the same stats as a normal
  Mammoth (CR 6), except for the changes listed
  below:
  Snow Camouflage. The young gammoth has
  advantage on Dexterity (Stealth) checks made to
  hide in snowy or tundra terrain.
  Gammoth are a highly territorial species. If a Gammoth finds
  a predator in its territory, it is known to kill the predator
  instantly with one powerful blow. Though adult Gammoth are
  giants with no major predators, young Gammoth are potential
  prey for many predators. From this young Gammoth are
  snowy white in color, allowing them to camouflage themselves
  in snowy environments. When Gammoth have young with
  them, they are known to live in harmony with herds of Popo
  until their young are large enough to protect themselves.
  While in the herd of Popo, Gammoth act as guards for not just
  their young but for the whole Popo herd against predators.
  While young, Tigrex is the most major predator for Gammoth,
  and the one that they most fear, but as the young Gammoth
  reaches adulthood, that fear is replaced with aggression and
  rage towards Tigrex. A Gammoth is territorial and a mother
  Gammoth is protective, while a starving Gammoth is
  extremely violent. A starving Gammoth is known to attack just
  about anything, even going as far as eating wood off homes to
  satisfy its own hunger.
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  30
  Gammoth
  Gammoth
  Gargantuan beast (fanged), unaligned
  Armor Class 18 (natural armor)
  Hit Points 198 (12d20 + 72)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  23 (+6)
  8 (-1)
  12 (+1)
  6 (-2)
  Saving Throws Str +11, Con +11, Wis +6, Cha +3
  Damage Immunities bludgeoning, piercing, slashing from
  nonmagical weapons
  Damage Resistances cold; bludgeoning, piercing,
  slashing from magical weapons
  Senses passive Perception 11
  Languages -
  Challenge 16 (15,000 XP)
  Trampling Charge. If the gammoth moves at least 20 feet
  straight toward a creature and then hits it with a gore
  attack on the same turn, that target must succeed on a
  DC 19 Strength saving throw or be knocked prone. If
  the target is prone, the gammoth can make one stomp
  attack against it as a bonus action.
  Ice Walk. The gammoth can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or snow
  doesn't cost it extra moment.
  Actions
  Multiattack. The gammoth makes two attacks; one tusk
  attack and one trunk attack.
  Tusk. Melee Weapon Attack: +11 to hit, reach 10 ft., one
  target. Hit: 13 (2d6 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit 24 (4d8 + 6) bludgeoning damage.
  Trunk. Melee Weapon Attack: +11 to hit, reach 15 ft.,
  one target. Hit 15 (2d8 + 6) bludgeoning damage and
  the target is grappled (escape 19).
  Fling. One Large or smaller object held or creature
  grappled by the gammoth is thrown up to 60 feet in a
  random direction and knocked prone. If a thrown target
  strikes a solid surface, 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 21 Dexterity saving throw or
  take the same damage and be knocked prone.
  Cold Breath (Recharge 5-6). The gammoth exhales an icy
  blast in a 60-foot cone. Each creature in that area must
  make a DC 19 Constitution saving throw, taking 41
  (9d8) cold damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  The gammoth 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 creatures turn. The gammoth regains spent
  legendary actions at the start of its turn.
  Detect. The gammoth makes a Wisdom (Perception)
  Check.
  Crush. The gammoth makes a stomp attack.
  Fling (Costs 2 Actions). The gammoth uses its fling.
  
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  Flying Wyverns
  Flying Wyverns
  Flying Wyverns are typically large, bipedal monsters capable of flight, having developed wings. Some, due to their sheer size and
  weight are able to hover in the air for a brief time. that have two wings. These Wyverns are known as "True Wyverns". However,
  there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These
  monsters have been dubbed by academics as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only
  displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos.
  These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying wyverns have evolved over time
  and live in nearly every known area, encompassing many elements and types.
  Giggi
  Giggi
  The larvae form of Gigginox, Giggi are a Flying Wyvern
  related to the Khezu. Spawning from large, organic globules
  (Giggi Sacs) in dark caves, they exhibit unique behavior. When
  the torch is drawn, they retreat in fear; however, when the
  torch is extinguished, they slowly follow adventurers and latch
  onto them, constantly draining "blood". and must be "shaken"
  off.
  Giggi are very low in the food chain while their still young.
  Giggi feed on the blood of other large species in order to
  survive but are preyed upon by some smaller predators. In the
  Tundra, they are hunted by Baggi packs. However, when a
  Giggi fully matures into a Gigginox, the tables are turned, and
  the hunters soon become the hunted. When they make it to a
  certain size, they will cocoon themselves by using a thread
  from their mouth to make a cocoon. These cocoons can rarely
  be seen in caves.
  Giggi aren't very aggressive though are quite gluttonous.
  Once they see a potential prey item, they'll chase it down and
  attempt to attach themselves to the creature.
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  Giggi
  Giggi
  Tiny wyvern (flying), unaligned
  Armor Class 8 (natural armor)
  Hit Points 51 (6d8+18)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  6 (-2)
  16 (+3)
  3 (+4)
  6 (-2)
  2 (+4)
  Skills Stealth +0
  Damage Vulnerabilities fire
  Senses blindsight 60 Ft., passive Perception 8
  Languages -
  Challenge 1/2 (100 xp)
  Leech. If a giggi hit with a bite attack, it can then use
  its bonus action to attach itself to a creature (escape
  DC 10). At the start of the giggi's turn it deal 5 (2d4)
  necrotic damage and regains hit points equal to that
  amount.
  Actions
  Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one
  target. Hit 4 (1d6 + 1) piercing damage plus 2 (1d4)
  necrotic damage. The target's hit point maximum is
  reduced by an amount equal to the necrotic damage
  taken, and the giggi 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.
  Poison Spit. Range Weapon Attack. +3 to hit, range
  30/60 ft., one target. Hit 3 (1d6) poison damage.
  
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  Gigginox
  Gigginox
  The Gigginox is a Flying Wyvern that is the adult form of the
  Giggi. Giggnox's closest relative is Khezu. They are blind,
  cave-dwelling Wyverns. However, they do not sense prey by
  smell; instead, Gigginox have a special organ that can detect
  the body heat of their prey.
  Gigginox are wide and flat, unlike the Khezu, which is bulky
  and has large fat reserves. Also, Gigginox does not have highly
  moisturized skin, and unlike the Khezu, it does not have
  visible veins. Gigginox is notably much more agile than the
  Khezu, being able to flip around without difficulty, and being
  much faster, probably due to their flat body, and their ability to
  sense body-heat instead of smelling. While the Khezu
  primarily uses its developed hind legs to leap around or to the
  ceilings of caves, Gigginox will use all four limbs plus its tail
  to propel itself, suggesting that the Gigginox's limbs aren't as
  well developed as the Khezu. Gigginox have a circular, leech-
  like maw, which contains many sharp teeth.
   
  Also similar to the Khezu is the Gigginox's elastic neck and
  tail, which can stretch out to twice their length in an attempt
  to attack the hunter. Their top skin is grey-white, and their
  under-skin is dark red. Gigginox have a circular, leech-like
  maw, which contains many sharp teeth. They can spit poison
  or release it as a form of gas from pores under their body.
  Gigginox can lay gelatinous globs, called Giggi Sacs, that
  spawn young Giggi.
  The Gigginox is highly territorial, staking out a cavern or
  other such area to lay its eggs. During the day, they sleep
  much longer than most other monsters in the area but at night
  they become truly active. They will spend sometime awake
  during the day but if they instantly sense potential prey in the
  area, they will actively stalk the creature in the caves. Said
  prey items are later left behind as corpses in caves to make it
  easier to catch prey. Despite a Gigginox's looks, they are
  considered to be quite intelligent compared to some other
  Flying Wyverns. Gigginox even save food in their caves.
  32
  Gigginox
  Gigginox
  Large wyvern (flying), unaligned
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 30 ft., fly 20 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 13 (+1)
  Skills Perception +5
  Damage Immunities poison
  Condition Immunities blind, charmed, poisoned
  Senses blindsight 60 ft., passive Perception 15
  Languages -
  Challenge 10 (5,900 xp)
  Keen Sight. The gigginox has advantage on Wisdom
  (Perception) checks that rely on sight.
  Standing Leap. The gigginox's long jump is up to 30 feet
  and its high jump is up to 15 feet, with or without a
  running start.
  Actions
  Multiattack. The gigginox makes four attacks, two bite
  attacks and two tail attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one
  target. Hit 13 (2d8 + 4) piercing damage plus 7 (2d6)
  poison damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one
  target. Hit 13 (2d8 + 4) bludgeoning damage plus 7
  (2d6) poison damage.
  Poison Gas. (recharge 5-6). The gigginox releases a
  poisonous gas from its underside in a 10-foot radius
  around it. Each creatures in that area must make a DC
  17 Constitution saving throw, taking 44 (8d10) poison
  damage and become poisoned for 1 minute. On a
  success the creature takes half damage is not poisoned.
  Lay Eggs (3/day). The gigginox lays a gelatinous glob that
  spawns 2 (1d4) giggi at the start of its turn. The giggi's
  initiative is right after the gigginox. The egg sac can be
  attacked and destroyed (AC 12; hp 20; immunity to
  bludgeoning, poison, and psychic damage).
  Reactions
  Poisonous Retreat. After being hit by a melee attack, the
  gigginox can use its reaction to disengage by leaping
  backwards 15 feet and sprays poisonous spores at the
  attacker. The target must make a DC 17 Constitution
  saving throw or become poisoned until the end of their
  next turn.
  
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  Basarios
  Basarios
  Basarios is a smaller, rocky wyvern. It is the juvenile form of
  Gravios. Its hard, stone-like shell can be used for protection
  against other large wyverns, doubling up as effective
  camouflage when Basarios partially buries itself in the ground.
  It is able to release either sleeping or poisonous gas from
  its underside and, on extremely rare occasions, a fire plume.
  Although it prefers to charge towards adversaries. When
  resting, it burrows underground, exposing only its back, giving
  it the appearance of a large gray rock. Being very heavy, it is a
  slow mover, and although it has wings, it rarely uses them to
  fly. Even when it does, its weight allows it to fly only for a
  short time.
  Despite its ability to hide, in most areas it is visible. This is
  because the rocks on its back are a slightly lighter color than
  other rocks, or because it has burrowed into plain view in the
  middle of the area.
  Variant Basarios
  Variant Basarios
  The basarios is known to have other type of effects
  besides sleep gas. A basarios may have a poisonous
  gas or on extremely rare cases it creates fire plume.
  The CR does not change when replacing the sleep
  gas with one of these effects:
  Poisonous Gas. The basarios releases a
  poisonous gas from its underside in a 15-foot
  radius around it. Each creature in that area must
  make a DC 15 Constitution saving throw or,
  become poisoned for 1 minute. A creature
  repeat the saving throw at the end of their turn,
  ending the effect on a success.
  Fire Plume. The basarios releases a plume of fire
  from its underside in a 15-foot radius around it.
  Each creature in that area must make a DC 15
  Dexterity saving throw or, take 18 (5d6) fire
  damage on a failed save or half as much on a
  successful one.
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  Basarios
  Basarios
  Huge wyvern (flying), unaligned
  Armor Class 18 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  9 (-1)
  19 (+4)
  3 (-4)
  11 (+0)
  6 (-2)
  Damage Resistances fire
  Senses passive Perception 10
  Languages -
  Challenge 6 (2,300 xp)
  Trampling Charge. If the basarios moves at least 20
  feet straight toward a creature and then hits it with a
  Ram attack on the same turn , that target must
  succeed on a DC 18 Strength saving throw or be
  knocked prone. If the target is prone, the basarios
  can make one Body Slam attack against it as a bonus
  action.
  Stone Camouflage. The basarios has advantage on
  Dexterity (Stealth) checks made to hide in rocky
  terrain while burrowed.
  Actions
  Body Slam. Melee Weapon Attack: +10 to hit, reach 5
  ft., one target. Hit 29 (4d10 + 7) bludgeoning
  damage.
  Ram. Melee Weapon Attack. +10 to hit, reach 5 ft.,
  one target. Hit 25 (4d8 + 7) bludgeoning damage.
  Sleep Gas. (recharge 5-6). The basarios releases a
  sleeping gas from its underside in a 15-foot radius
  around it. Each creature in that area must make a DC
  15 Constitution saving throw or, they fall
  Unconscious until the spell ends, the sleeper takes
  damage, or someone uses an action to shake or slap
  the sleeper awake.
  
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  Gravios
  Gravios
  Gravios is covered in a dense, stone-like armored shell which
  protects its body from physical damage. It is very large in size,
  towering over most other wyverns and measuring several
  dozen feet in length. Because of its size and incredible weight,
  it is only capable of limited flight, despite having large and
  seemingly-developed wings. It has a thick tail with a mace-like
  club at the end.
  Gaps in the Gravios' underside expel a knockout gas potent
  enough to put many monsters to sleep. It seems to have lost
  its poisoning ability. This gas is produced inside the Gravios'
  body. Furthermore, these defense mechanisms may be used to
  deter would-be predators, although there would be few
  monsters able to penetrate the Gravios's shell. Gravios can
  also expel flammable gas as a waste product of its 'heat beam',
  and of its diet.
  Gravios is relatively docile until provoked. Like most
  wyverns, it is fiercely territorial. The Gravios inhabits large
  areas of the Volcano, where it is sufficiently large enough to
  incubate and raise its juvenile Basarios.
  Gravios can be found in the Volcano and Swamp. It can
  easily withstand the heat of molten lava, and traverse it at will.
  Gravios eats rocks and minerals for nutrients.
  34
  Gravios
  Gravios
  Gargantuan wyvern (flying), unaligned
  Armor Class 22 (natural armor)
  Hit Points 175 (10d20 + 70)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  11 (+0)
  24 (+7)
  11 (0)
  12 (+1)
  9 (-1)
  Saving Throws Con +12, Wis +6
  Damage Immunities fire; piercing and slashing from
  nonmagical weapons
  Damage Resistances lightning, piercing, slashing;
  bludgeoning damage from nonmagical weapons
  Senses passive Perception 11
  Languages -
  Challenge 15 (13,000 xp)
  Trampling Charge. If the gravios moves at least 20 feet
  straight toward a creature and then hits it with a Ram
  attack on the same turn , that target must succeed on a
  DC 21 Strength saving throw or be knocked prone. If
  the target is prone, the gravios can make one Body Slam
  attack against it as a bonus action.
  Actions
  Body Slam. Melee Weapon Attack: +13 to hit, reach 5 ft.,
  one target. Hit 30 (4d10 + 8) bludgeoning damage.
  Ram. Melee Weapon Attack. +13 to hit, reach 5 ft., one
  target. Hit 26 (4d8 + 8) bludgeoning damage.
  Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
  target. Hit 17 (2d8 + 8) bludgeoning damage.
  Sleep Gas. (3/day). The gravios releases a sleeping gas
  from its underside. All creatures within 15 feet must
  make a DC 20 Constitution saving throw or, they fall
  Unconscious until the spell ends, the sleeper takes
  damage, or someone uses an action to shake or slap the
  sleeper awake.
  Heat Beam (recharge 5-6). The gravios exhales fire in a
  90-foot line that is 10 feet wide. Each creature in that
  line must make a DC 20 Dexterity saving throw, taking
  35 (10d6) fire damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  The gravios 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
  creatures turn. The gravios regains spent legendary
  actions at the start of its turn.
  Move. The gravios moves up to half its speed
  Tail. The gravios makes a Tail attack.
  Quake (Costs 2 Actions). The gravios flies 15 feet into
  the air and crashes into the ground violently shaking the
  earth. Each creature within 30 feet of the gravios must
  succeed on a DC 21 Strength saving throw or be
  knocked prone.
  
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  Seregios
  Seregios
  Seregios are powerful, territorial and highly aggressive
  predators. With their razor sharp weapons a Seregios can
  make short work of their unfortunate victims. Larger Seregios
  have been seen flying with smaller Flying Wyverns clutched in
  their talons, including other Seregios. Reports like this
  confirm that the wyverns will cannibalize each other. Due to
  their capability of living in a number of different
  environments, Seregios compete with a large number of other
  large predators. Seregios have also been witnessed
  aggressively attacking Rathalos and Rathian (including their
  subspecies) and are said to be serious rivals toward them.
  The Seregios is covered in extremely sharp Blade Scales.
  These scales are capable of cutting through the armor of
  certain prey and flinging them at a distance with good aim. On
  impact the scales will embed themselves in the victim like
  shrapnel and can leave complicated gouges in prey and even
  rocks. The wounds the scales leave behind are extremely
  painful for the victim and said pain can last for long periods of
  time, possibly causing infections as well. The most defining
  trait that this species is that they have Zygodactyly feet like
  roadrunners and other birds. Seregios are the only species in
  the Flying Wyvern class that possess them. The feet of these
  creatures can be used as devastating weapons against prey
  and enemies alike. A hunting Seregios use their feet to grasp
  their prey in a vice-like grip giving their victims little hope for
  escape. When in flight the claws on their wings are utilized for
  control and to allow them to shift their weight more easily. A
  Seregios is one of a few wyverns whose flight mobility and
  control is comparable to a Rathalos. Seregios will also utilize
  the thick, sturdy blade-like horns on their heads along with
  their blade-scaled covered tails in combat.
  Seregios are hostile usurpers of the land. They are violent
  fighters and will battle other monsters in order to kick them
  out of their territory claim it as their own, this includes their
  own kind in their land. In most cases, the monster they are
  fighting will end up dead after the battle and while some live
  on. The bigger the Seregios, the larger amount of territory it
  needs. Once a territory is gained by a Seregios, it will mark its
  territory with its own Blade Scales.
  35
  Seregios
  Seregios
  Large wyvern (flying), unaligned
  Armor Class 14 (natural armor)
  Hit Points 147 (16d10+48)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
  Saving Throws Dex +3, Wis +4, Cha +5
  Skills Acrobatics +3, Perception +4
  Senses darkvision 60 Ft., passive Perception 14
  Languages -
  Challenge 7 (2,900 xp)
  Bladed Scales Regrowth. The seregios has forty-eight
  bladed scales. Used scales regrow when the seregios
  finishes a long rest.
  Open Wound. When a creature is hit by the seregios
  attacks, it must succeed on a DC 14 Constitution
  saving throw or lose 2 (1d4) hit points at the start of
  each of its turns due to an open wound. Each time
  the seregios hits the wounded target with an attack,
  the damage dealt by the wound increases by 2 (1d4).
  Any creature can take an action to stanch the wound
  with a successful DC 12 Wisdom (Medicine) check.
  The wound also closes if the target receives magical
  healing.
  Actions
  Multiattack. The seregios makes three attacks: one
  with its tail and two with its talons or three with its
  bladed scales.
  Talon. Melee Weapon Attack. +7 to hit, reach 5 ft.,
  one target. Hit 11 (2d6 + 4) piercing damage. If the
  target is a creature, it is grappled (escape DC 15).
  Until this grapple ends, the target is restrained. The
  seregios can grapple one large creature, or two
  medium creatures at a time.
  Tail. Melee Weapon Attack. +7 to hit, 10 ft., one
  target. Hit 13 (2d8 + 4) piercing damage.
  Bladed Scales. Range Weapon Attack. +7 to hit, range
  100/200 ft., one target. Hit 13 (2d8 + 4) piercing
  damage.
  
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  Paolumu
  Paolumu
  Paolumu is a bat-like wyvern that slightly resembles the
  Honduran white bat. Like said bat species, Paolumu is
  covered in white fur and has a pink face. Though it is covered
  in fur, Paolumu also has some brown scales covering its back,
  underbelly, and tail. The Paolumu has rodent-like buck teeth
  this is because its diet consists of the eggs that comes off the
  coral which it sucks in using its incredible breathing power.
  Inside of Paolumu's neck is a special air sac that inflates
  once it has sucked in enough air. Once its air sac has inflated,
  Paolumu is able to float in the air like a balloon and able to
  attack foes from above. While floating, Paolumu will use its
  hardtail to batter foes at close range. Paolumu is also able to
  breathe wind at foes, it can also use its inhaling powers to
  draw in hunters closer or to make them stagger.
  Paolumu are fairly calm unless provoked by a threat. Once
  provoked, they will become aggressive.
  36
  Paolumu
  Paolumu
  Large wyvern (flying), unaligned
  Armor Class 16 (natural armor)
  Hit Points 142 (15d10+60)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  3 (-4)
  10 (+0)
  3 (-4)
  Skills Acrobatics +4
  Senses passive Perception 10
  Languages -
  Challenge 7 (2,900 xp)
  Blind Panic. If the paolumu is flying and becomes
  blinded. It panicks, ending its enlarge and falls prone.
  Actions
  Multiattack. The paolumu makes two attacks: one with
  its bite and one with its tail.
  Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one
  target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20
  (3d10 + 4) piercing damage while enlarged.
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8 +
  4) piercing damage while enlarged.
  Enlarge (Recharges after a Short or Long Rest). For 1
  minute, the paolumu magically increases in size, along
  with anything it is wearing or carrying. While enlarged,
  the paolumu is Huge, it can hover, roll one additional
  weapon damage die on Strength-based weapon attacks
  (included in the attacks), and makes Strength checks
  and Strength saving throws with advantage. If the
  paolumu lacks the room to become Large, it attains the
  maximum size possible in the space available.
  Dive Bomb. If the paolumu is flying, enlarged and dives
  at least 10 feet straight toward a target it can then use
  this action to slam its body in a space that contains one
  or more other creatures. Each of those creatures must
  succeed on a DC 15 Strength or Dexterity saving throw
  (target's choice) or be knocked prone and take 31 (7d8)
  bludgeoning damage. On a successful save, the creature
  takes only half the damage, isn't knocked prone, and is
  pushed 5 feet out of the paolumu's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature instead
  falls prone in the paolumu's space.
  Wind Burst (recharge 5-6). The paolumu exhales blast of
  strong wind in a 60 foot line that is 5 feet wide. Each
  creature in that line must succeed on a DC 15 Strength
  saving throw, taking 38 (11d6) force damage and
  knocked prone on a failed save or half as much on a
  successful one and not knocked prone. The wind tunnel
  disperses gas or vapor, and it extinguishes candles,
  torches, and similar unprotected flames in the area. It
  causes protected flames, such as those of lanterns, to
  dance wildly and has a 50 percent chance to extinguish
  them.
  
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  Astalos
  Astalos
  Known as the "Thunder Wyvern." Astalos body is almost
  entirely covered in sharp, dark green plating, although it has a
  more bright colored underside. Unlike any other Flying
  Wyvern, Astalos' wings resemble those of an insect, most
  precisely a glasswing butterfly's wings. Its thin legs have three
  toes. Its tail is long, making up almost half of the monster's
  length, and it has two pair of earwig-like pincers at the tip. It
  has a relatively small head, with a big horn on top of it. Its eyes
  are red.
  Astalos are high up in the food chain. They are known to be
  predators and have been found to feed on Herbivore like
  Mosswine and Aptonoth. Astalos have also been observed
  eating Neopteron like Vespoid and lesser predators like
  Velocidrome. Despite being top predators, Astalos have to
  compete with other large predatory monsters like Rathalos,
  Najarala, Seregios, and Seltas Queen.
  Astalos's whole body is an electrical organ. Astalos uses
  Piezoelectricity — as an Astalos fights and becomes more
  active, Its tail, wings, and crest will begin to charge up with
  electricity. This can easily be seen by looking for green surges
  of electricity on those parts of its body. Astalos's flying abilities
  are comparable to a Rathalos with the help of its powerful
  wings. Its wings are tough, covered in spikes, and are even
  used as weapons on the ground. The wings can also produce a
  special electrical charge used for capturing prey. Its pincer-
  like tail is used for capturing and paralyzing prey.
  They've been seen attacking large Flying Wyverns, like
  Rathalos, even if those monsters are not interested in the
  Astalos's presence. Even if the enemy is losing the fight,
  Astalos will fight them relentlessly, even if they are trying to
  escape. If the enemy is killed, the Astalos may feed on the
  enemy's corpse, as it is sometimes known to do. Astalos will
  even sometimes cannibalize their own young by accident. This
  is due to the adults mistaking the young for Neopteron like
  Vespoid occasionally. To prevent this, Astalos guard their nest
  up until the eggs are ready to hatch before leaving the young
  to fend for themselves. Even while young, Astalos don't
  hesitate about anything, including cannibalism, and can be
  quite violent. When a town gets reports of this monster, they
  are known to send adventurers immediately to hunt it down.
  This is due to Astalos actually disrupting the ecological
  balance in an area.
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  Astalos
  Astalos
  Huge wyvern (flying), unaligned
  Armor Class 16 (natural armor)
  Hit Points 147 (14d12+56)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 16 (+3)
  Saving Throws Dex +6, Con +8, Wis +5, Cha +7
  Damage Immunities lightning
  Senses darkvision 60 Ft., passive Perception 11
  Languages -
  Challenge 9 (5,000 xp)
  Dive Attack. If the astalos is flying and dives at least
  30 feet straight toward a target and then hits it with
  a melee weapon attack, the attack deals an extra 4
  (1d8) lightning damage to the target.
  Actions
  Multiattack. The astalos makes three attacks: one
  with its horn, tail, and wing.
  Horn. Melee Weapon Attack. +9 to hit, reach 5 ft.,
  one target. Hit 18 (3d8 + 5) piercing damage + 4
  (1d8) lightning damage.
  Wing. Melee Weapon Attack. +9 to hit, reach 5 ft.,
  one target. Hit 15 (3d6 + 5) piercing damage + 4
  (1d8) lightning damage.
  Tail. Melee Weapon Attack. +9 to hit, reach 10 ft.,
  one target. Hit 18 (3d8 + 5) piercing damage + 4
  (1d8) lightning damage. The target must make a DC
  14 Constitution saving throw or become paralyzed
  for 1 minute. The target can repeat the saving throw
  at the end of each of its turns, ending the paralysis
  on itself on a success.
  Lightning Pillar (recharge 5-6). A vertical column of
  lightning roars down from the sky in a location
  within 60 feet of the astalos. Each creature in a 10-
  foot-radius, 40-foot-high cylinder centered on a
  point within range must make a 16 DC Dexterity
  saving throw. A creature takes 45 (13d6) lightning
  damage on a failed save, or half as much damage on
  a successful one.
  
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  Rathian
  Rathian
  Rathian is a true flying wyvern similar in looks to her male
  counterpart, Rathalos. Her hide is a dull, muted green in
  contrast to the Rathalos's deep red, and her lower mandible
  features a long, protruding chin spike. Her upper back and
  wingtips are covered in a moss-like fur not seen on the
  Rathalos, and while her clubbed tail lacks bony spikes, it
  makes up for this with its ability to poison foes upon contact.
  Rathian, like her mate, can generate flaming projectiles
  from her mouth. She can use the poisonous barbs on her tail
  club to inflict blunt-force, toxic wounds on foes, even if her tail
  was cut off. Her powerful legs allow her to run at high speeds,
  making her easily capable of chasing down most prey. Like
  the Rathalos, her vision is very keen, so Flash Bombs are
  useful in combat.
  Rathian is very territorial, choosing to patrol from ground
  while her Rathalos mate patrols from the sky. She will
  become very aggressive to potential threats, especially when
  in close proximity to her nest and young.
  Rathians can survive in almost any territory, but prefers
  areas with average temperature for nesting. As a result, she is
  known to be encountered in a large variety of areas such as
  jungles, sandy plains, and forests.
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  Rathian
  Rathian
  Huge wyvern (flying), unaligned
  Armor Class 17 (natural armor)
  Hit Points 133 (14d12+42)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
  Skills Acrobatics +4, Perception +4
  Damage Immunities poison
  Damage Resistances fire
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 Ft., passive Perception 14
  Languages -
  Challenge 8 (3,900 xp)
  Actions
  Multiattack. The rathian makes two attacks: one with
  its bite and one with its stinger. While flying, it uses
  its talons in place of its bite attack.
  Bite. Melee Weapon Attack. +7 to hit, reach 10 ft.,
  one target. Hit 17 (3d8 + 4) piercing damage.
  Talons. Melee Weapon Attack. +7 to hit, reach 5 ft.,
  one target. Hit 14 (3d6 + 4) slashing damage.
  Stinger. Melee Weapon Attack. +7 to hit, reach 10 ft.,
  one target. Hit 14 (3d6+4) piercing damage. The
  target must make a DC 15 Constitution saving
  throw, taking 17 (5d6) poison damage on a failed
  save, or half as much damage on a successful one.
  Fireball (recharge 5-6). The rathian exhales a fireball
  radius within 100 feet of its location. Each creature
  in a 10-foot radius Sphere centered on that point
  must make a DC 15 Dexterity saving throw. A target
  takes 42 (12d6) fire damage on a failed save, or half
  as much damage on a successful one.
  
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  Rathalos
  Rathalos
  Rathalos are large, bipedal wyverns with a spiny, armored
  hide covering their body. Their outer shell features much
  brighter and more vibrant colors than that of their female
  counterpart, the Rathian. It is primarily bright red, with black
  markings throughout. Like the Rathian, Rathalos possess a
  flame sac which is used to produce deadly flaming projectiles
  from the mouth. The talons upon their feet are highly
  poisonous and are known to to inflict toxic mortal wounds on
  larger prey. In addition, their long, thick tail features a heavy
  spiked club at the end. Rathalos' wing membranes feature
  ornate patterns which are likely used to attract potential
  mates.
  Rathalos are expert flyers, and as such are prone to hunting
  from the skies. By launching a surprise aerial attack, they can
  inflict poisonous wounds with their talons or burn prey with
  flaming projectiles. On the ground, Rathalos remain
  formidable opponents. Using their powerful legs, they can
  chase down prey from a distance. At a close enough range,
  they are known to use their sharp teeth to bite at foes as well.
  Some Rathalos are capable of staying in the air and launching
  a fireball before landing back to the ground.
  Rathalos are highly territorial monsters, and as such, are
  aggressive towards intruders. They will chase away or attempt
  to kill any monster which may pose a threat to their land.
  While hunting, Rathalos will stalk prey from the air before
  swooping in for the kill. Once they have successfully brought
  down their prey, they will carry it away to eat in private, safe
  from scavengers or other large monsters which might attempt
  to steal the kill.
  Rathalos have been spotted in many kinds of environments,
  from the temperate forest and hills to the extreme heat of a
  volcano. As a master of flight, they will travel far and wide,
  searching for prey from the skies.
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  Rathalos
  Rathalos
  Huge wyvern (flying), unaligned
  Armor Class 19 (natural armor)
  Hit Points 149 (13d12+65)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 10 (+0) 21 (+5) 8 (-1) 13 (+1) 10 (+0)
  Skills Athletics +9, Perception +5
  Damage Immunities fire
  Damage Resistances poison
  Condition Immunities charmed, frightened
  Senses darkvision 60 Ft. passive Perception 15
  Languages -
  Challenge 10 (5,900 xp)
  Actions
  Multiattack. The rathalos makes two attacks: one with
  its bite and one with its talons. While flying, it uses
  its wings in place of its bite attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit 18 (3d8 + 5) piercing damage.
  Wings. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit 15 (3d6 + 5) bludgeoning damage.
  Talons. Melee Weapon Attack: +9 to hit, 10 ft., one
  target. Hit 15 (3d6+5) slashing damage. The target
  must make a DC 17 Constitution saving throw,
  taking 24 (7d6) poison damage on a failed save, or
  half as much damage on a successful one.
  Fireball (recharge 5-6). The rathalos exhales a fireball
  radius within 100 feet of its location. Each creature
  in a 10-foot radius Sphere centered on that point
  must make a DC 17 Dexterity saving throw. A target
  takes 45 (13d6) fire damage on a failed save, or half
  as much damage on a successful one.
  
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  Khezu
  Khezu
  Khezu are large, pale Wyverns with a flabby, rubbery hide
  which they constantly keep damp, similar to that of an
  amphibian. Many of their blood vessels and veins can be seen
  through their pale skin. Their tail features a specialized orifice
  which bonds to the ground during electrical attacks and helps
  them cling onto cave ceilings. Their mouth features rows of
  sharp teeth. Khezu feet lack claws, and instead have suction
  pad-like toes to assist them in climbing and hanging from cave
  walls and ceilings. Spending most of their lives in the dark,
  their eyes have regressed greatly, though they make up for this
  with a superb sense of smell. A layer of fat helps to keep them
  warm and prolong the time they can spend hunting for food.
  Khezu have an extendable neck which allows them to grasp
  and ambush prey from afar, such as from a cave ceiling. Khezu
  are hermaphrodites, which means an individual is both male
  and female. To reproduce they paralyze a creature and inject
  their young, known as Whelps. The Whelps grow inside their
  victim until it dies, or when they are strong enough to leave.
  Although Khezu are cave dwellers, they go out when they
  please, or when food inside grows too scarce. While Khezu
  outside a cave are vulnerable to larger Wyverns like Tigrex,
  inside caves Khezu have the advantage. In addition to being
  unhampered by the dark, they can cling to the ceiling and
  attack from above.
  A Khezu's habitat is often located near active sources of
  water; some sources claim this is because the water is
  excellent for conducting electricity into their prey, while others
  speculate that Khezu may need the dampness for their moist
  skin. Such areas include swamps and oceanside caves.
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  Khezu
  Khezu
  Large wyvern (flying), unaligned
  Armor Class 17 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft., fly 20 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  9 (-1)
  21 (+5)
  5 (-3)
  11 (+0)
  1 (-5)
  Skills Perception + 4
  Damage Immunities lightning
  Condition Immunities blind, paralyzed, charmed
  Senses blindsight 60 ft., passive Perception 14
  Languages -
  Challenge 10 (5,900 xp)
  Keen Smell. The khezu has advantage on Wisdom
  (Perception) checks that rely on smell.
  Standing Leap. The khezu's long jump is up to 30 feet
  and its high jump is up to 15 feet, with or without a
  running start.
  Electric Barrier. The khezu shrouds its body in
  electricity. Any creature that ends its turn within 5
  feet of the khezu takes 15 (3d10) lightning damage.
  Actions
  Multiattack. The khezu makes three Lightning Ball
  attacks or it uses its Electric Current and two Bite
  attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
  one target. Hit 17 (2d10 + 6) piercing damage.
  Electric Current. The khezu releases a jolt of
  electricity all around it. Each creature within 5 feet of
  it must make a DC 17 Constitution saving throw or
  become paralyzed until the end of their next turn.
  Lightning ball. Range Weapon Attack. +10 to hit,
  reach 60/100 ft., one target. Hit 14 (4d6) lightning
  damage and the target must make a DC 17
  Constitution saving throw or become paralyzed until
  the end of their next turn.
  Deadly Leap. If the khezu jumps at least 15 feet as
  part of its movement, it can then use this action to
  land on its feet in a space that contains one or more
  other creatures. Each of those creatures must
  succeed on a DC 18 Strength or Dexterity saving
  throw (target's choice) or be knocked prone and take
  11 (2d6 + 4) bludgeoning damage plus 11 (2d6 + 4)
  lightning damage. On a successful save, the creature
  takes only half the damage, isn't knocked prone, and
  is pushed 5 feet out of the khezu's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature
  instead falls prone in the khezu's space.
  
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  Nargacuga
  Nargacuga
  It has black scales, black fur and nightmarish red eyes, giving
  it the look and style of a predatory black panther. Its dark,
  feral appearance suggests that it may mainly be a nocturnal
  predator. When it's enraged, its eyes glow bright red and leave
  a trail of reddish lines when Nargacuga moves. Nargacuga
  has the ability to attack with almost every part of its body,
  mainly its bladed wings and its spiked tail. Its tail erects large
  spikes which can be flung and linked up with its attacks for
  devastating hits. Their vertebrae and tail muscles are
  extremely flexible, making the tail of Nargacuga also
  prehensile. Its tail is also its most powerful weapon. The
  scales at the end of the tail can also be shaken to produce
  rattling sounds similar to that of a rattle snake.
  Nargacuga is a careful and cautious monster. It is very easy
  for it to sneak up to a hunter. Nargacuga lives in dark places
  that it has adapted to. It rests on high trees that are hard to
  reach, or maybe can't be reached, so hunters can't catch it by
  surprise for capturing it. Nargacuga will wake up when
  hunters are right in front of the tree due to its natural senses.
  Nargacuga are normally and mainly found in the great
  forests. Although occasionally, Nargacuga can be found in
  swamps, jungles and, very rarely in the mountain ranges or
  the plains.
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  Nargacuga
  Nargacuga
  Huge wyvern (flying), unaligned
  Armor Class 16 (natural armor)
  Hit Points 231 (22d12+88)
  Speed 50 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 17 (+3) 18 (+4) 8 (-2) 14 (+2) 6 (-2)
  Skills Perception, +5, Stealth +7
  Senses darkvision 120 ft., passive Perception 15
  Languages -
  Challenge 11 (7,200 xp)
  Shadow Stealth. While in dim light or Darkness, the
  nargacuga can take the Hide action as a Bonus
  Action. Its stealth bonus is also improved to +11.
  Actions
  Multiattack. The nargacuga makes three attacks: one
  with its bite, one with its bladed wings, and one with
  its tail swipe. Or it makes two tail spike attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit 19 (3d8 + 6) piercing damage.
  Bladed Wings. Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit 16 (3d6 + 6) slashing
  damage.
  Tail Swipe. Melee Weapon Attack: +10 to hit, reach
  10 ft., one target. Hit 25 (3d12 + 6) bludgeoning
  damage.
  Tail Spikes. Range Weapon Attack: +10 to hit, reach
  30/120 ft., one target. Hit 22 (3d10 + 6) piercing
  damage.
  Feral Pounce (recharge 5-6). The nargacuga leaps
  towards its target, jumping 10 feet, as part of its
  movement, and attacks with both its claws. The
  target must make on a DC 18 Dexterity saving throw.
  On a failed save the target takes takes 44 (8d10)
  piercing damage and they are knocked prone. On a
  success the target takes half damage and is not
  knocked prone. Additionally, if the target is prone or
  knocked prone, the nargacuga can make one bite
  attack against it as a bonus action.
  
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  Monoblos
  Monoblos
  A monocerous desert-dwelling wyvern, they have a brown,
  rock-hard texture to their shell.
  While Monoblos have no breath attack, their roar is
  considered a lethal weapon itself. They are also very
  physically capable, able to fight off adventurers with horn-
  thrusts and tail-swings. Being able to tunnel beneath the
  sands of the Desert also means they can sneak up on any
  potential threats.
  Monoblos are aggressive, and will attack adventurers on
  sight. They are quick to anger, causing their crown to be
  become inflamed with red streaks.
  Diablos
  Diablos
  Diablos are large, bipedal wyverns with powerful armor
  plating covering much of their body. Their most noteworthy
  feature is a pair of massive, solid horns above their eyes.
  Diablos also possess a pair of tusk-like fangs and a large,
  spiny neck frill. Their tail ends with a heavy, studded club that
  can be used to ward off attackers. Diablos stand on a pair of
  stocky, wide-set legs and possess a broad upper body
  complete with thick, muscular wings.
  Diablos have the ability to burrow into the earth and travel
  underground, employing this tactic to surprise unsuspecting
  targets or slip away from a dangerous encounter. In addition,
  they are capable of producing a powerful roar that will stun
  most aggressors. Using their powerful legs in tandem with
  their heavy upper body and head, Diablos can run at high
  speeds to charge attackers with their horns, using the
  powerful momentum to maximize the potential for damage.
  Diablos are herbivores, known to feed on the plentiful cacti
  of the desert. Despite this however, they are wildly aggressive
  and will pursue anything which enters their territory. Diablos
  are known to use their horns as weapons against attackers,
  but will also use them in bouts against other Diablos in battles
  for territory or mating rights. Diablos typically avoid flight for
  the purpose of transportation, as a disproportionally high
  mass prevents them from effectively flying for long periods of
  time. Instead, Diablos will use their wings to free themselves
  when trapped in the sand.
  Diablos are commonly found in dry, arid desert
  environments. The soft, loose earth allows for digging and the
  water-rich cacti provide them with both nutrition and
  hydration.
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  Monoblos
  Monoblos
  Huge wyvern (flying), unaligned
  Armor Class 19 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
  Saving Throws Wis +4
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages -
  Challenge 12 (8,400 xp)
  Underground Charge. If the monoblos moves at least
  20 feet straight toward a creature while
  underground, it can then make a horn attack as a
  bonus action.
  Relentless (Recharges after a Short or Long Rest). If the
  monoblos takes 30 damage or less that would
  reduce it to 0 hit points, it is reduced to 1 hit point
  instead.
  Brute. A melee weapon deals one extra die of its
  damage when the monoblos hits with it (included in
  the attack).
  Actions
  Multiattack. The monoblos makes two attacks, one
  with its horn and one with its tail attack.
  Horn. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit 29 (4d10 + 7) piercing damage.
  Tail. Melee Weapon Attack. +11 to hit, reach 10 ft.,
  one target. Hit 25 (4d8 + 7) bludgeoning damage.
  Violent Roar (Recharge 5-6). The monoblos roars
  loudly in a 10 foot radius around them. All creatures
  in this area must make a DC 17 Constitution saving
  throw, taking 35 (10d6) thunder damage and
  become Deafened for 1 minute on a failed saving
  throw or half as much on a successful one and is not
  deafened.
  
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  Diablos
  Diablos
  Huge wyvern (flying), unaligned
  Armor Class 20 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  13 (+1)
  23 (+6)
  6 (-2)
  14 (+2)
  9 (-1)
  Saving Throws Wis +8
  Condition Immunities frightened
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 12
  Languages -
  Challenge 18 (20,000 xp)
  Underground Charge. If the diablos moves at least 20
  feet straight toward a creature while underground, it can
  then make a horn attack as a bonus action.
  Brute. A melee weapon deals one extra die of its damage
  when the diablos hits with it (included in the attack).
  Legendary Resistance (2/Day). If the diablos fails a saving
  throw, it can choose to succeed instead.
   
   
   
  Actions
  Multiattack. The diablos makes two attacks, one with its
  horn and one with its tail attack.
  Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one
  target. Hit 29 (4d10 + 7) piercing damage.
  Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
  target. Hit 25 (4d8 + 7) bludgeoning damage.
  Violent Roar (Recharge 5-6). The diablos roars loudly in a
  15 foot radius around them. All creatures in this area
  must make a DC 22 Constitution saving throw, taking
  45 (10d8) thunder damage and become Deafened for 1
  minute on a failed saving throw or half as much on a
  successful one.
  Legendary Actions
  The diablos 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
  creatures turn. The diablos regains spent legendary
  actions at the start of its turn.
  Dig. The diablos burrows underground and moves up to
  half its burrow speed.
  Attack. The diablos makes a Horn or Tail attack.
  Quake (Costs 2 Actions). The diablos strikes the ground
  with its maul like tail, triggering a tremor. All creatures
  on the ground within 60 feet of the diablos must
  succeed on a DC 19 Strength saving throw or be
  knocked prone.
  
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  Legiana
  Legiana
  Legiana is a slim, primarily beige-coloured Flying Wyvern
  characterised by its leaf-like wingtips and striped skin
  patterns. Legiana's head is topped with a pair of antenna-like
  fins which are attached via a thin membrane to the back of its
  neck. It has bright yellow eyes and powerful legs ending in
  piercing talons. Its face, tail, feet, and wingtips are a dark navy
  blue, and its body is covered in striped patterns of the same
  colour. The ends of its wings are separated into four distinct
  flaps which overlap each other when folded. Legiana has star-
  like shapes on the back of its wings.
  Legiana is able to emit a chilling wind from its body, which
  dulls its prey's ability to escape. It flies with extreme precision
  and agility, using its talons to grab its prey straight out of the
  air.
  Disease: Iceblight
  Disease: Iceblight
  A creature who is afflicted with iceblight is chilled
  to the bone.
  The creature can't use reactions.
  Its speed is halved.
  It can't make more than one attack on its turn.
  44
  Legiana
  Legiana
  Huge wyvern (flying), unaligned
  Armor Class 17 (natural armor)
  Hit Points 187 (15d12+90)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 12 (+1)
  22 (+6) 8 (-1) 12 (+1)
  12 (+1)
  Saving Throws Dex +6, Con+11, Wis +6, Cha +6
  Skills Acrobatics +11, Perception +11
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 21
  Languages -
  Challenge 13 (10,000 xp)
  Flyby. The legiana doesn't provoke an opportunity attack
  when it flies out of an enemy's reach.
  Frost. A creature that starts its turn or moves into an
  area covered in frost must make a DC 18 Constitution
  saving throw or become diseased with iceblight for 1
  minute.
  Legendary Resistance (3/Day). If the legiana fails a saving
  throw, it can choose to succeed in stead.
   
  Actions
  Multiattack. The legiana makes three attacks: one with its
  bite, one with its talons, and one with its tail.
  Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one
  target. Hit 16 (3d6 + 6) piercing damage.
  Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one
  target. Hit 19 (3d8 + 6) bludgeoning damage plus 7
  (2d6) cold damage and leaves a layer of frost in an area
  that is 10 feet long and 15 feet wide centered on the
  target or 30 feet long and 5 feet wide in front of the
  legiana until the start of its next turn.
  Talons. Melee Weapon Attack. +11 to hit, reach 10 ft.,
  one target. Hit 16 (3d6 + 6) piercing damage and the
  target is grappled (Escape DC 19)
  Corkscrew (recharge 5-6). The legiana moves up to half
  of its fly speed in a straight line, covering the ground
  below it in frost while it does. While doing so, it can
  enter Large or smaller creatures' spaces. The first time
  the legiana enters a creature's space, the creature must
  make a DC 19 Dexterity saving throw.  
   On a failed save, the creature takes 28 (8d6)
  bludgeoning damage plus 10 (3d6) cold damage and is
  knocked prone.  
   On a successful save, the creature takes half damage
  and can choose to be pushed 5 feet to the side of the
  legiana. A creature that chooses not to be pushed
  suffers the consequences of a failed saving throw.
  
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  Barioth
  Barioth
  Barioth is a quadrupedal Flying Wyvern, with various cat-like
  features. Its body is mostly covered with icy white plates and
  spikes along its neck, spine, and tail. Its face features two
  massive, curved tusks of an amber coloration. Its forelegs are
  longer and more powerful than its back legs, with deadly
  spikes along its wings, as well as two large claws.
  Barioth move quickly and attack wildly, presenting a
  challenge even to experienced adventurers. Barioth uses its
  fangs and claws to slide around on the ice making it hard to
  keep up with. It is able to slide its tail to its side and wield it in
  a club-like fashion. It is capable of producing a wind blast;
  Barioth will spit out an icy ball that will create a powerful
  tornado.
  Barioth is highly aggressive and territorial. It will attack any
  hunter that enters its domain. It will eat Popo or Anteka when
  fatigued.
  Barioth inhabits icy areas such as the Tundra or the Snowy
  Mountains, where the roaming herbivores on which it preys
  are large and plentiful.
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  Barioth
  Barioth
  Huge wyvern (flying), unaligned
  Armor Class 16 (natural armor)
  Hit Points 207 (18d12+90)
  Speed 50 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 23 (+6)
  20 (+5)
  10 (+0)
  14 (+2)
  8 (-1)
  Saving Throws Dex +11, Wis +7, Cha +4
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing, slashing
  damage from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 15 (13,000 xp)
  Actions
  Multiattack. The barioth makes three attacks: one with
  its bite and two claw attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
  target. Hit 19 (3d8 + 6) piercing damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
  target. Hit 13 (2d6 + 6) slashing damage.
  Tail Swipe. Melee Weapon Attack: +11 to hit, reach 10
  ft., one target. Hit 22 (3d10 + 6) cold damage. The
  target and each creature within 5 foot radius of the
  target must make a DC 15 Strength saving throw. On a
  fail, they are pushed back 10 feet from the barioth and
  knocked prone. On a success, they are still knocked
  back but are not prone.
  Vortex (recharge 5-6) The barioth creates a 15-foot wide
  vortex within 60 feet of it. Each creature in that area
  must make a DC 18 Dexterity saving throw, taking 22
  (5d8) bludgeoning damage and 7(2d6) cold damage on
  a failed save or half on a successful save.
  Legendary Actions
  The barioth 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
  creatures turn. The barioth regains spent legendary
  actions at the start of its turn.
  Detect. The barioth makes a Wisdom (Perception)
  Check.
  Tail Swipe. The barioth uses its tail swipe.
  Ice Slide (Costs 2 Actions). The barioth moves up to its
  speed, during this move it may move through other
  creatures. Any creatures the barioth moves through
  must succeed on a DC 19 Dexterity saving throw or
  take 20 (3d8+6) slashing damage and be knocked
  prone.
  
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  Tigrex
  Tigrex
  Tigrex is a large, quadrupedal wyvern characterized by its
  massive head and jaws, powerful limbs and striking
  yellow/blue striped coloration. The top of its head is tipped
  with a pair of horn-like ears, and its segmented tail ends with
  a spiny protrusion.
  As a quadrupedal wyvern, its wings have evolved into
  forelegs, which allows it to run at very fast speeds. Though it
  possesses a pair of adequately-developed wings, it is rarely
  seen flying in a traditional sense. It is in fact more prone to
  gliding from location to location. It has a powerful set of lungs
  which gives it the ability to produce extremely loud,
  concussive roars which can physically damage nearby objects.
  The Tigrex relies on its sheer brute strength to bring down
  opponents.
  When idle, Tigrex will assume a bipedal gait, standing only
  upon its hind legs while holding its forelimbs at its side. When
  threatened or engaging prey, however, it will stand upon all
  fours and ready itself for combat. It will usually attempt to
  intimidate would-be attackers with an ear-splitting roar. The
  Tigrex can be found in many different environments. If
  combat becomes intense enough, it will flush blood to its
  forelimbs, face, and eyes, in order to give its skin a bright-red
  glow as an effort to further intimidate attackers. Like many
  wyverns, it will travel far and wide in search of prey.
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  Tigrex
  Tigrex
  Huge wyvern (flying), unaligned
  Armor Class 18 (natural armor)
  Hit Points 189 (18d12 + 72)
  Speed 50 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 16 (+3) 19 (+4) 8 (-1) 12 (+1) 10 (+0)
  Saving Throws Dex +8 Wis +6
  Skills Athletics +11
  Senses darkvision 60 ft., passive Perception 16
  Languages -
  Challenge 16 (15,000 xp)
  Enrage (1/day). The first time the tigrex hp drop
  below half of its maximum, it enrages for 1 minute.
  While enraged, the tigrex damage is increased by +5
  and its movement is increased by 10 ft.
  Legendary Resistance (2/Day). If the tigrex fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The tigrex makes three attacks, one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit 19 (3d8 + 6) piercing damage
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 5 ft.,
  one target. Hit 22 (3d10 + 6) bludgeoning damage.
  Violent Roar (Recharge 5-6). The tigrex roars loudly in
  a 15 foot radius around them. All creatures in the
  area become deafened and must make a DC 17
  Constitution saving throw, taking 49 (9d10) thunder
  damage on a failed saving throw or half as much on a
  successful one.
  Legendary Actions
  The tigrex 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 creatures turn. The tigrex regains spent
  legendary actions at the start of its turn.
  Detect. The tigrex makes a Wisdom (Perception)
  Check.
  Tail Attack. The tigrex makes a tail attack.
  Trample (Costs 2 Actions). The tigrex moves up to its
  speed, during this move it may move through other
  creatures without provoking attacks of opportunity.
  Any creatures the tigrex moves through must
  succeed on a DC 16 Dexterity saving throw or take
  16 (3d6 + 6) bludgeoning damage and are knocked
  prone.
  
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  Bazelguese
  Bazelguese
  Bazelgeuse is a large Flying Wyvern covered in thick, heavy
  scales with a bronzy sheen. It has a bulky upper body and a
  large wingspan. Its underside is lined with protruding scales
  which are easily shed. The monster occasionally enters a
  "superheated" state, causing the gaps between its scales to
  glow red hot.
  The Bazelgeuse's most distinctive trait is its ability to shed
  explosive scales. These special scales are created by
  solidifying its body fluids. Once dislodged, these scales
  explode after a time, acting as a sort of timed mine. However,
  when the monster enters its "super-heated" state, the scales
  detonate almost immediately. It uses its enormous body to
  overwhelm other monsters and the power of its scales to
  soften them up. Bazelgeuse will shed their explosive scales
  over a wide area in a sort of carpet bombing so they can prey
  on whatever gets caught in the blast.
  They are nomadic predators and can be found all across the
  continent. Bazelgeuse easily assert themselves as apex
  monsters in whatever environment they pass through,
  disrupting the local food chain, it will readily fight other large
  monsters. They will even dive into fights that doesn't even
  involve them and can be seen as having a lust for combat.
  They will attack monsters regardless of their standing but
  seem to gravitate more towards other apex monsters.
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  Bazelgeuse
  Bazelgeuse
  Huge wyvern (flying), unaligned
  Armor Class 20 (natural armor)
  Hit Points 276 (24d12+120)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 21 (+5) 10 (+0) 13 (+1) 12 (+1)
  Saving Throws Dex +6, Con +11, Wis +7, Cha +7
  Damage Immunities fire
  Damage Resistances cold; bludgeoning, piercing,
  slashing from nonmagical weapons
  Senses passive Perception 11
  Languages -
  Challenge 17 (18,000 xp)
  Explosive Scales. The bazelgeuse scales, when dislodged
  from its body, act as a time bomb. On initiative count
  20 (losing all initiative ties) all scales explode dealing 10
  (3d6) fire damage to all creature in a 5-foot radius of
  them.
  Shed. Whenever the bazelgeuse makes a melee weapon
  attack it dislodges an explosive scale which lands in an
  unoccupied space with 5 feet of its location.
  Carpet Bomb. For every 20 feet the bazelgeuse flies, it
  dislodges an explosive scale which lands in an
  unoccupied space directly below it.
  Wounded Fury. While it has 56 hit points or fewer, the
  bazelgeuse enters a "superheated" state gaining
  advantage on attack rolls. In addition, Explosive Scales
  detonate at the end of the bazelgeuse's turn.
  Dive Attack. If the bazelgeuse is flying and dives at least
  30 feet straight toward a target and then hits it with a
  headbutt attack, the attack deals an extra 4 (1d8)
  damage to the target.
  Actions
  Multiattack. The bazelgeuse makes three attacks: one
  headbutt attack, one tail attack, and wing attack.
  Headbutt. Melee Weapon Attack. +12 to hit, reach 5 ft.,
  one target. Hit 19 (3d8 + 6) bludgeoning damage.
  Wing. Melee Weapon Attack. +12 to hit, reach 5 ft., one
  target. Hit 22 (3d10 + 6) bludgeoning damage.
  Tail. Melee Weapon Attack. +12 to hit, reach 10 ft., one
  target. Hit 16 (3d6 + 6) bludgeoning damage.
  Fire Breath (Recharge 5-6). The bazelgeuse exhales fire in
  a 45-foot cone. Each creature in that area must make a
  DC 21 Dexterity saving throw, taking 46 (7d12) fire
  damage on a failed save, or half as much damage on a
  successful one.
  
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  Ukanlos
  Ukanlos
  A mysterious wyvern said only to appear after large
  avalanches deep in the snowy mountains. Often seen crushing
  ice balls and rock into powder in its stride, it's known to most
  as Ukanlos, although there are whisperings it may be the
  white god... Ukanlos is a Flying Wyvern that is closely related
  to the Akantor. Originally, like Akantor, Ukanlos was classified
  as a Elder Dragon due to it not fitting in any other class but
  after much research it has been found to be a large species of
  Flying Wyvern.
  Ukanlos are apex predators that can virtually feed on
  anything they'd want. Animals like Popo, Bulldrome, and
  Anteka are common prey. However being indiscriminate
  feeders Ukanlos will also prey on other predators such as
  Tigrex, Barioth, Khezu, Blangonga, Abiorugu, Doragyurosu,
  Deviljho and even Elder Dragons such as Kirin or Kushala
  Daora are fair game for these behemoths. Ukanlos will also
  eat the ice and absorb minerals, however this beast is rather
  large so the amount of ice it would have to eat would be huge.
  Ukanlos closely resembles Akantor in body structure and
  possesses the same quadrupedal gait. It has a silvery-white
  carapace which features a row of large, jagged fins along its
  back. It has a small, compact face which features glowing
  yellow eyes, sharp teeth, and a massive, shovel-like jaw. Its
  massive serrated shovel-like jaw allows it to fling up large
  chunks of ice and to dig through the ice with ease. Ukanlos
  has grown an extremely tough and streamlined carapace with
  large razor sharp fins running along its spine to "swim"
  though the ice.
  The Ukanlos can produce an ice beam from its mouth to
  attack anything foolish enough to attempt to harm it, and is
  known to use its heavy body weight to crush opponents and its
  jaws are capable of crushing ice and rock alike. Despite its
  great size and weight, Ukanlos is known to be able to leap
  significant distances. In order to survive the weather this
  creature may have a large layer of fat underneath its hard
  shell. This layer of flesh is visible underneath its forearms,
  showing a light-blue underflesh. This beast also hibernate for
  vast periods of time to survive after feeding.
  Ukanlos lives a solitary life, and has only ever been
  encountered in remote, frozen regions. It is fiercely territorial
  to any who intrude upon its land. Ukanlos have been found to
  attack and destroy villages that are built in its territory after
  waking from hibernation.
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  Ukanlos
  Ukanlos
  Gargantuan wyvern (flying), unaligned
  Armor Class 20 (natural armor)
  Hit Points 277 (15d20 + 120)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 14 (+2) 26 (+8) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Dex +8, Con + 14, Wis +7
  Skills Perception +7
  Damage Immunities cold; bludgeoning, piercing,
  slashing damage from nonmagical weapons
  Condition Immunities charmed, frightened, paralyzed
  Senses darkvision 120 ft., tremorsense 120 ft., passive
  Perception 17
  Languages -
  Challenge 20 (25,000 xp)
  Ice Walk. The ukanlos can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or snow
  doesn't cost it extra moment.
  Magic Resistance. The ukanlos has advantage on saving
  throws against spells and other magical effects.
  Legendary Resistance (3/Day). If the ukanlos fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The ukanlos makes three attacks; one with
  its bite, one with its claw and one with its tail.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
  target. Hit 29 (4d10 + 7) piercing damage. If the target
  is a creature, it is grappled (escape DC 21) . Until this
  grapple ends, the target is restrained, and the ukanlos
  can't bite another target.
  Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
  one target. Hit 13 (2d6 + 7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
  target. Hit 25 (4d8 + 7) bludgeoning damage.
  Ice Beam (Recharge 5-6). exhales a stream of ice in a
  120-foot line that is 10 feet wide. Each creature in that
  line must make a DC 21 Dexterity saving throw, taking
  45 (13d6) cold damage and is restrained by the ice on a
  failed save, or half as much damage on a successful one
  and is not restrained.  
  The restrained creature can make a DC 18 Strength
  check, escaping from the ice on a success. The effect
  ends if the ice is destroyed. The ice has AC 12, 30 hit
  points, resistance to slashing and piercing damage,
  immunity to poison and psychic damage, and vulnerable
  to fire damage.
  Crush. If the ukanlos uses all of its movement to rise up
  on its hind legs. It can then use its action to slams its
  body in an area within 20 feet of its location that
  contains one or more other creatures. Each of those
  creatures must succeed on a DC 22 Strength or
  Dexterity saving throw (target's choice) or be knocked
  prone and take 21 (4d6 + 7) bludgeoning damage + 21
  (4d6 + 7) cold damage. On a successful save, the
  creature takes only half the damage, isn't knocked
  prone, and is pushed 5 feet out of the ukanlos's space
  into an unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature instead
  falls prone in the ukanlos's space.
  Launch. The Ukanlos digs its shovel-like jaw into the
  ground under a creature or object. If it is a creature, they
  must make a DC 22 Dexterity saving throw or be tossed
  30 feet up in the air and 15 feet away from the Ukanlos
  taking 10 (3d6) upon landing. If there is a creature in
  the location the target lands, they must make the same
  saving throw or take the same amount of damage.
  Legendary Actions
  The ukanlos 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 creatures turn. The ukanlos regains spent
  legendary actions at the start of its turn. if a creature is
  in
  Toss. The ukanlos uses its Launch.
  Detect. The ukanlos makes a Wisdom (Perception)
  Check.
  Swim (Costs 2 Actions). The ukanlos digs partially under
  the ground and exposing its razor sharp back and moves
  up to its burrow speed, during this move it may move
  through other creatures. Any creatures the ukanlos
  moves through must succeed on a DC 16 Dexterity
  saving throw or take 17 (3d6 + 7) slashing damage and
  be knocked prone.
  
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  Akantor
  Akantor
  A wyvern truly wrapped in mystery. Known to some as the
  black god and to others as the tyrant of fire, this large and
  brutal creature is known to most as Akantor. It has strong
  forelimbs, thick spikes, a clawed tail and large tusks. The
  Akantor bears a strong resemblance to Tigrex, the differences
  being that Akantor has only the barest nubs of forewings left,
  making it incapable of flight, and its immense size, which
  dramatically slows down its movements. Akantor are nomadic
  in nature, meaning they can be found just about anywhere
  though Akantor have primarily been found in areas within
  Volcanoes.
  The average size of an adult Akantor is approximately
  3049cm. An Akantor's shell is perfectly suited to the volcanic
  belt. It can burrow into the lava and stay there for a short
  period of time due to its thick shell. The large spikes on its
  back are very sturdy and firm, but not completely devoid of
  movement; said spikes can be seen slightly moving when the
  creature exerts powerful movements. These spikes also help
  deter airborne attacks.
  Akantors are so powerful, they can have extremely negative
  effects on the environment they reside in. Predator and prey
  flee from Akantors and only the largest wyverns and Elder
  Dragons even dare challenge them. An Akantor's fangs are
  equally effective at burrowing into dense lava as they are at
  killing an armored monster. Produced inside Akantor's mouth
  is a deadly acid used to digest prey more easily. Akantor also
  possesses a thick, spiked tail, which is used as a weapon for
  swatting foes. It doesn't have an organ that produces breath-
  based attacks, but it is also able to produce a powerful sonic
  blast. This blast is used to attack prey and to destroy obstacles
  from long distances.
  Akantors are highly aggressive and predatory. They will
  attack and kill almost anything on sight, often letting out a
  deafening roar before charging head-on. When not actively
  hunting or in combat, Akantor still appear aggressive,
  destroying whatever bothers them as they travel to their
  destination. Its own name in some villages means Disaster.
  Some of the extremes it has been seen with include droughts
  and heavy thunderstorms.
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  Akantor
  Akantor
  Gargantuan wyvern (flying), unaligned
  Armor Class 18 (natural armor)
  Hit Points 245 (14d20 + 98)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
  Saving Throws Dex +6, Con +13, Wis +8
  Skills Perception +8
  Damage Immunities fire; bludgeoning, piercing, slashing
  damage from nonmagical weapons
  Condition Immunities charmed, frightened, paralyzed
  Senses darkvision 120 ft., tremorsense 120 ft., passive
  Perception 18
  Languages -
  Challenge 20 (25,000 xp)
  Magic Resistance. The akantor has advantage on saving
  throws against spells and other magical effects.
  Legendary Resistance (3/Day). If the akantor fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The akantor makes three attacks, one with
  its bite, one with its claw and one with its tail.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit 30 (4d10 + 8) piercing damage. If the target
  is a creature, it is grappled (escape DC 22) . Until this
  grapple ends, the target is restrained, and the akantor
  can't bite another target.
  Claw. Melee Weapon Attack: +14 to hit, reach 15 ft.,
  one target. Hit 14 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
  target. Hit 26 (4d8 + 8) bludgeoning damage.
  Sonic Blast (Recharge 5-6). exhales a blast of air in a 120-
  foot line that is 10 feet wide. The blast destroys all
  terrain and structures, magic or otherwise, within its
  path. Each creature in that line must make a DC 21
  Dexterity saving throw, taking 45 (13d6) force damage
  on a failed save, or half as much damage on a successful
  one.
  Crush. If the akantor uses all of its movement to rise up
  on its hind legs. It can then use its action to slams its
  body in an area within 20 feet of its location that
  contains one or more other creatures. Each of those
  creatures must succeed on a DC 23 Strength or
  Dexterity saving throw (target's choice) or be knocked
  prone and take 22 (4d6 + 8) bludgeoning damage + 22
  (4d6 + 8) fire damage. On a successful save, the
  creature takes only half the damage, isn't knocked
  prone, and is pushed 5 feet out of the akantor's space
  into an unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature instead
  falls prone in the akantor's space.
  Swallow. The akantor makes one bite attack against a
  Large or smaller creature it is grappling. If the attack
  hits, the target takes the bite damage, the target is
  swallowed, and the grapple ends. While swallowed, the
  creature is blinded and restrained, it has total cover
  against attacks and other effects outside the akantor,
  and it takes 21 (6d6) acid damage at the start of each of
  the akantor's turns.  
  If the akantor takes 50 damage or more on a single turn
  from a creature inside it, the akantor must succeed on a
  DC 22 Constitution saving throw at the end of that turn
  or regurgitate all swallowed creatures, which fall prone
  in a space within 10 feet of the akantor. If the akantor
  dies, a swallowed creature is no longer restrained by it
  and can escape from the corpse by using 30 feet of
  movement, exiting prone.
  Legendary Actions
  The akantor 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
  creatures turn. The akantor regains spent legendary
  actions at the start of its turn.
  Dig. The akantor burrows underground and move up to
  its burrow movement.
  Detect. The akantor makes a Wisdom (Perception)
  Check.
  Chomp (Costs 2 Actions). The akantor makes one bite
  attack or uses its Swallow.
  
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  Brute Wyverns
  Brute Wyverns
  Brute Wyverns are considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods
  from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in
  areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous,
  while others subsist on insects or even minerals. These monsters often use their heavy, muscular bodies to charge blindly through
  an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-
  like chins and fists. Brute Wyverns can be found in almost any type of environment.
  Barroth
  Barroth
  Barroth is a large, bipedal monster characteristic of the Brute
  Wyvern class. It is noted for the large crown structure atop its
  skull, which houses its nostrils. Its body is covered in rigid
  plates of armored hide that help protect it from the harsh
  desert environment. Barroth possesses a pair of small red
  eyes and a mouthful of long, peg-shaped teeth.
  Barroth is capable of using its heavy head as a plow to
  smash through the environment, as well as cause damage to
  any living thing caught in its way. Because its nostrils are
  located on top of its head, Barroth can completely submerge
  itself in the cool mud during the scorching desert days.
  It will occasionally roll in dirt and mud, possibly to cool off
  from the hot desert sun. Although docile by default, Barroth
  becomes extremely territorial when disturbed. It will release
  an initial warning roar. If that fails, it will continuously attack
  until the threat is exterminated. An insectivore, it is known to
  attack Altaroth nests in order to feast on the occupants inside.
  Barroth is uniquely adapted to a desert lifestyle, and as such
  can almost exclusively be found in such regions, although it
  has been known to wander into the woods occasionally.
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  Barroth
  Barroth
  Large wyvern (brute), unaligned
  Armor Class 16 (Natural Armor)
  Hit Points 95 (10d10 + 40)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  18 (+4)
  6 (-2) 6 (-2)
  4 (-3)
  Skills Perception +0
  Senses passive Perception 10
  Languages -
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The barroth makes two attacks: one
  headbutt and one stomp.
  Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 11 (2d6 + 4) bludgeoning damage.
  HeadButt. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit 13 (2d8 + 4) bludgeoning
  damage.
  Wallow. The barroth wallows in mud, covering itself
  in a thick layer, which grants the barroth +2 AC for 1
  minute or until it takes 15 damage from a single
  attack.
  Shake. While the barroth is covered in mud it may
  use its action shake chunks of mud free from its
  body landing in a 10-foot radius around him. Each
  creature in that area must make a DC 14 Dexterity
  saving throw or become restrained by the mud. As
  an action, the restrained target can make a DC 13
  Strength check, bursting from the mud on a success.
  The mud can also be attacked and destroyed (AC 10;
  hp 5)
  
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  Uragaan
  Uragaan
  Uragaan is covered in a lustrous gold-colored hide. Its back is
  lined with hard crystals and its chin is plated with a rock-like
  shell, suggesting the Uragaan has evolved a tough exterior due
  to life in volcanic regions. Its underbelly is covered in a sticky,
  tar-like substance which it uses to affix explosive rocks to
  itself.
  Uragaan's signature ability is to roll its body into a wheel to
  increase its speed and agility. The growths on their back
  stable this rolling ability. It will do this often in an attempt to
  crush the adventurer. Uragaan create a very effective weapon
  in the form of its chin by melting minerals and attaching them
  with lava, which it can use for breaking up rocks. The chin
  also evens its center of gravity so its legs can compensate for
  its heavy body. In a group of Uragaan, the one with the largest
  chin has the highest status among the group.
  Uragaan is something of oddity in the food chain - it has
  almost no natural predators, but is not particularly predatory
  itself and has no competitors, preferring to consume vast
  amounts of plants and rock. The rocks that it feeds on are
  surprisingly nutrient rich, and its rock-hard lower jaw is
  perfectly designed to break them up, although it does make
  them awkward to swallow.
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  Uragaan
  Uragaan
  Huge wyvern (brute), unaligned
  Armor Class 15 (Natural Armor)
  Hit Points 123 (13d12 + 39)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
  Skills Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The uragaan makes one Tail attack and
  two Chin Slam attacks.
  Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit 20 (3d10 + 4) bludgeoning damage.
  Chin Slam. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit 17 (3d8 + 4) bludgeoning
  damage.
  Roll (recharge 5-6). The uragaan rolls its body into a
  wheel and moves up to its speed, during this move it
  may move through other creatures without
  provoking opportunity attacks . Any creatures the
  Uragaan moves through must succeed on a DC 15
  Dexterity saving throw or take 28 (8d6) bludgeoning
  damage and be knocked prone.
  Emit Flames. (2/per Long rest). The uragaan releases a
  wave of fire from its underside in a 10-foot radius
  around it. Each creature in that area must make a DC
  14 Dexterity saving throw, taking 21 (6d6) fire
  damage and catches fire on a failed save or half as
  much on a successful one and does not catch fire.
  Until someone takes an action to douse the fire, the
  creature takes 3 (1d6) fire damage at the start of
  each of its turns.
  
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  Anjanath
  Anjanath
  Anjanath has a pink face, somewhat resembling a Vulture,
  along with pink scales covering its underbelly. Its hind legs
  are powerful and muscular, while its front limbs are much
  smaller and mostly useless. Black proto-feathers cover
  Anjanath's back, front limbs, and legs, which give it an
  appearance similar to the most recent depictions of some
  theropod dinosaurs like T-rex.
  Anjanath has powerful jaws that allow it to rip apart foes,
  along with a powerful nose used for smelling out prey. It also
  has the ability to breath fire from its maw.
  Anjanath are relentless predators that will chase down
  anything that dares attack them. Once they've been provoked,
  Anjanath won't let an enemy get away easily. They are known
  to leave behind a mucus-like substance in order to marks its
  territory.
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  Anjanath
  Anjanath
  Huge wyvern (brute), unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)
  Skills Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 7 (2,900 XP)
  Keen Smell The anjanath has advantage on Wisdom
  (Perception) checks that rely on smell.
  Actions
  Multiattack. The anjanath makes two attacks: one
  with its bite and one with its tail. It can't make both
  attacks against the same target.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit 22 (3d10 + 6) bludgeoning damage.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit: 25 (3d12 + 6) piercing damage plus
  5 (1d10) fire damage. If the target is a Medium or
  smaller creature, it is Grappled (escape DC 17). Until
  this grapple ends, the target is Restrained, and the
  anjanath can't bite another target.
  Firebreath (recharge 5-6). The anjanath exhales fire in
  a 60-foot line that is 5 ft. wide. Each creature in that
  line must make a DC 17 Dexterity saving throw,
  taking 27 (5d10) fire damage on a failed save, or half
  as much damage on a successful one.
  
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  Duramboros
  Duramboros
  Duramboros is a bulky, heavyset, bovine monster with stocky,
  muscular legs and a thick upper body. It features a very thick
  outer hide that is riddled with heavy folds, with a row of
  armored plates running along its back and tail. Duramboros'
  most distinctive features include its massive tail club, twin
  brow horns, and a pair of energy-rich dorsal humps.
  Duramboros' slow lifestyle often results in a layer of moss and
  algae growing upon its hide, most noticeably along the back.
  Duramboros is a herbivore, subsisting primarily on fallen
  tree trunks. Using its ram-like pair of horns, as well its
  hammer-like tail club, it is known to push or knock down
  weak or dead trees in order to comfortably feed on them.
  Though generally docile, Duramboros has a capacity for
  aggression if provoked. It is known to use its tail club, horns,
  and overall mass to attack foes. One of its most unique
  tendencies is to twirl in place, using its tail club as a counter-
  balance to build up momentum, allowing it to hurl itself at an
  attacker and crush them with its body.
  Due to its diet, Duramboros is most commonly encountered
  in highly forested areas.
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  Duramboros
  Duramboros
  Huge wyvern (brute), unaligned
  Armor Class 16 (Natural Armor)
  Hit Points 149 (13d12 + 65)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 12 (+1) 21 (+5) 3 (-4) 10 (+0) 6 (-2)
  Damage Resistances piercing from nonmagical
  weapons
  Senses passive Perception 10
  Languages -
  Challenge 9 (5,000 XP)
  High Jump. The duramboros high jump is up to 20
  feet, without a running start. In addition, the
  duramboros does not incur attacks of opportunity
  while jumping.
  Jump Attack. If the duramboros jumps 20 feet
  straight up and makes at tail attack against a target
  within range. On a Hit, each creature within 5 feet of
  the target must make a DC 19 Dexterity saving
  throw or take the same damage as the target on a
  failed save, or half as much on a successful one.
  Actions
  Multiattack. The duramboros makes two attacks: one
  with its Horn attack and one Tail attack. It can't make
  both attacks against the same target.
  Tail. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit 26 (3d12 + 7) bludgeoning damage.
  Horn. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit: 23 (3d10 + 7) piercing damage.
  
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  Radobaan
  Radobaan
  Radobaan looks very similar to Uragaan in many aspects but
  has its own unique features. Unlike Uragaan, Radobaan is
  covered in a tar-like substance that sticks rows of bones onto
  its body. These bones vary in size throughout the Radobaan's
  body but the most distinctive ones are on its legs. The bones
  on its legs are the horns of Diablos. Though the bones aren't
  as strong as ore, they are lighter. This lighter weight makes
  Radobaan faster than Uragaan. Despite not eating ore,
  Radobaan still has a massive chin like Uragaan. Like
  Uragaan, Radobaan can roll into a wheel and run over
  enemies.
  It also can emit coma-inducing gas from its body like Uragaan.
  Radobaan can be fairly calm unless provoked by a threat
  unlike their ore eating relatives the Uraagan which will
  become hostile regardless of being threatened or not. Once
  provoked, they will turn violent.
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  Radobaan
  Radobaan
  Huge wyvern (brute), unaligned
  Armor Class 15 (19 with Bone Armor)
  Hit Points 136 (13d12 + 52)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  18 (+4)
  5 (-3)
  12 (+1)
  6 (-2)
  Skills Perception +5
  Damage Resistances fire, lightning
  Senses passive Perception 15
  Languages -
  Challenge 10 (5,900 XP)
  Bone Armor. The radobaan is covered in the bones of
  fallen creatures granting it +4 AC. When the radobaan
  takes more than 30 damage in a single turn, the bones
  snap and break reducing the bonus AC by 1.
   
  Actions
  Multiattack. The radobaan makes one Tail attack and two
  Chin Slam attacks.
  Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit 21 (3d10 + 5) bludgeoning damage.
  Chin Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit 18 (3d8 + 5) bludgeoning damage.
  Roll (recharge 5-6). The radobaan rolls its body into a
  wheel and moves up to its speed, during this move it
  may move through other creatures without provoking
  opportunity attacks . Any creatures the radobaan moves
  through must succeed on a DC 17 Dexterity saving
  throw or take 42 (12d6) slashing damage and be
  knocked prone.
  Sleeping Gas. (2/per Long rest). The radobaan releases
  sleeping gas from its underside. All creatures within 15
  ft must make a DC 16 Constitution saving throw or,
  they fall Unconscious until the spell ends, the sleeper
  takes damage, or someone uses an action to shake or
  slap the sleeper awake.
  
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  Galvenus
  Galvenus
  Glavenus is a large Brute Wyvern with dark red scales
  covering its body. Two rows of blue, bony plates run along its
  back, going from the eyes to the tail. Its underside is more of a
  cream color. The main feature of Glavenus's physiology is its
  huge, sword-like tail. The tail has originally the same color as
  its back plates, although it will turn a rusty color or a fiery red
  during the battle. Its hind legs are powerful and muscular,
  while its front legs are much smaller and mostly useless. The
  face and mandibles are covered in sturdy plating, particularly
  resembling a Carnotaurus ' head.
  Glavenus's most striking feature is its blade-like tail. The
  blade-like tail is used in many ways by Glavenus such as
  keeping the body balanced but its primary use is for attacking.
  This tail can cut prey in two with a single slash, crack the
  ground easily, and even block some attacks. Though its tail is
  already a powerful weapon, it can become more dangerous
  once heated up. By grinding its tail on the ground or nearby
  hard surfaces violently, it can ignite the tail, heating it up to
  high temperatures. While its tail is heated all of its tail-based
  attacks become more deadly, also allowing it to cut through
  objects much more easily.
  Glavenus are relentless and aggressive predators. Glavenus
  oftens drags its tail across the ground and roars at the foe.
  This shows the enemy that it uses fire as a weapon in an
  attempt to scare them off. Not only are they considered one of
  the strongest Brute Wyverns, they are even believed to be the
  smartest ones around. Their territory is commonly marked by
  large gashes on the ground, produced when they scrape their
  tails along solid objects.
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  Glavenus
  Glavenus
  Huge wyvern (brute), unaligned
  Armor Class 18 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 10 (+0) 21 (+5) 16 (+3) 12 (+1) 10 (+0)
  Saving Throws Str +12, Con +10, Cha +5
  Skills Perception +6
  Damage Resistance fire
  Senses passive Perception 16
  Languages -
  Challenge 13 (10,000 xp)
  Actions
  Multiattack. The glavenus makes two bite attacks and
  one tail slash attack, or it uses its sharpening and
  then its tail spin.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
  one target. Hit 20 (3d8 + 7) piercing damage + 3
  (1d6) fire damage.
  Tail Slash. Melee Weapon Attack: +12 to hit, reach
  15 ft., one target. Hit 23 (3d10 + 7) slashing
  damage.
  Sharpening. The glavenus sharpens its tail. The next
  two tail Slashes deal an extra 13 (2d12) of fire
  damage.
  Tail Spin (recharge 5-6) After Sharpening, the
  glavenus launches itself forward, using its tail to
  slash at all foes in 15 foot radius around it. Each
  creature in that area must then make a DC 16
  Dexterity saving throw, taking 28(8d6) slashing and
  28(8d6) fire damage on a failed save, and half as
  much on a successful one.
  
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  Brachydios
  Brachydios
  Brachydios are easily identifiable by their glowing, green
  slime-covered horns and "fists," as well as their shiny, armored
  hide covered in many plates and ridges that are made of
  obsidian. Unlike other Brute Wyverns, Brachydios sports a
  pair of long, highly developed forelimbs that it uses as its
  primary means of defense. Brachydios' forelimbs and horn
  seem to secrete a mysterious slime.
  A Brachydios "primes" this mucus to explode with its saliva,
  hence why it licks its arms, making it appear brighter green.
  Despite initial appearances, Brachydios does possess claws
  on its forearms that are tucked away underneath, and serve no
  apparent purpose in battle.
  The symbiotic slime-mold is easily one of the most unique
  and defining feature of the Brachydios. The theropod's
  armored shell is hardened to protect against the explosive
  blasts that the mold creates on impact. A Brachydios's skin is
  similar to that of a thermos flask, giving it the ability to
  withstand both extreme heat and cold. Brachydios's body is
  the only place this mold can survive without turning explosive.
  When attacking, Brachydios constantly scrapes copious
  amounts of this mold off of its body, causing it to deplete.
  However, it seems that the beast's saliva acts as a powerful
  stimulant, which causes the mold to almost instantly
  replenish itself.
  Brachydios are extremely aggressive creatures and will not
  hesitate to attack if they feel threatened or challenged. Due to
  their aggression they are commonly known to invade the
  territories of other large predators, usurp them, and claim the
  territory as their own. They will also show no mercy to small
  monsters. Young Brachydios will live near their parents and
  their territory, yet the adults will not show any parental care at
  all. The young will pick up slime mold left behind by adults.
  However, this can be dangerous as their hides are
  underdeveloped and can possibly be seriously injured or even
  killed by the explosions of the slime mold.
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  Brachydios
  Brachydios
  Huge wyvern (brute), unaligned
  Armor Class 19 (natural armor)
  Hit Points 253 (22d12 + 110)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  14 (+2)
  20 (+5)
  8 (-1) 9 (-1)
  9 (-1)
  Saving Throws Str +13, Wis +5
  Damage Immunities fire
  Damage Resistances slashing, piercing
  Senses passive Perception 9
  Languages -
  Challenge 17 (18,000 xp)
  Actions
  Multiattack. The brachydios makes three attacks, one
  with its horn and two with its fist.
  Horn. Melee Weapon Attack: +13 to hit, reach 5 ft.,
  one target. Hit 20 (3d8 + 7) bludgeoning damage +
  3 (1d6) fire damage.
  Fist. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target. Hit 17 (3d6 + 7) bludgeoning damage. +
  3 (1d6) fire damage.
  Chemical Reaction (Recharge 5-6). The brachydios
  slams his horn into the ground and causes a chain of
  explosions in a 60 foot line that is 10 feet wide.
  Each creature in that line must make a DC 19
  Dexterity saving throw, taking 22 (5d8) fire damage
  + 18 (4d8) bludgeoning damage on a failed save, or
  half as much damage on a successful one.
  Legendary Actions
  The brachydios 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 creatures turn. The
  brachydios regains spent legendary actions at the
  start of its turn.
  Move. The brachydios moves up to its speed without
  provoking opportunity attacks
  Fist Attack. The brachydios makes a fist attack.
  Slam (Costs 2 Actions). The brachydios makes a horn
  attack or uses chemical reaction.
  
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  Deviljho
  Deviljho
  Deviljho is a bipedal Brute Wyvern characterized by its
  uniform forest green colouration and muscular upper body. Its
  thick hide is littered with short, jagged spines that reach a
  maximum height along the back and tail. Deviljho has a
  narrow snout with a large lower jaw, covered in multiple rows
  of teeth spreading outwards from the mouth. It has massive,
  powerful hind legs, but tiny, poorly developed forelegs that it
  rarely utilizes. Their eyes are small and simple, suggesting
  their vision is rather poor, but their other senses such as smell
  may compensate for this. Their tails are long and powerful,
  but their main feature of note is its breath attack. When
  provoked, Deviljho's back and shoulder muscles swell
  considerably. During this period, areas of its skin will take on
  a bright red colouration.
  Deviljho is a nomadic monster, prone to wandering vast
  distances in search of prey. Its status as a super-predator
  allows it to overtake the territory of any monster that stands in
  its path. Because of the extreme amount of energy its body
  consumes, Deviljho is always in search of food sources. It is
  known to be cannibalistic, and is also prone to eating prey
  alive in order to waste as little time as possible in replenishing
  its energy.
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  Deviljho
  Deviljho
  Gargantuan wyvern (brute), unaligned
  Armor Class 19 (natural armor)
  Hit Points 198 (12d20 + 72)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 18 (+4)
  23 (+6)
  10 (+0)
  15 (+2)
  8 (-1)
  Saving Throws Str +14, Con +12, Wis +8
  Skills Athletics +14, Intimidation +5, Perception +8
  Condition Immunities Charmed, Frightened, Stunned
  Senses passive Perception 18
  Languages -
  Challenge 18 (20,000 xp)
  Charge. If the deviljho moves at least 20 ft. straight
  toward a target and then hits it with a Body Slam Attack
  on the same turn, the target takes an extra 11 (2d10)
  bludgeoning damage.
  Legendary Resistance (2/Day). If the deviljho fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The deviljho makes two attacks, one with its
  body slam and one with its bite.
  Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft.,
  one target. Hit 30 (4d10 + 8) slashing damage. On a hit,
  the target must make a DC 22 Strength saving throw or
  be pushed back 10 ft and knocked prone.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit 26 (4d8 + 8) piercing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
  target. Hit 21 (2d12 + 8) piercing damage.
  Fire Breath (Recharge 5-6). The deviljho unleashes a
  terrible breath in a 45 foot cone. Each Creature in that
  area must make a DC 17 Dexterity saving throw, taking
  31 (7d8) fire damage plus 45 (10d8) necrotic damage
  on a failed save, or half as much on a successful one.
  Swallow The deviljho makes one bite attack against a
  Large or smaller creature that is prone. If the attack hits,
  the target takes the bite damage, the target is
  swallowed, and no longer prone. While swallowed, the
  creature is blinded and restrained, it has total cover
  against attacks and other effects outside the deviljho,
  and it takes 56 (16d6) acid damage at the start of each
  of the deviljho turns.  
  If the deviljho takes 40 damage or more on a single turn
  from a creature inside it, the deviljho must succeed on a
  DC 20 Constitution saving throw at the end of that turn
  or regurgitate all swallowed creatures, which fall prone
  in a space within 10 feet of the deviljho. If the deviljho
  dies, a swallowed creature is no longer restrained by it
  and can escape from the corpse by using 15 feet of
  movement, exiting prone.
  Legendary Actions
  The deviljho 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 creatures turn. The deviljho regains spent
  legendary actions at the start of its turn.
  Detect. The deviljho makes a Wisdom (Perception)
  Check.
  Tail Attack. The deviljho makes a Tail attack.
  Devour (Costs 2 actions). The deviljho uses its Swallow.
  
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  Fanged Wyvern
  Fanged Wyvern
  Fanged Wyverns are known for being Fanged Beast-like Wyvern monsters that have highly developed limbs. Typically ignored by
  towns and cities due to their preferred territories being far away from civilization. Up until recently scholars only classified the
  Zinogre as the only known species of these wyerns. New species have been discovered in far off regions, although they are more
  reptilian in nature when compared to their kin.
  Zingore
  Zingore
  Zinogre is a quadrupedal monster that very wolf-like if one
  looks at its face, and has a very muscular set of forelimbs -
  very comparable to those of big cats. It has surprising agility
  for such a large monster, similar to Nargacuga. It has sharp
  claws attached to strong muscular fore-limbs, which are used
  to deliver a fatal blow to prey and hunters. It also helps them
  to climb mountains and rocky terrain. The spikes on its body
  mostly lie flat, but when it has built up an electric charge they
  stick out vertically into the air.
  The Zinogre can also harness the power of electricity, much
  like a Lagiacrus, using it to take down larger prey and to
  defend itself and its territory. Thunderbugs are seen gathering
  around Zinogre when it is "charging" electricity; they may act
  as a source of energy. Also, Gargwa are known to eat
  Thunderbugs, so it is possible that Zinogre has a special
  relationship with Thunderbugs. As Zinogre preys on Gargwa,
  Thunderbugs become safe, simply by flying around in close
  proximity to a Zinogre. Zinogre can exploit this by absorbing
  the energy emitted by the bugs during battle, granting it
  special abilities. Thunderbugs might glow blue instead of their
  normal colour to indicate that they have allied with a
  Zinogre.If you look close at a Zinogre, you can see a energy
  field around it. Juvenile Zinogre have more hair on their
  bodies compared to adults and is white in color. It is believed
  that the increased hair protects the juvenile's shell and help
  speeds up the storage of electricity. This fur will shed as the
  juvenile Zinogre mature into adulthood.
  Zinogre are somewhat similar to real wolves, they even
  howl like them. But they do not form packs, quite the contrary,
  they are solitary hunters. This is no surprise, since they are
  extremely powerful and agile monsters, not needing
  teamwork to take down prey. According to eyewitnesses adult
  Zinogre make herds and raise their young. During this period
  of time it is ill-advised to go hunting Zinogre as the adults will
  aggressively attack any intruders getting too close to their
  offspring
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  Zinogre
  Zinogre
  Huge wyvern (fanged), unaligned
  Armor Class 18 (natural armor)
  Hit Points 189 (18d12 + 72)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 15 (+2) 18 (+4) 8 (-1) 14 (+2) 9 (-1)
  Skills Perception +6, Survival +6
  Damage Immunities Lightning
  Senses darkvision 60 ft., passive Perception 16
  Languages -
  Challenge 10 (5,900 xp)
  Lightning Aura. When the zinogre uses Charge, it
  becomes shrouded in an aura of lightning. If a
  creature ends its turn within 5 feet of the zinogre,
  that creature takes 7 (2d6) lightning damage.
  Actions
  Multiattack. The zingore makes three attacks, two
  with its claws and one with its tail swipe attack.
  Charge (recharge 6). The zinogre gathers thunderbugs
  giving it a lightning Aura for 1 minute. As the zinogre
  finishes charging lightning explodes in a 10 foot
  radius around the zinogre. Each creature in the area
  must make a DC 16 Strength saving throw, or be
  knocked back 10 feet and taking 38 (11d6)
  lightning damage on a failed saving throw or half as
  much damage on a successful save and isn't knocked
  prone.
  Claws. Melee Weapon Attack. +9 to hit, reach 5 ft.,
  one target. Hit 18 (3d8 + 5) piercing damage plus 3
  (1d6) lightning damage.
  Tail. Melee Weapon Attack. +9 to hit, reach 10 ft.,
  one target. Hit 24 (3d12 + 5) bludgeoning damage
  plus 3 (1d6) lightning damage.
  
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  Jagras
  Jagras
  Jagras are small and slim compared to Great Jagras. Their
  body shape is very wolf-like in nature, allowing them to move
  quickly and stand up right for short periods of time. Jagras
  have light green scales with blue and reddish stripes covering
  their body, as well as a blue-colored underbelly.
  Jagras will swarm potential prey in an instant, whether it be
  carrion or raw meat dropped by a hunter. Jagras packs have
  even been seen attacking injured Anjanath. Though they are
  bold, Jagras will flee to the trees if they encounter a larger
  monster.
  Great Jagras
  Great Jagras
  Great Jagras greatly resembles an Iguana. It has yellow scales
  with orange accents and a bluish underside. It also has a
  distinct mane of hairs that resemble dreadlocks. The monster
  has incredible stomach capacity and often swallows prey
  whole, greatly distending its belly. They are typically passive
  toward adventurers until attacked.
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  Jagras
  Jagras
  Medium wyvern (fanged), unaligned
  Armor Class 11 (natural armor)
  Hit Points 19 (3d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The jagras makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  Great Jagras
  Great Jagras
  Large wyvern (fanged), unaligned
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Damage immunities cold
  Senses passive Perception 13
  Languages -
  Challenge 4 (1,100 XP)
  Full Belly. While the great jagras has a creature
  swallowed its belly expands, reducing its movement
  speed by 10 feet., rolls one additional weapon
  damage die on Strength-based weapon attacks, and
  it can use its Roll attack.
  Actions
  Multiattack. The great jagras makes one bite attack
  and one claw attack.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit 10 (2d6 + 3) piercing damage and the
  target is grappled (escape DC 13). Until this grapple
  ends, the target is restrained, and the great jagras
  can't bite another target.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 10 (3d4 + 3) slashing damage.
  Swallow. The great jagras makes one bite attack
  against 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 and
  restrained, it has total cover against attacks and
  other effects outside the great jagras, and it takes 10
  (3d6) acid damage at the start of each of the great
  jagras's turns. The great jagras can have only one
  target swallowed at a time. If the great jagras dies, a
  swallowed creature is no longer restrained by it and
  can escape from the corpse using 5 feet of
  movement, exiting prone.
  Rollover (Must have a creature swallowed, recharge 5-
  6). The great jagras rolls over, moving up to half its
  movement speed, without provoking an attack of
  opportunity. If the great jagras enters a space
  containing a creature, that creature must make a DC
  13 Dexterity saving throw, or be knocked prone and
  take 17 (4d6+3) bludgeoning damage on a failed
  save. On a successful save, the creature takes only
  half the damage, isn't knocked prone, and is pushed
  5 feet out of the great jagras's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature
  instead falls prone in the great jagras's space.
  
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  Girros
  Girros
  Girros are snake-like Fanged Wyverns with a head and hood
  similar to a cobra. They have black onyx scales with yellow
  stripes on their neck. Girros also have red gill-like organs on
  the side of their neck. Girros have a paralyzing venom in their
  fangs used to incapacitate their prey.
  Great Girros
  Great Girros
  Great Girros greatly resembles a cobra in appearance though
  walks on all fours like a monitor. It is covered in black onyx
  scales and has yellow stripes running down the back of its
  neck. On the side of its neck is a hood with red gill-like organs.
  Great Girros has large fangs filled with a paralyzing venom. It
  just takes a single bite from these fangs to paralyze prey as big
  as Radobaan. It can also spit a yellow fluid from its mouth that
  can paralyze prey. Great Girros also possesses the ability to
  call Girros during a fight to swarm it's prey with a barrage of
  paralyzing bites.
  Great Girros is an active scavenger that is constantly
  looking for new corpses to feed on. Great Girros is also
  surprisingly aggressive as it will attack even Odogaron who is
  the Apex Monster of the Rotten Vale. Great Girros will fight
  any monster it can swarm with regular Girros.
   
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  Girros
  Girros
  Small wyvern (fanged), unaligned
  Armor Class 14 (natural armor)
  Hit Points 44 (8d6 + 16)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Condition Immunities paralyzed
  Senses darkvision 60 ft., passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  Pack Tactics. The girros has advantage on an attack
  roll against a creature if at least one of the girros's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Multiattack. The girros makes two bite attacks.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage and the
  target must make a DC 11 Constitution saving
  throw, taking 9 (2d8) poison damage on a failed
  save, or half as much damage on a successful one. If
  the poison damage reduces the target to 0 hit
  points, the target is stable but poisoned for 1 hour,
  even after regaining hit points, and is paralyzed while
  poisoned in this way.
  Great Girros
  Great Girros
  Large wyvern (fanged), unaligned
  Armor Class 15 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)
  Skills Perception +5
  Saving Throws Con +7
  Condition Immunities paralyzed
  Senses darkvision 60 ft., passive Perception 15
  Languages -
  Challenge 6 (2,300 XP)
  Charge. If the great girros moves at least 20 feet
  straight toward a target and then hits it with a bite
  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 15 Strength saving throw or be
  knocked prone.
  Actions
  Multiattack. The great girros makes three bite attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) piercing damage and the
  target must make a DC 15 Constitution saving
  throw, taking 7 (2d6) poison damage on a failed
  save, or half as much damage on a successful one. If
  the poison damage reduces the target to 0 hit
  points, the target is stable but poisoned for 1 hour,
  even after regaining hit points, and is paralyzed while
  poisoned in this way.
  Paralyzing Spit. Range Weapon Attack: +7 to hit,
  range 30/120 ft., one target. Hit: The creature is
  poisoned. While poisoned in this way the target is
  paralyzed for 1 minute. A creature can make a DC 15
  Constitution saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Alpha Call (1/day). The great girros calls out for help
  and 2 (1d4) girros appears to assist it.
  
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  Dodogama
  Dodogama
  Dodogama has blue scales with orange stripes covering its
  body. It has a massive bottom jaw used for storing rocks in its
  mouth, which will turn orange when they become volatile.
  Dodogama is known to eat rocks for defense. When these
  rocks are combined with its saliva, they become explosive in
  nature, becoming a powerful projectile that it can spit at
  predators.
  Shamos
  Shamos
  Shamos has a wolf-like body shape with huge orange eyes.
  Though its body shape is akin to a wolf, Shamos' appearance
  is very similar to fish. Its face is covered in red scales while
  the rest of its body is covered in grayish-white splotches. Its
  limbs are navy blue in color. Shamos also has a small fin on
  its back like a fish. Shamos has unusually large eyes that
  allow it to see in pure darkness. Shamos are aggressive
  hunters that will attack in small packs. They will often group
  together in order to scare off potential predators such as
  Tzitzi-Ya-Ku.
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  Dodogama
  Dodogama
  Large wyvern (fanged), unaligned
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 9 (-1) 18 (+4) 3 (-4) 14 (+2)
  10 (+0)
  Saving Throws Con +7, Cha +3
  Senses passive Perception 12
  Languages -
  Challenge 7 (2,900 XP)
  Charge. If the dodogama moves at least 20 feet
  straight toward a target and then hits it with a bite
  attack on the same turn, the target takes an extra 9
  (2d8) damage. If the target is a creature, it must
  succeed on a DC 15 Strength saving throw or be
  knocked prone.
  Actions
  Multiattack. The dodogama makes two bite attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 14 (2d8 + 5) piercing damage plus 7
  (2d6) fire damage.
  Molten Rock. Range Weapon Attack: +8 to hit, range
  30/120 ft., one target. Hit: 12 (2d6 + 5)
  bludgeoning damage plus 7 (2d6) fire damage.
  Shamos
  Shamos
  Small wyvern (fanged), unaligned
  Armor Class 14 (natural armor)
  Hit Points 45 (10d6 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  13 (+1)
  3 (-4) 9 (-1)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 9
  Languages -
  Challenge 1 (200 XP)
  Pack Tactics. The shamos has advantage on an attack
  roll against a creature if at least one of the girros's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Multiattack. The shamos makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) piercing damage.
  
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  Tobi-Kadachi
  Tobi-Kadachi
  Tobi-Kadachi's face resembles a colubrid in appearance with
  grayish blue scales covering its slim squirrel-like shape. On its
  back are patches of white fur as well as a bushy tail covered in
  rows of spikes. Its front limbs also have a few spikes.
  As Tobi-Kadachi fights, it picks up static electricity in its fur
  by brushing against trees and the ground. Tobi-Kadachi uses
  this static electricity to increase the strength of its attacks.
  Like a flying squirrel, Tobi-Kadachi has a membrane between
  its limbs that allow it to glide for long distances.
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  Tobi-Kadachi
  Tobi-Kadachi
  Large wyvern (fanged), unaligned
  Armor Class 14 (natural armor)
  Hit Points 123 (13d10 + 52)
  Speed 30 ft., climb 30 ft., glide 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 19 (+4) 3 (-4) 14 (+2) 10 (+0)
  Saving Throws Dex +4
  Damage Immunities lightning
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 6 (2,300 XP)
  Wounded Fury. While it has 62 hit points or fewer,
  the tobi-kadachi has advantage on attack rolls. In
  addition, it deals an extra 7 (2d6) lightning damage
  to any target it hits with a melee attack.
  Standing Leap. The tobi-kadachi's long jump is up to
  20 feet and its high jump is up to 10 feet, with or
  without a running start.
  Gliding. When the tobi-kadachi glides, it loses 5 feet
  of altitude for every 10 feet of movement. At the end
  of its glide the tobi-kadachi falls to the ground if it is
  still in the air.
  Actions
  Multiattack. The tobi-kadachi makes three attacks:
  two with its bite and one with its tail.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) piercing damage.
  Tail. Melee Weapon Attack: +7 to hit, range 10 ft.,
  one target. Hit: 15 (2d10 + 4) bludgeoning damage.
  
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  Odogaron
  Odogaron
  Odogaron resembles a gruesome feral dog. It is covered in red
  scales and bony protrusions that resemble muscle tissue and
  bone. Its tail is particularly bony and can be used as a club.
  The monster has piercing blue eyes. Odogaron's most
  distinctive feature is its double row of claws, which it uses to
  inflict deep wounds in its prey, causing them to bleed to death.
  Despite its size, Odogaron is quite an agile monster. It is
  able to rush down prey before delivering bites with its
  powerful jaws. Odogaron makes its home in the Underdark,
  where it can be seen dragging back the carcasses of its prey.
  However, it will venture up to the surface above in search of
  prey, where it assumes an apex role in the food chain
  alongside Legiana.
  Odogaron is a hostile monster that will attack anything that
  it encounters on sight, no matter how big a prey item is. This
  monster is even willing to attack Vaal Hazak an elder dragon
  despite essentially confronting a primordial force.
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  Odogaron
  Odogaron
  Large wyvern (fanged), unaligned
  Armor Class 16 (natural armor)
  Hit Points 161 (17d10 + 68)
  Speed 50 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
  Skills Athletics +7, Acrobatics +5, Perception +4
  Saving Throws Con +7, Wis +4, Cha +5
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 14
  Languages -
  Challenge 8 (3,900 XP)
  Rampage. When the odogaron reduces a creature to
  0 hit points with a melee attack on its turn, the
  odogaron can take a bonus action to move up to half
  its speed and make a claw attack.
  Actions
  Multiattack. The odogaron makes three attacks; one
  bite attack and two claw attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 13 (2d8 + 4) piercing damage and the
  target is grappled (escape DC 14).
  Claws. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit 11 (2d6 + 4) slashing damage. If the
  target is a creature other than an undead or a
  construct, it must succeed on a DC 15 Constitution
  saving throw or lose 5 (1d10) hit points at the start
  of each of its turns due to an bloody wound. Each
  time the odogaron hits the wounded target with this
  attack, the damage dealt by the wound increases by
  5 (1d10). Any creature can take an action to stanch
  the wound with a successful DC 12 Wisdom
  (Medicine) check. The wound also closes if the
  target receives magical healing.
  Reactions
  Uncanny Dodge. The Odogaron halves the damage
  that it takes from an attack that hits it. The odogaron
  must be able to see the attacker.
  
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  Unknown
  Unknown
  Unknown, are a class of monsters that has been identified by scholars, but not yet given a proper classification.
  Gore Magala
  Gore Magala
  Gore Magala is unlike anything anyone has ever seen before.
  In light of the discovery that it is the juvenile form of the
  Shagaru Magala, some scholars have proposed that it be
  classified as an Elder Dragon , but until a consensus is
  reached it has been given the placeholder classification of
  Unknown.
  Gore Magala is a very unique wyvern, sharing traits and
  similarities to that of the Elder Dragons, possessing six limbs,
  including the clawed wings on its back. Though, its overall
  appearance and stance resembles a quadrupedal wyvern like
  the Nargacuga. Its body is covered in dark exoskeleton plates,
  with notable features including the hidden feelers that are
  folded alongside its face, the lack of visible eyes and fanged
  jaws that are actually parts of its external armor plates. The
  other unique part is its wings, which are covered in jet-black
  fur that resemble a tattered and ragged cape. The claws on its
  wings are extremely prehensile, and even seem to possess
  opposable thumbs. They are used for grabbing, help at
  running and maintaining stability. When not engaged in
  combat, Gore Magala tends to cloak its body with its wings by
  latching them onto its back.
  Gore Magala has an unusually high metabolism but rarely
  feeds on much prey. Due to this metabolism, its hairs on its
  wings are constantly left behind and flying in the air. These
  hairs are used to understand their environment and leave
  behind a trail that Gore Magala uses to see both predators
  and prey by heat. Once it smells something in the area, it will
  begin to spread around its hairs around the area in order to
  find the target and these hairs will attach onto the target,
  allowing the Gore Magala to see them with heat. As Gore
  Magala's senses increase and become better from these hairs,
  its color under its wings will slowly change and get brighter.
  When its sense are at their highest peak, two antennae will
  appear from its head and it will release a large amounts of
  hairs into the air. The hairs in the sky will darken the sky as if
  an eclipse was in the area and it will begin to walk on all six.
  This is its Frenzy State. When it enters this state, it will begin
  to use its wing claws to allow it to walk and attack better using
  them. These claws can leave deep gouges in prey that are said
  to never heal.
  Gore Magala's most infamous feature is the Frenzy Virus.
  This virus is spread from Gore Magala's scales and hairs
  while its breath has similar properties to them. When in its
  Frenzy State, Gore Magala is able to make explosions in the
  area by combining the hairs in the atmosphere around it with
  a spark from its mouth. The Frenzy Virus causes some
  abnormalities in the nervous system, increased physical
  strength, and a decrease in the body's resistance. This virus
  makes all monsters extremely violent and eventually kills
  most of them. Some may overcome the effects of the Frenzy
  Virus and actually develop a relationship with it, becoming
  physically stronger from the virus while also spreading the
  virus like Gore Magala in order to get rid of competition from
  their own species. These rare individuals are known as Apex
  Monsters.
  Gore Magalas are highly aggressive, elusive monsters.
  These monsters show great amounts of aggression and have
  shown great amounts of intelligence. Some have even been
  shown to play dead before slipping away when given an
  opportunity too. Despite competing with other powerful
  predators, Gore Magalas have rarely been seen with any
  wounds or scars on their body. Though these monsters are
  aggressive, they are more aggressive when its time for them to
  return to the Heaven's Mount and go to the Sanctuary. The
  reason for this is for the Gore Magala to molt into a legendary
  Shagaru Magala that once nearly wiped out every living thing
  in the mountains.
  Interestingly, Gore Magala have been known to attack
  seafaring ships during their voyages across the great seas.
  Shagaru Magala
  Shagaru Magala
  Shagaru Magala is the "adult" form of Gore Magala, which
  transforms by shedding its black skin. Following the skin-
  shedding, its body is now covered in glittering golden scales,
  as well as its horns, claws and other spiky protrusions, which
  changed colors from crimson red / purple to dark brown. The
  once hidden eyes underneath the horns are also now fully
  opened. Its ragged-tattered wings also became golden scaly
  sheets that when fully expanded, resembles a star shape
  (more specifically, when both wings are expanded.)
  Having reached adulthood, Shagaru Magala's physical
  abilities are greatly enhanced; they are much stronger, more
  agile, and most of all, more ferocious. Apart from more
  aggressive melee attacks like the clawed wings-pounce and a
  grab attack that involves crushing and then hurling hunters
  around like a ragdoll, their virus breath attacks are also
  enhanced; with the range of the explosion being larger and
  dealing more damage.
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  Frenzy Virus
  Frenzy Virus
  Like its "juvenile" form these drakes have highly specialized
  wings ending with four large talons at the end that can act as
  an extra pair of arms. This is very useful when climbing up
  cliff faces or gripping struggling prey. When exposed to bright
  sunlight its wings will also refract light into multicolored rays.
  In their juvenile form as a Gore Magala it lacks eyes, but upon
  metamorphosing it loses its heat sensors and gains useable
  eyes. Unlike a Gore Magala it lacks the virus carrying hairs on
  its wings and instead uses a currently unknown mechanism to
  spread the Frenzy Virus. A Shagaru Magala is capable of
  making the Frenzy Virus cover a much greater range than that
  of its "juvenile" form and has the potential of killing every
  animal in a single area. The virus strain also seems to be
  more intense, easily corrupting a mighty beast like Zinogre
  and turning pack-monsters like the Great Baggi and Baggi
  against each other. The dark virus aura that envelops a
  Shagaru Magala is so intense that it's said to dissipate only
  once the progenitor monster is dead.
  These dragons are highly aggressive and territorial
  predators that won't hesitate in attacking hunters if spotted.
  Like elder dragons, Shagaru Magala are very rare and are
  considered myths in some lands. Part of this due to the fact
  that it takes years for a Gore Magala to molt. Many believe
  that when the molting process is about to begin said creature
  will travel to the Heaven's Mount to complete the process. In
  legend Shagaru Magala is known as "The Punishing God of
  the Mountains" due to its role of nearly wiping out all life in
  the mountains. The reason for this is to claim territory for
  themselves, prevent rivals from molting properly, and to
  release the next generation of Gore Magala into their territory.
  Their infected mist not only contains a stronger version of the
  Frenzy Virus but also their parasitic offspring. Their offspring
  live in an infected host, whether it is dead or alive, and their
  host acts as nursery for the young. They get their nutrition and
  everything they need from their host before eventually
  bursting out of their host's body. Once Shagaru Magala is
  finished breeding in a territory, it'll leave the area for its next
  generation and begin to wander around the world randomly.
  They don't reproduce again for quite awhile due to trying to
  prevent future monster generations from gaining a resistance
  against their virus while reproducing. Thus far, only three
  Shagaru Magala have been sighted, two of which have been
  killed. Many people believe that the Shagaru Magala and Gore
  Magala represent light and darkness.
   
   
   
   
   
   
   
   
   
   
   
   
  The Frenzy Virus is an infectious disease caused by the
  attacks and breath weapons of Gore Magala and Shagaru
  Magala, affecting both sentient races and monsters alike.
  Signs and Symptoms
  In large creatures, the Frenzy Virus causes a notable
  discoloration of the skin, fur, feathers, or hide, resulting in a
  dark purple hue all over the body. In addition, the monster's
  eyes will become a bright red and it will begin to huff a dark
  purple smoke from its mouth as it exhales. As its name
  suggests, the Frenzy Virus causes massively heightened
  aggression, speed, and strength in monsters, making them
  dangerously short-tempered and ferocious. The Frenzy Virus
  also seems to affect a monster's vocal cords, rendering all
  vocalizations shrill and harsh in sound.
  In sentient races, the Frenzy Virus's effects are significantly
  different. Once infected, a person will experience a
  nullification of their natural healing abilities, making it
  impossible to recover health without the aid of magic. They
  additionally receive more damage from a frenzied monster's
  attacks and lose any absorption, immunity, or resistance they
  may have. They do gain some benefits while under the effects
  of the frenzied virus, their ferocity increases making it more
  like to deal critical damage to a creature in addition to
  increasing the damage they would normally cause.
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  Prognosis
  In sentient races, the virus is not known to be fatal, despite its
  harmful effects; once the infection has begun, its effects
  generally last for several minutes before vanishing. Most
  monsters, on the other hand, die from the Frenzy Virus within
  a matter of days if they are not killed by hunters first.
  The Apex State
  When monsters manage to overcome the Frenzy Virus they
  will be able to suppress the Virus' fatal afflictions while
  retaining its benefits; and even use the virus itself and
  weaponize it for their own use, turning them into a completely
  new threat entirely. This is referred as the Apex State.
  Similarly to the Frenzy Virus, monsters affected by the
  Apex State will have a dark purple hue over their bodies with
  the addition of some reddish shades. Their eyes will also be
  red, and they will exhale a dark mist from their mouths. The
  main aesthetic difference from Frenzy Virus is that Apex
  monsters will be surrounded by a dark smoke-like aura at all
  times. A monster's roar will also be greatly distorted when
  affected by the Apex State.
  In full control of the Frenzy Virus with no ill effect, the
  monster under the Apex state is far more brutal, durable and
  relentless than they would be under the regular effects of the
  Virus. In addition to infecting unfortunate victims, some of the
  Apex monster's attacks may also be enhanced in this state
  with various upgrades such as longer range or increased
  damage. While under the Apex state, their skin is far more
  rigid and harder to damage, They gain resistance to cold, fire,
  lightning, and thunder damage in addition to immunity to
  bludgeoning, piercing, and slashing damage from non-magical
  weapons.
  Infection of the Frenzy Virus
  Infection of the Frenzy Virus
  The most common method of infection is a claw or bite attack
  by an infected creature, but it is also possible to contract by
  spores from a breath attack. When a creature infected with
  the virus hit a creature with one of these abilities they gain a
  Frenzy Charge. When a creature gains 3 charges, they must
  make a Constitution saving throw, with a DC of 8 + the
  infected creature's proficiency bonus + the infected creatures
  Constitution modifier. On a failure, the creature is infected
  with the Frenzy Virus. A sentient creature may repeat this
  saving throw each day at Dawn to destroy the virus and
  recover from its effects. The virus may also be cured by a
  Greater Restoration spell.
  A monster may repeat this saving throw each day at Dawn.
  After succeeding on three of these saving throws, the
  creature's immune system supresses the fatal afflictions but
  retains its benefits. After failing three of these saving throws,
  the creature dies.
  Sentient Races
  Sentient Races
  When a sentient creature contracts the frenzy virus, it gains
  the following effects.
  Improved Critical. The sentient creature weapon attacks
  score a critical hit on a roll of 19 or 20.
  Improved Damage. All spells and attacks deal an
  additional 1d4 damage.
  Impaired Healing. The creature cannot regain Hit Points
  except by magical means. Potions of healing are not
  considered magical for this effect.
  Suppressed Immunities. The creature no longer benefits
  from any resistance, absorption, or immunity for conditions or
  damage.
  Vulnerability If the sentient creature gains a frenzy charge
  while already infected with the Frenzy Virus, the creature
  takes and additional 4 (1d6) necrotic damage from the attack.
  Frenzy Virus Template
  Frenzy Virus Template
  A frenzied monster is any non-sentient creature that has
  succumbed to the frenzy virus. A frenzied monster
  appearance varies depending on its type. Typically its eyes will
  become bright red and will huff a dark purple smoke from its
  mouth as it exhales.
  Infected Monster
  Infected Monster
  When a creature contracts the frenzy virus, it retains it
  statistics except as described below.
  Abilities Scores. The Infected Monster Strength and
  Dexterity abilities scores are increased by 4.
  Speed. The infected monster normal, climbing, flying, and
  swim speed is increased by 10 feet.
  The Apex State
  The Apex State
  When a infected creature overcomes the frenzy virus they are
  able to suppress the virus fatal afflictions while retaining its
  benefits; it retains it statistics except as described below.
  Infected. The apex creature gains all the same benefits as a
  Infected Monster.
  Viral Attack. One attack of the GM choice applies a frenzy
  charge on a hit.
  Damage Resistance. The apex creature has resistance to
  cold, fire, lightning, and thunder damage.
  Damage Immunity. The apex creature has immunity to
  bludgeoning, piercing, and slashing damage from non-magical
  weapons.
  Increased Range. All Melee Attacks reach increases by an
  additional 5 foot, Range Attacks are increased by 30 feet.
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  Gore Magala
  Gore Magala
  Huge monstrosity (unknown), chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 243 (18d12 + 126)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 18 (+4) 25 (+7) 12 (+1) 15 (+2) 19 (+4)
  Saving Throws Str +15, Wis +9, Cha +11
  Skills Perception +9, Stealth +11
  Damage Immunities necrotic; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Condition Immunities blind, charmed, frightened,
  stunned
  Senses Blindsight 120 ft., passive Perception 19
  Languages -
  Challenge 21 (33,000 xp)
  Frenzy. When a creature has 3 Frenzy Charges, they
  must makes a DC 22 Constitution saving throw. On a
  fail, the target is afflicted with the Frenzy Virus until
  dispelled by a Greater Restoration spell. On a success,
  the frenzy charges reset to 0.
  Legendary Resistance (3/Day). If the gore magala fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The gore magala makes three attacks, one
  with its bite and two with its claw.
  Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
  target. Hit 15 (2d6 + 8) slashing damage.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
  target. Hit 21 (3d8 + 8) piercing damage and the target
  gains 1 frenzy charge.
  Viral Discharge. range Weapon Attack: +11 to hit, reach
  80/320 ft., one target. Hit 14 (4d6) necrotic damage
  and the target gains 1 frenzy charge.
  Virus Wave (Recharge 5-6). The gore magala unleashes a
  necrotic pulse in a 30 foot radius around it. Each
  Creature in that area must make a DC 20 Dexterity
  saving throw, taking 63 (14d8) necrotic damage and
  gain 1 frenzy charge on a failed save. On a success, a
  target takes half the damage, and does not gain any
  frenzy charges.
  Legendary Actions
  The gore magala 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 creatures turn. The gore magala regains spent
  legendary actions at the start of its turn.
  Detect. The gore magala makes a Wisdom (Perception)
  Check.
  Bad Breath. The gore magala makes a Viral Discharge
  attack.
  Frenzy Dash (Costs 2 Actions). The gore magala moves
  up to its speed, during this move it may move through
  other creatures. Any creatures the gore magala moves
  through must succeed on a DC 21 Dexterity saving
  throw or take 18 (3d6 + 8) bludgeoning damage and be
  knocked prone.
  
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  Shagaru Magala
  Shagaru Magala
  Huge monstrosity (elder), chaotic evil
  Armor Class 21 (natural armor)
  Hit Points 377 (26d12 + 208)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9) 20 (+5) 27 (+8) 15 (+2) 15 (+2) 20 (+5)
  Saving Throws Str +17, Wis +10, Cha +13
  Skills Perception +10
  Damage Immunities necrotic; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Condition Immunities charmed, frightened, prone,
  stunned
  Senses Truesight 120 ft., passive Perception 20
  Languages -
  Challenge 25 (75,000 xp)
  Frenzy. When a creature has 3 Frenzy Charges, they
  must makes a DC 24 Constitution saving throw. On a
  fail, the target is afflicted with the Frenzy Virus until
  dispelled by a Greater Restoration spell. On a success,
  the frenzy charges reset to 0.
  Aggressive. As a bonus action, the shagaru magala can
  move up to its speed toward a hostile creature that it
  can see.
  Legendary Resistance (3/Day). If the shagaru magala fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The shagaru magala makes four attacks, two
  with its bite and two with its Claws.
  Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one
  target. Hit 19 (3d6 + 9) slashing damage.
  Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one
  target. Hit 22 (3d8 + 9) piercing damage and the target
  gains 1 frenzy charge.
  Viral Discharge. range Weapon Attack: +13 to hit, reach
  80/320 ft., one target. Hit 22 (4d10) necrotic damage
  and the target gains 1 frenzy charge.
  Virus Geysers (Recharge 5-6). The shagaru magala
  spreads spores in a large vortex around itself. It then
  launches itself 60 feet in the air creating multiple 5 foot
  spore geysers in a 60 foot radius around them. The
  shagaru magala may choose up to 3 creatures in the
  area that must make a DC 21 Dexterity saving throw,
  taking 63 (14d8) necrotic damage and gain 2 frenzy
  charge on a failed save. On a success, a target takes half
  the damage, and does not gain any frenzy charges.
  Legendary Actions
  The shagaru magala 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 creatures turn. The shagaru magala regains
  spent legendary actions at the start of its turn.
  Detect. The shagaru magala makes a Wisdom
  (Perception) Check.
  Bad Breath. The shagaru magala makes a Viral Discharge
  attack.
  Wing Attack (Costs 2 Actions). The shagaru magala beats
  its wings. Each creature within 15 feet of the shagaru
  magala must succeed on a DC 24 Dexterity saving
  throw or take 22 (3d8 + 9) bludgeoning damage and be
  knocked prone. The shagaru magala can then fly up to
  half its flying speed.
  
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  Leviathans
  Leviathans
  The Leviathan monster species, are identified by their similar appearance to crocodiles. They are also known to survive in
  underwater conditions, while others throughout magma in volcanoes. Fighting one almost always involves underwater combat; a
  leviathan is always guaranteed at some point to retreat to the depths of the oceans or lakes. They are almost always more adept at
  fighting underwater, while most adventurers are hindered by the liquids. Fighting one requires at least a modest proficiency in
  underwater fighting, and, barring any skill in that, a measure of luck to coax the Leviathan on land.
  Ludroth
  Ludroth
  Ludroth are mostly yellow-green in coloration, with long,
  sinewy bodies that enable swift and sweeping underwater
  movements to confuse their prey. Their claws are stubby, but
  effective, and their strong tails end in reinforced bony
  segments. Powerful jaws allow for moderately strong biting
  attacks. The majority of Ludroth are female, and form harems
  around the male Royal Ludroth.
  Royal Ludroth
  Royal Ludroth
  It has a crown-like crest composed of several finger-like
  appendages tipped with black spikes as well as a large,
  spongey yellow mane. The Royal Ludroth has a long,
  serpentine body with four squat limbs. Its hind pair of legs are
  shaped like paddles for swimming, and its foremost pair are
  more muscular, tipped with developed digits ending in long
  black claws. Its jaws are lined with shear-like plates in the
  place of teeth.
  As the alpha male, Royal Ludroth will usually roam around
  with a harem of females in tow. It is an aggressive creature,
  and will lash out at anything that threatens it or its clan.
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  Ludroth
  Ludroth
  Medium leviathan, unaligned
  Armor Class 12 (natural armor)
  Hit Points 66 (12d8+12)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 13(+1) 8 (-1) 10 (+0) 7 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 xp)
  Charge. If the ludroth moves at least 20 ft. straight
  toward a target and then hits it with a Headbutt
  Attack on the same turn, the target takes an extra 5
  (2d4) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 13 Strength
  saving throw or be knocked prone.
  Actions
  Headbutt. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 6 (1d6 + 3) slashing damage. The
  target must make a DC 11 Constitution saving throw
  or become poisoned with waterblight.
  Royal Ludroth
  Royal Ludroth
  Large leviathan, unaligned
  Armor Class 15 (natural armor)
  Hit Points 135 (18d10+36)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 8 (-1) 13 (+1) 7 (-2)
  Senses passive Perception 11
  Languages -
  Challenge 5 (1,800 xp)
  Actions
  Multiattack. The royal ludroth makes two claw
  attacks.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit 11 (2d6 + 4) slashing damage. The
  target must make a DC 14 Constitution saving
  throw, or become poisoned with waterblight.
  Mucus Spit (recharge 5-6). The royal ludroth spits a
  glob of mucus at target creature, the target must
  make a DC 15 Dexterity saving throw, taking 35
  (10d6) bludgeoning damage and becomes poisoned
  with waterblight on a failed save, or half as much
  damage and is not poisoned on a successful save.
  
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  Uroktor
  Uroktor
  Leviathans that inhabit volcanoes. Noted for swarming
  around larger monsters' kills in order to feed. Uroktor rarely
  hunt for themselves, but are known for being highly
  aggressive. Just like their adult form, the Agnaktor, they have
  the remarkable ability to tunnel through solid volcanic rock.
  Uroktor are distinguished by their reddish-purple skin, which
  protects them from both the sweltering heat and volcanic
  predators. Uroktor will defend themselves from other
  monsters and adventurers alike, but will flee if they feel over-
  whelmed.
  Agnaktor
  Agnaktor
  Also known as Fire-Pike Wyverns, Agnaktor has developed
  the remarkable ability to swim through lava, meaning it can
  both sneak up on prey and escape from a more powerful
  enemy. It has a very strong beak, which it uses to burrow
  straight through hard volcanic rock at incredible speeds.
  While swimming it swallows some of the lava and stores it in
  its body so that it can produce its powerful lava beam.
  Produced between Agnaktor's scales is a non-flammable
  substance that never burns. This substance allows Aganktor
  to coat its hide with lava and swim in lava. The molten rock on
  its body will eventually harden into a thick armor of rock, but
  when the Agnaktor touches lava, its coating becomes soft
  again.
  Despite Agnaktor being powerful predators, they are known
  to leave their habitat when a powerful monster appears or
  during a volcanic eruption. During the Breeding Season, both
  males and females will swim to the summit of an active
  volcano to mate, this is also where most Agnaktor learn the
  dig through the ceiling technique. The female will then make
  a nest somewhere near the top and then give live birth to 2-30
  individuals at a time.
   
   
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  Uroktor
  Uroktor
  Medium leviathan, unaligned
  Armor Class 13 (natural armor)
  Hit Points 55 (10d8+10)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  12(+1)
  3 (-4)
  8 (-1)
  7 (-2)
  Senses tremorsense 60 ft., passive Perception 9
  Languages -
  Challenge 1/2 (100 xp)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit 6 (1d8 + 2) piercing damage.
  Fire Spit. Melee Weapon Attack: +4 to hit, range
  60/100 ft., one target. Hit 5 (1d6 + 2) fire damage.
  osp
  Agnaktor
  Agnaktor
  Huge leviathan, unaligned
  Armor Class 16 (natural armor)
  Hit Points 152 (16d12+48)
  Speed 30 ft., burrow 40 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 7 (-2)
  Damage immunities fire
  Senses passive Perception 10
  Languages -
  Challenge 6 (2,300 xp)
  Volcanic Swimmer. The agnaktor can swim in lava as
  if it was water.
  Lava Armor. The agnaktor’s body is covered in a lava-
  like armor which hardens when cooled and softens
  when heated. At the start of its turn, if agnaktor is
  above ground, it gains +1 AC and its movement
  speed is reduced by 5 feet. to a maximum of +4 AC
  and -20 feet of movement. If the agnaktor takes fire
  damage, the bonus AC from this skill is reduced by 1
  and movement is increased by 5 feet. The agnaktor
  can reset this effect by staying submerged in lava or
  underground for one round.
  Actions
  Multiattack. The agnaktor makes two bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit 13 (3d6 + 3) piercing damage.
  Magma Beam (recharge 5-6). The agnaktor exhales
  magma in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 14 Dexterity
  saving throw, taking 31 (9d6) fire damage on a failed
  save, or half as much damage on a successful one.
  
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  Gobul
  Gobul
  Gobul is a uniquely evolved Leviathan reminiscent of angler
  and puffer fish. Its body is covered in purple scales, and a
  bright, bio-luminescent lure dangles from its forehead. It
  possesses a gargantuan mouth filled with equally formidable
  teeth. Its back features an array of retractable spines, and its
  tail is tipped with quills containing powerful neurotoxins,
  which can paralyze both predator and prey. The Gobul doesn't
  produce these toxins, but receives them through its food. The
  neurotoxin exists in the ecosystem in small quantities and
  gets concentrated to the top of the food chain. Gobul uses this
  toxin mainly for self-defense, but they will sometimes use it to
  paralyze its prey during mimicry.
  Gobul's massive mouth and throat mean that it can swallow
  prey almost as large as itself completely whole. Its lure can
  violently emit blinding flashes of light to disorient prey to
  make for an easy meal. Luminescent micro-organisms are
  cultured in Gobul's lantern sphere, and are stimulated by
  shaking. It could be said that the microbial organisms that are
  emitting the intense light have a symbiotic relationship with
  the Gobul. Another theory suggests that by shaking its lantern,
  Gobul secretes a substance that causes a chemical reaction
  with the microbes to cause the flash.
  It is capable of puffing out its body like a balloon to appear
  more imposing.
  Gobul has a display of whiskers on its chin, mimicking air
  weeds. It leaves these whiskers to flow in the water to both
  hide itself and draw prey in. This natural camouflage ability is
  enhanced further by Gobul's ability to change the color of its
  skin, like a chameleon allowing it to blend into the river floor
  and remain undetected by prey.
  Gobul isn't particularly aggressive, preferring to hide in the
  sediment at the bottom of the river. However, when drawn
  from its hiding place by hunger or agitated, it shows a
  surprising ability to fend off foes, outmaneuvering them in the
  water and sucking them into its mouth. It will even attempt to
  fight predators on land, where it is at a disadvantage, before
  retreating back to the water. It seems to be enemies with
  Royal Ludroth, for hunters have seen the two attack each
  other for territory and/or food.
  Despite the Guild knowing about young Gobuls, they know
  very little about the adults. Gobul found at sea have been
  found to have developed eggs within there body, and it is
  believed that they swim out to sea to breed. However, it is only
  a theory as no fully developed adults have been discovered. It
  is believed that the adults are either hidden mimicking the sea
  bottom or have a completely different appearance.
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  Gobul
  Gobul
  Large leviathan, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 14 (+2)
  Skills Perception +4, Stealth +5
  Condition Immunities poisoned, paralyzed
  Senses passive Perception 14
  Languages -
  Challenge 7 (2,900 xp)
  Lure. While hidden, the gobul can use the lure on its
  head to create a mesmerizing flash of lights. Any
  creature that can see the lure, must make a DC 13
  Wisdom saving throw or be charmed for 1 minute by
  the gobul or until the gobul something harmful to
  the creature. While charmed in this way, the creature
  may only use its turn to move towards the lure.
  Natural Camouflage. While the gobul remains
  motionless on river bed, lake bottom, or sea floor, it
  is indistinguishable from common water plants.
  Amphibious. The gobul can breathe air and water.
  Actions
  Multiattack. The gobul makes two attacks: one with
  its bite and one with its tail. It can't make both
  attacks against the same target.
  Tail. Melee Weapon Attack. +7 to hit, reach 10 ft.,
  one target. Hit 15 (2d10 + 4) piercing damage, or
  20 (3d10 + 4) piercing damage while enlarged.. On
  hit, the target must make a DC 15 Constitution
  saving throw or become poisoned for 1 minute.
  While poisoned in this way, the target is paralyzed.
  The target can repeat the saving throw at the end of
  each of its turns , ending the effect on itself on a
  success.
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one
  target. Hit 13 (2d8 + 4) piercing damage, or 17 (3d8
  + 4) piercing damage while enlarged.
  Enlarge (Recharges after a Short or Long Rest). For 1
  minute, the gobul magically increases in size, along
  with anything it is wearing or carrying. While
  enlarged, the gobul is Huge, rolls one additional
  weapon damage die on Strength-based weapon
  attacks (included in the attacks), and makes Strength
  checks and Strength saving throws with advantage. If
  the gobul lacks the room to become Large, it attains
  the maximum size possible in the space available.
  Swallow. The gobul makes one bite attack against a
  Medium or smaller creature that is paralyzed or
  charmed. If the attack hits, the target takes the bite's
  damage and the target is swallowed. While
  swallowed, the creature is blinded and restrained, it
  has total cover against attacks and other effects
  outside the gobul, and it takes 10 (3d6) acid damage
  at the start of each of the gobul's turns. The gobul
  can swallow 3 creatures while enlarged, or 2 when
  not enlarged.  
  If the gobul takes 19 damage or more on a single
  turn from a creature inside it, the gobul must
  succeed on a DC 17 Constitution saving throw at the
  end of that turn or regurgitate all swallowed
  creatures, which fall prone in a space within 10 feet
  of the gobul. If the gobul dies, a swallowed creature
  is no longer restrained by it and can escape from the
  corpse by using 10 feet of movement, exiting prone.
  Vortex (recharge 5-6). While underwater, the gobul
  opens its mouth swallowing everything in a 30-foot
  cone. Each creature in that area must make a DC 15
  Strength saving throw. On a fail, the gobul swallows
  that creature without making a bite attack, even if
  the creature is not paralyzed or charmed. If the gobul
  cannot swallow all the creatures, it swallows the
  closest ones first and may use a bonus action to bite
  one additional creature that failed the saving throw.
  Blinding Flash The gobuls bioluminescent lure emit
  blinding flashes of light in a 30-foot radius. Each
  creature in the area, must make a DC 15
  Constitution saving throw or become blind until the
  end of their next turn.
  Legendary Actions
  The gobul can take 1 legendary action, choosing
  from the options below. The legendary action option
  can be used at the end of another creatures turn. The
  gobul regains the spent legendary action at the start
  of its turn.
  Blind. The gobul uses Blinding Flash.
  Devour. The gobul uses its bite attack; or Swallow on
  a paralyzed or charmed creature.
  Roll (Costs 2 Actions). The gobul extends it
  retractable spines on its back. It then can move up to
  half its movement speed, without provoking an
  attack of opportunity, by rolling over and impaling
  anything in its path. Each creature in that area must
  make a DC 13 Dexterity saving throw, taking 11
  (2d6 + 4) piercing damage and are paralyzed for 1
  minute on a failed save. On a successful save the
  creature takes half damage and is not paralyzed. A
  creature can make a DC 15 Constitution saving
  throw at the end of each of its turns, ending the
  effect on itself on a success.
  
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  Nibelsnarf
  Nibelsnarf
  Leviathans that have adapted to live in sandy areas. They
  burrow through sand and locate prey aurally, then suck both
  the target and any surrounding sand into their maws. It has
  the remarkable ability to swim in sand, shared only with a few
  monsters, and its streamlined body helps it move through it at
  great speeds. They are capable of burrowing into the sand and
  of disguising themselves as sand dunes to ambush prey.
  It has a huge mouth for eating its prey such as Rhenoplos in
  one bite, like the Gobul. It locates its prey with hearing. It
  shares this trait with the Agnaktor, which is also a land
  dwelling Leviathan. It is possible that the two developed this
  ability because they spend most of their time underground. It
  spits sand at predators that try to attack it. Its eyes are on top
  of its head, so it can see its prey easier when lurking in the
  sand; however, their placement also makes it difficult for it to
  see anything directly in front of it. They also have salamander-
  like "gills" which it uses to filter out sand and absorb minerals
  in the sand. It uses this clearing of the sand as an attack, as
  the sand shoots from the gills at a high enough speed to hurt
  individuals caught in the blast. Niblesnarf seem to have very
  strong stomachs, capable of withstanding a bomb exploding
  in it. Inside the massive mouth of this predator is an enlarged
  uvula that stores nutrients. This organ is essential to the
  leviathan's survival within the arid Sandy Plains.
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  Nibelsnarf
  Nibelsnarf
  Huge leviathan, unaligned
  Armor Class 17 (natural armor)
  Hit Points 152 (16d12+48)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2)
  Saving Throws Dex +5, Con +6, Wis +4
  Senses tremorsense 60 ft., passive Perception 11
  Languages -
  Challenge 8 (3,900 xp)
  Desert Camouflage. The nibelsnarf has advantage on
  Dexterity (Stealth) checks made to hide in desert
  terrain while burrowed.
  Actions
  Multiattack. The nibelsnarf makes three bite attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit 17 (3d8 + 4) piercing damage.
  Wind Tunnel (recharge 5-6). The nibelsnarf exhales
  sand and debris swallowed in a 30-foot cone., Each
  creature in the area must make a DC 15 Dexterity
  saving throw, taking 31 (9d6) bludgeoning damage
  on a failed save, or half as much damage on a
  successful save.
  Reactions
  Sand Cloud. When a creature makes an attack against
  the nibelsnarf, it can use its reaction to expel a large
  sand cloud from the gills on the back of its head. Any
  creature within 5 feet of the nibelsnarf and flanking it
  must make a DC 15 Strength saving throw or be
  knocked prone. If a creature fails the save by more
  than 5 they are also pushed 10 feet away from the
  nibelsnarf.
  
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  Mizutsune
  Mizutsune
  Like most other Leviathans, Mizutsune has a long, slender
  body. However, it is one of the few Leviathans to actually have
  fur on its body. This fur covers its chest, underbelly, legs and
  tail. Its scales are light colored and resemble those of a fish.
  Its head has a long snout and is beautifully adorned by many
  fin-like appendages. These fins are pink with yellow markings,
  and they can also be seen on its back and tail. Its feet are said
  to be quite different from other Leviathans and allow
  Mizutsune to move swiftly on land.
  Mizutsune's most unique adaption is its ability to produce
  bubbles. It is able to produce the bubbles by using special
  fluid secretions, produced from its own body along with water,
  and rubbing its hairs in the secretions. These stiff yet soft
  purple hairs are found on its chest, tail, legs, and sides. The
  hairs are used for sliding on the fluids it produces, spreading
  the fluids, and even using the fluids to produce more bubbles.
  Mizutsune can also breath these bubbly fluids from its mouth.
  It is known to use the bubbles it produces both offensively and
  defensively in battle. It uses the bubbles to help it move faster
  and to make it more flexible in battle, while simultaneously
  impeding the movement of any foes. In order to stop itself
  quickly while moving, Mizutsune has special hook-like claws
  that allow it to stop sliding quickly to face threats and not
  leave itself open. Despite Mizutsune's strange appearance, the
  fins it has actually act as receptors for detecting the presence
  of predators and prey coming through vibrations in the
  secretions. Like a snake, Mizutsune's teeth are recurved to
  prevent prey from escaping easily. Its jaws are even designed
  like a snake to an extent, even being able to open its mouth
  wide and swallow some large prey. It can also fire pressurized
  jets of water from its mouth, much like Plesioth.
  Mizutsune are rather calm in nature until provoked. They
  prefer to be left alone resting near large bodies of water, while
  covered in their special secretions. They prefer to avoid
  confrontations, however, will defend themselves if need be.
  Once a threat has left, Mizutsune won't chase after the threat
  but will instead let it go. Though Mizutsune are usually calm,
  they are known to turn aggressive during Breeding Season.
  Mizutsune become aggressive or even berserk during their
  Breeding Season. In this season, it is not a good idea to go
  fishing from them being known to injure people due to their
  blind rage. Male Mizutsune have large fins and are able to
  flash their fins red to show emotion to the female Mizutsune,
  in order to attract them.
  Condition: Slick
  Condition: Slick
  A creature who is slick is covered in a slippery or
  slimy liquid. This liquid coats the body making it
  difficult to move or avoid attacks without slipping.
  A creature who is slick has disavantage on
  Dexterity saving throws.
  A creature may only move up to half its speed
  while under this effect.
  A creature has disavantage when attempting to
  grapple a creature, but advantage when
  attempting to escape a grapple when using
  acrobatics.
  A creature can use its action on itself or another
  adjacent creature to wipe off the liquid, removing
  the effect.
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  Lagiacrus
  Lagiacrus
  The Lagiacrus is one of the most famous and feared
  Leviathan. A large water monster It sits comfortably at the top
  of the oceanic food chain. It is the top predator of its habitat,
  and even predators such as Rathalos and Rathian prefer to
  keep out of its way. Of course being the Lagiacrus' only real
  competition besides each other, the Fire Wyverns would be
  considered a threat to a Lagiacrus, as would a Lagiacrus to a
  Fire Wyvern. Lagiacrus's control of Thunder Element makes
  it a dangerous adversary in the aquatic habitat it resides, even
  for the well defended Gobul. Even Plesioth that migrate to
  tropical islands and flooded forests would be wary of the large
  and powerful leviathan as its powerful electrical attacks can
  easily cripple or even kill the Piscine Wyvern. This would
  cause Plesioth to avoid Lagiacrus at all costs. Lagiacrus are
  known to feed on fish, lobsters, Kelbi, Aptonoth, and Epioth.
  Lagiacrus are highly aggressive Leviathans that is the "Lord
  of the Sea". To hunt down and capture prey, Lagiacrus will
  swim in a circle to form a whirlpool. These whirlpools are
  used to suck up fish and other prey so Lagiacrus can shock
  them to death before feeding on their quarry. These
  whirlpools are occasionally used sink boats and ships.
  Lagiacrus is a large, blue aquatic leviathan , adapted to life in
  tropical waters. When a Lagiacrus is fully sunbathed, it turns
  a dry grayish-blue color and its dermal spikes turn a pale red.
  When it returns to the water, Lagiacrus regains a striking
  deep blue color and its spikes return to their original color of
  a very light beige.
  Its hood-like structure is allows it to swim through the
  water much quicker along with the help of its tail and limbs.
  Lagiacrus are able to stay submerge underwater for up to half
  a day without coming out for air. The large dorsal spikes on its
  back are used to release its electric attacks alongside a
  possible electro sac below each spike. Its able to release this
  electricity by contracting its cells at high speeds inside its
  muscles. When it does this some of the electricity actually
  combines with some of the mucus in its mouth, allowing it to
  spit out lightning projectiles from its mouth. In other regions,
  the Lagiacrus is able to bend the lightning it creates around it,
  how it does this is still unknown. It is known to to come
  ashore to regain its strength after discharging or to rest when
  it's tired.
  77
  Mizutsune
  Mizutsune
  Huge leviathan, unaligned
  Armor Class 17 (natural armor)
  Hit Points 184 (16d12+80)
  Speed 50 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 23 (+6) 21 (+5) 12 (+1) 15 (+2) 10 (+0)
  Saving Throws Dex +10, Wis +6
  Skills Acrobatics +10, Perception +6
  Condition Immunities slick
  Senses darkvision 60 ft. passive Perception 16
  Languages -
  Challenge 11 (7,200 xp)
  Oiled Body. The mizutsune has advantage on Dexterity
  (acrobatic) checks.
  Actions
  Multiattack. The mizutsune makes three attacks: one
  with its bite and two with its tail. It can make both
  attacks against the same target.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
  target. Hit 25 (3d12 + 6) bludgeoning damage. On hit,
  the creature is Slick.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit 19 (3d8 + 6) piercing damage. If the target is
  a Large or smaller creature, it is grappled (escape DC
  14). Until this grapple ends, the mizutsune can't use its
  bite on another target.
  Bubble Prison. Range Weapon Attack: +10 to hit, range
  80/320 ft., one Large or smaller creature. Hit: The
  creature is Slick and enclosed in a bubble of shimmering
  force for 1 minute or until the bubble is destroyed.
  Nothing, not physical Objects, energy, or other spell
  effects, can pass through the bubble, in or out, though a
  creature in the Sphere can breathe there. A creature
  inside of the bubble has disadvantage on attacks due to
  its slippery nature. The bubble has AC 15, 30 hit points,
  resistance to bludgeoning damage, immunity to poison
  and psychic damage, but vulnerable to piercing damage.
  At the end of the mizutsune's turn all bubbles rise 10
  feet higher into the air.
  Hydropump (recharge 5-6). The mizutsune releases a
  high pressure stream of water in an 60-foot line that is
  5 feet wide. Each creature in that line must make a DC
  18 Dexterity saving throw, taking 55 (10d10) cold
  damage on a failed save, or half as much damage and
  not on a successful one.
  Reactions
  Tail Sweep. When a creature is slick and starts its turn
  within 10 feet of the mizutsune. It can use its reaction
  to sweep its tail, hitting the targets legs. The target must
  then make a DC 18 Dexterity saving throw or be
  knocked prone.
  
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  Lagiacrus
  Lagiacrus
  Huge leviathan, unaligned
  Armor Class 18 (natural armor)
  Hit Points 204 (24d12 + 48)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 7 (-1)
  Saving Throws Wis +5, Cha +4
  Skills Perception +5
  Damage Immunities lightning
  Senses passive Perception 15
  Languages -
  Challenge 14 (11,500 xp)
  Lightning aura. Lightning sparks off of the lagiacrus
  into the surrounding area. Any creature that ends its
  turn within 5 feet of the lagiacrus takes 3 (1d6)
  Lightning damage.
  Legendary Resistance (2/Day). If the lagiacrus fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The lagiacrus makes two attacks, one
  with its bite and one with its claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
  one target. Hit 13 (3d6 + 3) slashing damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit 16 (3d8 + 3) piercing damage + 3 (1d6)
  lightning damage.
  Lightning ball (Recharge 5-6). The lagiacrus exhales a
  ball of lightning to a location with 60 feet of it. Each
  creature within a 10-foot radius of the location must
  make a DC 17 Dexterity saving throw, taking 60
  (11d10) lightning damage on a failed save or half as
  much on a successful one.
  Legendary Actions
  The lagiacrus 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 creatures turn. The lagiacrus regains spent
  legendary actions at the start of its turn.
  Detect. The lagiacrus makes a Wisdom (Perception)
  Check.
  Claw Attack. The lagiacrus makes a claw attack.
  Lightning Charge (Costs 2 Actions). The lagiacrus
  moves up to its speed, without provoking attacks of
  opportunity, during this move it may move through
  other creatures. Any creatures the lagiacrus moves
  through must succeed on a DC 17 Dexterity saving
  throw or take 13 (3d6 + 3) lightning damage and is
  paralyzed.
  
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  Amphibians
  Amphibians
  Amphibians are a class of monster that are superficially frog-like in body structure, with powerful, spring-like back legs and
  muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.
  Tetsucabra
  Tetsucabra
  Tetsucabra is a large Amphibian with a striking orange and
  indigo coloration. Its lower jaw harbors large tusks along with
  a large set of molars that are capable of crushing prey with
  ease. Tetsucabra also has a spiky stubby tail that swells up
  when angered.
  The scales of a Tetsucabra is used mainly for camouflage
  inside caves and on them is a special oil that holds heat.
  Despite the look of the scales, its skin is actually flexible yet
  hard somewhat resembling an actual toad's skin. A
  Tetsucabra's skull is robust and durable enough to take a lot of
  damage from threats of all sorts. Though the Tetsucabra has
  two large tusks, these are not used for hunting. The primary
  function of these tusks is for defense and as means to
  manipulate the environment. The tusks themselves are
  capable weapons, but the Tetsucabra is also capable of hefting
  up heavy boulders. The Tetsucabra flings these boulders out
  of the way of its path but it can also use this as a method of
  attack to injure predator and prey alike. It uses these boulders
  as a shield against predators and hunters to prevent attacks. It
  also uses this to enclose small, tight areas, making it harder to
  maneuver. Another fact about the Tetsucabra is its ability to
  spit a glob of fluid at prey items. This sticky material acts as a
  powerful adhesive, sticking to the body and ground like glue.
  Even for a hunter, the adhesive quality of this material is not
  very strong, but it makes every movement a labor and greatly
  weakens the prey, leading to a reduction in stamina. When the
  Tetsucabra exerts itself, its tail inflates, possibly to help it
  balance itself as it picks up large boulders and rocks. The legs
  of a Tetsucabra help it perform powerful leaps, lunges, and
  jumps in the air to help it either ambush prey or to reach steep
  slopes out of its reach. A Tetsucabra's claws are powerful
  enough to break rock with ease and can destroy powerful
  armor.
  Tetsucabra are highly aggressive, territorial monsters
  though their ecology is much like a frog. The amphibians are
  well-known for attacking and eating anything that moves in
  their line of sight and leaping from ponds in order to grab
  potential prey. Despite being found in ponds, they spend most
  of their time on land, which could suggest that they patrol
  their territory on land, much like Zamtrios. During the
  breeding season male Tetsucabra will create large holes to
  impress females so that they'll lay their eggs in them. When
  the female lays her eggs in the pit the male will quickly
  fertilize them. After fertilizing the eggs the male will then
  carry them in his mouth and he will not eat anything until the
  offspring are fully developed.
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  Tetsucabra
  Tetsucabra
  Large beast (amphibian), unaligned
  Armor Class 14 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  2 (-4) 6 (-2)
  6 (-2)
  Senses passive Perception 8
  Languages -
  Challenge 4 (1,100 xp)
  Standing Leap. The tetsucabra's long jump is up to 20
  feet and its high jump is up to 10 feet, without a
  running start. In addition, the tetsucabra does not
  incur attacks of opportunity while moving with a
  jump.
  Dig. As a bonus action, the tetsucabra digs up a
  boulder (10 AC, 5hp) with its tusks granting it +3
  AC. It can then use its Boulder Toss as an Action.
  Actions
  Multiattack. The tetsucabra makes two attack, one
  with its gore and one with its stomp.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 13 (2d8 + 4) piercing damage.
  Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 15 (2d10 + 4) bludgeoning damage.
  Boulder Toss (requires Boulder). Range Weapon
  Attack: +4 to hit, range 30/120 ft., one target. Hit
  11 (2d8 + 2) bludgeoning damage.
  
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  Zamite
  Zamite
  It is a small, shark-like creature whose relatively large mouth
  houses many rows of teeth made for attacking prey and
  hunters. Zamite have been sighted in a number of different
  stages of development, with some having fully developed legs,
  while others slide on their bellies. During battle, Zamite can
  grow larger when it ingests bodily fluids. These fluids also
  allow Zamites to grow legs if they are ingested by the
  individuals without limbs. Zamite behave just like Giggi in the
  manner of aggressively attacking any possible food source and
  draining them of their vital fluids.
  Zamtrios
  Zamtrios
  Zamtrios is a large, quadrupedal monster with grey-blue skin
  and yellow fins. It is superficially shark-like in appearance,
  with a long, pointed snout and a mouth filled with multiple
  rows of sharp teeth. As the adult form of Zamite, its limbs are
  powerful and fully-developed. Its skin is extremely elastic in
  order to accommodate its inflation abilities.
  Zamtrios is a powerful predator, but these Fanged Beasts
  mostly feed on plants, nuts, and mushrooms though they will
  sometimes eat meat. From the size of the Lagombi, its very
  possible Zamtrios would try to hunt them. Though Zamtrios
  prefer to feed on smaller helpless prey, they are still quite
  dangerous in their own right. Zamtrios have even been found
  to feed on Plesioth in tropical waters. The massive and
  aggressive Gammoth can seriously injure, if not outright kill
  the Amphibian if confronted.
  Zamtrios is a very strange Amphibian with many bizarre
  adaptions. Zamtrios now lacks the sharp spike its juvenile
  form has but now is able to produce a type of "armor". It is
  able to produce this armor by secreting a special fluid from its
  skin that eventually freezes around it forming this icy armor.
  This armor acts as a secondary protection against threats and
  also acts as weapon. When it forms this armor, it will also
  produce a long, rigid spike made of ice on top of its head,
  replacing the spike it once had, and spike on its tail as another
  weapon. When its not using its icy armor it will use freezing
  water to attack threats or prey from a distance and will spit
  balls of snow at them to stop their movement. Zamtrios have
  an under layer of skin directly under their skin used to replace
  previous old one. Their teeth, like saws, cut up prey just by
  rubbing against them.
  When Zamtrios is damaged greatly while it has its icy
  armor, it will go through one of the most dramatic changes in
  nature. When greatly damaged, Zamtrios will greatly expand
  its body and inflate its body to several times its original body
  size. It goes through this change to intimidate an attacker and
  is able to do this from gas that it produces from inside its
  body. The downside to this is that Zamtrios becomes more
  susceptible to attacks while inflated and its maneuverability is
  dramatically decreased.
  Zamtrios primarily spend most of their time in the water or
  under ice, constantly roaming around their territory and
  searching for prey. Like the Zamites, Zamtrios have huge
  appetites and have a single mind set on finding prey and to kill
  or eat any intruders in their territory. If Zamtrios have an
  enemy in their sight, they may actually chase them for miles
  upon miles of ice. During the breeding season Zamtrios will
  come together and mate. When female Zamtrios have mated
  they will then lay their eggs within the ice.
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  Zamite
  Zamite
  Medium beast (amphibian), unaligned
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 20 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 12 (+1) 1 (-5) 11 (+0) 4 (-3)
  Skills Stealth +3,
  Damage Immunities: Cold
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages -
  Challenge 1/2 (100 xp)
  Pack Tactics. The zamite has advantage on an attack
  roll against a creature if at least one of the zamite's
  allies is within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
  target. Hit 5 (1d6 + 2) piercing damage.
  
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  Zamtrios
  Zamtrios
  Huge beast (amphibian), unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-2)
  Skills Perception +3, Stealth +4
  Damage Immunities: cold
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 13
  Languages -
  Challenge 5 (1,800 xp)
  Expand (2/day). The zamtrios can use a bonus action
  to greatly expand its belly for 1 minute. This
  increases its size to Gargantuan and gains resistance
  to bludgeoning damage. This action also remove Ice
  Armor if it is active. As a bonus action, the zamtrios
  can end this effect and revert back to its original
  size.
  Actions
  Multiattack. The zamtrios makes two bite attacks.
  Bite. Melee Weapon Attack. +6 to hit, reach 10 ft.,
  one target. Hit 16 (3d8 + 3) piercing damage.
  Ice Armor. The zamtrios coats its body in ice, giving
  it +2 AC but -10 ft. movement for 1 minute.
  Ice Drill. If the zamtrios ice armor is active and the
  zamtrios is underground it can then use this action
  to unburrow in a space occupied by another
  creature. The creature is pushed 5 feet out of the
  zamtrios space and must succeed on a DC 14
  Dexterity throw or be knocked prone and take 14
  (3d6+4) slashing damage plus 14 (3d6+4) piercing
  damage. On a successful save, the creature takes
  only half the damage, and isn't knocked prone.
  Water Torrent (Recharge 5-6). The zamtrios shoots a
  beam of water from its stomach across a 30-foot
  cone. Each creature in that area must make a DC 14
  Dexterity saving throw, taking 24 (7d6) cold damage
  on a failed save, or half as much damage on a
  successful one.
  
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  Carapaceon
  Carapaceon
  Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, When they're weakened by
  physical damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Carapaceons are known to
  hide underground and attack their prey once within range. Most of these crustaceans resemble crabs, lobsters or scorpions.
  Hermitaur
  Hermitaur
  Hermaitaur are hermit crab-like monsters with red carapaces
  and a thick white shell. The shell is grown by the crab itself;
  only when they grow much larger, into a Daimyo Hermitaur,
  will they replace it with a Monoblos skull, or into a Diablos
  skull. Hermitaurs are related to the Ceanataur, a blue
  Carapaceon that lives in Volcanic regions.
  When they are left undisturbed, Hermitaurs are most often
  seen picking through sand with their claws, presumably
  searching for food. Sometimes, a Hermitaur may wait beneath
  the ground for prey or a hunter to pass, jumping out of the
  ground and striking them when they walk overhead. A
  Hermitaur that is burrowed underground can be spotted by
  the puffs of dust that it regularly spits out.
  Daimyo Hermitaur
  Daimyo Hermitaur
  Daimyo Hermitaur has a large, crab-like body. It is covered in
  a red and white carapace and wears the skull of a Monoblos
  as a protective shell. They have huge, thick claws capable of
  holding prey as well as shielding the giant crab from most any
  attacks. Daimyo Hermitaur's shell is also very tough, able to
  deflect the blows of most weapons. The one chink in the
  creature's armor is its soft hindquarters, where many of the
  creature's major organs are stored. To fix this problem,
  Daimyo Hermitaur will wear the skulls of dead wyverns on
  their backs. Acquiring the right size shell is a chore though,
  and occasionally Daimyo Hermitaur can be spotted with
  shells too large, or small for their bodies. Almost all of Daimyo
  Hermitaur's shells come from members of the larger species
  like Monoblos. Daimyo Hermitaur also possess surprisingly
  strong legs, able to move the creature with great speed if
  necessary. The legs assist the creature in digging holes and
  they are able to launch themselves many feet into the air,
  causing them to land vigorously on top of hunters who don't
  react fast enough.
  Some unusual rare Daimyo Hermitaur have a dark redish
  color on their claws, darker legs and more shiny eyes. Along
  with this their shells are unusually covered in moss or algae.
  They also have the ability to spit long streams of water. They
  use new attack techniques as their claws are much stronger
  than average, they use their claws in a shielded position much
  like a human boxing while walking at a target, these claws are
  reported to be so strong in this position that ranged
  projectiles fired from guns ricochet, along with this new
  smarter advancing technique they perform a very aggressive
  non stop side to side claw snapping attack behavior that out-
  speeds most attackers.
  Despite their size, Daimyo Hermitaur are fairly calm, when
  undisturbed. However, Daimyo Hermitaur will turn aggressive
  if they feel threatened or attacked. Most of time, they can be
  seen foraging for food as they roam around their environment.
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  Hermitaur
  Hermitaur
  Small beast (carapaceon), unaligned
  Armor Class 14 (natural armor)
  Hit Points 49 (9d6 + 18)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 9 (-1)
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages -
  Challenge 1/2 (100 xp)
  Scuttle. As a bonus action, the hermitaur can moves
  up to its half speed in a straight line.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit 5 (1d6 + 2) slashing damage.
  Water Beam. Range Weapon Attack. +4 to hit, reach
  30/120 ft., one target. Hit 6 (1d8 + 2) cold damage.
  On a hit, the target must make a DC 12 Constitution
  saving throw or become poisoned with waterblight.
  Reactions
  Retreat. After being hit by an attack, the hermitaur
  can take the dodge action until the start of its next
  turn by retreating into its shell and using its shield-
  like claws to protect its head.
  
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  Daimyo Hermitaur
  Daimyo Hermitaur
  Huge beast (carapaceon), unaligned
  Armor Class 19 (natural armor)
  Hit Points 168 (16d12 + 64)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
  Damage Resistances piercing, slashing
  Damage Vulnerabilities lightning
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 12
  Languages -
  Challenge 9 (5,000 xp)
  Scuttle. As a bonus action, the daimyo hermitaur can
  moves up to its speed in a straight line.
  Actions
  Multiattack. The daimyo hermitaur makes two claw
  attacks.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit 20 (3d10 + 4) slashing damage.
  Water Beam. Range Weapon Attack. +8 to hit, reach
  30/120 ft., one target. Hit 22 (4d8 + 4) cold damage.
  On a hit, the target must make a DC 16 Constitution
  saving throw or become poisoned with waterblight.
  Crush (Recharge 5-6). If the daimyo hermitaur jumps at
  least 15 feet as part of its movement, it can then use
  this action to land on its feet in a space that contains
  one or more other creatures. Each of those creatures
  must succeed on a DC 18 Strength or Dexterity saving
  throw (target's choice) or be knocked prone and take
  22 (4d8 + 4) bludgeoning damage. On a successful
  save, the creature takes only half the damage, isn't
  knocked prone, and is pushed 5 feet out of the daimyo
  hermitaur's space into an unoccupied space of the
  creature's choice. If no unoccupied space is with in
  range, the creature instead falls prone in the daimyo
  hermitaur's space.
  Reactions
  Retreat. After being hit by an attack, the daimyo
  hermitaur can take the dodge action until the start of its
  next turn by retreating into its shell and using its shield-
  like claws to protect its head.
  
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  Ceanataur
  Ceanataur
  Similar in appearance to the Hermitaur with sharper claws,
  leg stubs and a higher-edge shell. The shell on its back was
  actually grown by the Ceanataur itself. Only when it grows
  much larger into a Shogun Ceanataur will it replace its shell
  with a larger monsters skull, like a Gravios skull.
  It is able to spit a small ball of poisonous fluid at foes.
  Sometimes, a Ceanataur may wait beneath the ground for
  prey or a hunter to pass, jumping out of the ground and
  striking them when they walk over. A Ceanataur that's
  burrowed underground can be spotted by the puffs of dust
  that it regularly spits out.
  Ceanataur are very aggressive towards anything that
  threatens. They are well-known for chasing adventurers down
  in order to attack them. While young, Ceanataur are quite low
  in the food chain. They are known to feed on smaller species
  and anything else they can get their claws on. Ceanataur will
  even attempt to feed humans.
  Shogun Ceanataur
  Shogun Ceanataur
  Shogun Ceanataur is a Carapaceon. However, they hardly
  resemble their cousins, the Daimyo Hermitaur. Shogun
  Ceanataur's body is covered in a blue carapace. Its head is
  long and knife-shaped, and features a pair of lengthy antennae.
  Its folding claws act as sickles, that fully extended, adding a
  significant amount of range to its reach. Shogun Ceanataur is
  known to inhabit a variety of shells, among them: A Gravios
  skull, a snail-like shell, and a skull belonging to an unknown
  wyvern.
  Compared to Daimyo Hermitaur, Shogun Ceanataur has a
  much slimmer shape. From the lighter shell of Shogun
  Ceanataur, it is able to move faster than Daimyo Hermitaur.
  With this lighter armor, Shogun Ceanataur are also able to
  attack and move offensively rather than defensively. Another
  bizarre defense of Shogun Ceanataur is its own urine. While
  wearing a skull and hanging on a ceiling, Shogun Ceanataur
  are known to spray water on their enemies from the ceiling.
  Each Shogun Ceanataur has their own personality. Some
  are more aggressive than others. When undisturbed, Shogun
  Ceanataur are usually fairly calm, however, if threatened, they
  will turn aggressive in an instant. They’ll unsheath their claws
  and will attempt to kill a foe. If the skull on Shogun
  Ceanataur's backside is broken, it'll immediately go looking
  for another one, so it can protect its vulnerable bottom.
  Shogun Ceanataur are somewhat high in the food chain.
  They primarily feed on small creatures that live in dark
  environments like shrimp and insects, but will also feed on
  carrion. Despite this, they can more than hold their own
  against larger species. They are also known to have battles
  with Khezu and other Shogun Ceanataur in the caves of the
  swamp.
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  Ceanataur
  Ceanataur
  Small beast (carapaceon), unaligned
  Armor Class 14 (natural armor)
  Hit Points 44 (8d6 + 16)
  Speed 30 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 13 (+1) 14 (+2) 5 (-2) 10 (+0) 9 (-1)
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 10
  Languages -
  Challenge 1/2 (100 xp)
  Scuttle. As a bonus action, the ceanataur can moves
  up to its half speed in a straight line.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit 6 (1d8 + 2) slashing damage. If the
  target is a creature other than an undead or a
  construct, it must succeed on a DC 10 Constitution
  saving throw or lose 2 (1d4) hit points at the start of
  each of its turns due to an bloody wound. Each time
  the ceanataur hits the wounded target with this
  attack, the damage dealt by the wound increases by
  2 (1d4). Any creature can take an action to stanch
  the wound with a successful DC 10 Wisdom
  (Medicine) check. The wound also closes if the
  target receives magical healing.
  Poison Spit. Range Weapon Attack. +4 to hit, reach
  30/120 ft., one target. Hit 5 (2d4) poison damage.
  On a hit, the target must make a DC 10 Constitution
  saving throw or become poisoned. The target can
  repeat the saving throw at the end of each of its
  turns , ending the effect on itself on a success.
  
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  Shogun Ceanataur
  Shogun Ceanataur
  Huge beast (carapaceon), unaligned
  Armor Class 17 (natural armor)
  Hit Points 157 (15d12 + 60)
  Speed 40 ft., burrow 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)
  Saving Throws Dex +8, Con +9, Wis +7
  Damage Resistances cold; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 12
  Languages -
  Challenge 13 (10,000 xp)
  Scuttle. As a bonus action, the shogun ceanataur can
  moves up to its speed in a straight line.
  Actions
  Multiattack. The shogun ceanataur makes two claw
  attacks. It can use Poison Spit in place of any melee
  attack.
  Hydropump (recharge 5-6). The shogun ceanataur
  releases a high pressure stream of water from the back
  of its shell in an 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 17 Dexterity
  saving throw, taking 44 (8d10) cold damage on a failed
  save, or half as much damage and not on a successful
  one.
  Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit 20 (3d10 + 4) slashing damage. If the target
  is a creature other than an undead or a construct, it
  must succeed on a DC 16 Constitution saving throw or
  lose 3 (1d6) hit points at the start of each of its turns
  due to an bloody wound. Each time the shogun
  ceanataur hits the wounded target with this attack, the
  damage dealt by the wound increases by 3 (1d6). Any
  creature can take an action to stanch the wound with a
  successful DC 14 Wisdom (Medicine) check. The
  wound also closes if the target receives magical healing.
  Poison Spit. Range Weapon Attack. +9 to hit, reach
  30/120 ft., one target. Hit 17 (7d4) poison damage. On
  a hit, the target must make a DC 17 Constitution saving
  throw or 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.
  Legendary Actions
  The shogun ceanataur 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 creatures turn. The shogun ceanataur regains
  spent legendary actions at the start of its turn.
  Dig. The shogun ceanataur burrows underground and
  moves up to half its burrow speed.
  Spit. The shogun ceanataur makes a Poison Spit attack.
  Sweeping Strike (Costs 2 Actions). The shogun ceanataur
  sweeps its claws in a 10 ft. line that is 35ft. wide. Each
  creature in the area must make a DC 16 Dexterity saving
  throw, taking 11(2d10) slashing damage and increases
  the damage from a bloody wound by 3 (1d6) on a failed
  save. On a successful one, the target takes half damage
  and does not increase the bloody wounds damage.
  
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  Shen Gaoren
  Shen Gaoren
  Identifiable by their grey skin, towering legs and the gigantic
  green-yellow balls of acid that they generate and hurl from the
  rear of their bodies. Shen Gaoren are so large they use a Lao-
  Shan Lung skull for protection. Their colossal size helps them
  to defeat most creatures. The diet of Shen Gaoren is
  unknown; however, it is likely to be omnivorous, like most real-
  life crabs.
  Its massive pincers are increbibly strong and sturdy, being
  described as capable of cutting through even the toughest
  volcanic rock. Its long legs give the Shen Gaoren an incredible
  field-of-vision, and if its eyesight is proficient, it should be able
  to spot prey from a very large distance. Like many other
  Carapaceons, its rear section is naturally very soft, and, if left
  unprotected, it's a large weak point. Fortunately, for them,
  Shen Gaoren are able to acquire the equally gigantic skull
  shells of the mighty Lao-Shan Lung, whether they are actually
  able to kill the massive dragon is still uncertain, but
  unprobable, which serves as incredibly efficient armor. It has
  been recently found that the gigantic skull shows signs of
  containing the deadly dragon element but Shen Gaoren
  doesn't seem to use the this element. The Shen Gaoren is
  grey/blue in color, but its legs turn red as they experience
  great pain.
  One of Shen Gaoren's deadliest abilities is its ability to shoot a
  gigantic ball of acid from its gigantic skull. This acidic ball can
  corrode armor rather quickly and, in some cases, it can even
  melt straight through the armor. Its unknown how this
  monster is able to produce this acid or even fire it out of its
  skull.
  Due to Shen Gaoren not being seen interacting with other
  species, it is unknown how it fits into the ecological niche.
  Shen Gaorens are relatively passive by nature. They move
  about without noticing hunters; however, when enraged, it
  may attempt to attack hunters by using their huge sturdy
  claws or by moving their legs and pincers wildly. It was
  recently discovered that Shen Gaoren attack villages and
  cities because they are in its territory. Shen Gaoren were
  found to attack any foe that pose any threat to them, showing
  that these passive giants can be aggressive when they feel that
  their life is in danger. When Shen Gaoren get old enough, or
  injured in battle, they'll molt.
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  Shen Gaoren
  Shen Gaoren
  Gargantuan monstrosity (carapaceon), unaligned
  Armor Class 25 (natural armor)
  Hit Points 430 (21d20 + 210)
  Speed 40 ft., burrow 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 10 (+0) 30 (+10) 5 (-3) 14 (+2) 9 (-1)
  
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  Saving Throws Int +6, Wis +11 Cha +8
  Skills Perception +11
  Damage Immunities cold, poison; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Damage Resistances acid, fire, thunder; (bludgeoning,
  piercing, and slashing from magical weapons while
  lao-shun skull is not broken)
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  Senses blindsight 120 ft., passive Perception 21
  Languages -
  Challenge 30 (155,000 xp)
  Legendary Resistance (3/Day). If the shen gaoren fails
  a saving throw, it can choose to succeed instead.
  Magic Resistance. The shen gaoren has advantage on
  saving throws against spells and other magical
  effects.
  Siege Monster. The shen gaoren deals double damage
  to objects and structures.
  Lao-Shun Skull. The shen gaoren protects its
  vulnerable back with the skull of a Lao Shun (AC 20,
  200 HP; immunity to poison and psychic damage,
  resistances to piercing, and slashing from
  nonmagical weapons, vulnerable to bludgeoning
  damage). Damaging the shell deals no damage to the
  shen gaoren. Once destroyed, the shen gaoren takes
  -2 to AC and becomes vulnerable to bludgeoning,
  piercing, and slashing from magical weapons.
  Armored Legs. The shen gaoren has 4 legs stretching
  30 feet up. Each leg can be attacked (AC 16; 25 hit
  points; immunity to poison and psychic damage,
  resistances to bludgeoning, piercing, and slashing
  from nonmagical weapons). Damaging a leg deals no
  damage to the shen gaoren. Reducing all four legs to
  0 hit points causes the shen gaoren to immediately
  use its reaction to collapse. 3 rounds after the shen
  gaoren uses collapse, its legs heal to their maximum
  hp and the shen gaoren can stand up.
  Actions
  Summon Hermitaurs. The shen gaoren summons 5
  (1d10) hermitaurs from underground within 120
  feet of the shen gaoren.
  Multiattack. The shen gaoren can use its Summon
  Hermitaurs. It then makes six attacks: four with its
  legs and two with its claw attack. It can replace any
  of these attacks with a Acid Spit attack, so long as
  the Lao Shun Shell is not destroyed.
  Claws. Melee Weapon Attack: +19 to hit, reach 15 ft.,
  one target. Hit 24 (4d6 + 10) slashing damage. If the
  target is a creature, it is grappled (escape DC 20) .
  Until this grapple ends, the target is restrained. The
  shen gaoren can grapple up to 2 targets, one with
  each claw.
  Legs. Melee Weapon Attack: +19 to hit, reach 10 ft.
  while standing or 5 ft. while prone, one target. Hit 28
  (4d8 + 10) slashing damage. If the target is a
  creature, it must make a DC 20 Strength saving
  throw or be pushed back 10 feet and knocked prone.
  Acid Spit (usable only when standing). Range Weapon
  Attack. +19 to hit, reach 30/120 ft., one target. Hit
  24 (4d6 + 10) acid damage. If the creature is in
  either metal armor or has a metal shield being worn
  or carried, its takes a permanent and cumulative -1
  penalty to the AC it offers. Armor reduced to an AC
  of 10 or a shield that drops to a +0 bonus is
  destroyed. If the creature has a nonmagical weapon
  made of metal, the weapon takes a permanent and
  cumulative -1 penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed.
  Collapse. The shen gaoren falls prone for 3 rounds
  crushing any creature under or around it. While
  prone in this way, the shen gaoren may still move up
  to half its movement speed and creatures do not
  gain advantage on melee weapon attack against the
  shen gaoren. Any creatures under or within 5 feet of
  the shen gaoren must succeed on a DC 20 Strength
  or Dexterity saving throw (target's choice) or be
  knocked prone and take 28 (4d8 + 10) bludgeoning
  damage. On a successful save, the creature takes
  only half the damage, isn't knocked prone, and is
  pushed 5 feet out of the shen gaoren's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature
  instead falls prone in the shen gaoren's space.
  Acid Spray (recharge 5-6, only usable while prone and
  Lao Shun Skull is not destroyed). The shen gaoren
  releases a high pressure stream of poison from its
  shell and turns 360 degrees around. Each creature,
  on the ground, in a 30-foot radius of shen gaoren
  must make a DC 17 Dexterity saving throw, taking
  99 (18d10) acid damage on a failed save, or half as
  much damage and not on a successful one.
  Legendary Actions
  The shen gaoren 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 creatures turn. The shen
  gaoren regains spent legendary actions at the start of
  its turn.
  Move. The shen gaoren moves up to half its speed.
  Attack. The shen gaoren makes one Claw or Leg
  attack.
  Shake Off (Costs 2 Actions). The shen gaoren
  thrashes around in an attempt to throw any object or
  creature that is on its body. Each creature on the
  shen gaoren must make a DC 20 Strength or
  Dexterity saving throw (creature's choice), or be
  thrown off the shen gaoren taking 21 (6d6) fall
  damage upon hitting the ground.
  
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  Piscine Wyverns
  Piscine Wyverns
  The term 'Piscine' is applied to creatures that are known to swimg or glide in preference to walking on solid ground. The body
  structure of a Piscine usually resembles that of a fish, with lesser evolved legs in comparison to most other monster species.
  Piscines include the sand-dwelling creatures, which can be found throughout the desert. Monsters found commonly in the waters
  and one which dwells in magma, and can be found in the volcanic areas. Piscines are also known as Wyverns, due to their similar
  structure and ability of flight. All Piscines have two Limbs that enable them to walk on land, and a selection of Fins to help them
  swim through their chosen habitat. Many of their "wings" have evolved into fins.
  Cephalos
  Cephalos
  Cephalos' body shapes are streamlined and flat, to help them
  swim through the sand. They have a vaguely hammer-shaped
  head, with eyes that face upwards. Their brown and beige
  coloration helps them camouflage themselves among the
  desert sands. These monsters are surprisingly social,
  swimming through the loose sand and hunting in packs. They
  are predatory, and can work together to defeat creatures many
  times their size.
  From spending large amounts of time swimming in the
  sand, their eyesight has become very poor and now they are
  nearly blind. Instead Cephalos listen for not only for the
  footsteps of prey but, also for the breathing of prey. If the
  sounds are extremely loud, they will be shocked out the
  ground and stunned by the loud noise. To stay cool in the heat
  of the desert, its scales hold large amounts of moisture in its
  body, allowing for more activity in its environment. They can't
  breath in the sand so they have to occasionally jump out the
  sand in order to breath air. While swimming, however, they
  will swallow some of the sand as they swim. The swallowed
  sand is stored in a special organ in their body, that combines
  sand with its mucus, and saves this sand as a weapon to
  injure prey.
  The true color of a Cephalos is blue, or rarely purple, but
  over time sand sticks to their bodies covering the blue
  coloration. Mildly aggressive, Cephalos are known for
  gathering in packs and hunt along side their leaders,
  Cephadrome. They are also known for migrating to different
  parts of the desert when food sources are drained.
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  Cephalos
  Cephalos
  Large wyvern (piscine), unaligned
  Armor Class 11 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 20 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  15 (+2)
  7 (-2) 9 (-1)
  5 (-3)
  Skills Perception +1
  Senses passive Perception 11
  Languages -
  Challenge 2 (450 xp)
  Sensitive Ears. While underground the cephalos ears
  are very sensitive, Thunder skills or spells used
  within 60 feet force the cephalos to use its reaction
  to move towards the surface. If it reaches the surface
  while still having movement left, it launches into the
  air and lands prone on the ground.
  Keen Hearing. The cephalos has advantage on
  Wisdom (Perception) checks that rely on hearing.
  Actions
  Hip Check. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit 13 (2d8 + 4) bludgeoning
  damage.
  Tail. Melee Weapon Attack. +6 to hit, reach 10 ft.,
  one target. Hit 15 (2d10 + 4) bludgeoning damage.
  Sand Blast. Range Weapon Attack. +6 to hit, reach
  30/120 ft., one target. Hit 11 (2d6 + 4) bludgeoning
  damage.
  
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  Cephadrome
  Cephadrome
  Cephadrome have yellow eyes, yellow or pink fins and blue or
  purple scale covered skin. This skin appears brownish black
  due to sand covering their body. They have a flat, diamond-
  shaped head (much like a hammerhead shark or a
  Diplocaulus, an extinct prehistoric amphibian), fins, and tail,
  which helps propel them through the sand.
  Cephadrome are very aggressive, however, it will assume
  evasive maneuvers if it senses that the threat is too
  dangerous. Cephadrome swims in sand to avoid danger, then
  attacks unexpectedly to startle its foe. It also uses a sand
  "spray" to attack from a distance. A leader its role may be as a
  main attacker. A Cephadrome is also very protective of the
  Cephalos in its pack. They will attack larger predators or even
  the aggressive Diablos to distract the foe away from its pack.
  Interestingly, the life of these creatures begins in water. The
  females will lay their eggs in an oasis and those eggs will
  hatch during the dry season. After the offspring hatch they will
  swim in the mud and as it dries it will become much tougher
  for the hatchlings to swim in. When the mud begins to turn
  into sand the hatchlings will slowly learn to swim through the
  sands of the desert and it is very important that they do so.
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  Cephadrome
  Cephadrome
  Huge wyvern (piscine), unaligned
  Armor Class 16 (natural armor)
  Hit Points 175 (14d12 + 84)
  Speed 30 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 23 (+6) 9 (-1) 10 (+0) 7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 7 (2,900 xp)
  Sensitive Ears. While underground the cephadrome
  ears are very sensitive, Thunder skills or spells used
  within 60 feet force the cephadrome to use its
  reaction to move towards the surface. If it reaches
  the surface while still having movement left, it
  launches into the air and lands prone on the ground.
  Keen Hearing. The cephadrome has advantage on
  Wisdom (Perception) checks that rely on hearing.
  Actions
  Multiattack. The cephadrome makes one hipcheck
  attack and one tail attack; or it makes two sand blast
  attacks.
  Hip Check. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit 18 (3d8 + 5) bludgeoning
  damage.
  Tail. Melee Weapon Attack. +8 to hit, reach 10 ft.,
  one target. Hit 21 (3d10 + 5) bludgeoning damage.
  Sand Blast. Range Weapon Attack. +8 to hit, reach
  30/120 ft., one target. Hit 15 (3d6 + 5) bludgeoning
  damage.
  
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  Delex
  Delex
  They have, like the Cephalos, the ability to "swim" through
  sand and even expel small sand blasts from their mouth at
  attackers. Due to their nimbleness they are difficult to hit.
  Several appear in the fights with Jhen Mohran and Dah'ren
  Mohran, jumping onto the boat and attacking Hunters that get
  in their way. Delex hunt in small groups of six or seven
  individuals and likely prey upon small animals. They also
  scavenge off the remains left by larger desert-dwelling
  monsters.
  Gajau
  Gajau
  Gajau have greenish scales with orange dorsal fins. They
  resemble catfish in appearance. Gajau are vicious predatory
  fish that will attack anything. Gajau will even jump out of the
  water to capture prey.
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  Delex
  Delex
  Small wyvern (piscine), unaligned
  Armor Class 9 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 40 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 10 (+0)
  Senses tremorsense 60 ft., passive Perception 9
  Languages -
  Challenge 1/8 (25 xp)
  Tunnel. The delex doesn't provoke an opportunity
  attack when it burrows out of an enemy's reach.
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
  target. Hit 3 (1d6) piercing damage.
  Sand Blast. Range Weapon Attack. +3 to hit, reach
  30/120 ft., one target. Hit 4 (1d6 + 1) bludgeoning
  damage.
  Gajau
  Gajau
  Small wyvern (piscine), unaligned
  Armor Class 11 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 8 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1 (200 xp)
  Blood Frenzy. The gajau has advantage on melee
  attack rolls against any creature that doesn't have all
  its hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit 6 (1d8 + 2) piercing damage.
  
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  Plesioth
  Plesioth
  Plesioth are bipedal monsters with a wyvern-esque body
  structure. They have webbed feet and a paddle-like tail, and
  are covered in shiny, fish-like scales. Their mouth is filled with
  shark-like teeth, and their eyes glow a bright yellow. Their
  head and back feature large fins which can fold in and out at
  will.
  Plesioth do not possess gills for breathing underwater, so
  they have to come up for air every so often to fill their lungs
  with air. In addition to having lungs these creatures can also
  breath through their skin like an amphibian or sea snake. The
  fins of Plesioth allow it to swim fast enough to pass a
  galloping horse. Covering a Plesioth's body is these shiny
  black scales used to hold in moisture. A scale from older
  Plesioth can fend off claw and fang attacks. Plesioth have
  powerful jaws that can crush the shell of Carapaceon, and
  other armored species, making preying on those species
  easier. One of its most well-known features is its ability to
  breath high-pressurized water at its foes. The water that it
  uses is swallowed while swimming before Plesioth actually
  uses it as a weapon.
  Plesioth can fire highly pressurized jets of water at foes, and
  can use their massive size and weight to crush and batter
  attackers. They are highly adept at swimming and are both
  agile and deadly in the water. Plesioth are ambush predators,
  adapted to stalking prey from the water and attacking by
  surprise. They can occasionally be seen on land. Plesioth are
  commonly found in large bodies of water in a wide variety of
  environments, such as the jungle, flooded forests, great lake
  and the coastal ocean waters.
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  Plesioth
  Plesioth
  Huge wyvern (piscine), unaligned
  Armor Class 14 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
  Damage Resistances cold, bludgeoning, piercing, and
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 9 (5,000 xp)
  Countershading. While in water, the plesioth can take
  the Hide action as a bonus action.
  Actions
  Multiattack. The plesioth makes two attacks, one
  Hipcheck attack and one tail attack.
  Hip Check. Melee Weapon Attack: +8 to hit, reach 10
  ft., one target. Hit 23 (3d12 + 4) bludgeoning
  damage.
  Tail. Melee Weapon Attack. +8 to hit, reach 10 ft.,
  one target. Hit 17 (3d8 + 4) bludgeoning damage.
  Water Jet (recharge 5-6). The plesioth releases a high
  pressure stream of water in an 60-foot line that is 5
  feet wide or across a 30-foot cone. Each creature in
  that area must make a DC 15 Dexterity saving throw,
  taking 36 (8d8) cold damage on a failed save, or half
  as much damage and not on a successful one.
  Slither. The plesioth up to its speed on its belly
  without provoking attacks of opportunity, during this
  move it may move through other creatures. Any
  creatures the plesioth moves through must succeed
  on a DC 15 Dexterity saving throw or take 17 (3d8 +
  4) bludgeoning damage and be knocked prone.
  
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  Jyuratodus
  Jyuratodus
  Jyuratodus is a mid-sized Piscine Wyvern that greatly
  resembles Lavasioth. Jyuratodus has light brown scales
  covering it, though these colors are usually hidden due to the
  mud on its body.
  Jyuratodus is a mid-sized Piscine Wyvern that greatly
  resembles Lavasioth. Jyuratodus has light brown scales
  covering it, though these colors are usually hidden due to the
  mud on its body.
  When left undisturbed, Jyuratodus won't bother anything
  within their territory. Once disturbed, however, Jyuratodus will
  turn aggressive and try to injure threats.
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  Jyuratodus
  Jyuratodus
  Huge wyvern (piscine), unaligned
  Armor Class 16 (natural armor)
  Hit Points 142 (15d12 + 45)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 13 (+1)
  Damage Immunity cold, bludgeoning, piercing, and
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages -
  Challenge 11 (7,200 xp)
  Wallow. The jyuratodus wallows in mud, covering
  itself in a thick layer, which grants the jyuratodus +3
  AC for 1 minute or until it takes 25 damage in a
  single turn.
  Actions
  Multiattack. The jyuratodus makes two attacks, two
  Mud Ball attacks; or one Bite attack and one tail
  attack. It can replace one of the melee weapon
  attacks with a hip check attack while on land.
  Hip Check. Melee Weapon Attack: +9 to hit, reach 5
  ft., one target. Hit 24 (3d12 + 5) bludgeoning
  damage.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
  one target. Hit 15 (3d6 + 5) piercing damage.
  Tail. Melee Weapon Attack. +9 to hit, reach 10 ft.,
  one target. Hit 18 (3d8 + 5) bludgeoning damage.
  Mud Ball. Range Weapon Attack: +9 to hit, reach
  30/120 ft., one target. Hit 15 (3d6 + 5) bludgeoning
  damage.
  Constricting Ambush.(recharge 5-6). The jyuratodus
  swims underwater and sends a target creature, within
  60 feet flying into the air as it leaps up from the
  depths below. The target creature must make a DC
  16 Dexterity saving throw, taking 49 (9d10)
  bludgeoning damage on a failed save or half as much
  on a successful save. If the target is Large or smaller,
  it is grappled (escape DC 16) Until this grapple ends,
  the target is restrained and takes 3 (1d6)
  bludgeoning damage at the start of the jyuratodus's
  turn. The jyuratodus can't Ambush another target
  while this target is grappled.
  
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  Lavasioth
  Lavasioth
  Lavasioth is a bipedal Piscine Wyvern that resides in lava
  rather than water. Its body is covered with hardened magma,
  forming a tough outer shell. Its head is fish-like in nature, with
  rounded features and large, circular eyes. Its mouth is filled
  with sharp, needle-like fangs. Its legs are large with hard rock
  scales and end in fins rather than claws. Unlike other Piscine
  Wyverns, Lavasioth lacks wing-like fins. Instead, it has only a
  pair of medium-length pectoral fins. It has a long, thick tail to
  assist in when swimming through the thick magma it resides
  in.
  Lavasioth are very well adapted to live in their habitat.
  Having a layer of hardened lava, coal, and ore on its skin
  makes it very durable. They also have the ability to spit lava,
  which is used to attack prey, or any other monsters that may
  pose a threat. Lavasioth are powerful swimmers in lava and
  their speed in swimming through the volcanic rock is matched
  only by the magma-dwelling Leviathan known as Agnaktor.
  During the mating season, female Lavasioth will cover
  themselves in rare volcanic ores in order to attract a mate,
  giving them a reddish-crimson color.
  Lavasioth are extremely territorial and will attack any
  monster or human that enters its area with ferocity, excluding
  one of its own kind.
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  Lavasioth
  Lavasioth
  Huge wyvern (piscine), unaligned
  Armor Class 15 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 18 (+4) 20 (+5) 16 (+3) 14 (+2) 12 (+1)
  Damage Immunity fire, bludgeoning, piercing, and
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 13 (5,000 xp)
  Lava Armor. The lavasioth body is covered in a lava-like
  armor which hardens when cooled and softens when
  heated. At the start of its turn, if lavasioth is above
  ground, it gains +1 AC and its movement speed is
  reduced by 5 feet. to a maximum of +4 AC and -20 feet
  of movement. If the lavasioth takes fire damage, the
  bonus AC from this skill is reduced by 1 and movement
  is increased by 5 feet. The lavasioth can reset this effect
  by staying submerged in lava for one round.
  Actions
  Multiattack. The lavasioth makes three attacks, one Bite
  attack, one tail attack, and one hip check. It can replace
  any attack with the Magma Rock attack.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
  target. Hit 15 (3d6 + 5) piercing damage.
  Tail. Melee Weapon Attack. +10 to hit, reach 10 ft., one
  target. Hit 18 (3d8 + 5) bludgeoning damage.
  Hip Check. Melee Weapon Attack: +10 to hit, reach 10
  ft., one target. Hit 24 (3d12 + 5) bludgeoning damage.
  Magma Rock. Range Weapon Attack: +9 to hit, reach
  80/320 ft., one target. Hit 15 (3d6 + 4) bludgeoning
  damage plus 3 (1d6) fire damage.
  Slither (recharge 5-6). The lavasioth up to its speed on its
  belly without provoking attacks of opportunity, during
  this move it may move through other creatures. Any
  creatures the lavasioth moves through must succeed on
  a DC 18 Dexterity saving throw, taking 18 (4d8 + 5)
  bludgeoning damage plus 13 (4d8) fire damage and
  knocked prone on a fail.
  Legendary Actions
  The lavasioth 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 creatures turn. The lavasioth regains spent
  legendary actions at the start of its turn.
  Detect. The lavasioth makes a Wisdom (Perception)
  Check.
  Check (Costs 2 Actions). The lavasioth makes one Hip
  Check attack.
  
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  Neopterons
  Neopterons
  Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and
  some species can fly, while others cannot. Neopterons are situated in large groups rather than individually. Most carry poisonous
  stingers that can paralyze prey, and their bodies are made up of acidic substances. Their weak outer-shell structures means that
  they are easily damaged, making it difficult to obtain adequate materials from their remains. Their materials are often used to make
  very sharp weapons.
  Altaroth
  Altaroth
  Insects that widely inhabit many areas. Noted for absorbing
  fruit, mushrooms and honey, then carrying them back to their
  nest. Materials can thus be collected from their swollen
  abdomens, whose color is related to what is being carried.
  Altaroth have large mandibles used for absorbing their
  favorite foods. To help them feed, special enzymes are used to
  digest these foods. The foods are changed before they're held
  in Altaroth's abdomen and brought back to the colony. Altaroth
  are quite fragile in nature.
  A altaroth is a nocturnal creature that can absorb
  mushrooms, berries, and other resources into the sacs on
  their backs. Alchemists and adventurers prize these creatures,
  for a altaroth sac contains a liquid said to cure any natural
  poison or disease. Though the sac is said to only hold its
  potency for ld6 days after the neopteron dies. Altaroth are
  most commonly found in forests and in mushroom groves.
  Bnahabra
  Bnahabra
  Bnahabra are similar to the Vespoid. Bnahabra fly in a similar
  fashion, but there are various subspecies of the Bnahabra
  which vary between the regions, each with distinctly colored
  wings. Bnahabra are often seen attached to the sides of the
  walls seemingly lifeless, until a adventurer is close enough -
  then they fly away or attack. Unlike the Vespoid, Bnahabra can
  shoot a corrosive liquid which will reduce a adventurer's
  elemental resistance.
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  Altaroth
  Altaroth
  Small monstrosity (neopteron), unaligned
  Armor Class 12 (natural armor)
  Hit Points 4 (1d6 + 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  10 (+0)
  12 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  Senses passive Perception 8
  Languages -
  Challenge 0 (10 xp)
  Actions
  Corrosive Spit. Range Weapon Attack. +2 to hit, range
  20/40 ft., one target. Hit 2 (1d4) acid damage. If the
  creature is in either metal armor or has a metal shield
  being worn or carried, its takes a temporary -1
  penalty to the AC it offers for 24 hours.
  Bnahabra
  Bnahabra
  Small monstrosity (neopteron), unaligned
  Armor Class 11 (natural armor)
  Hit Points 5 (1d6 + 2)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  14 (+2)
  14 (+2)
  2 (-4)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages -
  Challenge 1/4 (50 xp)
  Flyby. The bnahabra doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Actions
  Corrosive Spray. Range Weapon Attack. +4 to hit,
  range 20/40 ft., one target. Hit 2 (1d4) acid damage.
  Roll 1d6, the number 1=fire; 2=poison; 3=lightning;
  4=cold; 5=acid; 6=necrotic. Target creature is
  vulnerable to the damage type rolled for 1 hour.
  Sting. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  one target. Hit 1 piercing damage plus 7 (3d4)
  poison damage.
  
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  Hornetaur
  Hornetaur
  Hornetaurs sport a large horn for their size that may be used
  for defense. Their legs are strong, much like a Grasshopper's,
  so they can jump great distances. There wings are sharp
  enough to cut human skin just by brushing against them.
  Hornetaurs will frequently attack the adventurer in groups,
  making it irksome to fight other monsters in the area.
  Hornetaur are ravenous eaters that can eat away whole fields
  in a days time. They will pretty much eat everything in a area
  like a locust, causing major amounts of damage while doing
  so.
  Vespoid
  Vespoid
  Vespoids are wasp-like insects roughly the size of a housecat.
  They have barbed stingers at the end of their abdomens, and
  fly using three pairs of wings. They are known to be a
  nuisance for adventurers, due to their stingers loaded with a
  neuro-toxin that can paralyze foes. Vespoid are simple
  workers to a single large Vespoid Queen. They come in two
  varieties. The small worker Vespoid is charged with gathering
  food, maintaining the hive, and caretaking the queen and her
  eggs. The large, sturdier soldier vespoids exist for the sole
  purpose of defending the queen. They will frequently attack
  any intruders, no matter how large or small. Their stingers
  don't penetrate the thick shells of most wyverns, but pose a
  significant deterrent to humans and Fanged Beasts alike.
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  Hornetaur
  Hornetaur
  Tiny monstrosity (neopteron), unaligned
  Armor Class 12 (natural armor)
  Hit Points 4 (2d4 - 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  13 (+1)
  9 (-1)
  3 (-4)
  5 (-3)
  3 (-4)
  Skills Stealth +3
  Senses passive Perception 7
  Languages -
  Challenge 1/4 (50 xp)
  Pack Tactics. The hornetaur has advantage on an
  attack roll against a creature if at least one of the
  hornetaur's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Actions
  Horn. Melee Weapon Attack. +3 to hit, reach 5 ft.,
  one target. Hit 6 (2d4+1) piercing damage.
  Vespoid
  Vespoid
  Tiny monstrosity (neopteron), unaligned
  Armor Class 11 (natural armor)
  Hit Points 5 (2d4)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  11 (+0)
  2 (-4)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages -
  Challenge 1/4 (50 xp)
  Flyby. The vespoid doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Actions
  Sting. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  one target. Hit 1 piercing damage plus 7 (3d4)
  poison damage. On hit target must make a DC 10
  Constitution saving throw, or become paralyzed for
  1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the paralysis on
  itself on a success.
  
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  Vespoid Queen
  Vespoid Queen
  The Vespoid Queen looks similar to the average Vespoid but
  is several times larger, with a more pronounced abdomen and
  giant, rainbow coloured wings. She has a ridged exoskeleton
  covering her soft innards and she has a crown-like structure
  atop her head.
  Vespoid Queen rarely leave their nests as they send out
  workers to forage for food. They feed on smaller insects, birds,
  small mammals, lizards, and some vegetation. Whenever the
  queen does leave the nest she puts herself in serious danger
  as she can be preyed upon by creatures such as Gypceros,
  Yian Kut-Ku, Hypnocatrice, and Plesioth.
  The Vespoid Queen rarely does battle; when it does, it
  essentially performs the same attacks as Vespoids with more
  power; however, it does possess an additional attack: it sprays
  body fluid at hunters that halves defense. It also produces a
  beating sound in order to command swarm of Vespoid in
  battle. The queen spends a vast majority of her time staying
  within the nest and laying eggs.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Great Thunderbug
  Great Thunderbug
  Great Thunderbug are Thunderbug that have been living in a
  special environment, in most cases an Elder Dragon. From
  being in a special environment for so long, this Thunderbug
  has become giant, making it larger and brighter than other
  Thunderbugs. A Great Thunderbug's extracts still conduct
  electricity, even after dying.
  Great Thunderbug can be seen most commonly and
  widespread in any location that is very warm and humid, and
  are known to feed on the electrical organs of other species,
  once the creature is dead.
  Great Thunderbug are calm until threatened by a predator.
  n reality, there is only one Great Thunderbug in a swarm.
  Around this individual are smaller, normal Thunderbugs that
  are attracted to its glow. Due to the Great Thunderbug's glow,
  it becomes the leader of the Thunderbug swarm. By being
  together in a swarm, the Thunderbugs, along with their
  leader, the Great Thunderbug, are able to release powerful
  shocks that can actually paralysis threats quite easily. By
  swarming around a Great Thunderbug, the smaller
  Thunderbugs are able to generate a more powerful shock that
  is stronger than a regular Thunderbug's shock. The Great
  Thunderbug is always in the center of the swarm and if killed
  the other Thunderbugs will go their separate ways.
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  Vespoid Queen
  Vespoid Queen
  Medium monstrosity (neopteron), unaligned
  Armor Class 14 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 18 (+4) 13 (+1) 10 (+0) 12 (+1) 9 (-1)
  Senses passive Perception 11
  Languages -
  Challenge 1 (200 xp)
  Flyby. The vespoid queen doesn't provoke
  opportunity attacks when it flies out of an enemy's
  reach.
  Actions
  Sting. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  one target. Hit 1 piercing damage plus 11 (4d4)
  poison damage. On hit target must make a DC 11
  Constitution saving throw, or become paralyzed for
  1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the paralysis on
  itself on a success.
  Corrosive Gas (Recharge 5-6). The vespoid Queen
  releases a corrosive gas from her stinger in a 30-foot
  cone. Each creature in that area must make a DC 14
  Dexterity saving throw, taking 7 (2d6) acid damage
  on a failed save or half as much on a successful one.
  If a creature in that area has a nonmagical weapon
  made of metal, the weapon takes a permanent and
  cumulative -1 penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed.
  
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  Konchu
  Konchu
  Konchu are highly adaptable and can be found in just about
  every type of environment. Interestingly. Konchu have a hard
  shell used for protection against threats. Konchu can curl
  themselves up into small balls, allowing them to roll around at
  high speeds. This adaptation can be used as both a means of
  escape and a form of attack. Konchu also possess powerful
  jaws used for grasping on to food. Variations of Konchu can
  have different colors depending on their environment, which
  they use as a form of camouflage to protect themselves from
  possible predators.
  Konchu mostly stay hidden until they are threatened or
  smell food. Konchu will swarm around kills but they will wait
  until the predator is finished with that kill before feeding on
  the leftovers. When threatened, Konchu will attempt to
  frighten their attacker away by raising themselves on to their
  back feet and waving their fan-like pincers. If this does not
  work, they will proceed to launch themselves at their attacker
  in an attempt to tackle them. Oddly enough, some hunters
  have witnessed Konchu crawling on to the bodies of larger
  monsters and remaining there. This strange phenomenon
  seems to act as a natural form of armor for the large monsters
  on which the Konchu place themselves, making it difficult for
  hunters to damage the monster while it is covered in Konchu
  and their strong shells. It is uncertain whether this behavior is
  a sign of some sort of symbiotic relationship between Konchu
  and other monsters or not.
   
   
   
   
   
   
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  Great Thunderbug
  Great Thunderbug
  Small monstrosity (neopteron), unaligned
  Armor Class 13 (natural armor)
  Hit Points 10 (3d6)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  15 (+2)
  10 (+0)
  3 (-4)
  14 (+2)
  5 (-3)
  Skills Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 1/4 (50 xp)
  Actions
  Shock. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  one target. Hit 1 piercing damage plus 5 (2d4)
  lightning damage. On hit target must make a DC 10
  Constitution saving throw, or become paralyzed for
  1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the paralysis on
  itself on a success.
  Konchu
  Konchu
  Small monstrosity (neopteron), unaligned
  Armor Class 11 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  2 (-4) 9 (-1)
  5 (-3)
  Skills Stealth +4
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (50 xp)
  Charge. If the konchu moves at least 20 feet straight
  toward a target and then hits it with a roll attack on
  the same turn, the target takes an extra 3 (1d6)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 11 Strength saving throw or
  be knocked prone.
  Actions
  Roll. Melee Weapon Attack. +3 to hit, reach 5 ft., one
  target. Hit 4 (1d6+1) bludgeoning damage.
  Claw. Melee Weapon Attack. +3 to hit, reach 5 ft.,
  one target. Hit 5 (1d8+1) slashing damage.
  
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  Seltas
  Seltas
  Seltas is a large, mantis like insectoid with a brightly-colored,
  highly resistant exoskeleton, which is covered in spines and
  knobs. He has six legs, the foremost pair are armored and
  weaponized for combat, and a pair of collapsible wings. His
  head is hidden beneath a large, armored canopy that extends
  far beyond the rest of his upper body. He has a pair of
  compound eyes and powerful slicing mandibles. Seltas is the
  male counterpart to the Seltas Queen.
  Seltas is predatory in nature, both large and powerful
  enough to prey on both hunters and small monsters alike. He
  is known to attack from the skies and use his weaponized
  forelimbs to attack. In addition, he is commonly known to
  attach himself to his massive female partner and transport her
  with his powerful wings.
  When he is forced to merge with Seltas Queen, he will
  struggle at first to escape. But when the merge has been
  completed, he will fight alongside Seltas Queen without
  question as if hypnotized. He won't even fight back when being
  eaten by his mate, indicating that Seltas Queen has full
  control of Seltas.
  Seltas possess an organ within their body that produces a
  disgusting liquid. This liquid can be used as a weapon, and as
  a means of feeding, as the liquid is highly corrosive by itself.
  Seltas have a long, armored canopy that can be used to pierce
  through predators and prey alike, which is also able to pierce
  through rock with their powerful speed. The main weapon of
  the Seltas, his claws, are used as weapon and as tool to hold
  down and subdue prey.
  Seltas Queen
  Seltas Queen
  The Seltas Queen is a very large, beetle-like Neopteron with
  an armor-like exoskeleton covering its body. She is primarily a
  lustrous green color, but also features beige stripes and
  orange spines. She has six limbs, four of which make contact
  with the ground, the other two being used for digging and
  grasping prey. In addition, she has a long, segmented tail with
  a large pincer-like structure at the end. Seltas Queen is the
  female counterpart to Seltas, although she is physically very
  different.
  These creatures are the largest known species of
  Neopteron to date. In fact, they are so heavy that whenever
  they walk the ground will shake. Seltas Queen have massive
  and powerful legs that end with two claws. These powerful
  limbs not only enable the giant insect to climb up rocky,
  uneven terrain, but greatly make the task of burrowing easy.
  The large pincers on the tail are mainly used for defense but,
  can also be used as a another limb for both grabbing objects
  and prey alike. In its tail, there are specialized organs that
  produce pheromones that'll send a Seltas flying to a female's
  exact location. When the male is within range, the female will
  quickly grab it and inject a special pheromone-like substance
  that causes the male to cease struggling. The male is then
  under the female's complete control and will do whatever she
  requires of him. If in battle, both the male and female will
  fight as one, this makes fighting the deadly Seltas Queen even
  deadlier as the two Neopterons will fight as one. A Seltas
  Queen is also capable of spitting balls of high-pressured
  watery mucus from its mandibles to slow down and injure
  prey.
  Leading a mainly solitary lifestyle, Seltas Queen will only
  seek out the company of a Seltas if needed. Whether it be for
  food, mating, transportation, or added protection a Seltas
  Queen won't hesitate in releasing her specialized pheromones
  to bend a male to her will. Amazingly if in battle and in dire
  need of sustenance a Seltas Queen will not hesitate in
  violently killing and then eating her male counterpart to
  survive.
  98
  Seltas
  Seltas
  Medium monstrosity (neopteron), unaligned
  Armor Class 15 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+2)
  15 (+3)
  15 (+2)
  8 (-1) 9 (-1)
  3 (-4)
  Senses passive Perception 9
  Languages -
  Challenge 3 (700 xp)
  Actions
  Multiattack. The seltas makes three attacks, two with
  its Claws and one with its tail.
  Claws. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  one target. Hit 6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
  target. Hit 7 (1d8 + 3) piercing damage, and the
  target must make a DC 12 Constitution saving
  throw, taking 10 (3d6) poison damage, or half as
  much damage on a successful one.
  
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  Seltas Queen
  Seltas Queen
  Huge monstrosity (neopteron), unaligned
  Armor Class 18 (natural armor)
  Hit Points 142 (15d12 + 45)
  Speed 40 ft., burrow 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 18 (+4)
  17 (+3)
  10 (+0)
  12 (+1)
  6 (-2)
  Senses passive Perception 11
  Languages -
  Challenge 11 (7,200 xp)
  Drone Slave. As a Bonus Action, the seltas queen can
  take a seltas as a drone slave. the seltas and the queen
  take up the same spaces (though they can be targeted
  separately) and the seltas queen gains a flying speed of
  60 feet. The seltas must use its action every turn to hold
  onto the seltas queen.
  Actions
  Multiattack. The seltas makes two attacks, one with its
  claws and one with its horn. Or three water orb attacks.
  Claws. Melee Weapon Attack. +8 to hit, reach 5 ft., one
  target. Hit 16 (3d8 + 3) piercing damage.
  Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
  target. Hit 22 (3d12 + 3) piercing damage. If the target
  is large or smaller, it is grappled (escape DC 14) and
  restrained until the grapple ends. The seltas queen
  cannot use her tail attack on another target until this
  grapple ends.
  Water Orb. Range Weapon Attack. +8 to hit, reach
  40/160 ft., one target. Hit 10 (3d6) cold damage.
  Call for Aid (1/day). The seltas queen calls out for
  assistance, summoning 2 seltas to aid her.
  Legendary Actions
  The seltas queen 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 creatures turn. The seltas queen regains spent
  legendary actions at the start of its turn.
  Attack. The seltas queen makes one water orb attack.
  Devour. The seltas queen eat a seltas that is within 5
  feet of her, healing for the seltas remaining hit points.
  Release Pheromones (Costs 2 Actions). The seltas queen
  releases a cloud of pheromones in a 100 foot sphere
  around her. The cloud remains until the end of the seltas
  queen next turn. All creatures in the area, except for the
  seltas queen and other seltas, have disadvantage on
  concentration checks while in the cloud. If a seltas is
  charmed in the area, it is no longer charmed.
  
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  Ahtal-Ka
  Ahtal-Ka
  "In some places, there have been legends about this  
  Walking Treasure that wanders from place to  
  place. This treasure is said to raid fortresses,  
  leaving behind mass destruction, and defeat  
  whole armies in a matter of minutes. It is even capable of
  taking over a whole fortress if it wants to. Though  
  dangerous, inside this giant monster is a treasure that very
  few are lucky enough to see." Ahtal-Ka is a legendary Mantis-
  like Neopteron that has been running wild for a few decades
  now.
  Ahtal-Ka is a legendary Mantis-like Neopteron  
  that has been running wild for a few decades now.  
  Ahtal-Ka are predators, though it is unknown what  
  their common prey is. However, female Ahtal-Ka are well-
  known for feeding on males, showing that this species is
  cannibalistic in nature.
  It somewhat resembles a devil's flower mantis in
  appearance and the color scheme is similar to that  
  of a classical Egyptian Pharaoh. The majority of  
  the body is golden. Its has a large headpiece that has
  alternating gold and blue lines like those on a  
  Pharaoh's crown. It has a pair of purple eyes, each  
  with a minuscule black pupil (much like a mantis).  
  It has six limbs, each of which are yellow with a  
  set of purple triangles beneath them. There are  
  four "legs" and two "claws"; at the end of the "legs"  
  are small claws/talons while the "claws" have elaborate  
  wing like extensions at the base and have a pair of large hooks
  at the ends. Though these claws are weapons,  
  they are mostly used as tools in manipulating the  
  goldensilk that Ahtal-Ka produces. This  
  beautiful silk is sticky and  
  strong, allowing for Ahtal-Ka  
  to pull and hold objects  
  together with little ease.  
  This silk is also strong enough  
  to hold a whole fortress  
  together. Ahtal-Ka mostly  
  uses the golden silk to  
  weave together debris it  
  has stolen from  
  fortresses. It uses  
  this debris to construct  
  something truly  
  monstrous, a "giant  
  walking puppet"  
  for itself called  
  Ahtal-Nesto.
   Its "walking fortress'", the Ahtal-Nesto, is a towering war        
       machine crudely assembled from scrap metal, debris          
                                                                   from ruins, and the        
                                                                     Ahtal-Ka's own silk.      
                                                             It is quadrupedal in              
                                                     structure, with a "head"              
                                                     vaguely reminiscent of a              
                                                       wyvern's and a tail tipped          
                                                             with metal spikes.                
                                                             The Ahtal-Ka's silk is            
                                                           visible through gaps                
                                                       in the joints and armor              
                                                                 plating, and                        
                                                             allows the Ahtal-                   
                                                         Ka to control the                      
                                                   movement of its                              
                                             creation like a marionette.                  
                                                     When controlling the                    
                                                       Ahtal-Nesto, the                          
                                                       Ahtal-Ka itself is                          
                                                   covered in a silken                          
                                                 cocoon hidden in                              
                                               the "chest" of the                                
                                                 machine.
  100
  
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  Ahtal-Ka
  Ahtal-Ka
  Huge beast (neopterons), chaotic evil
  Armor Class 22 (natural armor)
  Hit Points 310/310 (20d12 + 180)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9) 14 (+2) 28 (+9) 16 (+3) 17 (+3) 21 (+5)
  Saving Throws Dex +9, Con +16, Wis +10, Cha +12
  Skills Perception + 17, Acrobatics +9
  Damage Resistances fire, necrotic; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, frightened, stunned
  Senses darkvision 120 ft., passive Perception 27
  Languages -
  Challenge 23 (50,000 XP)
  Legendary Resistance (3/Day). If the ahtal-ka fails a
  saving throw, it can choose to succeed instead.
  Golden Silk. When a creature makes a melee weapon
  attack against the ahtal-ka's webbing and misses, the
  weapon becomes stuck to it, requiring an action and
  a successful DC 19 Strength check to pull free.
  Magic Resistance. The ahtal-ka has advantage on
  saving throws against spells and other magical
  effects.
  Paragon Creature. The ahtal-ka counts as a number of
  creatures equal to it's paragon multiplier (3 counting
  the ahtal-nest) for the purposes of determining
  combat encounters. The XP value for a ahtal-ka is
  multiplied by it's paragon multiplier.
  Reel in. The ahtal-ka has a 10-foot beam on its back.
  When it throws the rusted beam it can pull it back to
  itself as a bonus action. Any creature in the path of
  the beam as it is pulled in must make a DC 26
  Dexterity saving throw, taking 40 (9d8) bludgeoning
  damage on a failed save, or half as much on a
  successful one.
  Actions
  Multiattack. The ahtal-ka uses its dragonator lance
  and then makes four attacks: one claw swipe attack,
  two rusty beam attacks, and one spiderweb burst
  attack.
  Claw swipe. Melee Weapon Attack: +16 to hit, reach
  10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
  If there is another creature within 5 feet of the
  target, the other creature must make a DC 26
  Dexterity saving throw, taking 19 (3d6+9) slashing
  damage on a failed save.
  Rusted Beam. Melee Weapon Attack: +16 to hit,
  reach 20 ft., one target. Hit: 27 (4d8 + 9)
  bludgeoning damage.
  Dragonator Lance. The ahtal-ka pulls a 20-foot long
  by 5-foot wide dragonator lance from the ground
  within 15 feet of it. It then sends it flying along a
  120-foot line. Each creature along the line must
  make a DC 20 Dexterity saving throw, taking 22
  (4d10) piercing damage on a failed save, or half as
  much on a successful one.
  Throw (recharge 5-6). The ahtal-ka uses its claws to
  pull its webbing attached to the rusted beam
  sending it crashing down in a 10-foot cube within
  60 feet of it. Each creature within the 10-foot cube
  must make a DC 26 Dexterity saving throw. On a
  failed save the creature is knocked prone and takes
  40 (9d8) bludgeoning damage. On a successful save,
  the target takes half as much damage and is not
  knocked prone.
  Spiderweb burst. Melee Weapon Attack: +16 to hit,
  reach 80/320 ft., one target. Hit:The target is
  Restrained by golden webbing. As an action, the
  Restrained target can make a DC 19 Strength check,
  bursting the webbing on a success. The webbing can
  also be attacked and destroyed (AC 20; hp 40;
  vulnerability to fire damage; immunity to
  bludgeoning, poison, and psychic damage).
  Scatter Webs (recharge 6). The ahtal-ka releases ten
  120-foot long 5-foot wide strands of golden
  webbing from its abdomen. Each strand goes in a
  different direction and if it impacts a hard surface,
  such as a wall, it immediately stops creating a line of
  webbing. Any creature that starts its turn within the
  line or moves into it for the first time, must make a
  DC 26 Dexterity saving throw or they are restrained
  by the webbing. As an action, the Restrained target
  can make a DC 19 Strength check, bursting the
  webbing on a success. The webbing can also be
  attacked and destroyed (AC 20; hp 40; vulnerability
  to fire damage; immunity to bludgeoning, poison,
  and psychic damage).
  Paragon Trait
  Paragon Fortitude. The ahtal-ka has multiple pools of
  hit points, each which is tracked separately. Damage
  and healing only applies to the current hit point pool.
  When a pool is depleted of all hit points, it becomes
  inactive. When this happens, the ahtal-ka
  immediately saves against all ongoing conditions and
  effects. If all hit point pools are inactive, the ahtal-ka
  dies. When it takes a long rest, the ahtal-ka heals all
  hit points in the current pool and fully heals one
  depleted hit point pool.
  Ahtal-ka stat block continued on next page.
  
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  Paragon Fury. The ahtal-ka rolls initiative with advantage.
  The ahtal-ka starts with 1 paragon action. If a hit point
  pool is depleted, the ahtal-ka gains one additional
  paragon action. The ahtal-ka may use a paragon action
  after any other creature takes a turn. If the ahtal-ka does
  so, they regain their reaction. A paragon action is a
  complete turn. They have an action, bonus action and
  may move up to their full speed. The paragon actions
  refresh at the start of the ahtal-ka's turn and any
  remaining actions from the previous turn are lost.
  Paragon Transformation. When the first pool of hit points
  becomes inactive, the ahtal-ka wrap itself in a cocoon
  and pull its collection of scrap metal, debris, and silk
  forming "walking fortress" known as the Ahtal-Nest. The
  ahtal-nest stat block can be found below.  
    When the ahtal-nest is destroyed or if it is unable to
  form it, the ahtal-ka enrages. While enraged, the ahtal-ka
  changes as follows:
  It gains the following abilities:
  Dragonator Barrier. Four dragonators constantly spin 5
  feet above the ahtal-ka with the point of the lance
  cutting into the ground. When a creature starts its
  turn within 10 feet of the ahtal-ka or enters a space
  within 10 feet of the ahtal-ka for the first time on a
  turn they take 14 (2d6) slashing damage.
  Freedom of Movement. The ahtal-ka ignores difficult
  terrain, and magical effects can't reduce its speed or
  cause it to be restrained. It can spend 5 feet of
  movement to escape from nonmagical restraints or
  being grappled.
   
  Its gains the following action:
  Dragonator Swarm. The ahtal-ka pulls out six
  dragonators from the ground attached to it by golden
  threads. When it uses this action, and as a bonus
  action on subsequent turns, the ahtal-ka can hurl up
  to two dragonators to a location within 120 feet of it.
  Each creature within 5 feet of the location must make
  a DC 26 Dexterity saving throw. The dragonator deals
  22 (4d10) piercing damage on a failed save, or half as
  much damage on a successful save.
   
  The following action change:
  Rusted Beam attack is renamed to Rusted Wheel.
  Multiattack. The ahtal-ka makes 5 attacks; two
  spiderweb burst attacks, one claw swipe attack, and
  two rusted wheel attacks.
  Throw (recharge 5-6). The ahtal-ka throws the 20-foot
  tall, 5-foot wide rusted wheel on its back. The rusted
  wheel travels along the ground for 120 feet in any
  direction. The ahtal-ka travels with the wheel without
  provoking attacks of opportunity, pulling it onto its
  back when the wheel stops. If the rusted wheel enters
  a creatures space during its travel, that creature must
  make a DC 26 Dexterity saving throw. On a failed
  save the creature is knocked prone and takes 81
  (18d8) bludgeoning damage. On a successful save
  the creature takes half as much damage and is not
  knocked prone.
   
  
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  Ahtal-Nesto
  Ahtal-Nesto
  Gargantuan Construct, unaligned
  Armor Class 23 (natural armor)
  Hit Points 259 (14d20 + 112)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 12 (+1) 26 (+8) 16 (+3) 17 (+3) 21 (+5)
  Skills Skills Perception + 17
  Damage Resistances thunder; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed,
  poisoned, unconscious
  Senses darkvision 120 ft., passive Perception 27
  Languages -
  Challenge 23 (50,000 XP)
  Cocoon. At the heart of the ahtal-nesto, a ahtal-ka
  resides within a golden cocoon. This cocoon acts as a if
  it was a resilient sphere meant for a huge sized creature.
  While in the cocoon, the ahtal-ka controls the ahtal-
  nesto's actions and movement. Once the ahtal-nesto
  reaches 0 hit points, it falls apart and the ahtal-ka is
  released from its cocoon.
  Immutable Form. The ahtal-nesto is immune to any spell
  or effect that would alter its form.
  Golden Orb. The ahtal-nesto has 3 golden orbs made up
  of webbing, that fit in a 5 foot cube each, on its body;
  two are on either side of back between its front and
  hind leg, the other is located 15 feet above its back on
  its neck. Each orb has an AC of 20 and 50 hit points.
  Golden Silk. When a creature makes a melee weapon
  attack against the ahtal-nesto's webbing and misses, the
  weapon becomes stuck to it, requiring an action and a
  successful DC 19 Strength check to pull free.
  Golden Regeneration. The ahtal-nesto regenerates 90 hit
  points a round as it reconnects its scrap metal and
  debris with is golden threads. For each Golden Orb that
  is destroyed, the ahtal-nesto's regeneration is reduced
  by 30.
  Axiomatic Mind. The ahtal-nesto can't be compelled to
  act in a manner contrary to its nature or its instructions
  from the ahtal-ka.
  Siege Monster. The ahtal-nesto deals double damage to
  objects and structures.
  Walking Fortress. The ahtal-nesto is a walking fortress,
  with four 20-foot tall climbable legs (Climb DC 20). Its
  back has two 20-foot long by 5-foot wide walkways
  adjacent to its legs. 
   At the start of the ahtal-nesto's turn. Each creature on
  it that cannot fly, or has not attached itself to the ahtal-
  nesto in some way, must succeed on a DC 20 athletics
  or acrobatics check or fall off the ahtal-nesto.
  Actions
  Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target. Hit: 34 (4d12 + 8) bludgeoning damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
  target on its body. Hit: The ahtal-nesto grabs a Large or
  smaller creature and throws it 60 feet in the direction of
  its choosing. If a thrown target strikes a solid surface,
  the target takes 3 (1d6) bludgeoning damage for every
  10 feet it was Thrown. If the target is thrown at another
  creature, that is not on the ahtal-ka, that creature must
  succeed on a DC 18 Dexterity saving throw or take the
  same damage and be knocked prone.
  Legendary Actions
  The ahtal-nesto can take 2 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 creatures turn. The ahtal-nesto regains spent
  legendary actions at the start of its turn.
  Tail. The ahtal-nesto makes one tail attack.
  
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  Temnoceran
  Temnoceran
  Temnoceran, are a class of monster characterized by its arachnoid characteristics, such as the ability to produce silk, though they
  have six limbs similar to Neopterons or Carapaceons. This class includes only one type of monster, the Nerscylla.
  Nerscylla
  Nerscylla
  Nerscylla physically resembles a real life Arachnid, but is
  much larger in size. Nerscylla is armed with four powerful
  legs and two claws, each one tipped with a formidable barbed
  hook, used for holding prey as well as keeping its grip while
  scaling walls. In addition, it possesses a massive pair of
  retractable jaws which can inflict a poisonous bite. It can
  produce a strong, sticky webbing that it uses to trap prey and
  build nests.
  Nerscylla physically resembles a real life Arachnid, but is
  much larger in size. Its long, strong legs allow it to move at
  fast speeds, even sideways. At the tip of its abdomen is a large
  stinger it may use to attack. Sharp, poisonous spikes protrude
  from its back.
  Nerscylla is armed with four powerful legs and two claws,
  each one tipped with a formidable barbed hook, used for
  holding prey as well as keeping its grip while scaling walls. In
  addition, it possesses a massive pair of retractable jaws which
  can inflict a poisonous bite. It can produce a strong, sticky
  webbing that it uses to trap prey and build nests.
  These large Temnocerans are ambush predators that will
  readily attack from behind, below, and above. When making a
  web they'll wisely construct it in an area where potential prey
  is most likely to appear. They are most commonly seen to
  construct their webs near farming settlements where they will
  attack and kill any livestock that wander into the vicinity of
  their web for food. Occasionally, they will even snatch away
  any unwary villagers/farmers that wander into their territory.
  As stated earlier Gypceros are the favorite prey of the
  Nerscylla but the food isn't the only reason why the Bird
  Wyvern is targeted. When killing a Gypceros the large
  arachnid not only eats it but disturbingly rips the skin off the
  avian Wyvern's body and wears it's skin as a cloak. This
  shocking behavior is both horrifying and intriguing to
  naturalists. The reason why Nerscylla do this is to increase
  their strength, use as camouflage, and for protection.
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  Nerscylla
  Nerscylla
  Large monstrosity (temnoceran), unaligned
  Armor Class 15 (natural armor)
  Hit Points 144 (17d12 + 34)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 14
  Languages -
  Challenge 6 (2,300 xp)
  Reel in. As a bonus action, the nerscylla can pull a
  webbed target up to 15 feet towards the it. If the
  webbed creature is pulled within 5 feet of the
  nerscylla, it can make a stinger attack against it.
  Spider Climb. The nerscylla can climb difficult
  surfaces, including upside down on ceilings, without
  needing to make an ability check.
  Actions
  Multiattack. The nerscylla makes three attack, one
  with its poisonous maw and two with its claws.
  Poisonous Maw. Melee Weapon Attack: +6 to hit,
  reach 5 ft., one target. Hit 5 (2d4) piercing damage +
  13 (3d8) poison damage
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 10 (2d6 + 3) slashing damage. On
  hit, the target is grappled (escape DC 14).
  Stinger. The nerscylla can only use its stinger on a
  webbed creature. The target creature must then
  make a DC 15 Constitution saving throw, taking 28
  (8d6) poison damage and falls Unconscious for 1
  hour on a failed save. On a successful save, the
  target takes half as much damage and remains
  conscious. The target is unconscious until they take
  damage, someone uses an action to shake or slap
  the sleeper awake.
  Webbing Shot (recharge 5-6). Ranged Weapon Attack:
  +6 to hit, range 30/60 ft. , one Large or smaller
  creature. Hit: The creature is restrained by webbing.
  As an action, the restrained creature can make a DC
  15 Strength check, escaping from the webbing on a
  success. The effect ends if the webbing is destroyed.
  The webbing has AC 12, 10 hit points, resistance to
  bludgeoning damage, and immunity to poison and
  psychic damage.
  
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  Elder Dragons
  Elder Dragons
  A very broad term, the only thing in common amongst all elder dragons is their power which seems to border the mystical as
  opposed to the wyverns which are all limited to natural laws. It is said that an elder dragons is powerful enough to single handedly
  bring about the desctruction of an ecosystem. In ancient times, they would be mistaken for gods. Many elder dragons feature four
  legs and wings that are separate limbs, unlike wyverns with two legs and winged fore-limbs.
  Although all are called dragons, the genus isn't limited to four-legged, winged creatures. Spanning to beasts such as Kirin and
  Yama Tsukami as well as the more traditional Fatalis. Aside from these are the 'second generation' breed that all feature a similar
  build, the Teostra and Kushala Daora are members of this type with all featuring some form of barrier or aura to protect them.
  Dire Miralis
  Dire Miralis
  Dire Miralis is a very large, semi-aquatic Elder Dragon. Its
  body structure is reminiscent of Fatalis, with relatively short
  limbs and a long tail and neck. Its body is filled with a magma-
  like substance which pools at the base of the tail, the chest,
  and at each shoulder. Each of these pools directs magma flow
  to certain parts of the body. On its back are a pair of wing-like
  appendages. Seemingly useless in terms of flight, these
  "wings" feature cannon-like chutes which can extrude
  globules of magma, both as a means of defense and as a way
  to jettison excess magma. Dire Miralis's head features a frill-
  like structure and an upturned snout.
  Due to the hot fluids inside of Dire Miralis, an intense heat
  is known to come from its body, boiling any sources of water
  around it. This intense heat can easily wipe out all living
  creatures within Dire Miralis's range.
  Interestingly, long after a Dire Miralis dies, its heart
  continues to beat even if removed--just as legend states. It is
  said that Dire Miralis can regenerate its whole body with its
  heart alone, and that Dire Miralis is even immortal.
  Dire Miralis is extremely hostile to all living things and can
  destroy an entire ecosystem just from its intense heat. A Dire
  Miralis actually destroyed the Tainted Sea and killed all living
  things in the area, filling the water with blood, until it was
  driven off in ancient times. This monster is one that many
  hunters don't live to tell about.
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  Dire Miralis
  Dire Miralis
  Gargantuan dragon (elder), unaligned
  Armor Class 18 (natural armor)
  Hit Points 155 (10d20+50)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 16 (+3) 21 (+5) 12 (+1) 15 (+2) 9 (-1)
  Saving Throws Wis +6, Cha +3
  Damage Immunities fire
  Condition Immunities frightened
  Senses blindsight 120 ft., passive Perception 12
  Languages Draconic
  Challenge 11 (7,200 xp)
  Legendary Resistance (2/Day). If the dire miralis fails a
  saving throw, it can choose to succeed instead.
  Magma Armor. When the dire miralis is below half of
  its maximum hp, its body cools and AC increases by
  +4.
  Siege Monster. The dire miralis deals double damage
  to objects and structures.
  Actions
  Multiattack. The dire miralis makes two claw attacks.
  Claw. Melee Weapon Attack. +11 to hit, reach 5 ft.,
  one target. Hit 25 (4d8+7) slashing damage.
  Magma Glob. Range Weapon Attack. +7 to hit, reach
  80/320 ft., one target. Hit The target and the space
  it is in, are covered in lava, taking 55 (10d10) fire
  damage. The space is covered in lava for 24 hours
  before cooling. Any creature that starts its turn or
  enters the space for the first time, takes 11 (2d10)
  fire damage. On a miss, an unoccupied space within
  5 feet of the target is covered in lava. The lava ignites
  flammable objects in the area that aren't being worn
  or carried.
  Crush. The dire miralis slams its body on the ground
  in a 40-foot square in front of it. Each creature in
  that areas must succeed on a DC 19 Strength or
  Dexterity saving throw (target's choice) or be
  knocked prone and take 18 (4d8) bludgeoning
  damage + 18 (4d8) fire damage. On a successful
  save, the creature takes only half the damage, isn't
  knocked prone, and is pushed 5 feet out of the dire
  miralis's space into an unoccupied space of the
  creature's choice. If no unoccupied space is with in
  range, the creature instead falls prone in the dire
  miralis's space.
  Greater Fireball (recharge 5-6). The dire miralis exhales
  a massive fireball within 150 feet of its location.
  Each creature in a 25-foot radius Sphere centered on
  that point must make a DC 17 Dexterity saving
  throw. A target takes 38 (11d6) fire damage on a
  failed save, or half as much damage on a successful
  one.
  
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  Kirin
  Kirin
  Kirin resembles a unicorn, though a closer look reveals that it
  is covered in scales rather than a coat. Its majestic white
  mane and hair stand on end, as if charged with static. The
  monster often crackles with stray electricity.
  Kirin have white fur used for picking up electricity. When
  enough electrical currents are picked up in the fur, Kirin will
  glow brightly and its hide will deflect most attacks. From this,
  the Adventurer's Guild believe that Kirin's high metabolism
  helps it pick up electricity as well. A Kirin's most vital feature
  is its long horn. This horn is used to summon lightning from
  the sky, even when there isn't a storm cloud in sight, to strike
  any foes that threaten it. However, even if this horn is
  destroyed, Kirin can still summon lightning bolts with little
  effort.
  Some of the more rare, older, or just stronger individuals
  are known for having unusually strong electrical powers that
  are yet to be fully understood. Some of the larger, more
  stronger muscles are located in its legs, capable of delivering
  deadly kicks. Equipped with such powerful legs, all Kirin
  posses the ability to run at speeds so unexpectedly fast they
  appear to teleport, leaving behind a trail of blue electricity.
  Kirin are a highly unpredictable species. Sometimes Kirin
  are calm, other times they are aggressive. In one legend, it
  was said that a Kirin actually destroyed a whole village with
  its electrical powers.
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  Kirin
  Kirin
  Large celestial (elder), unaligned
  Armor Class 17 (natural armor)
  Hit Points 127 (15d10+45)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5)
  Skills Perception +9, Insight +9, Religion +8
  Damage Immunities lightning
  Condition Immunities paralyzed
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages all, telepathy 120 ft.
  Challenge 12 (8,400 xp)
  Control Lightning. The kirin can choose any location
  within 30 feet of it as the starting location of the
  lightning bolt spell.
  Innate Spellcasting. The kirin's innate spellcasting ability
  is Wisdom. It can innately cast the following spells (spell
  save DC 17), requiring no material components:
  At will: control weather, expeditious retreat, gust of
  wind, see invisibility
  Legendary Resistance (3/Day). If the kirin fails a saving
  throw, it can choose to succeed in stead.
  Magic Resistance. The kirin has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons. The kirin's weapon attacks are magical.
  Spellcasting. The kirin is a 18th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 17, +9 to
  hit with spell attacks). It regains its expended spell slots
  when it finishes a short or long rest. It knows the
  following spells:
  Cantrips (at will): light, shocking grasp, thaumaturgy,
  thunderclap  
  1st-5th level (4 5th-level slots): call lightning,
  destructive wave, elemental bane (lightning), lightning
  bolt, storm sphere, thunder step, thunder wave
  Actions
  Multiattack. The kirin makes three attacks: two with its
  hooves and one with its horn.
  Hooves. Melee Weapon Attack. +9 to hit, reach 10 ft.,
  one target. Hit 10 (2d4 + 5) bludgeoning damage.
  Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
  target. Hit 14 (2d8 + 5) piercing damage.
  Legendary Actions
  The kirin 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
  creatures turn. The kirin regains spent legendary actions
  at the start of its turn.
  Detect. The kirin makes a Wisdom (Perception) Check.
  Smite. The kirin makes a hoof attack or casts
  thunderclap.
  Move. The kirin moves up to its half speed without
  provoking opportunity attacks.
  
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  Lunastra
  Lunastra
  Lunastra is colored blue as opposed to Teostra who is red.
  Her horns are flatter and wider, making a sort of crown
  structure. They are known to breathe concentrated streams of
  fire, as well as cloak themselves in a scalding aura. Lunastra
  are high in the food chain, feeding on both coal, to fuel her fire
  abilities, and live prey like Apceros. Though Lunastra are
  powerful, they have to compete with other species like Rajang,
  Deviljho, and Akantor.
  Lunastra, as a fire dragons, naturally have expert control
  over fire. They can use this ability when hunting to ensure
  quick and devastating kills. Despite her large size, she is quick
  on foot and can easily chase down fast moving prey. Lunastra
  can also generate a fire aura around their bodies from their
  horns, which helps prevent brazen monsters like Tigrex from
  dealing serious damage to them. These adaptions enable
  Lunastra to become a formidable apex predator wherever she
  is. Their wings are covered in a powder that can be released
  and, at will, set a flame burning in the air resulting in
  explosions. This explosive powder is actually the Lunastra's
  old skin.
  Lunastra are brutal female elder dragons, quick to attack at
  the first sign of trouble, though not as much as Teostra. In the
  ruins of the old Towers, Lunastra are commonly found in their
  nest together with Teostra. This suggest that both actually
  stay in the nest together and guard their young. Though both
  haven't been seen in the nest together, both of their footprints
  can be found in the old nests and the active nests together.
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  Lunastra
  Lunastra
  Huge dragon (elder), unaligned
  Armor Class 16 (natural armor)
  Hit Points 150 (12d12+72)
  Speed 50 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 17 (+3) 22 (+6) 12 (+1) 15 (+2) 10 (+0)
  Saving Throws Str +9, Wis +6, Cha +4
  Skills Perception +6
  Damage Immunities fire
  Condition Immunities charmed, frightened
  Senses blindsight 60 Ft., darkvision 120 ft., passive
  Perception 16
  Languages Draconic
  Challenge 12 (8,400 xp)
  Fire Aura. At the start of each of the lunastra's turns,
  each creature within 5 feet of it takes 3 (1d6) fire
  damage, and flammable objects in the aura that aren't
  being worn or carried ignite. A creature that touches the
  lunastra or hits it with a melee attack while within 5 feet
  of it takes 3 (1d6) fire damage.
  Poison susceptibility. While poisoned, the lunastra's Fire
  Aura is deactivated, it must land on its next turn, and is
  unable to fly until the poisoned is removed. Once the
  poisoned condition is removed, the lunastra's Fire Aura
  once again takes effect.
  Charge. If the lunastra moves at least 20 ft. straight
  toward a target and then hits it with a Bite attack on the
  same turn, the target takes an extra 13 (3d8)
  bludgeoning damage.
  Actions
  Multiattack. The lunastra makes three attacks; two claw
  attacks and one bite or one tail attack.
  Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
  target. Hit 18 (3d8 + 5) piercing damage.
  Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one
  target. Hit 15 (3d6 + 5) slashing damage.
  Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
  target. Hit 18 (3d8 + 5) bludgeoning damage. On hit,
  the target must make a DC 17 Strength saving throw or
  be knocked prone.
  Fire Breath (Recharge 5-6). The lunastra exhales fire in a
  60-foot cone. Each creature in that area must make a
  DC 18 Dexterity saving throw, taking 36 (8d8) fire
  damage on a failed save, or half as much on a successful
  one.
  Legendary Actions
  The lunastra 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 creatures turn. The lunastra regains spent
  legendary actions at the start of its turn.
  Move. The lunastra moves up to its speed without
  provoking opportunity attacks.
  Attack. The lunastra makes a bite attack.
  Devil's Powder (Costs 2 Actions). The lunastra beats its
  wings releasing an explosive powder and creating a
  spark with her teeth. Each creature within 20 feet of the
  lunastra must succeed on a DC 18 Dexterity saving
  throw or take 11 (2d10) fire damage plus 11 (2d10)
  force damage and be knocked prone.
  
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  Tempered Lunastra
  Tempered Lunastra
  Huge dragon (elder), unaligned
  Armor Class 18 (natural armor)
  Hit Points 187 (15d12+90)
  Speed 50 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 17 (+3) 22 (+6) 12 (+1) 15 (+2) 10 (+0)
  Saving Throws Str +11, Dex +9, Wis +8, Cha +6
  Skills Perception +8
  Damage Immunities fire
  Condition Immunities charmed, frightened
  Senses blindsight 60 Ft., darkvision 120 ft., passive
  Perception 18
  Languages Draconic
  Challenge 19 (22,000 xp)
  Charge. If the tempered lunastra moves at least 20 ft.
  straight toward a target and then hits it with a Bite
  attack on the same turn, the target takes an extra 13
  (3d8) bludgeoning damage.
  Fire Aura. At the start of each of the tempered
  lunastra's turns, each creature within 5 feet of it
  takes 7 (2d6) fire damage, and flammable objects in
  the aura that aren't being worn or carried ignite. A
  creature that touches the tempered lunastra or hits it
  with a melee attack while within 5 feet of it takes 7
  (2d6) fire damage.
  Goddess of the Blue Flame. Fire damage dealt by the
  the tempered lunastra ignores fire resistance.
  Legendary Resistance (3/Day). If the tempered
  lunastra fails a saving throw, it can choose to
  succeed instead.
  Actions
  Multiattack. The tempered lunastra makes three
  attacks; two claw attacks and one bite or one tail
  attack.
  Bite. Melee Weapon Attack. +11 to hit, reach 10 ft.,
  one target. Hit 18 (3d8 + 5) piercing damage plus 7
  (2d6) fire damage.
  Claws. Melee Weapon Attack. +11 to hit, reach 5 ft.,
  one target. Hit 15 (3d6 + 5) slashing damage.
  Tail. Melee Weapon Attack. +11 to hit, reach 10 ft.,
  one target. Hit 18 (3d8 + 5) bludgeoning damage.
  On hit, the target must make a DC 17 Strength
  saving throw or be knocked prone.
  Blue Flame Breath (Recharge 5-6). The tempered
  lunastra exhales blue flames in a 60-foot cone. Each
  creature in that area must make a DC 18 Dexterity
  saving throw, taking 45 (10d8) fire damage on a
  failed save, or half as much on a successful one.
  Deadly Leap. If the tempered lunastra jumps at least
  10 feet as part of its movement, it can then use this
  action to land on its feet in a space that contains one
  or more other creatures. Each of those creatures
  must succeed on a DC 19 Strength or Dexterity
  saving throw (target's choice) or be knocked prone
  and take 19 (4d6 + 5) bludgeoning damage plus 19
  (4d6 + 5) fire damage. On a successful save, the
  creature takes only half the damage, isn't knocked
  prone, and is pushed 5 feet out of the tempered
  lunastra's space into an unoccupied space of the
  creature's choice. If no unoccupied space is with in
  range, the creature instead falls prone in the
  lunastra's space.
  Supernova Pulse (1/day). The tempered lunastra beats
  its wings rising 20 feet into the air and releases a
  large burst of blue flames all around it. Each creature
  within 45 feet of the tempered lunastra must
  succeed on a DC 20 Dexterity saving throw, taking
  45 (10d8) fire damage.  
   For the next 3 rounds, at the start of the tempered
  lunastra's turn, the blue flames pulse around her in a
  30-foot radius. Each creature in that area must make
  a DC 20 Dexterity saving throw, taking 13 (3d8) fire
  damage on a failed save, or half as much on a
  successful one.
  Legendary Actions
  The tempered lunastra 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 creatures turn. The
  tempered lunastra regains spent legendary actions at
  the start of its turn.
  Move. The tempered lunastra moves up to its speed
  without provoking opportunity attacks.
  Attack. The tempered lunastra makes a bite attack.
  Devil's Powder (Costs 2 Actions). The tempered
  lunastra beats its wings releasing an explosive
  powder and creating a spark with her teeth. Each
  creature within 20 feet of the tempered lunastra
  must succeed on a DC 20 Dexterity saving throw or
  take 16 (3d10) fire damage plus 16 (3d10) force
  damage and be knocked prone.
  
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  Teostra
  Teostra
  Teostra is a dragon with leonine features and a fiery
  coloration. It has a grand mane, large fangs, and a pair of
  horns that curve backward. Its wings are covered in fur.
  Teostra is the male counterpart to Lunastra. Being predatory
  Elder Dragons Teostra are powerful top predators and are
  easily capable of killing weaker animals such as Aptonoth,
  Conga, Bulldrome, Iodrome, Apceros, and Cephadrome.
  Armed with razor sharp claws and flesh ripping teeth these
  Elder Dragons make short work of prey and smaller
  predators.
  Possessing mastery over flame, there are few creatures that
  can hope to last against Teostra for long. To defend itself, the
  Teostra also utilizes a heat shield which damages enemies
  that get too close. To keep its flame powers going, they
  consume coal in volcanic environments. It also has detachable
  wing scales or powder that explode when ignited from a spark
  made when Teostra bites. It uses these to defend itself from
  attackers, although they give little protection against enemies
  with resilience to extreme heat such as Akantor or Lavasioth.
  Teostra can even use the powder for many close range
  attacks but more skilled Teostra have learnt to use the powder
  at long range. When Teostra angered, it will fly into the air and
  ignite the powder all at once. When the powder is all ignited,
  Teostra will be covered in a large burst of fire, that is
  sometimes referred to as the Supernova.
  Some extremely rare individuals have more control over
  their flaming powers than most. They have a different
  appearance also including more yellow wing webbing, a more
  reddish mane, red claws, orange tail end and golden eyes.
  New flame techniques include leaving pockets of explosive
  powder across the area in the air as it fights and setting them
  all a flame at will.
  Teostra are a very aggressive monster. It will show
  dominance to anything that it encounters. Compared to
  Lunastra, who give warnings to get out of its territory, Teostra
  will ruthlessly attack intruders until they are dead. As one of
  the most aggressive Elder Dragons, Teostra are highly feared.
  It is not advised to go out into the Desert, Volcano, Swamp, or
  Tower when pairing with Lunastra, as the prospect of fighting
  both Lunastra and Teostra together is often considered
  suicidal.
  A Teostra's Lair
  A Teostra's Lair
  Teostras lair in high mountains or volcanos, dwelling in
  caverns under ground in the desert, or within the deep halls of
  abandoned mines and dwarven strongholds. Caves with
  volcanic or geothermal activity are the most highly prized
  teostras lairs, creating hazards that hinder intruders and
  letting searing heat and volcanic gases wash over a teostra as
  it sleeps. On rare occasions they can be seen living in more
  temperate aras such as a swamp or ancient forest, changing
  the area around it to suit its needs.
  A teostras lair is sometimes confused with the a red
  dragon's lair due to both of them mainly preferring areas with
  intense heat. On many occasions a teostra will attempt to take
  a red dragons lair for its own, either by killing the red dragon
  or causing it to flee while gravely injured, leaving its horde of
  treasure behind. The teostra will guard this horde, mainly
  because it now belongs to him, but will typically not add to its
  treasure, being more concerned with intruders than riches.
  A teostra encountered in its lair has a challenge rating of 14
  (11,500 XP).
  LAIR ACTIONS
  LAIR ACTIONS
  On initiative count 20 (losing initiative ties), the teostra takes a
  lair action to cause one of the following effects; the teostra
  can't use the same effect two rounds in a row:
  A tremor causes the ground to crack and magma to bubble
  up in a 60-foot radius centered the teostra. That area
  becomes difficult terrain, and each creature there must
  succeed on a DC 15 Strength saving throw or be knocked
  prone.
  Magma erupts from a point on the ground within 120 feet
  of the teostra, The magma erupts in a 120-foot long, a 20-
  foot-high, 5-foot-wide line. Each creature in that line must
  make a DC 15 Dexterity saving throw, taking 11 (3d6) fire
  damage on a failed save, or half as much damage on a
  successful one. Flammable objects in the line that aren't
  being worn or carried ignite.
  Volcanic gases form a cloud in a 20-foot-radius sphere
  centered on a point the teostra can see within 120 feet of
  it. The sphere spreads a round corners, and its area is
  lightly obscured. It lasts until initiative count 20 on the next
  round. Each creature that starts its turn in the cloud must
  succeed on a DC 13 Constitution saving throw or be
  poisoned until the end of its turn. While poisoned in this
  way, a creature is incapacitated.
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  Teostra
  Teostra
  Huge dragon (elder), unaligned
  Armor Class 16 (natural armor)
  Hit Points 156 (12d12+78)
  Speed 50 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 17 (+3) 23 (+6) 14 (+2) 15 (+2) 10 (+0)
  Saving Throws Str +11, Wis +7, Cha +5
  Skills Perception +7
  Damage Immunities fire
  Condition Immunities charmed, frightened, poisoned
  Senses blindsight 60 Ft., darkvision 120 ft., passive
  Perception 17
  Languages Draconic
  Challenge 13 (10,000 xp)
  Fire Aura. At the start of each of the teostra's turns, each
  creature within 5 feet of it takes 3 (1d6) fire damage,
  and flammable objects in the aura that aren't being worn
  or carried ignite. A creature that touches the teostra or
  hits it with a melee attack while within 5 feet of it takes
  3 (1d6) fire damage.
  Explosive Cloud. At the start of the teostra's turn, it beats
  its wings and four clouds of explosive powder appear in
  unoccupied 5-foot cubes of air within 60 feet of the
  teostra. Additionally every 15 feet the teostra moves, it
  leaves a cloud of explosive powder in a 5-foot cube. The
  clouds disperse after detonation, until a wind of
  moderate or greater speed (at least 10 miles per hour)
  disperses it, or when the teostra dies.
  As a Bonus action, the teostra can move up to two of
  these clouds 10 feet in any direction.
  Standing Leap. The teostra's long jump is up to 30 feet
  and its high jump is up to 15 feet, with or without a
  running start.
  Actions
  Multiattack. The teostra makes three attacks; two claw
  attacks and one bite or one tail attack.
  Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one
  target. Hit 19 (3d8 + 6) piercing damage.
  Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one
  target. Hit 16 (3d6 + 6) slashing damage.
  Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
  target. Hit 19 (3d8 + 6) bludgeoning damage. On hit,
  the target must make a DC 19 Strength saving throw or
  be knocked prone.
  Fire Breath (Recharge 5-6). The teostra exhales fire in a
  60-foot cone. Each creature in that area must make a
  DC 20 Dexterity saving throw, taking 32 (9d6) fire
  damage on a failed save, or half as much on a successful
  one.
  Deadly Leap. If the teostra jumps at least 15 feet as part
  of its movement, it can then use this action to land on
  its feet in a space that contains one or more other
  creatures. Each of those creatures must succeed on a
  DC 19 Strength or Dexterity saving throw (target's
  choice) or be knocked prone and take 33 (6d8 + 6)
  bludgeoning damage. On a successful save, the creature
  takes only half the damage, isn't knocked prone, and is
  pushed 5 feet out of the teostra's space into an
  unoccupied space of the creature's choice. If no
  unoccupied space is with in range, the creature instead
  falls prone in the teostra's space.
  Supernova. The teostra beats its wings rising 20 feet into
  the air and releases a large burst of fire all around it.
  Each creature within 25 foot radius of the teostra must
  succeed on a DC 20 Dexterity saving throw, taking 45
  (10d8) fire damage and are pushed back 10 feet on a
  failed save, or half as much on a successful one and not
  pushed back.
  Legendary Actions
  The teostra can take 2 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
  creatures turn. The teostra regains spent legendary
  actions at the start of its turn.
  Move. The teostra moves up to its speed without
  provoking opportunity attacks.
  Attack. The teostra makes a bite attack.
  Detonate (Costs 2 Actions). All Explosive Clouds
  detonate and burst into flames. Each creature within 10-
  feet of a explosive cloud must make a DC 17 Dexterity
  saving throw, taking 22 (4d10) fire damage on a failed
  save or half as much on a successful one. If a creature is
  within range of more than one explosive cloud, they
  take an additional 22 (4d10) fire damage for each
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  Chameleos
  Chameleos
  Chameleos's body is covered by a purple and white hide, and
  its head ends with a protruding horn at the tip of its nose. Its
  eyes are similar to a real life chameleon's; large and orb-like,
  with the ability to control eye movement individually. The long
  and elastic tongue can extend to grasp and steal items from a
  distance. Its wings are a purple color with a grayish white
  membrane, and are used for flight and controlling the
  direction of its poison fog. Chameleos's large tail is
  reminiscent of a leaf and has a curled, spiraling tip.
  Chameleos are different from other Elder Dragons, as they
  are not nearly as "elegant" in their appearance as other Elder
  Dragon species. Chameleos have a number of biological
  adaptations that make them extremely unique. Most notably is
  the Chameleos's trademark camouflage mechanism. Each
  species of Chameleos has a different way of camouflaging
  itself. By generating a weak electric current in its skin that
  interacts with the mist it can breathe, the Elder Dragon can
  bend light around itself, rendering it effectively invisible. Some
  Chameleos use special ore to enable their camouflage.
  Chameleos have independently moving eyeballs that protrude
  from the sides of its head to create a wider field of vision.
  Chameleos have several nasty defenses should it ever come
  under attack. They possess an extremely strong poison, which
  can be released from its mouth at will and often whipped into
  a thick cloud by the dragon's wings. Some Chameleos also
  possess an extra vocal cord paralysis poison in their acid
  globs. Finally, it can exhale large amounts of mist to further
  hinder the vision of hunters, allowing it to either make a swift
  getaway or launch a surprise attack with ease.
  Chameleos are ambush hunters, waiting patiently for prey
  to pass by while they blend perfectly into their surroundings.
  Chameleos can and will eat almost anything, and can use
  different tactics to take down varying sizes of prey. Should its
  prey be a Neopteron such as a Vespoid, Altaroth, Bnahabra, or
  Konchu it will simply snatch it out of the air using its long
  sticky tongue. If it is a supply camp, it'll steal with each
  opportunity it gets.
  Chameleos are very intelligent creatures. They will wait
  patiently at a spot of importance such as a water source or
  natural crossroads, waiting for prey to pass by. Chameleos are
  well known for stealing items from adventurers. Chameleos
  do this in order for the adventurers to lose motivation in
  hunting them down.
  A Chameleos's Lair
  A Chameleos's Lair
  The Forest-Dwelling Chameleos very rarely share their
  territory with other dragons. With its ability to become
  invisible at will, it steals the treasures from anything that
  attempts to invade and take over. A chameleos lair is
  sometimes confused with the a green dragon's lair due to both
  of them having a perpetual fog hanging in the air, the
  chameleos carrying a sweeter whiff of its poison mist. Tiny
  mushrooms, known has toadstool, litter the ground releasing
  poisonous spores at the slightest touch. Growing bigger as
  you deeper into the forest.
  At the center of the forest, the chameleos chooses a grove
  typically covered in mushrooms. The tree lining the grove are
  sparse, allowing the chameleos to move freely in and out. A
  hole has been dug out in the middle and has been filled with
  the treasures the chameleos has gathered from lost folk,
  adventurers, and anything else it has stolen in its travels
  LAIR ACTIONS
  LAIR ACTIONS
  On initiative count 20 (losing initiative ties), the chameleos
  takes a lair action to cause one of the following effects; the
  dragon can't use the same effect two rounds in a row:
  The Chameloes exhales a thick fog from its lungs filling
  the area. The fog is a 60-foot-radius, 30-foot-high cylinder
  centered on the chameleos, spreads around corners, and
  its area is heavily obscured. The fog lasts for 1 minute,
  until a wind of moderate or greater speed (at least 10 miles
  per hour) disperses it, or when the chamelos dies. While
  the chameleos remains in this fog, it can use its Invisible
  Passage as a free action at the end of its turn
  Poisonous mist billows around one creature the
  chameleos can see within 120 feet of it. The creature must
  succeed on a DC 15 Constitution saving throw or be
  poisoned until initiative count 20 on the next round.
  Chameleos causes 8 small poisonous mushrooms to grow
  in unoccupied spaces that it chooses within the lair. While
  the mushrooms are heavily obscured they are considered
  invisible. A creature that enters a space that the poisonous
  mushrooms occupy must make a DC 17 Constitution
  saving throw, taking 11 (3d6) poison damage and become
  poisoned for 1 minute on a failed save, or half as much
  damage and are not poisoned on a successful one. A
  creature can repeat the saving throw at the end of each of
  its turns, ending the poison on itself on a success.
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  Chameleos
  Chameleos
  Huge dragon (elder), unaligned
  Armor Class 16 (natural armor)
  Hit Points 178 (17d12+68)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 14 (+2)
  Saving Throws Dex +7, Con +9, Wis +7, Cha +7
  Skills Perception +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 Ft., darkvision 120 ft., passive
  Perception 17
  Languages Draconic
  Challenge 14 (11,500 xp)
  Elder Sight. Magical Darkness doesn't impede the
  chameleos's darkvision.
  Legendary Resistance (3/Day). If the chameleos fails a
  saving throw, it can choose to succeed instead.
  Chameleon Skin. The chameleos has advantage on
  Dexterity (Stealth) checks made to hide.
  Silent Step. While invisible, as a bonus action, the
  chameleos teleports up to 30 feet to an unoccupied
  space.
  Actions
  Multiattack. The chameleos makes three attacks: two
  with its horn and one with its tongue lash attack. It can
  replace any of these attacks with a poison spit attack.
  Horn. Melee Weapon Attack. +10 to hit, reach 10 ft.,
  one target. Hit 21 (3d10 + 5) piercing damage.
  Tongue Lash. Melee Weapon Attack. +10 to hit, reach
  15 ft., one target. Hit 15 (3d6 + 5) bludgeoning
  damage. On hit, if the target has an object in at least
  one hand, they must make a DC 15 Strength saving
  throw or have the object swallowed by the chameleos. If
  the chameleos takes 30 damage in one turn, it
  regurgitates all swallowed objects in an 5 foot area
  adjacent to it.
  Poison Spit. Range Weapon Attack. +10 to hit, range
  30/120 ft., one target. Hit 10 (3d6) poison damage. On
  hit, a poisonous cloud appears in a 5-foot-radius, 10-
  foot-high cylinder centered on the target that lasts for
  24 hours or until strong wind disperses the cloud. On a
  miss, the cloud appears in an area adjacent to the target.
  A creature that starts its turn in the cloud or moves
  through it for the first time must make a DC 17
  Constitution saving throw, taking 7 (2d6) poison
  damage and become poisoned on a failed save. On a
  successful save the creature takes half damage and is
  not poisoned.
  Poison Mist(recharge 5-6). The chameleos exhales a
  poisonous mist in an 60-cone. Each creature in that area
  must make a DC 17 Constitution saving throw, taking
  54 (12d8) poison damage on a failed save, or half as
  much damage on a successful one. The Mist lingers
  until the start of the chameleos next turn. A creature
  that starts its turn in the mist or move through it for the
  first time on a turn must make a DC 17 Constitution
  saving throw, taking 28(8d6) poison damage and
  become poisoned on a failed save. On a successful save
  the creature takes half damage and is not poisoned.
  Invisible Passage. The chameleos magically turns
  invisible until it attacks or casts a spell, or until its
  concentration ends (as if concentrating on a spell).
  While invisible, the chameleos leaves no physical
  evidence of its passage, so it can be tracked only by
  magic.
  
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  Kushala Daora
  Kushala Daora
  Kushala Daora is a four legged Elder Dragon with a pair of
  widely spreading wings. Its skin is plated with metal that
  makes weapons bounce off without enough sharpness.
  Kushala Daora has numerous horns lining its head and sharp
  claws on each of its legs. Kushala Daora have the ability to
  manipulate strong winds, creating a wind barrier that
  surrounds itself. The wind barrier can knock a adventurer
  back, making the adventurer vulnerable to Kushala Daora's
  attacks. The wind barrier also makes it difficult for the
  adventurer to attack its body.
  Kushala Daora are rare top predators, and fear almost
  nothing. However, it is occasionally threatened by the large,
  fast and aggressive Tigrex and the rare powerful Rajang. They
  can compete with other elder dragons, especially Chameleos
  in the Jungle. There are reports of Kushala Daora eating
  mineral deposits, this may show how they manage to have a
  metal rust-able skin. Kushala Daora possesses some of the
  largest wings of any monster. It uses these to sail effortlessly
  in the air. It can hover off the ground and blast hunters with
  wind.
  It uses a special organ to produce its famous wind based-
  attacks and abilities. When hit with poison, its organ will be
  weak and its shield will disappear for a short period of time
  while fighting the toxins. Kushala Daora have tough, metal
  filled skin, but suffer from a severe weakness to poison, which
  can easily enter the bloodstream through cracks created in
  the skin. Kushala Daora must infrequently shed their
  trademark skin as they grow. This can easily be spotted as the
  once shining silver scales will rust over due to oxidation with
  air. The most well-known ability about Kushala Daora is the
  storms it summons. These storms can easily destroy whole
  regions, varying from region to region. Kushala Daora can
  cause sandstorms, hurricanes, and snowstorms though it is
  unknown how.
  Some extra rare individuals have increased storm and
  wind-creating abilities. Such as creating multiple free-roaming
  tornados and wind tunnels under multiple targets all at once
  using its wings to control the wind flow, they are able to blow
  a breath that is both extremely strong and cold to the point of
  freezing the ground and water it has breathed on.
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  Kushala Daora
  Kushala Daora
  Huge dragon (elder), unaligned
  Armor Class 19 (natural armor)
  Hit Points 189 (18d12+72)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 18 (+4) 19 (+4) 18 (+4) 15 (+2) 12 (+1)
  Saving Throws Str +11, Dex +9, Wis +7, Cha +6
  Skills Perception +7, Stealth +9
  Damage Vulnerabilities poison
  Senses blindsight 60 Ft., darkvision 120 ft., passive
  Perception 17
  Languages Draconic
  Challenge 15 (13,000 xp)
  Wind Barrier. A barrier of strong wind surrounds the
  kushala daora in a 5-foot radius around it. The strong
  wind keeps fog, smoke, and other gases at bay. Small
  or smaller flying creatures or Objects can't pass
  through the barrier. Loose, lightweight materials
  brought into the barrier fly upward. Arrows, bolts,
  and other ordinary projectiles launched at the
  kushala daora are deflected upward and automatically
  miss. (Boulders hurled by Giants or siege engines,
  and similar projectiles, are unaffected.) Creatures in
  Gaseous Form can't pass through the barrier. When a
  Medium sized creature enters the Wind Barrier's area
  for the first time on a turn or starts its turn there,
  they must make a DC 19 Strength saving throw or be
  pushed back 10 feet. If a creature fails the saving
  throw by more than 5 they are also knocked prone.
  Poison susceptibility. While poisoned, the kushala
  daora's Wind Barrier is deactivated, it must land on
  its next turn, and is unable to fly until the poisoned is
  removed. Once the poisoned condition is removed,
  the kushala daora's Wind Barrier once again takes
  effect.
  Flyby. The kushala daora doesn't provoke opportunity
  attacks when it flies out of an enemy's reach.
  Actions
  Multiattack. The kushala daora makes two bite
  attacks.
  Bite. Melee Weapon Attack. +11 to hit, reach 10 ft.,
  one target. Hit 22 (3d10 + 6) piercing damage.
  Barrage. The kushala daora rains the debris down to
  the ground in a 10-foot-radius, 20-foot-high cylinder
  centered on a point within 150 feet. Each creature in
  the cylinder must make a DC 16 Dexterity saving
  throw. A creature takes 17 (3d10) bludgeoning
  damage and 16 (3d10) slashing damage on a failed
  save, or half as much damage on a successful one.
  Tornado (recharges after a long or short rest). The
  kushala daora conjures an tornado that lasts for 1
  minute. The tornado is a 20-foot-radius, 60-foot-
  high spiraling cylinder of wind centered on a location
  within 100 feet of the kushala daora. This cylinder
  becomes difficult terrain for the duration, even for
  flying creatures. Unattended objects in this cylinder
  that are Large or smaller are pulled towards the
  center. When a creature enters the tornado's area for
  the first time on a turn or starts its turn there, it is
  struck by debris the tornado has picked up, and it
  must make a DC 19 Strength saving throw or taking
  14 (4d6) bludgeoning damage plus 14 (4d6)
  slashing damage, they are pulled to the center of the
  cylinder, and are restrained on a failed save. On a
  successful save the creature takes half as much
  damage and they are not pulling into the center or
  restrained.
  On each of the kushala daora's turns, it must use its
  bonus action to move the tornado 30 feet in any
  direction.
  Wind Tunnel (recharge 5-6). The kushala daora blast
  of strong wind in a 90 foot line that is 10 feet wide.
  Each creature in the line must succeed on a DC 19
  Strength saving throw, taking 49 (11d8) force
  damage and be pushed 15 feet away in a direction
  following the line on a failed save or half as much on
  a successful one and pushed away. Any creature in
  the line must spend 2 feet of movement for every 1
  foot it moves when moving closer to the kushala
  daora. The wind tunnel disperses gas or vapor, and it
  extinguishes candles, torches, and similar
  unprotected flames in the area. It causes protected
  flames, such as those of lanterns, to dance wildly and
  has a 50 percent chance to extinguish them.
  Legendary Actions
  The kushala daora 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 creatures turn. The kushala
  daora regains spent legendary actions at the start of
  its turn.
  Move. The kushala daora can move all dust devil up
  to 30 feet in any direction.
  Bite Attack. The kushala daora makes a bite attack.
  Dust Devils (Costs 2 Actions). The kushala daora
  chooses 3 unoccupied 5-foot cube within 60 feet of
  it. An elemental force that resembles a dust devil
  appears in the cube and lasts for 1 minute. Any
  creature that starts its turn within 5 feet of the dust
  devil must make a DC 19 Strength saving throw. On
  a failed save, the creature takes 9 (2d8) bludgeoning
  damage and is pushed 10 feet away. On a successful
  save, the creature takes half as much damage and
  isn’t pushed.
  If the dust devil moves over sand, dust, loose dirt, or
  small gravel, it sucks up the material and forms a 10-
  foot-radius cloud of debris around itself that lasts
  until the start of your next turn. The cloud heavily
  obscures its area.
  
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  Valphalk
  Valphalk
  Valphalk is a slender Elder Dragon covered in gleaming silver
  scales. Its most notable feature is its wings, which have fused
  into a trident-like structure. Its back is lined with fin-like
  projections. Its head has a small crest and its eyes are blue.
  Valphalk is covered in reflective silver scales that give this
  monster its slim appearance. Like most other Elder Dragons,
  Valphalk has six limbs: four legs and a pair of wings. Unique
  to Valphalk are its trident shaped wings.The wings of the
  Valphalk are versatile and flexible being able to stretch the
  arm appendages to hit far-reaching targets, expanding its
  wings resembling a three-fingered claw for wider area of
  attack or closing the wings to make use of the blade-like tip on
  the frontal end of the wings that is commonly used with the
  stretching appendages as "jabs" akin to that of a spear for
  accurate attacks. On the ends of both of the wings are three
  openings that fire off energy produced via a special organ in
  its chest that sucks in the air before releasing it out through
  the wings as a form exhaust. This allows it to fly at outrageous
  speeds, making it the fastest flying monster known today.
  When flying at high speeds, it looks like a "red comet" in the
  sky, showing that at its highest speed no one can identify it
  easily.
  Valphalk can also flip its wings in two different directions:
  Backwards; for flying at high speeds, and Forward; attacking
  foes from a distance by using the energy as projectiles.
  Valphalk's breathing methods are nearly identical to birds
  in a sense. The special organ in its chest is constantly glowing
  red and occasionally pulses whenever Valphalk decides to use
  it for certain actions, such as flying.
  Valphalk are quite calm when not disturbed, but will turn
  extremely aggressive if they feel threatened in anyway. No
  matter the foe, Valphalk have a variety of ways of fighting off
  threats. This is the reason why it is sometimes called the
  Silver Wing of the Evil Star or Sky Comet Dragon. Though
  Valphalk are quite calm in the sky, they occasionally will
  mistakenly crash into objects in the air from their shocking
  flying speeds. These objects can be about the size of an
  Airship or even a Flying Wyvern.
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  Valphalk
  Valphalk
  Huge dragon (elder), unaligned
  Armor Class 17 (natural armor)
  Hit Points 189 (18d12+72)
  Speed 40 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 10 (+0)
  Skills Acrobatics +8, Perception +10
  Senses passive Perception 20
  Languages -
  Challenge 16 (15,000 xp)
  Brutal Wings. The valphalk deals one extra die of its
  damage when the valphalk hits with its wing attack
  (included in the attack).
  Legendary Resistance (2/Day). If the valphalk fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The valphalk makes five attacks: one bite
  attack, two claw attacks, and two wing attack.
  Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
  target. Hit 13 (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack. +9 to hit, reach 5 ft., one
  target. Hit 11 (2d6 + 4) piercing damage.
  Wing. Melee Weapon Attack. +9 to hit, reach 15 ft., one
  target. Hit 22 (4d8 + 4) piercing damage.
  Firebolt. Range Weapon Attack. +8 to hit, reach 80/320
  ft., one target. Hit 14 (4d6) fire damage.
  Ignition (recharge 5-6). The valphalk spread its wings out
  around itself and ignites them. Fire spreads out from the
  wings in a 20-foot radius around the valphalk. Each
  creature in that area must make a DC 17 Dexterity
  saving throw, taking 41 (9d8) fire damage on a failed
  save or half as much on a successful one.
  Legendary Actions
  The valphalk 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 creatures turn. The valphalk regains spent
  legendary actions at the start of its turn.
  Detect. The valphalk makes a Wisdom (Perception)
  Check.
  Attack. The valphalk makes a firebolt attack.
  Dragon Rush (Costs 2 Actions). The valphalk moves up to
  half its fly speed in a straight line, during this move it
  may move through other creatures without provoking
  attacks of opportunity. Any creatures the valphalk
  moves through must succeed on a DC 17 Dexterity
  saving throw or take 22 (4d8+4) slashing damage plus
  10 (3d6) fire damage and are knocked prone on a failed
  save. On a successful save, the target takes half damage
  and is not knocked prone.
  
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  Amatsumagatsuchi (Amatsu)
  Amatsumagatsuchi (Amatsu)
  The Amatsumagatsuchi, Amatsu for short, have a unique body
  structure. The head itself is quite small, though it is adorned
  with massive golden horns, flanked by tendrils of flesh.
  Amatsu's body is largely pale white in color, and covered
  entirely in fins that stretch along all four limbs. From its back
  rise more pointed fins, whereas its underside is grey and
  scaled. because it flies through the air and spends no time on
  land, Amatsu has almost vestigial feet and small, nearly
  useless back legs. The front legs are bordered by more white
  fins. When angered, red veins stand out more prominently in
  its wing membranes, and when near death, its chest, horns
  and eyes shine with a faint golden luminescence.
  The average size of an Amatsu is 3133.8cm. The Amatsu
  has a large number of fins and wings along its body, which
  contribute to its ability to fly smoothly through the air. Its
  horns are large compared to the size of its head, much closer
  to the size of the fins. These horns show that nothing will
  attack Amatsu due to its sheer power. Its forearms are long,
  they are slender and designed for flight, not for walking. The
  amount of webbing in its fins and wings makes the Amatsu
  seem larger than it actually is, as they billow out in the wind.
  Its actual body structure is very close to a Leviathan, long and
  curvy, with small back legs and a fairly large tail. Its control
  over storms surpasses even that of Kushala Daora, this power
  comes from a unique jade colored organ called the "Storm
  Vesicle".
  This organ stores large amounts of water and is how Amatsu
  is able to produce its terrifying storms. Unlike Kushala Daora,
  its wind aura does not protect it from attacks; instead, it
  seems to be used more aggressively as a way of making its
  charging attacks more dangerous. Its most deadly form of
  attack is a massive beam of wind and water fired from its
  mouth; when the beam hits the ground, it releases a torrent of
  water on anything nearby the point of impact. Once a Amatsu
  dies, the storm it made will dissipate within seconds. Showing
  this unique hard jade colored organ has great power.
  Living mainly in the sky and mountain tops, the Amatsu is a
  mainly passive Elder Dragon, but the frequency that it creates
  storms is dependent on its mood. It does not take kindly to
  anything invading its airspace, as shown when it shoots down
  an airship on a discovery mission. When truly angered, it does
  not calm down easily. It is also known to take claim of a
  resting ground for its territory going as far as chasing out
  predators as powerful as groups of Zinogre if it wants their
  home as its own.
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  Amatsumagatsuchi
  Amatsumagatsuchi
  Gargantuan dragon (elder), unaligned
  Armor Class 17 (natural armor)
  Hit Points 181 (11d20+66)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 17 (+3)
  Saving Throws Dex +6, Con +12, Wis +8, Cha +9
  Skills Acrobatics +6, Perception +8
  Damage Immunities radiant
  Condition Immunities charmed, exhaustion, frightened,
  prone
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 18
  Languages Draconic, Primordial
  Challenge 17 (18,000 xp)
  Legendary Resistance (2/Day). If the amatsu fails a saving
  throw, it can choose to succeed instead.
  Wind Barrier. A barrier of strong wind surrounds the
  amatsu in a 10-foot radius around it. The strong wind
  keeps fog, smoke, and other gases at bay. Small or
  smaller flying creatures or Objects can't pass through
  the barrier. Loose, lightweight materials brought into
  the barrier fly upward. Arrows, bolts, and other ordinary
  projectiles launched at the amatsu are deflected upward
  and automatically miss. (Magic arrows, boulders hurled
  by Giants or siege engines, and similar projectiles, are
  unaffected.) Creatures in Gaseous Form can't pass
  through the barrier.
  Suppressed Power. The amatsu is unable to use its Grand
  Vortex Beam while it is above (90) half of its maximum
  hit points .
  Actions
  Multiattack. The amatsu makes one tail attack and one
  bite attack. It can replace any of these attacks with a
  water beam attack.
  Bite. Melee Weapon Attack. +12 to hit, reach 15 ft., one
  target. Hit 19 (3d8 + 6) piercing damage.
  Tail. Melee Weapon Attack. +12 to hit, reach 20 ft., one
  target. Hit 28 (4d10 + 6) bludgeoning damage. On hit,
  the target must make a DC 21 Strength saving throw or
  be knocked prone.
  Water Beam. Range Weapon Attack. +6 to hit, reach
  150/600 ft., one target. Hit 23 (5d8) cold damage.
  Wind Vortex (recharge 5-6). The amatsu conjures an
  swirling vortex of hurricane winds centered on its self.
  Each creature within 100 feet of the amatsu must make
  a DC 20 Strength saving throw or are pulled 30 feet
  towards the amatsu. A creature that is pulled within 30
  feet of the amatsu or is already within that range must
  make a DC 20 Strength saving throw or be thrown 130
  feet straight up into the air on a failed save, or half as
  high on successful one. If a thrown target strikes a solid
  surface upon landing, the target takes 3 (1d6)
  bludgeoning damage for every 10 feet it fell.
  Grand Vortex Beam (recharge 6). The amatsu exhales
  three high pressure beams of water in different
  directions in front of it. Each beam is a 60-foot line that
  is 5 feet wide. Each creature in a line must make a DC
  20 Dexterity saving throw, taking 82 (15d10) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Control Weather (1/day). The amatsu can alter the
  weather in a 6-mile radius centered on it. The amatsu
  doesn't need to be outdoors; otherwise the effect is
  identical to the control weather spell.
  Legendary Actions
  The amatsu 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
  creatures turn. The amatsu regains spent legendary
  actions at the start of its turn.
  Detect. The amatsu makes a Wisdom (Perception)
  Check.
  Bite Attack. The amatsu makes a bite attack.
  Whirlwind (Costs 3 Actions). The amatsu chooses 3
  unoccupied 5-foot cube within 5 feet of it. An
  elemental force that resembles a dust devil appears in
  the cubes and they move in a straight line 60 feet away
  from the amatsu before dispersing. Each creature in one
  of the lines must make a DC 20 Strength saving throw,
  taking 18 (4d8) force damage on a failed save or half as
  much on a successful one.
  
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  Dalamadur
  Dalamadur
  The Dalamadur has a snake-like face, with bright red eyes,
  numerous fangs, and many hook-like spikes along its body
  which start out clustered around its head and neck, with a
  small cluster near the tip of its tail, which is topped with a pair
  of red barbs that it can rattle in a manner similar to
  rattlesnakes. Its has a pair of large clawed forearms, but the
  only remnant of hind legs it has are small spurs, similar to
  anacondas. Its chest has glowing vents, which huff steam.
  Dalamadur are quite aggressive in nature, willing to destroy at
  all cost. Dalamadur can easily destroy whole mountains with
  their coils and cause pieces of rumble to fall from them. For
  unknown reasons, large numbers of Dalamadur are known to
  raise from underground during certain times of the year.
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  Dalamadur
  Dalamadur
  Gargantuan dragon (elder), unaligned
  Armor Class 18 (natural armor)
  Hit Points 201 (13d20 + 65)
  Speed 60 ft., burrow 60 ft., climb 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 24 (+7) 21 (+5) 18 (+4) 14 (+2) 14 (+2)
  Saving Throws Wis +8 Cha +8
  Skills Perception +14, Stealth +13
  Damage Resistances fire, poison
  Condition Immunities charmed, frightened, paralyzed
  Senses truesight 120 ft., passive Perception 24
  Languages Common, Draconic, Sylvan, Telepathy 120 ft.
  Challenge 18 (20,000 xp)
  Legendary Resistance (3/Day). If the dalamadur fails a
  saving throw, it can choose to succeed instead.
  Siege Monster. The dalamadur deals double damage to
  objects and structures.
  Actions
  Multiattack. The dalamadur can use its frightful presence.
  It then makes two attacks: one with its bite and one
  with its tail. It can't make both attacks against the same
  target.
  Bite. Melee Weapon Attack. +13 to hit, reach 15 ft., one
  target. Hit 29 (4d10 + 7) piercing damage, and the
  target must make a DC 19 Constitution saving throw,
  taking 14 (4d6) poison damage on a failed save, or half
  as much damage on a successful one.
  Tail. Melee Weapon Attack. +13 to hit, reach 25 ft., one
  target. Hit 25 (4d8 + 7) piercing damage.
  Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one creature. Hit: 18 (4d6 + 4) bludgeoning damage,
  and the target is grappled (escape DC 18). Until this
  grapple ends, the creature is restrained, and the
  dalamadur can't constrict another target.
  Frightful Presence. Each creature of the dalamadur's
  choice that is within 120 feet of the dalamadur 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 dalamadur's
  Frightful Presence for the next 24 hours.
  Rattle. Using the hypnotic sounds from the rattle on its
  tail, the dalamadur chooses one humanoid it can see
  within 30 feet of it must succeed on a DC 16 Wisdom
  saving throw or be magically charmed for 1 day. The
  charmed target obeys the dalamadur's spoken and
  telepathic commands. If the target suffers any harm
  from the dalamadur or another creature or receives a
  suicidal command from the dalamadur, the target can
  repeat the saving throw, ending the effect on itself on a
  success. If a target's saving throw is successful, or if the
  effect ends for it, the creature is immune to the
  dalamadur's Fiendish Charm for the next 24 hours. A
  creature that is Deafened is immune to this effect.
  Fire Breath (Recharge 5-6). The dalamadur exhales fire in
  a 90-foot cone. Each creature in that area must make a
  DC 19 Dexterity saving throw, taking 59 (17d6) fire
  damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The dalamadur 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 creatures turn. The dalamadur regains spent
  legendary actions at the start of its turn.
  Squeeze. The dalamadur makes a Constrict attack.
  Rattle (Costs 2 Actions). The dalamadur uses its Rattle.
  Meteor (Costs 3 Actions). The dalamadur opens its
  mouth and magically creates three swirling balls of blue
  fire, launching them into the sky, each of which can
  strike a different target the dalamadur can see within
  120 feet of it. A target must make a DC 21 Dexterity
  saving throw, taking 18 (4d8) lightning damage on a
  failed save, or half as much damage on a successful one.
  
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  Yama Tsukami
  Yama Tsukami
  Yama Tsukami is an unusual Elder Dragon with an octopus-
  like body. It is covered in moss, algae, and other plant life, and
  boasts a set of four thick tentacles. In addition, it possesses
  two large whiskers and an oddly human-like set of teeth and
  gums. It produces gas within its body in order to keep itself
  afloat.
  Yama Tsukami are constantly traveling through different
  areas in order to find suitable fertile land for them to feed on,
  even traveling over vast seas. Yama Tsukami is a dangerous
  monster that can potentially swallow a whole village or town.
  However it is believed that the winds in environments can
  send Yama Tsukami unintentionally into some areas so it
  might not intentionally be heading to attack towns. Though,
  most heavily forested areas are most at risk of getting eaten by
  a Yama Tsukami. Strangely around parts of a Great Forest,
  Yama Tsukami of different colors and sizes have been seen. Its
  theorized that they are either adults and juveniles, subspecies,
  or just environmental conditions. Most believe that it is due to
  environmental conditions that there are many different Yama
  Tsukami.
  Yama Tsukami's most notable adaption is its ability to float
  with no obvious method of propulsion. From the large
  amounts of dirt and rotting flesh that a Yama Tsukami has
  swallowed, it all produces a gas inside its body that allows it to
  float in the air without wings. It is able to control the amount
  of gas it uses and able to use it as a rudder as it floats in the
  air. It can even use the gas as a weapon and as a defensive
  shield. Despite being able to control it, Yama Tsukami can be
  knocked out the air if enough damage is done to it and even by
  crashing into the ground randomly. The creature has four
  large tentacles that may serve as multipurpose appendages.
  These tentacles are light yet very slimy It could use these to
  snare prey, uproot plants, or anchor itself to landmasses or
  trees. At the end of these tentacles, there seem to be claws. It
  also uses them like whips when defending itself, crushing
  anything that tries to challenge it. Yama Tsukami also has a
  pair of large whiskers, which it uses as tentacles as well. Yama
  Tsukami has the parasitic Dragonwood and the mysterious
  Dragonmoss growing from its back along with trees and many
  different plants. The exact cause of this is its feeding on forest
  and on lakes along with its blood which is the nutrients for
  many different species of plants. Due to this, Yama Tsukami
  have become a "special" environment for some living things
  such as the Great Thunderbug. Sometimes as it eats whole
  forests and lakes, Yama Tsukami will also suck up or eat
  Great Thunderbugs that are caught in its mouth. From the
  Yama Tsukami being a "special" environment for them, they
  become quite different from the normal Great Thunderbugs
  and develop differently compared to them. They even seem to
  develop a bond with Yama Tsukami and will defend it from
  any potential threats. Yama Tsukami have incredibly long
  lifespans numbering in the thousands of years.
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  Yama Tsukami
  Yama Tsukami
  Gargantuan monstrosity (Elder), unaligned
  Armor Class 17 (natural armor)
  Hit Points 264 (16d20+96)
  Speed 10 ft., fly 60ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+8) 10 (+0) 23 (+6) 15 (+2) 16 (+3) 10 (+0)
  Saving Throws Str +14, Dex +6, Con, +12, Wis +9
  Damage Immunities lightning
  Condition Immunities charmed, frightened, paralysis,
  prone
  Senses truesight 120 Ft., passive Perception 13
  Languages Primordial but can't speak, telepathy 120 ft.
  Challenge 18 (10,000 xp)
  Freedom of Movement. The yama tsukami ignores
  difficult terrain, and magical effects can't reduce its
  speed or cause it to be Restrained. It can spend 5 feet of
  Movement to escape from nonmagical restraints or
  being Grappled.
  Siege Monster. The yama tsukami deals double damage
  to Objects and structures.
  Actions
  Multiattack. The yama tsukami makes three tentacle
  attacks, each of which it can replace with one use of
  Fling.
  Tentacle. Melee Weapon Attack. +14 to hit, reach 20ft.,
  one target. Hit 18 (3d6 + 8) bludgeoning damage, and
  the target is Grappled (escape DC 18). Until this grapple
  ends, the target is Restrained. The yama tsukami has six
  tentacles, each of which can grapple one target.
  Fling. One Large or smaller object held or creature
  Grappled by the yama tsukami is Thrown up to 60 feet
  in a random direction and knocked prone. If a Thrown
  target strikes a solid surface, 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 18 Dexterity saving throw or
  take the same damage and be knocked prone.
  Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one
  target. Hit 21 (3d8 + 8) piercing damage. If the target is
  a Large or smaller creature Grappled by the yama
  tsukami, that creature is swallowed, and the grapple
  ends. While swallowed, the creature is Blinded and
  Restrained, it has total cover against attacks and other
  effects outside the yama tsukami, and it takes 42
  (12d6) acid damage at the start of each of the yama
  tsukami's turns. If the yama tsukami takes 40 damage or
  more on a single turn from a creature inside it, the yama
  tsukami must succeed on a DC 20 Constitution saving
  throw at the end of that turn or regurgitate all swallowed
  creatures, which fall prone in a space within 10 feet of
  the yama tsukami. If the yama tsukami dies, a swallowed
  creature is no longer Restrained by it and can escape
  from the corpse using 15 feet of Movement, exiting
  prone.
  Summon Great Thunderbugs (recharge 6). The yama
  tsukami releases 6 (1d10) great thunderbugs from its
  mouth that occupy a space within 20 feet of the yama
  tsukami.  
   When a great thunderbug summoned by the yama
  tsukami dies, it explodes in a burst of lightning. Each
  creature within 10 feet of it must make a DC 13
  Dexterity saving throw, taking 7 (2d6) lightning damage
  on a failed save, or half as much damage on a successful
  one.
  Fire Plume (recharge 5-6). The yama tsukami releases a
  plume of fire from its underside in a 30-foot radius
  around it. Each creature in that area must make a DC 20
  Dexterity saving throw, taking 28 (8d6) fire damage on
  a failed save or half as much on a successful one.
  Legendary Actions
  The yama tsukami 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 creatures turn. The yama tsukami regains
  spent legendary actions at the start of its turn.
  Summon Great Thunderbugs or Fire Plume. The yama
  tsukami uses its Summon Great Thunderbugs or Fire
  Plume.
  Tentacle Attack or Fling. The yama tsukami makes a
  tentacle Attack or uses its Fling.
  Whirlwind (Costs 2 Actions). The yama tsukami extends
  out all of its tentacles and spins in circles. Each creature
  within a 20 foot radius of the yama tsukami must
  succeed on a DC 18 Dexterity saving throw, taking 22
  (4d10) bludgeoning damage and are knocked prone on
  a failed save.
  
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  Gogmazios
  Gogmazios
  Gogmazios is a massive Elder Dragon with a body structure
  similar in nature to that of Gore Magala and Shagaru Magala.
  It has a large, heavy head with red eyes and rows of sharp
  teeth. When it uses its Oil laser attack, a glowing pattern,
  reminiscent of a scowl, is present beneath its chin, giving it
  the semblance of a second face. Its wingarms feature
  membranes that almost completely retract when not in use,
  and its body is covered in thick, powerful scales, carapaces,
  and spines of an indigo colouration. Perhaps the most notable
  features of Gogmazios's body are the ever-present covering of
  a sticky, tar-like substance which it uses to incapacitate prey. It
  is unknown where Gogmazios exactly lives but it is theorized
  by scholars that it comes from swamps along with some
  mountainous habitats.
  Despite Gogmazios's habitat being unknown, Gogmazios
  are known to feed sulfur, which can be found in gunpowder
  and explosives. This was discovered after one raided
  Dundroma's Weapon Warehouse for many years and was seen
  feeding on the explosives. From this it can be assumed that
  Gogmazios may also feed on ore though Gogmazios hasn't
  been seen interacting with other monsters so this is just a
  hypothesis by scholars.
  Gogmazios aren't the most aggressive Elder Dragons, but
  certainly aren't harmless and will attack if threatened.
  Gogmazios are known to hibernate underground for a very
  long period of time, spanning to a few years or even several
  decades, when it has obtained enough food, but waking up to
  feed again when food is needed. This plus it destroying some
  villages while searching for food is the reason why it hasn't
  been seen very much by people.
  An adult Gogmazios is approxiamtely 4920.5cm long and
  standing at a height at about 1708.5cm. Unlike most other
  Elder Dragons, Gogmazios has an extra pair of limbs that
  allow it to walk better and allow it to walk upright. From the
  large amounts of muscles found inside these limbs,
  Gogmazios is able to walk upright with very much ease and to
  battle some threats at close range. These extra pair of limbs
  even allow Gogmazios to fly with its powerful wings. The
  wings of Gogmazios aren't tattered. The oil on its body has
  actually stuck the wings to its arms due to it hardening. When
  greatly angered, the heat will cause the oil to evaporate from
  its wings and Gogmazios forces itself in the air to fly.
  Gogmazios don't fly easily and rarely ever fly. Gogmazios has
  oil circulating throughout its body, while some of the oil pours
  out of its body. The oil coming out of a Gogmazios is
  impurities, such as waste or sweat, from its skin due to its
  diet. The oil pours out from its chest and back, dripping onto
  the ground below it. This oil is very sticky, attaching to
  anything that it touches. Inside some of the oil is objects that
  were picked up by Gogmazios accidentally. These objects can
  be weapons, artifacts, arrows, and living organisms. Some of
  the oil has hardened on Gogmazios's body, increasing the
  strength of its scales and shell, giving it better defense against
  potential threats. Also, found inside of its body and inside its
  extra limbs are special organs that allow it to produce heated
  fire. Gogmazios uses this fire as a tool to ignite the oil and to
  make its attacks deadlier then before. When greatly enraged,
  Gogmazios's body temperature will increase greatly, making
  the oil it produces ignite faster and heat up faster without
  much warning.
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  Condition: Tarred
  Condition: Tarred
  A creature, object, or area who is tarred is covered in a dark brown or black viscous liquid. This liquid sticks to anything
  it touches and is highly flammable.
  A creature who is tarred is restrained, immune to being disarmed, and cannot use an object or weapon not already
  in hand.
  A tarred Object cannot be moved or used.
  An area that is tarred is considered difficult terrain.
  The condition ends if a creature, object, or area that has this condition takes fire damage. When the condition ends
  in this way the creature, object, or area ignite. Until a creature takes an action to douse the fire , the target takes 5
  (1d10) fire damage at the start of each of its turns.
  When an area ignites, any object or creature in that area also ignite.
  An area that ignites in this way burns for 1 minute.
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  Gogmazios
  Gogmazios
  Gargantuan dragon (elder), unaligned
  Armor Class 20 (natural armor)
  Hit Points 264 (16d20 + 96)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 22 (+6) 10 (+0) 16 (+3) 14 (+2)
  Saving Throws Dex +6, Wis +9, Cha +8
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 13
  Languages -
  Challenge 19 (22,000 xp)
  Legendary Resistance (2/Day). If the gogmazios fails a
  saving throw, it can choose to succeed instead.
  Pitch. The gogmazios secretes tar from its body like
  sweat. Every 10 feet the gogmazios moves, it leaves tar
  in a unoccupied 5-foot area. Each creature in that enters
  the area or starts its turn in that area must make a DC
  19 Strength saving throw, or become tarred.
  Combustible. A creature with the tarred condition takes
  an additional 11 (2d10) fire damage if the tarred
  condition ends from taking fire damage.
  Actions
  Multiattack. The gogmazios can use its Frightful
  Presence. It then makes three attacks: one with its tail
  and two with its claws. It can't make a tail attack against
  the same target it used its claw attacks on.
  Claw. Melee Weapon Attack. +12 to hit, reach 10 ft., one
  target. Hit 13 (2d6 + 6) slashing damage plus 5 (1d10)
  fire damage.
  Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one
  target. Hit 24 (4d8 + 6) bludgeoning damage. and the
  target is tarred (escape DC 20).
  Frightful Presence. Each creature of the gogmazios's
  choice that is within 120 feet of the gogmazios 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 gogmazios's
  Frightful Presence for the next 24 hours.
  Breath Weapons (Recharge 5-6). The gogmazios uses one
  of the following breath weapons:
  Fire Breath. The gogmazios exhales fire in a 90-foot line
  that is 5-feet wide. Each creature in that area must
  make a DC 20 Dexterity saving throw, taking 55
  (10d10) fire damage on a failed save, or half as much
  damage on a successful one.
  Oil Breath. The gogmazios exhales tar in a 90-foot cone.
  That area becomes tarred for one hour. Each creature
  in that enters the area or starts its turn in that area
  must make a DC 20 Strength saving throw, or
  become tarred.
  Legendary Actions
  The gogmazios 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 creatures turn. The gogmazios regains spent
  legendary actions at the start of its turn.
  Detect. The gogmazios makes a Wisdom (Perception)
  check.
  Tail Attack. The gogmazios makes a tail attack.
  Wing Attack (Costs 2 Actions). The gogmazios beats its
  wings. Each creature within 15 feet of the gogmazios
  must succeed on a DC 21 Dexterity saving throw or
  take 20 (4d6 + 6) bludgeoning damage and be knocked
  prone. The gogmazios can then fly up to half its flying
  speed.
  
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  Nakarkos
  Nakarkos
  Nakarkos are massive cephalopod-like monsters. They have
  glowing yellow eyes, and massive, sharp beaks. They have
  blue skin with spots of turquoise bioluminescence. The most
  unique feature of a Nakarkos's body is its self-made covering
  of bones which it uses to protect and camouflage itself. Under
  normal circumstances, the Nakarkos's face cannot be seen. Its
  two primary tentacles are covered in vertebrae and tipped
  with skulls, creating the appearance of a two-headed skeletal
  dragon. Nakarkos have been reported in many different
  regions by eyewitnesses, though Nakarkos are known to make
  huge bone-covered lairs in caves. These lairs are known as
  Wyvern's End. Nakarkos are also known to be found in the
  sea.
  Nakarkos easily assert themselves as top predators, no
  matter what the environment is. These Elder Dragons have
  been identified feeding on the armored prey, such as Uragaan
  and Diablos, and even top predators like Glavenus,
  Brachydios, and Agnaktor. Even monster species capable of
  flight aren't safe from this monster. The most shocking
  creatures these Elder Dragons have been found to take down
  are Shen Gaoren and Ceadeus pups. Other prey includes
  Hermitaur and Daimyo Hermitaur. The only real likely things
  that could potentially threaten a Nakarkos are other Elder
  Dragons like older Ceadeus, their only known predator.
  Nakarkos are gluttons that can eat a whole ecosystem if left
  unchecked. Due to Nakarkos having huge appetites, they can
  easily wipe out all life in surrounding areas. Nakarkos have
  even been reported shooting down airships for food. Though
  Nakarkos can destroy an ecosystem, it doesn't actually want to
  do that. It prefers to leave its nest in search of prey so, it still
  have plenty of food at the environment it is living within. If the
  adventurer's Guild finds a Nakarkos' lair, they will
  immediately send adventurer to repel it before it can bring
  further damage to that ecosystem. However, it is said that
  Nakarkos will eventually return to said area in order to feed
  themselves further.
  Nakarkos is able to produce an eerie, blue mucus from its
  body. This mucus is sticky, allowing it to capture prey and even
  shoot prey items out of the air. Though this mucus is used for
  capturing prey, Nakarkos has another use for the mucus.
  This mucus is used to help prevent bones from corroding,
  sticking bones together, and to prevent the bones from
  collapsing.With this mucus, it can make a protective bone
  armor to protect its whole body from attacks and even use
  some bones as weapons. Like a cuttlefish, it has sticky
  tentacles used to drag prey back to its lair. These tentacles are
  usually covered in bones for protection, ending with a huge
  skull. But this isn't just limited to skulls. Nakarkos has been
  seen using various monster parts to attack foes or to kill prey
  with. Some of these parts are hard to identify due to Nakarkos
  altering their shapes in order for it to use them. Some parts
  that it has been seen using is a fused together Glavenus jaw
  and tail, a Lagiacrus's shell shockers, a Brachydios's pounders,
  and a Uragaan's chin.
  These various parts give the appearance that it has "two
  heads" but Nakarkos's true head is hidden away underground
  most of the time. When it feels its life is truly in danger, it will
  eventually reveal its true face. Its true face is cephalopod-like,
  resembling a cuttlefish. By revealing its face, it can use its
  bone-crunching beak. So to make it easier for itself to use the
  Fire Beam, it will fire the element from its tentacles and build
  it up in its mouth before firing a massive beam. To move
  quickly, Nakarkos has jet propulsion like squids. It uses this to
  return to its nest at a quicker rate, so it can avoid getting eaten
  itself.
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  Nakarkos
  Nakarkos
  Huge dragon (elder), Chaotic Evil
  Armor Class 22 (Dragon Bone)
  Hit Points 232 (16d12 + 128)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7) 14 (+2) 27 (+8) 12 (+1) 18 (+4) 16 (+3)
  Saving Throws Dex +8, Wis +10, Cha +9
  Damage Resistances bludgeoning, piercing, and
  slashing damage from nonmagical weapons
  Senses blindsight 60 ft., darkvision 120 ft.,
  tremorsense 120 ft., passive Perception 14
  Languages Draconic
  Challenge 20 (25,000 xp)
  
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  Legendary Resistance (3/Day). If the nakarkos fails a
  saving throw, it can choose to succeed instead.
  Poison Aura. At the start of each of the nakarkos's
  turns, each creature within 5 feet of its body takes
  11 (3d6) poison damage. A creature that touches
  the nakarkos body or hits it with a melee attack while
  within 5 feet of it takes 7 (2d6) poison damage.
  Bone Tentacles. The nakarkos has two tentacles (Size:
  Large, AC 22, HP 30). Damaging a bone tentacle
  deals no damage to the nakarkos. When a bone
  tentacle reaches 0 hit points, it becomes a Broken
  Tentacle. As a bonus action, the tentacles retract
  underground and reappear in an unoccupied space
  within 15 feet of the nakarkos body.
  Broken Tentacles. A broken tentacle has had the
  bones protecting it destroyed reducing its AC by 2.
  (Size: Large, AC 20). Damaging a broken tentacle
  deals damage to the nakarkos. At the end of the
  nakarkos turn, a broken tentacle retracts into the
  ground. It reappears at the start of the nakarkos next
  turn with the bones of a new creature, roll a d4 to
  determine what type of tentacle it becomes. On a 1,
  Lagiacrus Tentacle; On a 2, Galvenus Tentacle; On a
  3, Uragaan Tentacle; On a 4, Brachydios Tentacle.
  True Face. The Nakarkos is sunken into the ground,
  revealing only its body parts that are covered in
  dragon bone giving the appearance that it has "two
  heads" but nakarkos's true head is hidden away
  underground. When the nakarkos is below half of its
  maximum hit points (131), it will reveal its
  unprotected true face reducing its AC by 2 and
  replacing its multiattack and fire beam with:
  Multiattack. The nakarkos makes two tentacle
  attacks and one beak attack. it can replace its
  tentacle attack with a sticky mucus attack.
  Fire Beam (recharge 5-6). The nakarkos exhales a
  beam of fire in a 90-foot line that is 10-feet wide.
  Each creature in that line must make a DC 22
  Dexterity saving throw, taking 50 (9d10) fire
  damage on a failed save, or half as much damage
  on a successful one.
  Actions
  Multiattack. The nakarkos makes two tentacle attacks.
  it can replace either of these attacks with a Sticky
  Mucus attack.
  Sticky Mucus. Range Weapon Attack. +8 to hit, range
  30/120 ft. from tentacles location, one target. Hit
  17 (5d6) poison damage. On hit, the target is
  grappled by the mucus (escape DC 20).
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target. Hit 29 (4d10 + 7) piercing damage.
  Fire Beam (recharge 5-6). The nakarkos tentacles
  releases two beams of fire, one from each tentacle.
  Each beam fires in a 45-foot line that is 5-feet wide.
  Each creature in either line must make a DC 22
  Dexterity saving throw, taking 44 (8d10) fire
  damage on a failed save, or half as much damage on
  a successful one.
  Tentacles. The nakarkos uses one of the following
  tentacle attacks depending on which bones they are
  using:
  Broken Tentacle. Melee Weapon Attack. +13 to hit,
  reach 10 ft., one target. Hit 17 (3d6+7)
  bludgeoning damage.
  Lagiacrus Tentacle. Melee Weapon Attack. +13 to
  hit, reach 10 ft., one target. Hit 21 (4d6+7)
  piercing damage plus 5 (1d10) lightning damage.
  Galvenus Tentacle. Melee Weapon Attack. +13 to
  hit, reach 10 ft., one target. Hit 21 (4d6+7)
  slashing damage plus 5 (1d10) fire damage.
  Uragaan Tentacle. Melee Weapon Attack. +13 to
  hit, reach 10 ft., one target. Hit 28 (6d6+7)
  bludgeoning damage.
  Brachydios Tentacle. Melee Weapon Attack. +13 to
  hit, reach 10 ft., one target. Hit 21 (4d6+7)
  bludgeoning damage and each creature within 5
  feet of the target, including the target, must make
  a DC 20 Dexterity saving throw, taking 7 (2d6)
  fire damage on a failed save, or half as much on a
  successful one.
  Legendary Actions
  The nakarkos 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 creatures turn. The nakarkos regains spent
  legendary actions at the start of its turn.
  Mucus Ball. The nakarkos launches a ball of mucus
  from its back at a target. The target must make a DC
  19 Dexterity saving throw or become restrained by
  the mucus (escape 20).
  Tentacle Attack (Costs 2 Actions). The nakarkos makes
  a tentacle attack.
  Trample (Costs 2 Actions). The nakarkos moves up to
  its speed, during this move it may move through
  other creatures without provoking attacks of
  opportunity. Any creatures the nakarkos moves
  through must succeed on a DC 20 Dexterity saving
  throw or take 16 (2d8 + 7) bludgeoning damage and
  be knocked prone.
  
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  Alatreon
  Alatreon
  Known as the Blazing Black Dragon, Alatreon possesses
  control over the Fire, Thunder, and Ice elements, and is said
  to be elementally unstable. In its scales are each of the three
  elements which it constantly produces, even when it is dead.
  However, it is unknown how its scales are able to harness the
  elements.On top of Alatreon's head are two large horns, these
  horns seem to play some part in Alatreon's control over the
  three elements, however, it is unknown to scholars if they
  actually do.
  From Alatreon living isolated from all other monsters, it is
  hard to say where it fits in the ecological niche. Due to
  Alatreon living in the Sacred Land, it has changed the area
  into an inhospitable environment. No living things, including
  plants, can live in the area due to the constant weather
  changes that occur in the Sacred Land. Alatreon are monsters
  capable of destroying the world. Some locals even believe that
  the Alatreon is a god or demon which is transformed into an
  Elder Dragon. Many of Alatreon's abilities seem to be
  unnatural, much like the Fatalis, but not much else is really
  known about the Elder Dragon.
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  Alatreon
  Alatreon
  Huge dragon (elder), unaligned
  Armor Class 20 (natural armor)
  Hit Points 261 (18d12+144)
  Speed 60 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 11 (+0) 26 (+8) 10 (+0) 15 (+2) 14 (+2)
  Saving Throws Dex +6, Con +12, Wis +8, Cha +8
  Skills Perception +14
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120ft., passive
  Perception 24
  Languages Draconic
  Challenge 21 (33,000 xp)
  Legendary Resistance (3/Day). If the alatreon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The alatreon makes three attacks; two claw
  attacks one bite or tail attack.
  Bite. Melee Weapon Attack. +14 to hit, reach 15 ft., one
  target. Hit 22 (3d8 + 8) piercing damage. If the target is
  a large or smaller creature, it is grappled (escape DC
  22). Until this grapple ends, the alatreon can't use its
  bite on another target.
  Claws. Melee Weapon Attack. +14 to hit, reach 10ft.,
  one target. Hit 19 (3d6 + 8) slashing damage.
  Tail. Melee Weapon Attack. +14 to hit, reach 20ft., one
  target. Hit 22 (3d8 + 8) bludgeoning damage. On hit,
  the target must make a DC 22 Strength saving throw or
  be knocked prone.
  Ice Storm. The alatreon magically creates a hail of rock-
  hard ice that pounds to the ground in a 20-foot-radius,
  40-foot-high cylinder centered on a point within 120
  feet of the alatreon. centered on a point within 150 feet.
  Each creature in the cylinder must make a DC 21
  Dexterity saving throw. A creature takes 17 (3d10)
  bludgeoning damage and 17 (3d10) slashing damage
  on a failed save, or half as much damage on a successful
  one.
  Lightning Storm. The alatreon magically creates three
  bolts of lightning, each of which can strike a target the
  alatreon can see within 120 feet of it. A target must
  make a DC 23 Dexterity saving throw, taking 22 (4d10)
  lightning damage on a failed save, or half as much
  damage on a successful one.
  Flame Strike. The alatreon magically creates a vertical
  column of fire roars down from the heavens in a
  location you specify. Each creature in a 10-foot-radius,
  40-foot-high cylinder centered on a point within 40 feet
  of the alatreon must make a DC 21 Dexterity saving
  throw, taking 41 (9d8) fire damage on a failed save, or
  half as much damage on a successful one.
  Breath Weapons (Recharge 5-6). The alatreon uses one of
  the following breath weapons:
  Lightning Breath. The alatreon exhales lightning in a 120-
  foot line that is 10 feet wide. Each creature in that
  line must make a DC 22 Dexterity saving throw,
  taking 88 (16d10) lightning damage on a failed save,
  or half as much damage on a successful one.
  Cold Breath. The alatreon exhales an icy blast in a 90-
  foot cone. Each creature in that area must make a DC
  22 Constitution saving throw, taking 72 (l6d8) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Legendary Actions
  The alatreon 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 creatures turn. The alatreon regains spent
  legendary actions at the start of its turn.
  Attack. The alatreon makes a Bite attack.
  Storm (Costs 2 Actions). The alatreon uses its Lightning
  Storm or Ice Storm.
  Tail Sweep(Costs 3 Actions). The alatreon sweeps its tail
  and rises into the air. Each creature within 30 feet of the
  alatreon must succeed on a DC 20 Strength saving
  throw, taking 28 (5d10) bludgeonging damage and are
  knocked prone on a failed save. On a successful save
  the target takes half damage and isn't knocked prone.
  The alatreon can then rise 30 feet into the air.
  
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  Kulve Taroth
  Kulve Taroth
  Kulve Taroth is an Elder Dragon that has a metallic coat that
  shines golden but is made up of a variety of metals and
  minerals that it uses to protect itself. It appears every so often
  to the surface and must be hunted quickly before it disappears
  into the depths of the earth again.
  Kulve Taroth is unique among Elder Dragons in that does
  not interact with any monsters of any kind apart from the
  Gajalaka's that reside in the caves who mostly take pieces of
  her fallen metal coat for their own purposes. However
  considering her size, power, and speed it would be safe to
  assume she would be the top of the food chain along with
  most elder dragons. Curiously she seems to be utterly safe
  from the rabid hunger of the infamous Nergigante.
  Even amongst Elder Dragons Kulve Taroth is a very passive
  aggressive monster, it will not attack until excessively
  provoked and once provoked it will not stop till it's aggressors
  are eliminated. Kulve Taroth once spotted will do all it can to
  escape conflict forcing hunters to retrack it again. Kulve
  Taroth has some displays of intelligence particularly when
  driven to a corner when she uses her breath to heat the
  ceilinig of caves to off-balance hunters.
  The most strking trait of the Kulve is the metal coat which it
  wears like a royal robe fit for a queen. Kulve's body is covered
  by the same matierals that make up it's coat, which all shine a
  bright golden glow but is not gold itself. Another striking trait
  is Kulve's size, she is massive far larger than most elder
  dragons and is strong enough to carry her massive metal coat.
  Her horns are rather unique in that they must be broken twice
  the first time to get rid of the coating and the final time to
  remove the horns themselves. When removed of the coating
  they are a dazzling color of sapphire and emeralds. Kulve uses
  both her massive body and her coat as both a means of
  defense and attack, often diving down to ram her body against
  hunters while her coat allows her to attack in ranges she
  wouldn't normally be able to attack.
  It's not until one removes her metal coat that we see the
  Kulve Taroth's true prowess, not only does she move much
  more nimbly but also more aggressively as well, using her
  horned head to ram and smash hunters with extreme
  agression. She also uses her breath more offensively heating
  up the floor and the ceiling to herd hunters into tight spaces to
  better smash them while they try to break her horns.
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  Kulve Taroth
  Kulve Taroth
  Gargantuan beast (Elder), unaligned
  Armor Class 19 (22 with gold mantle)
  Hit Points 292/292/292 (15d20 + 135)
  Speed 60 ft. (40 ft with gold mantle)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 10 (+0) 29 (+9) 20 (+5) 21 (+5) 21 (+5)
  
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  Saving Throws Str +15, Dex +7, Con +16, Wis +12
  Skills Perception + 12
  Damage Resistances cold; bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities fire
  Condition Immunities charmed, frightened, paralyzed,
  poisoned, stunned
  Senses darkvision 120 ft., passive Perception 22
  Languages Draconic
  Challenge 21 (33,000 XP)
  Legendary Resistance (3/Day). If the kulve taroth fails
  a saving throw, it can choose to succeed instead.
  Gold Mantle. The Kulve Taroth is covered in a gold
  plating While it remains intact, its AC is increased by
  3 and its speed is reduced by 20 feet.
  Magic Resistance. The kulve taroth has advantage on
  saving throws against spells and other magical
  effects.
  Paragon Creature. The kulve taroth counts as a
  number of creatures equal to it's paragon multiplier
  (3) for the purposes of determining combat
  encounters. The XP value for a kulve taroth is
  multiplied by it's paragon multiplier.
  Actions
  Multiattack. The kulve taroth makes three attacks;
  one with its claw attack, one with its ram attack, and
  one with its tail attack.
  Claw. Melee Weapon Attack: +15 to hit, reach 15 ft.,
  one target. Hit: 25 (4d8 + 7) slashing damage.
  Ram. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target. Hit: 33 (4d12 + 7) bludgeoning damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft.,
  one target. Hit: 29 (4d10 + 7) bludgeoning damage
  and the target must make a DC 23 Strength saving
  throw or they are knocked prone.
  Fireball. The kulve taroth exhales a fireball to a point
  within 120 feet of it. Each creature in a 20-foot
  radius Sphere centered on that point must make a
  DC 26 Dexterity saving throw. On a failed save, the
  creature takes 38 (11d6) fire damage, or half as
  much damage on a successful one.
  Molten Gold Breath (recharge 5-6). The kulve taroth
  release a gout of molten gold across the ground in a
  90 foot cone in front of it. Each creature in that area,
  that is touching the ground, must make a DC 26
  Dexterity saving throw taking 67 (15d8) fire damage
  and begin to burn on a failed save. On a successful
  save, the target takes half as much damage and do
  not burn. A creature that is burning takes 6 (1d12)
  fire damage at the start of their turn. A creature can
  use its action on its turn to dose the flames.
  Roll Over. The kulve taroth can move up to half its
  movement speed, without provoking an attack of
  opportunity, by rolling over and crushing anything in
  its path. Each creature in that area must make a DC
  23 Dexterity saving throw, taking 45 (7d10+7)
  bludgeoning damage and are knocked prone on a
  failed save. On a successful save the creature takes
  half damage and is not knocked.
  Paragon Trait
  Paragon Fortitude. The kulve taroth has multiple
  pools of hit points, each which is tracked separately.
  Damage and healing only applies to the current hit
  point pool. When a pool is depleted of all hit points,
  it becomes inactive. When this happens, the kulve
  taroth immediately saves against all ongoing
  conditions and effects. If all hit point pools are
  inactive, the kulve taroth dies. When it takes a long
  rest, the kulve taroth heals all hit points in the
  current pool and fully heals one depleted hit point
  pool.
  Paragon Fury. The kulve taroth rolls initiative with
  advantage. The kulve taroth starts with 0 paragon
  actions. If a hit point pool is depleted, the kulve
  taroth gains one additional paragon action. The kulve
  taroth may use a paragon action after any other
  creature takes a turn. If the kulve taroth does so, they
  regain their reaction. A paragon action is a complete
  turn. They have an action, bonus action and may
  move up to their full speed. The paragon actions
  refresh at the start of the kulve taroth's turn and any
  remaining actions from the previous turn are lost.
  Paragon Transformation. When the kulve taroth has
  only one hit point pool remaining, its golden mantle
  breaks and falls off it, and gains the following
  actions:
  Fire Lane. The kulve taroth rears up on her hind
  legs and releases an explosion of lava in a 120-
  foot line that is 10 feet wide. Each creature in that
  line must make a DC 26 Dexterity saving throw,
  taking 44 (8d10) fire damage and begin to burn
  on a failed save, or half as much damage on a
  successful one and does not burn. A creature that
  is burning takes 6 (1d12) fire damage at the start
  of their turn. A creature can use its action on its
  turn to dose the flames.
  Consecutive Molten Pools (recharge 6). The kulve
  taroth rears up slightly, fires a an orb of molten
  gold at two creatures within 60 feet of it. The orb
  impactsimpact, the orb impacts the ground at the
  feet of the targets creating a pool of molten gold
  that speads out in a 20-foot radius. That area
  becomes difficult terrain for the duration. When a
  creature moves into or within the area, it takes 6
  (1d12) fire damage for every 5 feet it travels.  
  At the start of the kulve taroth's next turn, the
  pool of molten gold begins to cool and harden.  
  At the start of its 2nd turn after using this action,
  the molten gold hardens and restrains (escape 20)
  any creature still standing within it.
  
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  Nergiante
  Nergiante
  Nergigante possesses six limbs; four legs and two wings. On
  its head are two large horns resembling a bull. It is able to
  regenerate at a rapid rate. When the spikes on its tail, arms, or
  back are broken, they'll immediately grow back. These spikes
  are white in color when they regrow, but will turn black if left
  to harden.
  Nergigante is an extremely aggressive monster that'll
  continue to fight, even if it means harming its own body. It'll
  attack anything without hesitation, especially if a creature
  dares attack it. Nergigante is particularly ferocious towards
  other Elder Dragons, since it feeds on them.
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  Nergigante
  Nergigante
  Huge dragon (elder), Chaotic Evil
  Armor Class 21 (natural armor)
  Hit Points 262 (21d12 + 126)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 14 (+2) 23 (+6) 12 (+1) 18 (+4) 16 (+3)
  Saving Throws Str +16, Dex +9, Wis +11
  Damage Resistances bludgeoning, piercing, and slashing
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened,
  petrified
  Senses darkvision 120 ft., passive Perception 14
  Languages Draconic
  Challenge 23 (50,000 xp)
  Legendary Resistance (3/Day). If the nergigante fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The nergigante has advantage on
  saving throws against spells and other magical effects.
  Spiked Regrowth. The nergigante has spikes covering its
  body, granting it +2 AC. These spikes regrow at the start
  of the nergigante's turn if they are lost. After using an
  action or legendary action, the nergigante can use its
  spiked explosion as a bonus action.
  Actions
  Multiattack. The nergigante can use its frightful
  presence. It then makes four attacks: one with its bite,
  one with its horn, and two with its claws.
  Frightful Presence. Each creature of the nergigante's
  choice that is within 120 feet of the nergigante and
  aware of it must succeed on a DC 20 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 nergigante's
  Frightful Presence for the next 24 hours.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit 25 (4d8 + 7) piercing damage.
  Horn. Melee Weapon Attack. +14 to hit, reach 5 ft., one
  target. Hit 29 (4d10 + 7) bludgeoning damage.
  Claw. Melee Weapon Attack. +14 to hit, reach 5 ft., one
  target. Hit 14 (2d6 + 7) slashing damage.
  Wing. Melee Weapon Attack. +14 to hit, reach 10 ft.,
  one target. Hit 29 (4d10 + 7) piercing damage.
  Meteor Crash (recharge 5-6). The nergigante leaps into
  the air using its wings to hover briefly and comes
  crashing down in a 15-foot square area within 60 feet of
  it. Each creature in that area must make a DC 22
  Dexterity saving throw, taking 59 (17d6) bludgeoning
  damage on a failed save, or half as much damage on a
  successful one.
  Spiked Explosion. The spikes on the nergigante explode
  outward, removing the AC bonus it receives spiked
  regrowth and strikes all targets within 30-foot sphere of
  it. Each creature in that area must make a DC 22
  Dexterity saving throw, taking 10 (3d6) piercing
  damage on a failed save or half as much on a successful
  one.
  Dragon Eater. The nergigante feeds on the corpse of a
  dragon. A large or smaller dragon is consumed whole,
  while the nergigante can feed on a Huge or bigger
  dragon for up to 30 seconds. For each round the
  Nergigante feeds on a dragon, it heals for an amount
  equal to the dragons Challenge rating.
  Legendary Actions
  The nergigante 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 creatures turn. The nergigante regains spent
  legendary actions at the start of its turn.
  Move. The nergigante moves up to its speed without
  provoking opportunity attacks.
  Wing Attack. The nergigante makes a wing attack.
  Trample (Costs 2 Actions). The nergigante moves up to
  its speed, during this move it may move through other
  creatures without provoking attacks of opportunity. Any
  creatures the nergigante moves through must succeed
  on a DC 20 Dexterity saving throw or take 29 (4d10 +
  7) bludgeoning damage and be knocked prone.
  
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  Vaal Hazak
  Vaal Hazak
  Vaal Hazak is a dragon that appears to have long sickle-like
  claws on each finger. Its face has long, sinewy features that
  look like decaying tissue. When it flaps its wings, it appears to
  stir up toxic clouds, possibly exuding the Effluvium bacteria
  found in the Rotten Vale. It is shown to have a mottled
  maroon hide with a rather dull greenish-gray underbelly.
  Vaal Hazak appears to consume the life force of other
  wildlife nearby in the form of a grayish ash-like fog that trails
  from the victim back to patches on Vaal Hazak’s body. It has
  also demonstrated necromancer-like abilities, bringing Girros
  corpses back to life as allies. The ash-fog it exudes limits the
  maximum life of Hunters in contact with it.
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  Vaal Hazak
  Vaal Hazak
  Huge undead (elder), Chaotic Evil
  Armor Class 19 (natural armor)
  Hit Points 345 (30d12 + 150)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 14 (+2)
  Saving Throws Dex +13, Con +12, Int +10, Cha +9
  Damage Immunities necrotic
  Condition Immunities charmed, frightened, petrified
  Senses darkvision 120 ft., passive Perception 14
  Languages Draconic
  Challenge 24 (62,000 xp)
  Legendary Resistance (3/Day). If the vaal hazak fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The vaal hazak has advantage on
  saving throws against spells and other magical
  effects.
  Effluvium Aura. At the start of each of the vaal hazak's
  turns, each creature within 5 feet of it takes 11
  (3d6) necrotic damage. A creature that touches the
  vaal hazak or hits it with a melee attack while within
  5 feet of it takes 11 (3d6) necrotic damage.
  Regeneration. The vaal hazak regains 30 hit points at
  the start of its turn if it has at least 1 hit point. If the
  vaal hazak takes radiant damage or damage from holy
  water, this trait doesn't function at the start of the
  vaal hazak's next turn.
  Actions
  Multiattack. The vaal hazak makes four attacks: two
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target. Hit 24 (4d8 + 6) piercing damage.
  Claw. Melee Weapon Attack. +13 to hit, reach 5 ft.,
  one target. Hit 20 (4d6 + 6) slashing damage.
  Tail. Melee Weapon Attack. +13 to hit, reach 15 ft.,
  one target. Hit 28 (4d10 + 6) bludgeoning damage.
  On hit, the target must make a DC 17 Strength
  saving throw or be knocked prone.
  Effluvium Breath (recharge 5-6). The vaal hazak
  exhales a cloud of effluvium bacteria in a 90-foot
  cone. Each creature in that line must make a DC 20
  Constitution saving throw, taking 70 (20d6) necrotic
  damage and are cursed as if by the bestow curse
  spell for 1 minute on a failed save, or half as much
  damage on a successful one and are not cursed.
  Return from the Dead (3/day). The vaal hazak raises a
  recently deceased CR 6 or lower creature from the
  dead to fight by its side. A creature raised in this way
  is considered undead, heals to its hit point maximum
  and gains the undead fortitude trait.
  Legendary Actions
  The vaal hazak 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 creatures turn. The vaal
  hazak regains spent legendary actions at the start of
  its turn.
  Tail Attack. The vaal hazak makes a tail attack.
  Frightening Gaze (Costs 2 Actions). The vaal hazak
  fixes its gaze on one creature it can see within 10
  feet of it. The target must succeed on a DC 19
  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 vaal hazak's gaze
  for the next 24 hours.
  Disrupt Life (Costs 3 Actions). Each living creature
  within 20 feet of the vaal hazak must make a DC 20
  Constitution saving throw against this magic, taking
  38 (11d6) necrotic damage on a failed save, or half
  as much damage on a successful one.
  
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  Xeno'jiiva
  Xeno'jiiva
  Gargantuan dragon (elder), unaligned
  Armor Class 18 (natural armor)
  Hit Points 425 (23d20 + 184)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 27 (+8) 3 (-4) 20 (+5) 14 (+2)
  Saving Throws Int +4, Wis +13, Cha +10
  Skills Perception +13
  Damage Resistances fire, cold, lightning;
  bludgeoning, piercing, and slashing damage from
  nonmagical weapons
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  Senses truesight 120 ft., passive Perception 23
  Languages -
  Challenge 25 (75,000 xp)
  Legendary Resistance (3/Day). If the xeno'jiiva fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The xeno'jiiva has advantage on
  saving throws against spells and other magical
  effects.
  Actions
  Multiattack. The xeno'jiiva can use its frightful
  presence. It then makes five attacks: three with its
  bite, and two with its claws. Or it makes three blue
  flame attacks.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target. Hit 27 (4d8 + 9) piercing damage. If the
  target is a creature, it is grappled (escape DC 19) .
  Until this grapple ends, the target is restrained, and
  the xeno'jiiva can't bite another target.
  Claw. Melee Weapon Attack. +15 to hit, reach 5 ft.,
  one target. Hit 19 (3d6 + 9) slashing damage.
  Tail. Melee Weapon Attack. +15 to hit, reach 15 ft.,
  one target. Hit 31 (4d10 + 9) bludgeoning damage.
  Blue Flames. Ranged Weapon Attack. +8 to hit, range
  80/320 ft., one target. Hit 36 (8d8) fire damage.
  Fire breath (recharge 5-6). The xeno'jiiva exhales a
  beam of blue fire in a 120-foot line that is 10-feet
  wide. Each creature in that line must make a DC 20
  Dexterity saving throw, taking 77 (14d10) fire
  damage on a failed save, or half as much damage on
  a successful one.
  Frightful Presence. Each creature of the xeno'jiiva
  choice that is within 120 feet of the xeno'jiiva 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 xeno'jiiva's
  Frightful Presence for the next 24 hours.
  Swallow. The xeno'jiiva makes one bite attack against
  a Large or smaller creature it is grappling. If the
  attack hits, the target takes the bite damage, the
  target is swallowed, and the grapple ends. While
  swallowed, the creature is blinded and restrained, it
  has total cover against attacks and other effects
  outside the xeno'jiiva, and it takes 38 (11d6) acid
  damage at the start of each of the xeno'jiiva's turns.
  If the xeno'jiiva takes 50 damage or more on a single
  turn from a creature inside it, the xeno'jiiva must
  succeed on a DC 20 Constitution saving throw at the
  end of that turn or regurgitate all swallowed
  creatures, which fall prone in a space within 10 feet
  of the xeno'jiiva. If the xeno'jiiva dies, a swallowed
  creature is no longer restrained by it and can escape
  from the corpse by using 30 feet of movement,
  exiting prone.
  Legendary Actions
  The xeno'jiiva 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 creatures turn. The xeno'jiiva regains spent
  legendary actions at the start of its turn.
  Detect. The xeno'jiiva makes a Wisdom (Perception)
  check.
  Tail Attack. The xeno'jiiva makes a tail attack.
  Wing Attack (Costs 2 Actions). The xeno'jiiva beats its
  wings. Each creature within 15 feet of the dragon
  must succeed on a DC 23 Dexterity saving throw or
  take 28 (4d8 + 9) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.
  Chomp (Costs 2 Actions). The xeno'jiiva makes one
  bite attack or uses its Swallow.
  
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  Ceadeus
  Ceadeus
  Ceadeus are giant sea dwelling Elder Dragons that have only
  been recently discovered. Older Ceadeus individuals are
  called Goldbeard Ceadeus. It is said that Ceadeus and Jhen
  Mohran share the same common ancestor.
  Ceadeus is up to 5837.2cm in length. Ceadeus has a special
  relationship with an algae, which is the reason why it has its
  beard. It farms for the algae with its beard and uses the glow
  from the luminous bacteria as a form of photosynthesis. With
  this algae, Ceadeus can spend longer times under the depths
  without having to come up for air. When it needs air, it will
  swim up with a burst of speed and jump out of the water for a
  breath. It is estimated a Ceadeus can hold its breath for about
  several months. Ceadeus has powerful fins and a tail fin
  designed for swimming in the sea with both power and grace.
  The horns of a Ceadeus never stop growing, and at times, the
  Elder Dragon will grind them against the sea floor, with
  enough force to produce earthquakes and tsunamis. It is
  believed that this behavior resulted in the destruction of an
  island on at least one occasion. Throughout their years,
  Ceadeus are able to use an organ called the Luminous Organ.
  This organ is used to help farm the algae it uses to breath.
  The luminous bacteria on its body reacts to the organ by
  reflecting the light.
  The Ceadeus is known to be a rather peaceful creature until
  provoked. It won't take notice of adventurers until it is greatly
  damaged by them. If Ceadeus is provoked, it'll try to kill its
  enemy with its immense strength.
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  Ceadeus
  Ceadeus
  Gargantuan dragon (elder), unaligned
  Armor Class 15 (natural armor)
  Hit Points 604 (31d20+279)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7) 10 (+0)
  28 (+9) 9 (-1) 11 (+0)
  10 (+0)
  Saving Throws Dex +9, Int +8, Wis +9, Cha +9
  Damage Immunities fire; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Resistances acid, cold, poison, thunder;
  bludgeoning, piercing, and slashing from magical
  weapons
  Condition Immunities charmed, frightened, paralyzed,
  poisoned, prone
  Senses blindsight 120 ft., passive Perception 10
  Languages Draconic
  Challenge 26 (90,000 xp)
  Legendary Resistance (3/Day). If the ceadeus fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The ceadeus has advantage on saving
  throws against spells and other magical effects.
  Siege Monster. The ceadeus deals double damage to
  objects and structures.
   
  Actions
  Multiattack. The ceadeus makes one tail attack and one
  bite attack.
  Bite. Melee Weapon Attack. +16 to hit, reach 10 ft., one
  target. Hit 21 (4d6 + 7) piercing damage.
  Tail. Melee Weapon Attack. +16 to hit, reach 20ft., one
  target. Hit 25 (4d8 + 7) bludgeoning damage.
  Hydropump (recharge 5-6). The ceadeus releases a high
  pressure stream of water in an 120-foot line that is 10
  feet wide. Each creature in that line must make a DC 17
  Dexterity saving throw, taking 72 (16d8) cold damage
  on a failed save, or half as much damage and not on a
  successful one.
  Legendary Actions
  The ceadeus 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 creatures turn. The ceadeus regains spent
  legendary actions at the start of its turn.
  Detect. The ceadeus makes a Wisdom (Perception)
  check.
  Tail Attack. The ceadeus makes one Tail attack.
  Torpedo (Costs 2 Actions). The ceadeus swims up to its
  swim speed, during this move it may swim through
  other creatures without provoking attacks of
  opportunity. Any creatures the ceadeus moves through
  must succeed on a DC 17 Dexterity saving throw or
  take 21 (4d6 + 7) bludgeoning damage and be knocked
  prone.
  
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  Jhen Mohran
  Jhen Mohran
  Jhen Mohran is a giant Elder Dragon that swims within the
  sand. itfeeds very much like a baleen whale. It swallows large
  amounts of sand to filter in any type of nutrients found within
  the sands.
  Jhen Mohran's main adaptation is its huge size. Jhen Mohran
  is up to 11161.9 cm, twenty percent of this length is its tusks.
  Its body is streamlined and equipped with immensely
  powerful limbs, which allows it to travel through the sand at
  great speeds. It uses the front limbs and tusks to push aside
  sand. Though Jhen Mohran feeds on the nutrients found
  within the sand, it will expel the unnecessary materials
  outside of its body with the help of multiple blowholes. The
  expelled sand alone can cause a change in flow to the
  quicksand in the Great Desert. Occasionally, seasonal winds
  can catch the expelled sands and blow the sands in the
  direction of settlements, causing massive sandstorms. Jhen
  Mohran has powerful lungs that helps it hold its breath for
  long periods of time. Some older Jhen Mohran can even use
  their lungs to fire a destructive beam of sand at foes.
  If sand wasn't covering Jhen Mohran than it would be a
  beautiful blue color. By spending long periods in the sand, the
  ore has formed from be polished by the sands. Jhen Mohran is
  a relatively calm creature, but has been known to retaliate
  against Desert/Dragon Ships if attacked as they see them as
  potential rivals. It takes little notice of hunters climbing on its
  back, and will only occasionally try to fling them off.
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  Jhen Mohran
  Jhen Mohran
  Gargantuan dragon (elder), unaligned
  Armor Class 20 (natural armor)
  Hit Points 553 (36d20 + 360)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0)
  Saving Throws Dex +9, Int +8, Wis +9 Cha +9
  Damage Immunities fire; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Resistances acid, lightning, poison, thunder;
  bludgeoning, piercing, and slashing from magical
  weapons
  Condition Immunities charmed, frightened, paralyzed
  Senses blindsight 120 ft., passive Perception 10
  Languages Draconic
  Challenge 26 (90,000 xp)
  Legendary Resistance (3/Day). If the jhen mohran fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The jhen mohran has advantage on
  saving throws against spells and other magical effects.
  Siege Monster. The jhen mohran deals double damage to
  objects and structures.
  Siege Vulnerability. Siege weapons ignore jhen mohran
  immunities and resistances.
  Sand Surfing. The jhen mohran can swim through desert
  terrain as if it was water.
   
  Actions
  Body Slam. Melee Weapon Attack. +17 to hit, reach 5 ft.,
  one target. Hit 34 (4d12 + 8) bludgeoning damage.
  Tusks. Melee Weapon Attack. +17 to hit, reach 30 ft.,
  one target. Hit 30 (4d10 + 8) piercing damage.
  Rock Toss. Range Weapon Attack. +9 to hit, reach
  80/320 ft., one target. Hit 24 (7d6) bludgeoning
  damage.
  Horn Sweep (recharge 5-6). The jhen mohran sweeps its
  tusks across an area that is 30-feet long and 40-foot
  wide in front of it. Each creature in that area must make
  a DC 23 Dexterity saving throw, taking 32 (4d10+10)
  bludgeoning damage and are knocked prone on a failed
  save or half as much on a successful one and are not
  knocked prone.
  Legendary Actions
  The jhen mohran 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 creatures turn. The jhen mohran regains spent
  legendary actions at the start of its turn.
  Summon Delex. Two delex emerge from underground to
  assist the jhen mohran.
  Rock Toss. The jhen mohran makes a Rock Toss attack.
  Shake Off (Costs 2 Actions). The jhen mohran thrashes
  around in an attempt to throw any object or creature
  that is on its body. Each creature on the jhen mohran
  must make a DC 25 Strength or Dexterity saving throw
  (creature's choice), or be thrown, up to 40 feet, off the
  jhen mohran. If a thrown target strikes a solid surface
  upon landing, the target takes 3 (1d6) bludgeoning
  damage for every 10 feet it was thrown.
  
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  VARIANT: Dah'ren Mohran
  A dah'ren mohran has a challenge rating of 27 (105,000 XP). It has the same statistics as a jhen mohran except that it
  adds +2 to its Armor Class (AC 22), loses its resistance to lightning but gains resistance to cold, and replaces the jhen
  mohran's action options with, the following action options.
  Body Slam. Melee Weapon Attack. +17 to hit, reach 5 ft., one target. Hit 34 (4d12 + 8) bludgeoning damage.
  Horn. Melee Weapon Attack. +17 to hit, reach 30 ft., one target. Hit 30 (4d10 + 8) piercing damage.
  Rock Toss. Range Weapon Attack. +9 to hit, reach 80/320 ft., one target. Hit 24 (7d6) bludgeoning damage.
  Horn Drill (recharge 5-6). The dah'ren mohran moves up to its swim speed while rotating at high speed. During this
  move it may swim through other creatures without provoking attacks of opportunity. Each creature the dah'ren
  mohran moves through must make a DC 23 Dexterity saving throw, taking 34 (4d12+8) bludgeoning damage and are
  knocked prone on a failed save or half as much on a successful one and are not knocked prone.
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  Behemoth
  Behemoth
  A powerful beast from another world. Its large horns and
  muscular frame defy nature. It is a ferocious beasts with regal,
  fluttering manes and roars violent enough to shake the earth
  itself. After rending foes with long claws and horns, they
  usually use their sharp teeth to deal the killing blow. Also
  known to use high-level magic, Behemoths are enemies of the
  top rank hunter.
  Due to their great power, Behemoths usually attack alone,
  but occasionally attack in small groups of two or three.
  Behemoths use strong physical attacks and often counter
  attacks with an attack of their own. This is not their  
  only advantage, unlike most other Monsters, Behemoth  
  can cast spells. Hunters have reported seeing tornadoes  
  conjured from thin air under them, fire erupting from  
  solid stone below them, and large rocks  
  falling from the skies at extreme speeds.
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  Behemoth
  Behemoth
  Gargantuan beast (elder), Chaotic Evil
  Armor Class 22 (natural armor)
  Hit Points 462 (25d20 + 200)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 14 (+2) 27 (+8) 16 (+3) 18 (+4) 22 (+6)
  
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  Saving Throws Str +16, Con +16, Wis +12, Cha +14
  Skills Athletics +16, Investigation +12, Perception,
  +12
  Damage Resistances fire, thunder; bludgeoning,
  piercing, and slashing from nonmagical Attacks
  Senses truesight 120 ft., passive Perception 22
  Languages Deep Speech
  Challenge 27 (105,000 xp)
  Apocalypse. The behemoth can only use its Ecliptic
  Meteor if it is below one-quarter of its maximum hit
  points (112), or if it has used Comet action three
  times in the same battle.
  Erupting Flames. When the behemoth makes a claw
  attack, flames erupt from the ground at the targets
  location. The target must make a DC 22 Dexterity
  saving throw, taking 27 (5d10) fire damage on a
  failed save.
  Legendary Resistance (3/Day). If the behemoth fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The behemoth has advantage on
  saving throws against spells and other magical
  effects.
  Siege Monster. behemoth deals double damage to
  objects and structures.
  Actions
  Multiattack. The behemoth makes three attacks, one
  with its horn and one with its tail and one with its
  claw.
  Frightful Presence. Each creature of the behemoth's
  choice that is within 120 feet of the behemoth 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
  behemoth's Frightful Presence for the next 24
  hours.
  Horns. Melee Weapon Attack: +16 to hit, reach 10
  ft., one target. Hit 30 (4d10 + 8) piercing damage.
  Tail. Melee Weapon Attack. +16 to hit, reach 20 ft.,
  one target. Hit 26 (4d8 + 8) bludgeoning damage. If
  the target is a creature, it must succeed on a DC 20
  Strength saving throw or be knocked prone.
  Claw. Melee Weapon Attack. +16 to hit, reach 15 ft.,
  one target. Hit 15 (2d6 + 8) slashing damage.
  Thunderbolt. The behemoth magically creates two
  bolts of lightning, each of which can strike a target
  the behemoth can see within 120 feet of it. A target
  must make a DC 22 Dexterity saving throw, taking
  31 (9d6) lightning damage on a failed save, or half as
  much damage on a successful one.
  Comet (Recharge 5-6). The behemoth conjures a 10-
  foot wide, 10-foot tall chunk of burning rock from
  the sky that strikes a location it can see within 120
  feet of it. Each creature within a 30-foot radius of
  the impact must make a DC 22 Dexterity saving
  throw, taking 33 (6d10) bludgeoning damage and
  33 (6d10) fire damage on a failed save, or half as
  much on a successful one.  
   Upon impact the comet becomes part of the
  environment, any creature that was directly under the
  comets impact pushed 5 feet out of the comets
  space into an unoccupied space of the creature's
  choice. If no unoccupied space is with in range, the
  creature instead falls is restrained (Escape DC 20)
  under the comet, taking 11 (2d10) fire damage at
  the start of each of its turns while restrained in this
  way.
  Ecliptic Meteor (1/day). The behemoth summons an
  enormous magic circle in the sky. From it a massive
  30-foot wide meteor begins to fall from the sky. At
  the beginning of the behemoth's next turn, even if it
  dies, the meteor hits the ground in the location the
  behemoth summoned it from. Each creature, besides
  the behemoth, within a 300-foot sphere of the
  meteor's impact point must make a DC 22 Dexterity
  saving throw. On a failed save, the creature takes 58
  (9d12) fire damage plus 65 (10d12) thunder
  damage and they are pushed 25 feet away from the
  meteor location. On a successful save the creature
  takes half damage and is not pushed back.  
   A creature that has full cover from the meteor,
  takes no damage and it is not knocked back.  
   All comets, tree, rocks, and smaller cover is
  destroyed with 300 feet of the meteor's impact.
  Legendary Actions
  The behemoth 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 creatures turn. The
  behemoth regains spent legendary actions at the
  start of its turn.
  Tail Attack. The behemoth makes one tail attack.
  Charybdis. The behemoth targets a creature within
  120 feet of it. Magical winds begin to swirl around
  the creature. At the end of the creatures next turn, a
  small 5 foot wide, 10 foot tall tornado appears under
  them.  
   The tornado lasts for 1 minute, heavily obscures the
  area it is in, and a creature that starts its turn or
  enters a space within 10 feet of the tornado must
  make a DC 22 Strength saving throw or be pushed
  back 10 feet and knocked prone.
  Thunderbolt (Costs 2 Actions). The behemoth uses
  thunderbolt.
  
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  Fatalis
  Fatalis
  In legend, it is said that all living things fear Fatalis, including
  other Elder Dragons, such as Teostra and Lao-Shan Lung. All
  monsters are said to try to avoid Fatalis at all costs, leading to
  some leaving areas altogether simply to avoid it.
  The Fatalis is a powerful, unnatural beast. The Fatalis
  scales are extremely thick, while its shell is very durable. This
  is due to Fatalis melting the armor of its fallen prey on its
  shell, increasing its protection against some attacks. Fatalis
  doesn't seem to have very good eyesight, though this may be
  partially be due to what its eyes are made of. Creepily, a
  Fatalis's eyes are made out of crystals. How is unknown.
  Fatalis's wing membrane is flexible, but as hard as metal.
  From this, Fatalis's wings don't break very easily, allowing it to
  fly at high speeds and support itself as it becomes airborne.
  Even on the ground, Fatalis is able to walk on all fours and
  rush prey at shocking speeds with sheer power behind its
  bulk. The most powerful feature is its powerful fiery breath.
  This fire is some of the strongest fire breath out of all
  monsters and can kill most enemies almost instantly. Recent
  encounters have revealed that Fatalis possess control over fire
  on par with Teostra and Lunastra. Its fire breath extends well
  beyond the length and height of the already large dragon.
  In some legends about the Fatalis, there is a legend known
  by some as the shifting scales of fate. This legend claims that
  the Second Coming of Fatalis is infinite. The Fatalis in this
  legend is quite different from the Fatalis seen in the other
  legends. This Fatalis is described to have six horns, a glowing
  blue chest, a short mane in between its spikes, bizarre fluids
  flowing throughout its body, and the ability to shift its scales
  from black, red, or white. Each set of scales is said to grant
  the fatalis different abilities and protection. The most well
  known of these skills are the Black Flame and Crimson
  Demons breath that are said to combine the elements Fire
  and Death together, Despite both being combined together
  with the same elements, Each breath has a different element
  that seems to overtake this Fatalis's body, allowing it to do
  things not seen in other legends. This Fatalis is said to be able
  to send monsters running with a single flap of its wings.
  A creepy light coming from its eyes invites those it stares at
  into its dark depths. The fluids are said to have no exact
  weight. Its shell is impervious to strikes from weapons and
  has terrifying power inside of it, which could be unleashed at
  anytime. The scariest part about this legend is that not only is
  its strength far beyond the ones from the other legends, but its
  body shows signs of possible regenerative powers. This
  means that this Fatalis maybe able to regenerate after taking
  large amounts of damage, just like Dire Miralis can
  regenerate from its still beating heart. Thankfully, this legend
  hasn't been proven as of yet so the Guild has nothing to worry
  about.
  One thing that all the legends share about Fatalis is its
  equipment. This equipment is much more than what it
  appears to be. When adventurers wear this monster's armor,
  they are known to disappear mysteriously without a trace or
  even die if the armor is worn for too long. Some who have
  worn the Fatalis's armor report having terrible nightmares,
  unsettling strength, and a feeling as if they were being
  possessed by something. They also report feeling a familiar
  pulse coming from the armor, a feeling as if their legs were
  taken from them. With some adventurers wearing the armor
  of the Black Flame, they report feeling as if their body was
  taken over while they were unconscious. It is said that this
  equipment might be alive, meaning that Fatalis might not truly
  be dead. In Pokke Village, a giant black blade embedded in the
  ice is known to regenerate days after being mined once, which
  supports this claim that Fatalis is still alive. Other Fatalis
  weapons also seem to suggest that Fatalis is still alive in some
  form. Some weapons despair eat at the user's hands while
  other weapons, when held, have hideous abyssal screams
  coming from them. Some weapons even have a thirst for
  blood. From this, it is said that it's best to not to use any
  equipment from Fatalis in any form at all.
  Fatalis is extremely hostile to all living things. It threatens
  the very existence of not only the Castle Schrade, but the very
  world around it. In legend, it is said Fatalis could scorch the
  whole world with its flames in a few days, burning all lands to
  a crisp. Due to this, the Guild will secretly send adventurers to
  hunt it down to prevent public panic. However, most
  adventurers never return. Due to many incidents surrounding
  Schrade Kingdom and Fatalis, the Adventurer's Guild has
  classified everything about both away from the public. Fatalis's
  armor and quest are only allowed to those that have proven
  they are quite credible.
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  Fatalis
  Fatalis
  Gargantuan dragon (elder), chaotic evil
  Armor Class 22 (natural armor)
  Hit Points 536 (29d20+232)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9) 10 (+0) 26 (+8) 19 (+4) 17 (+3) 20 (+5)
  
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  Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  Skills Insight +10, Intimidation +12, Perception +10
  Damage Immunities determined by Shifting Scales
  Senses Darkvision 60 Ft. blindsight 60 ft., darkvision
  120 ft., passive Perception 20
  Languages Common, Draconic
  Challenge 28 (120,000 xp)
  Legendary Resistance (3/Day). If the fatalis fails a saving
  throw, it can choose to succeed instead.
  Magic Resistance. The fatalis has advantage on saving
  throws against spells and other magical effects.
  Shifting Scales. The fatalis has three forms; black,
  crimson, and white. At the start of the fatalis turn its
  scales shift, black to crimson, crimson to white, or white
  to black. The Fatalis loses its breath weapon, damage
  immunities, and elemental damage from their bite or
  claw attacks and gain the benefits below of its new scale
  color. Breath attacks all share the same recharge.
      Black Scales
  Black Fire (Recharge 5-6). The fatalis exhales a black
  flame in a 90-foot cone. Each creature in that area
  must make a DC 23 Dexterity saving throw, taking 55
  (10d10) necrotic damage plus 28 (8d6) fire on a
  failed save, or half as much damage on a successful
  one.
  Bite. attacks deal an additional 11 (2d10) necrotic
  damage (not included in the attack action).
  Damage Immunities. necrotic, bludgeoning
  Crimson Scales
  Crimson Demons Breath (Recharge 5-6). The fatalis
  exhales 90-foot line that is 10 feet wide. Each
  creature in that area must make a DC 23 Dexterity
  saving throw, taking 54 (12d8) fire damage plus 28
  (8d6) necrotic on a failed save, or half as much
  damage on a successful one.
  Bite. attacks deal an additional 11 (2d10) fire damage
  (not included in the attack action).
  Damage Immunities. fire, slashing
  White Scales
  Emperor's Roar (Recharge 5-6). The fatalis calls down
  a giant bolt of red lightning enveloping the area
  around the fatalis with a bright red glow. Each
  creature in a 20-foot-radius, 100-foot-high cylinder
  centered on the ground below the fatalis must make a
  DC 23 Dexterity saving throw, taking 56 (16d6)
  lighting damage plus 22 (5d8) fire on a failed save, or
  half as much damage on a successful one.
  Claw. attack deals an additional 7 (2d6) lightning
  damage (not included in the attack action).
  Damage Immunities. lightning, piercing_
  Actions
  Multiattack. The fatalis can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Frightful Presence. Each creature of the fatalis's choice
  that is within 120 feet of the fatalis and aware of it must
  succeed on a DC 20 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 fatalis's Frightful Presence for the next
  24 hours.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
  target. Hit 25 (3d10 + 9) piercing damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
  one target. Hit 19 (3d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, 20 ft., one target.
  Hit 27 (4d8 + 9) bludgeoning damage.
  Fireball. The fatalis exhales a fireball radius within 120 ft
  of its location. Each creature in a 10-foot radius Sphere
  centered on that point must make a DC 23 Dexterity
  saving throw. A target takes 31 (9d6) fire damage on a
  failed save, or half as much damage on a successful one.
  Legendary Actions
  The fatalis 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
  creatures turn. The fatalis regains spent legendary
  actions at the start of its turn.
  Detect. The fatalis makes a Wisdom (Perception) check.
  Tail Attack. The fatalis makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 feet of the fatalis must
  succeed on a DC 24 Dexterity saving throw or take 19
  (3d6 + 9) bludgeoning damage and be knocked prone.
  The fatalis can then fly up to half its flying speed.
  
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  Shah Dalamadur
  Shah Dalamadur
  Shah Dalamadur sport a lighter, sand-colored hide with red-
  orange spines after molting out of their old skin. After molting,
  Shah Dalamadur have no control over their metabolism,
  meaning their body temperature will constantly change. When
  cold, a Shah Dalamadur's hide can repel most attacks. When
  hot, the hide of a Shah Dalamadur is vulnerable to most
  attacks. From their body temperature constantly changing,
  Shah Dalamadur are able to perform an ability never seen
  before by a normal Dalamadur. Shah Dalamadur are able to
  burn the very ground with their powerful heated metabolism
  through just about any part of their body that is heated. This
  heat can leave behind powerful flames with just a single
  touch.
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  Shah Dalamadur
  Shah Dalamadur
  Gargantuan dragon (elder), unaligned
  Armor Class 23 (natural armor)
  Hit Points 594 (29d20 + 290)
  Speed 60 ft., burrow 60 ft., climb 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 28 (+9) 30 (+10) 26 (+6) 21 (+5) 20 (+5)
  
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  Saving Throws Str +14, Wis +14 Cha +14
  Skills Perception +23, Stealth +18
  Damage Resistances fire, poison
  Condition Immunities charmed, frightened, paralyzed
  Senses truesight 120 ft., passive Perception 33
  Languages Common, Deep Speech, Draconic, Sylvan,
  Telepathy 120 ft.
  Challenge 30 (155,000 xp)
  Aggressive. As a bonus action, the shah dalamadur
  can move up to its speed toward a hostile creature
  that it can see.
  Legendary Resistance (3/Day). If the shah dalamadur
  fails a saving throw, it can choose to succeed
  instead.
  Magic Resistance. The shah dalamadur has advantage
  on saving throws against spells and other magical
  effects.
  Siege Monster. The shah dalamadur deals double
  damage to objects and structures.
  Uncontrolled Metabolism. The shah dalamadur have
  no control over their metabolism. At the start of its
  turn roll a d4;
  On a 1-2,  
  The shah dalamadur overheats and gains the
  following benefits and loses any benefits it had
  from the previous turn:  
   Fire Aura. At the start of each of the shah
  dalamadur's turns, each creature within 10 feet of
  it takes 14 (4d6) fire damage, and flammable
  objects in the aura that aren't being worn or
  carried ignite. A creature that touches the shah
  dalamadur or hits it with a melee attack while
  within 5 feet of it takes 14 (4d6) fire damage.  
   Burn. When the shah dalamadur hits a creature
  with a bite attack, tail attack, or with its constrict;
  that creature begins to burn, taking 5 (1d10) fire
  damage at the start of each of its turns until a
  creature takes an action to douse the fire.
  On a 3-4,  
  The shah dalamadur cools to almost freezing
  temperatures and gains the following benefit and
  loses any benefits it had from the previous turn:  
   Frozen Hide. The shah dalamadur hide repels
  most attacks. It has resistance to all damage
  except psychic
  Actions
  Multiattack. The shah dalamadur can use its frightful
  presence. It then makes two attacks: one with its
  bite and one with its tail. It can't make both attacks
  against the same target.
  Bite. Melee Weapon Attack. +18 to hit, reach 15 ft.,
  one target. Hit 31 (4d10 + 9) piercing damage, and
  the target must make a DC 27 Constitution saving
  throw, taking 28 (8d6) poison damage on a failed
  save, or half as much damage on a successful one.
  Tail. Melee Weapon Attack. +18 to hit, reach 25 ft.,
  one target. Hit 27 (4d8 + 9) piercing damage.
  Constrict. Melee Weapon Attack: +14 to hit, reach
  10 ft., one creature. Hit: 31 (4d12 + 5) bludgeoning
  damage, and the target is grappled (escape DC 22).
  Until this grapple ends, the creature is restrained,
  and the shah dalamadur can't constrict another
  target.
  Frightful Presence. Each creature of the shah
  dalamadur's choice that is within 120 feet of the
  shah dalamadur 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 shah dalamadur's Frightful Presence
  for the next 24 hours.
  Rattle. Using the hypnotic sounds from the rattle on
  its tail, the shah dalamadur chooses one humanoid it
  can see within 30 feet of it must succeed on a DC
  22 Wisdom saving throw or be magically charmed
  for 1 day. The charmed target obeys the shah
  dalamadur's spoken and telepathic commands. If the
  target suffers any harm from the dalamadur or
  another creature or receives a suicidal command
  from the shah dalamadur, the target can repeat the
  saving throw, ending the effect on itself on a
  success. If a target's saving throw is successful, or if
  the effect ends for it, the creature is immune to the
  shah dalamadur's Fiendish Charm for the next 24
  hours. A creature that is Deafened is immune to this
  effect.
  Fire Breath (Recharge 5-6). The shah dalamadur
  exhales fire in a 90-foot cone. Each creature in that
  area must make a DC 27 Dexterity saving throw,
  taking 88 (16d10) fire damage on a failed save, or
  half as much damage on a successful one.
  Legendary Actions
  The shah dalamadur 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 creatures turn. The shah
  dalamadur regains spent legendary actions at the
  start of its turn.
  Squeeze. The shah dalamadur makes a constrict
  attack.
  Rattle (Costs 2 Actions). The shah dalamadur uses its
  Rattle.
  Meteor (Costs 3 Actions). The shah dalamadur opens
  its mouth and magically creates three swirling balls
  of blue fire, launching them into the sky, each of
  which can strike a different target the shah
  dalamadur can see within 120 feet of it. A target
  must make a DC 22 Dexterity saving throw, taking
  31 (7d8) lightning damage on a failed save, or half as
  much damage on a successful one.
  
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  Lao-Shan Lung
  Lao-Shan Lung
  An Elder Dragon, albeit a gigantic specimen. Lao-Shan Lung
  was once considered the largest monster in the world until
  recently. Lao-Shan Lung specializes in feeding on different
  types of ore and minerals, no matter what region it goes to.
  Though its size surpasses most other species, it has one
  natural predator that is considered a myth. That predator is
  Fatalis.
  One of the largest dragons ever documented, rivaled only by
  colossi such as Ceadeus, Dalamadur, Laviente, Jhen Mohran
  and Zorah Magdaros. Lao-Shan Lungs are very well armored,
  although their bellies are vulnerable, as are their heads. Their
  shells only thicken as the time passes by. A Lao-Shan Lung
  shell coloration is determined by the kind of mineral particles
  that float in the atmosphere and get attached to its body as the
  dragon ages: the ones who dwell in the mountains are colored
  red because of the abundance of iron particles, while the ones
  that live near the Volcanic Belt are mostly grey due to ash.
  Because of their size, getting stepped on or whipped by the
  tail is very damaging or possibly fatal if the adventurer's armor
  is low grade.
  Extremely docile even when facing multiple foes. They
  appear to care little about adventurers, as they mainly ignore
  them. That said, they will put in a great deal of effort to break
  the fort rather than simply run away. Despite their low
  aggression, their immense size poses a tremendous risk to
  adventurers in their general vicinity.
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  Lao-Shan Lung
  Lao-Shan Lung
  Gargantuan dragon (elder), unaligned
  Armor Class 28 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0)
  Saving Throws Dex +9, Int +8, Wis +9 Cha +9
  Damage Immunities fire; bludgeoning, piercing, and
  slashing from nonmagical weapons
  Damage Resistances acid, cold, lightning, poison,
  thunder; bludgeoning, piercing, and slashing from
  magical weapons
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  Senses blindsight 120 ft., passive Perception 10
  Languages Draconic
  Challenge 30 (155,000 xp)
  Legendary Resistance (4/Day). If the lao-shan lung fails a
  saving throw, it can choose to succeed instead.
  Magic Resistance. The lao-shan lung has advantage on
  saving throws against spells and other magical effects.
  Siege Monster. The lao-shan lung deals double damage
  to objects and structures.
  Siege Vulnerability. Siege weapons ignore lao-shan lungs
  immunities and resistances.
  Casual Stroll. the lao-shan lung cannot take the dash
  action, unless it is fleeing.
  Walking Disaster. The lao-shan lung can enter a Large or
  smaller creature's space. The first time it enters a
  creature's space on a turn, or begins its turn adjacent to
  or on a creatures space turn it can make a Stomp attack
  against the creature.
  Natural Instinct. lao-shan Lung ignores medium size or
  smaller creatures and attempts to flee when it reaches
  (153) 1/4 of its maximum hit points . While fleeing, the
  lao-shan Lung speed increases to 50 feet and it can only
  use its action to dash.
  Actions
  Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft.,
  one target. Hit 23 (2d12 + 10) bludgeoning damage. If
  the target is a creature, it must make a DC 23 Strength
  saving throw or be pushed back 10 ft and knocked
  prone.
  Body Slam. Melee Weapon Attack. +19 to hit, reach 5 ft.,
  one target. Hit 36 (4d12 + 10) bludgeoning damage.
  Headbutt. Melee Weapon Attack. +19 to hit, reach 5 ft.,
  one target. Hit 32 (4d10 + 10) bludgeoning damage.
  Legendary Actions
  The lao-shan lung 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 creatures turn. The lao-shan lung regains
  spent legendary actions at the start of its turn.
  Move. The lao-shan lung moves up to half its speed.
  Stomp Attack. The lao-shan lung makes one Stomp
  attack.
  Shake Off (Costs 2 Actions). The lao-shan lung thrashes
  around in an attempt to throw any object or creature
  that is on its body. Each creature on the lao-shan lung
  must make a DC 25 Strength or Dexterity saving throw
  (creature's choice), or be thrown off the lao-shan lung
  taking 14 (4d6) fall damage upon hitting the ground.
  
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  Lynians
  Lynians
  Lynians are sapient monsters, and are typically short of stature. There are currently two distinct groups of Lynian: the cat-like
  Melynx, Felyne, and Grimalkyne, and the humanoid Shakalaka and Gajalaka. Lynians are intelligent, have complex societies, and
  speak their own languages. Whereas the Shakalaka and Gajalaka are more primitive and tribal, the feline species tend to lead
  peaceful lives and often coexist with human society.
  Felyne
  Felyne
  Felynes resemble bipedal cats capable of human language.
  They typically have light fur, but can come in a variety of
  colors and patterns.
  Felyne are a lot more agile and smarter than an average cat.
  The Felyne are able to walk upright, like a human, and even
  build tools with both hands. Felyne are looked at as their own
  culture due to their intelligence, life style, and groups. They
  can make equipment such as pickaxes, axes, and bombs.
  Felyne are known to form villages in secluded areas, where
  most monsters wouldn't dare to venture to. Felyne villages are
  known to have tribal exchanges with other Felyne and other
  cultures. With enough time and practice, Felyne can learn
  how to talk in the same languages as other cultures, including
  the human language. However, they often retain a degree of an
  accent in the form of meowing and cat puns interspersed
  throughout their speech.
  Every Felyne is different in their own way. Some are
  aggressive, while some are calm. If attacked, however, they'll
  attack with just about anything in their hand, even going as far
  as to run at a foe with a live bomb for protection. If the battle
  starts looking bad, they'll dig a hole and travel somewhere
  safe. Commonly, Felyne are seen working in all sorts human
  establishments or settlements. They've been seen being
  farmers, traders, adventurers, etc. Some Felyne, known as
  Palicoes, are known to assist hunters- and quite a few are
  independent "Meownster Hunters" in their own right.
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  Felyne
  Felyne
  Small humanoid (lynian), chaotic good
  Armor Class 15 (chain shirt)
  Hit Points 36 (8d6+8)
  Speed 25 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+2) 12 (+1) 13 (+1) 9 (-1) 10 (+0) 14 (+2)
  Senses passive Perception 10
  Languages Catonese, Common
  Challenge 1 (200 xp)
  Feline Inspiration (2/per long or short rest). As a bonus
  action, the felyne sounds its horn inspiring a target
  within 30 feet of it. The target gains an Inspiration
  die, a d4. Once within the next 10 minutes, the
  creature can roll the die and add the number rolled
  to one ability check, attack roll, or saving throw it
  makes.
  Actions
  Multiattack The wild felyne makes two bone pick
  attacks.
  Bone Pick. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  
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  Melynx
  Melynx
  Melynx are noted for their black fur and the ability to talk in
  human language, as well as do human activities like their
  fellow Lynian subspecies called the Felynes.
  Melynx are quite intelligent. Melynx are able to build tools,
  trade with other Lynian tribes, and even settle in settlements.
  Melynx in human villages sometimes take job opportunities,
  mostly as Felyne Chefs and/or Felyne Comrades. Felyne Chefs
  cook food for their customer to support them in their
  adventures by temporarily enhancing their abilities. Melynx
  are quite intelligent.
  Wild Melynx appear in groups and have a tendency to rob
  hunters of their items so they can see how valuable said item
  is. Once they obtain an item, they run away and dig
  underground. Secluded, they'll look at the item and consider if
  its valuable or not. If it is valuable they'll either sell it, trade it,
  or give it away to another Lynian tribe. If it isn't valuable they
  may just intentionally leave it behind somewhere random. If
  items are stolen by a Melynx than there is chance that one
  could get it back by looking for a crude statue of a Felyne with
  paint on it. Some items can be recovered here.
  They live in harmony with the lighter-toned species of
  Lynian, the Felynes. The Melynx and Felynes seem to be
  hostile towards the other Lynian Species, the Shakalaka, as
  they are never seen living in the same area together, though all
  three species live in the same environments.
   
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  Melynx
  Melynx
  Small humanoid (lynian), chaotic good
  Armor Class 13 (chain shirt)
  Hit Points 40 (9d6+9)
  Speed 25 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+3) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 10 (+0)
  Senses passive Perception 11
  Languages Catonese, Common
  Challenge 1 (200 xp)
  Actions
  Multiattack The melynx makes two mace attacks.
  Catspaw Mace. Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
  damage.
  Flash Bomb (1/day). The melynx slams a bulb of
  blinding powder onto the ground in front of it. All
  creatures within 30 feet of the melynx must make a
  DC 11 Constitution saving throw or become blinded
  for 1 minute. A creature may repeat the saving throw
  at the end of its turns, ending the effect.
  Wild Melynx
  Wild Melynx
  Small humanoid (lynian), unaligned
  Armor Class 13 (hide)
  Hit Points 26 (8d6)
  Speed 25 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 12 (+1) 10 (+0) 6 (-3) 10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages Catonese, Common
  Challenge 1/8 (25xp)
  Loot. A wild melynx can only hold one stolen item at
  a time. When its uses its snatch, it will prioritize
  herbs first, potions second, or any other item of the
  DMs choice third. It cannot steal anything that
  weighs more than 9 lbs.
  Pilfer. When the wild melynx steals an item, it will use
  its movement to flee from the target as if it was
  frightened. Once it is 60 feet away from all enemies,
  it will burrow underground and travel to its "base."
  Actions
  Multiattack The wild melynx makes two catspaw
  mace attacks.
  Snatch. The wild melynx attempts to steal an object
  from its target. The target must make a DC 10
  Dexterity saving throw or have an item stolen. A wild
  melynx will drop the stolen item if it takes 5 damage
  on a single turn or dies.
  Catspaw Mace. Melee Weapon Attack: +1 to hit,
  reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning
  damage.
  
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  Grimalkyne
  Grimalkyne
  Grimalkyne resemble bipedal lynxes. They have tufted ears,
  and come in a variety of colors depending on the tribe.
  Grimalkyne are wary of strangers,[1] but will readily help
  those who have proven themselves to their tribe. Once
  befriended, Grimalkyne will share their tools and assist in
  trapping monsters. They mark their territory with doodles and
  their dens are usually well hidden.
  Shakalaka
  Shakalaka
  Shakalaka are small, humanoid creatures with green skin.
  They wear a mask over their heads at all times, so their true
  faces are unknown. The Shakalaka are very similar to
  humans, in that they hunt and gather, but are less civilized in
  nature.
  The Shakalaka have developed strong muscles in order to
  hunt prey and to attack trespassers. They also have been
  known to utilize Poison, Sleep Gas, and Barrel Bombs to
  attack. They also utilize disguises, usually as mushrooms and
  ice crystals; however, these disguises are easy to see through,
  as the mushrooms are much larger and brighter than any
  other, and the ice crystals are metallic colored. Also, it is
  sometimes possible to see the Shakalaka's mask under its
  disguise.
  The Shakalaka are proud and barbaric creatures, attacking
  most creatures, including hunters, on sight. It has been said
  that young Shakalaka partake in a coming-of-age ritual in
  which they are sent out of their settlement to bring back in
  item of great value to their tribe. This can take the form of a
  rare monster material, treasure, or an object with historical or
  cultural importance to the tribe (such as a special mask).
  King Shakalaka
  King Shakalaka
  King Shakalaka is slightly larger than its subjects, but
  generally looks identical. It wears a BBQ spit upon its head,
  and wields a thighbone as a club. it is surprisingly strong for
  its size, able to cause a great deal of damage. It is able to
  launch fireballs from the BBQ spit atop its head.
  He can put hunters to sleep, like his Shakalaka brethren,
  however he appears to have lost the ability to poison hunters.
  Also, the King Shakalaka has extraordinary endurance which
  belies its size. Combine this with its muscle power, and it may
  be assumed that, somehow, it has developed a "berserker-
  esque" sense which allows it to block out pain, and continue
  fighting through rigorous physical demands which would have
  most Shakalaka defeated. To attack, he thoroughly clobbers
  his foes with a steak from another victim.
  The King Shakalaka is an aggressive leader when the
  Shakalakas fight alongside with him. Its leadership skill came
  in his bond shared between he and his minions, but the
  Shakalaka leader relies on teamwork in order to bring down
  an intruder such as Velociprey and other small sized
  monsters. This creature shows no sign of fear towards
  humans. It will harass the intruder who enter its domain with
  the help of its minions. The creature hates to be provoked by
  something else. Many secrets about this powerful leader are
  unknown to many scholars...
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  Grimalkyne
  Grimalkyne
  Small humanoid (lynian), neutral
  Armor Class 13 (leather armor)
  Hit Points 55 (10d6+20)
  Speed 25 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 10 (+0)
  Senses passive Perception 12
  Languages Catonese, Common
  Challenge 1 (200 xp)
  Actions
  Multiattack The wild grimalkyne makes two war pick
  attacks.
  War Pick. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Vine Net (recharge 5-6). Ranged Weapon Attack. +4
  to hit, range 5/15 ft., one Large or smaller creature.
  Hit: The target is restrained. A creature can use its
  action to make a DC 13 Strength check to free itself
  or another creature in a net, ending the effect on a
  success. Dealing 5 slashing damage to the net (AC
  10) frees the target without harming them and
  destroys the net.
  
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  Shakalaka
  Shakalaka
  Small humanoid (lynian), neutral
  Armor Class 12
  Hit Points 5 (2d6-2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  7 (-2)
  9 (-1)
  8 (-1)
  7 (-2)
  8 (-1)
  Senses passive Perception 8
  Languages Common, ShakaLaka
  Challenge 1/8 (25 xp)
  Pack Tactics. The shakalaka has advantage on an
  attack roll against a creature if at least one of the
  shakalaka's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Boom Shakalaka. The shakalaka leaves behind a small
  container when it flees or on its body when it dies.
  There is a 50 percent chance that the container is
  actually an explosive that contains no treasure. It is
  unlocked and requires a DC 12 Wisdom
  (Investigation) check to determine if it is an
  explosive. A creature that opens the an explosive
  container must make a DC 13 Dexterity saving
  throw, taking 11 (3d6) fire damage on a failed save
  or half as much on a successful one. A container that
  is not an explosive contains 11 (3d6) silver pieces
  worth of materials of the DMs choosing.
  Actions
  Poison knife. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
  (1d4 + 2) piercing damage and the target must make
  a DC 10 Constitution saving throw or become
  poisoned 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.
  King Shakalaka
  King Shakalaka
  Medium humanoid (lynian), neutral
  Armor Class 14 (bone armor)
  Hit Points 42 (6d8+15)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 10 (+0) 16 (+3) 14 (+2) 9 (-1) 8 (-1)
  Senses passive Perception 9
  Languages Common, Shakalaka
  Challenge 1 (200 xp)
  Innate Spellcasting. The king shakalaka can innately
  cast firebolt (+4 to hit with spell attacks), requiring
  no material components. Its innate spellcasting
  ability is Intelligence.
  Actions
  Thighbone. Melee weapon attack +6 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  Sleep Bomb (1/day). The king shakalaka throws a ball
  of sleep powder at a location within 30 feet of it. All
  creatures within 10 feet of the location must make a
  DC 11 Constitution saving throw or fall unconscious
  for 1 minute, until the sleeper takes damage, or
  someone uses an action to shake or slap the sleeper
  awake.
  Reactions
  Imperial Rage. As a reaction to taking damage, the
  king shakalaka begins to fight with tyrannical
  ferocity. For 1 minute, the king shakalaka has
  resistance to bludgeoning, piercing, and slashing
  damage, has speed of 35 feet, and has advantage on
  Strength saving throws. At the end of each of the
  king shakalaka's turn, the rage ends if the king
  shakalaka hasn't attacked a hostile creature or taken
  damage since the end of their last turn.
  
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  Gajalaka
  Gajalaka
  Like many Lynians, Gajalaka are short humanoids. They
  resemble Shakalaka more than Felynes or Grimalkynes,
  lacking any fur and wearing large tribal masks which leave
  only their bright yellow eyes visible. These red masks have
  different color accents, ranging from blue to yellow to purple,
  to represent what status ailment their weapons afflict. The
  Gajalaka are aggressive towards large monsters and hunters,
  and will throw projectiles at both.
  The Gajalaka are aggressive towards large monsters and
  adventurerers, and will attack with status-afflicting weapons if
  threatened. The Gajalaka are capable of dealing Sleep,
  Paralysis, and Poison to both large monsters and players
  alike. You can tell these apart by the color of their mask's
  accents; blue represents sleep, yellow represents paralysis,
  and purple represents poison. Gakalaka can accidentally
  poison each other if they get crossed up in skirmishes.
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  Gajalaka
  Gajalaka
  Small humanoid (lynian), neutral
  Armor Class 12
  Hit Points 5 (2d6-2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  7 (-2)
  9 (-1)
  8 (-1)
  7 (-2)
  8 (-1)
  Senses passive Perception 8
  Languages Common, Shakalaka
  Challenge 1/8 (25 xp)
  Tribal Mask The gajalaka wears a red mask. These red
  masks have different color accents, ranging from
  blue to yellow to purple to black, to represent what
  condition their weapons afflict. Roll 1d4, On a 1 blue
  represents stone knife; On a 2 yellow represents
  paralysis knife; On a 3 purple represents poison
  knife; and on a 4 black represents blind knife.
  Actions
  Stone knife. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
  (1d4 + 2) piercing damage and the target must make
  a DC 10 Constitution saving throw or become
  petrified 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.
  Blind knife. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
  (1d4 + 2) piercing damage and the target must make
  a DC 10 Constitution saving throw or become
  blinded 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.
  Paralysis knife. Melee or Ranged Weapon Attack: +4
  to hit, reach 5 ft. or range 20/40 ft., one target. Hit 4
  (1d4 + 2) piercing damage and the target must make
  a DC 10 Constitution saving throw or become
  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.
  Sleep knife. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
  (1d4 + 2) piercing damage and the target must make
  a DC 10 Constitution saving throw fall unconscious
  for 1 minute, until the sleeper takes damage, or
  someone uses an action to shake or slap the sleeper
  awake.
  
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  Herbivore
  Herbivore
  Herbivores are minor creatures that eat vegetation. While there are herbivorous creatures in other classes, such as Diablos and
  Duramboros, monsters in the Herbivore class are usually docile, reside at the bottom of the food chain, and therefore pose little
  threat to a adventurer.
  Kelbi
  Kelbi
  Kelbi are very fleet of foot. They can travel at great speeds
  over long distances, due in part to their light frame. Kelbi have
  a green/brown spotted coat that serves as camouflage in their
  forest homes. Kelbi's most notable feature is its horn, prized
  by hunters for its ability to create powerful herbal medicines
  and potions. Male Kelbi are larger than females and have
  bigger horns, as well as being more brightly colored with a
  greenish coat. Males will also grow a beard. Female Kelbi are
  smaller, possess smaller horns and have a darker, slightly
  blue, coat.
  Anteka
  Anteka
  Anteka are greatly adapted for life in the cold. They have long
  legs with thick, cloven hooves, excellent for bursts of speed as
  well as keeping the creature from sinking in the snow. Anteka
  also have thick, wooly fur that shields it from the frigid
  mountain air. Anteka are known for their large horns. They
  are present in both genders.
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  Kelbi
  Kelbi
  Medium beast, unaligned
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
  Senses passive Perception 10
  Languages -
  Challenge 0 (10 xp)
  Sure-Footed. The kelbi has advantage on Strength and
  Dexterity saving throws made against effects that
  would knock it prone.
  Actions
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Anteka
  Anteka
  Medium beast, unaligned
  Armor Class 11
  Hit Points 5 (1d8+1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
  Damage Immunities cold
  Senses passive Perception 10
  Languages -
  Challenge 1/8 (25 xp)
  Charge. If the anteka 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 2 (1d4)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 10 Strength saving throw or
  be knocked prone.
  Ice Walk. The dragon can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or
  snow doesn't cost it extra moment.
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  
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  Apceros
  Apceros
  Apceros are herbivorous reptiles that frequent desert and
  volcanic areas. They have a body structure similar to
  Aptonoth, their evolutionary cousins. They have many
  characteristics of tortoises, such as head shape and protective
  shell. Their tails have a developed mace-like structure on the
  end that is covered with sharp spikes.
  Apceros are territorial monsters and will attack any
  intruder on sight. They will not give up fighting until the
  enemy has fallen or they are dead. Curiously, they work in
  small herds to take out any threats. They appear not to care if
  a large monster is in the area.
  Aptonoth
  Aptonoth
  Aptonoth are cow-like creatures with leathery gray skin. They
  have black stripes along their backs and a head reminiscent of
  a Hadrosaur. They have a large, two-pronged crest protruding
  from their heads and a flat, spiked tail.
  These docile creatures are hunted for their meat by humans
  and other monsters. They always travel in groups. When one
  Aptonoth is threatened, others will run away for safety, but
  sometimes the alpha male of the Aptonoth will attempt to
  fight back before fleeing himself. Sometimes the fleeing
  Aptonoth will walk over the River in Forest & Hills Area 1,
  probably to return back to their herd.
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  Apceros
  Apceros
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 19 (3d10+3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  12 (+1)
  2 (-4) 9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages -
  Challenge 1/4 (25xp)
  Actions
  Headbutt. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) slashing damage.
  Aptonoth
  Aptonoth
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 26 (4d10+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  13 (+1)
  1 (-5) 8 (-1)
  5 (-3)
  Senses passive Perception 8
  Languages -
  Challenge 1/8 (25xp)
  Actions
  Headbutt. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 5 (1d8 + 1) slashing damage.
  
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  Popo
  Popo
  A large grazing herbivore, Popo is somewhat easy prey for
  anything larger than itself. Its size and tusks only work to
  deter smaller predators. Popo are very docile creatures and
  will run when one of their members in a group is under attack
  or when a threat enters their area. They will also group
  together when a large monster is near, like the Aptonoth in
  more temperate climates.
  Slagtoth
  Slagtoth
  Slagtoth have green, saggy hides covering most of their body,
  most notably drooping near the sides of the head and along
  their flanks. They are extremely territorial; the males will
  attack both Adventurers and creatures. They attack Hunters
  by ramming with the bone lump on their snouts and body-
  slamming. When unprovoked however, these docile creatures
  have often been observed to rest in the waters probably
  because their floppy, frog-like hides require moisture.
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  Popo
  Popo
  Large beast, unaligned
  Armor Class 11
  Hit Points 6 (1d10+1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  8 (-1)
  12 (+1)
  3 (-4)
  11 (+0)
  6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1/4 (50 xp)
  Trampling Charge. If the popo moves at least 20 feet
  straight toward a creature and then hits it with a gore
  attack on the same turn , that target must succeed
  on a DC 10 Strength saving throw or be knocked
  prone. If the target is prone, the popo can make one
  stomp attack against it as a bonus action.
  Actions
  Multiattack. The popo makes one gore attack and one
  stomp attack.
  Gore. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Slagtoth
  Slagtoth
  Large beast, unaligned
  Armor Class 12
  Hit Points 11 (2d10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  8 (-1)
  10 (+0)
  2 (-4)
  11 (+0)
  6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1/8 (50 xp)
  Trampling Charge. If the slagtoth moves at least 20
  feet straight toward a creature and then hits it with a
  body slam attack on the same turn , that target must
  succeed on a DC 10 Strength saving throw or be
  knocked prone. If the target is prone, the slagtoth
  can make one headbutt attack against it as a bonus
  action.
  Actions
  Headbutt. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Body Slam. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  
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  Epioth
  Epioth
  The Epioth is described as a marine version of the land
  dwelling Aptonoth, as both are very low in the food chain.
  They feed mainly on weeds, water grasses, and algae. They
  have specialized hides used for their aquatic home, making
  them perfectly adapted to an aquatic environment. Epioth
  have finned feet and a fin on their tail, which allows them to
  swim through water gracefully. When frightened, Epioth can
  swim at break neck speeds. Unlike the Aptonoth, Epioth live
  in small groups rather than large herds. The reason for this is
  that the water, whether in the sea or jungle river, has abundant
  hiding places. They are relatively docile when a adventurer is
  around, but they will defend themselves when a adventurer
  attacks. Occasionally, Epioth are known to sunbath on land.
  Renoplos
  Renoplos
  Rhenoplos is a quadrupedal, Ceratopsian-like monster with an
  armored body. Its face features a small nose horn and is
  surrounded by a frill. While the eyes of Rhenoplos are not
  particularly proficient, their hearing is. Rhenoplos charge
  blindly at whatever sound startles them, including large
  monsters. However, this makes them easy to dodge and easy
  prey for predators placing them near the bottom of the food
  chain with most other herbivores. These creatures live in
  small groups, spending most of their days traversing the hot
  environments while foraging for shrubs and other plant
  matter.
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  Epioth
  Epioth
  Large beast, unaligned
  Armor Class 11
  Hit Points 5 (1d10)
  Speed 0 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
  Senses passive Perception 11
  Languages -
  Challenge 1/8 (25 xp)
  Charge. If the epioth 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 2 (1d4)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 10 Strength saving throw or
  be knocked prone.
  Water Breathing. The epioth can breathe only
  underwater.
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d6) bludgeoning damage.
  Rhenoplos
  Rhenoplos
  Medium beast, unaligned
  Armor Class 14
  Hit Points 45 (7d8+14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  15 (+2)
  2 (-4)
  12 (+1)
  5 (-3)
  Senses passive Perception 11
  Languages -
  Challenge 2 (450 xp)
  Charge. If the rhenoplos 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 9
  (2d8) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 14 Strength
  saving throw or be knocked prone.
  Keen Hearing. The rhenoplos has advantage on
  Wisdom (Perception) checks that rely on hearing.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  
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  Gargwa
  Gargwa
  Gargwa have very small, likely vestigial wings. Like most
  species of Herbivore, they're normally docile creatures, but
  will attack and flee when they're threatened and when they
  flee will usually leave an egg or guano. They coexist with the
  people as livestock, but they have been known to attack
  Adventurers from time to time.
  Larinoth
  Larinoth
  Larinoth are quite huge monsters, compared to other
  herbivores and even many large monsters. It possesses a
  great height, which is mostly attributed to its extremely
  lengthy neck. The tail of a Larinoth is rounded and club-like,
  with spiked plating that runs along the back and up to the
  crest on its head. Said plating is nearly entirely green, and the
  Larinoth's underbelly is a cream color.
  151
  Gargwa
  Gargwa
  Large beast, unaligned
  Armor Class 12
  Hit Points 26 (4d10+4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
  Senses passive Perception 10
  Languages -
  Challenge 1/4 (25 xp)
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) slashing damage.
  Larinoth
  Larinoth
  Huge beast, unaligned
  Armor Class 14
  Hit Points 19 (3d12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
  Senses passive Perception 10
  Languages -
  Challenge 1/4 (50 xp)
  Actions
  Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 8 (3d4 + 1) bludgeoning damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 5 (1d8 + 1) bludgeoning damage.
  
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  Gastodon
  Gastodon
  Gastodon resembles a cross between a theropod and a bison.
  It is covered in scales but has a large furry mane and horns
  reminiscent of a bison. When angered, it will glow red. They
  are very aggressive towards adventurers, and are willing to
  attack larger monsters as a herd.
   
  Kestodon
  Kestodon
  Kestodon has an appearance similar to a
  Pachycephalosaurus. The male Kestodon are bright orange in
  color and have a large head crest, which is used for
  headbutting rivals. Female Kestodon are bronze in color
  though lack the head crest found in males. Kestodon are a
  calm species that will turn aggressive once attacked by a
  threat.
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  Gastodon
  Gastodon
  Medium beast, unaligned
  Armor Class 13
  Hit Points 13 (2d8+4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1 (200 xp)
  Charge. If the gastodon 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 5
  (2d4) 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: +5 to hit, reach 5 ft.,
  one target. Hit: 8 (2d4 + 3) bludgeoning damage.
  Kestodon
  Kestodon
  Medium beast, unaligned
  Armor Class 14
  Hit Points 19 (3d8+6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
  Saving throws Str +4
  Senses passive Perception 11
  Languages -
  Challenge 1/4 (50 xp)
  Charge. If the kestodon 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 2
  (1d4) damage. If the target is a creature, it must
  succeed on a DC 12 Strength saving throw or be
  knocked prone.
  Actions
  Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  
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  Snake Wyverns
  Snake Wyverns
  Snake Wyverns are a class of monster known for their serpentine features, such as long, coiling bodies and forked tongues. They
  can range dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while
  others are smaller and more reminiscent of Flying Wyverns.
  Mosswine
  Mosswine
  Mosswine are small, moss-covered pigs. They have a gray,
  spiky head plate. Mosswine are known to have a great appetite
  for mushrooms. Hunters and marketers commonly observe
  them to identify an area of Special Mushrooms. Mosswine are
  docile by nature, but will attack if provoked. They are mostly
  hunted for their mushroom-tracking abilities and their meat.
  Moofa
  Moofa
  Moofah are docile alpaca-like creatures known for their long
  shaggy fur. Males have longer horns than females.
  Domesticated Moofah have lighter-colored fur than their wild
  counterparts, and wear colored bows and bells.
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  Mosswine
  Mosswine
  Medium beast, unaligned
  Armor Class 10
  Hit Points 5 (1d8+1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  11 (+0)
  12 (+2)
  2 (-4) 9 (-1)
  5 (-3)
  Senses passive Perception 9
  Languages -
  Challenge 0 (10 xp)
  Mushroom Hunter. The mosswine advantage on any
  Wisdom (Perception) checks that rely on smell when
  hunting mushrooms.
  Actions
  Ram. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 2 (1d4) bludgeoning damage.
  Moofah
  Moofah
  Small beast, unaligned
  Armor Class 10
  Hit Points 3 (1d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
  Senses passive Perception 10
  Languages -
  Challenge 0 (10 xp)
  Sure-Footed. The moofah has advantage on Strength
  and Dexterity saving throws made against effects
  that would knock it prone.
  Actions
  Headbutt. Melee Weapon Attack: +2 to hit, reach 5
  ft., one target. Hit: 2 (1d4) bludgeoning damage.
  
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  Remobra
  Remobra
  Remobra are classified as Flying Wyverns in the Old World
  but, have recently been reclassed as Snake Wyverns. The
  Remobra have evolved wings, which are fairly large in
  comparison to their body size in the Old World. Despite their
  wings being large, their legs are relatively weak and they can
  barely stand up with their legs. To avoid standing up, they
  spend of their time in the air flying. It preys upon weakened
  animals, by using their poison to finish off their victim and
  letting it bleed to death.
  Wingdrake
  Wingdrake
  Wingdrakes that somewhat resemble certain species based
  on their enviornment. Wingdrakes from forests resemble
  certain species of rhamphorynchid pterosaur. They have
  parrot-like beaks, blue skin, and a long yellow-tipped tail.
  While wingdrakes of the desert resemble vultures in addition
  to pterosaurs. They have a large beak, a waddle hanging from
  their neck, light-brown skin, and a long tail. Others in a coral
  landscape resemble parrots or tapejarid pterosaurs. They
  have a light pink skin and wings with ribbon-like appendages
  hanging from them. In most other enviornments they
  resemble retro-style pterosaurs. They have pointed beaks
  filled with teeth and large draconic wings.
  They are typically peaceful towards adventurers, and roam
  the skys landing only to rest. They live in small flocks, and if
  one individual goes somewhere, the others will follow. They
  are commonly used as beasts-of-burden by adventurers for
  traveling quickly.
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  Remobra
  Remobra
  Medium wyvern (snake), unaligned
  Armor Class 13
  Hit Points 33 (6d8+6)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
  Senses passive Perception 10
  Languages -
  Challenge 1/2 (100 xp)
  Actions
  Multiattack. The remobra makes two tail attacks.
  Tail. Melee Weapon Attack: +4 to hit, reach 10 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Poison Spit. Range Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 9 (2d8) poison damage.
  Wingdrake
  Wingdrake
  Medium wyvern (snake), unaligned
  Armor Class 10
  Hit Points 6 (1d8+2)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  12 (+1)
  3 (-4) 8 (-1)
  6 (-2)
  Senses passive Perception 9
  Languages -
  Challenge 1/8 (25 xp)
  Flyby. The wingdrake doesn't provoke an opportunity
  attack when it flies out of an enemy's reach.
  Beast of Burden. The wingdrake has the same carrying
  capacity as a mule (480 lbs) when the cargo is tied
  to it by a rope or vine.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 5 (1d6 + 2) piercing damage.
  
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  Najarala
  Najarala
  Najarala is a large Snake Wyvern with bright green skin
  adorned with large orange-yellow plates on its back and tail. It
  has a long serpentine body with small though fully functional
  fore- and hindlimbs that aid it in moving around on uneven
  ground. Najarala are stealthy hunters that ruthlessly ambush
  their targets. It has a large beak-like mouth similar to that of a
  parrot. This beak is used to rip chunks of flesh from its prey
  and then swallow said chunks whole. While feeding on prey, it
  will use its arms to hold on to its prey while ripping off chunks
  of flesh.
  The length of a Najarala surpasses some of the largest
  leviathans such as Agnaktor or Lagiacrus. As many would
  notice these creatures have short, yet powerful arms and legs.
  At first glance these limbs appear to be useless but in reality
  they enable the creatures to support itself when rearing up.
  Another fascinating feature is that the creature has a
  specialized organ on its back that is vibrated by air and
  creates unique sound waves. This auditory organ has a
  biological effect in the surrounding area. Najarala have
  beautiful plates on both its neck and tail that will rattle when
  upset, giving unwelcome creatures an early warning. The
  plates on its tail can be thrown at its enemies and will explode
  creating a loud burst of sound like a sonic bomb. This will
  stun both prey and enemies alike.
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  Najarala
  Najarala
  Gargantuan wyvern (snake), unaligned
  Armor Class 16 (natural armor)
  Hit Points 159 (11d20 + 44)
  Speed 50 ft., burrow 50 ft., climb 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 20 (+5) 19 (+4) 10 (+0) 14 (+2) 9 (-1)
  Saving Throws Wis +6 Cha +3
  Skills Perception +10, Stealth +9
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 20
  Languages -
  Challenge 9 (5,000 xp)
  Magic Resistance. The najarala has advantage on
  saving throws against spells and other magical
  effects.
  Surround. The najarala can freely enter a large or
  smaller creatures space. If the creature is within the
  inner space of the najarala it is surrounded. A
  surrounded creature is trapped (escape DC 17) by
  the najarala's body. A creature can also escape by
  flying or burrowing out of the area.
  Squeeze. As a bonus action, the najarala can use its
  constrict against a grappled creature or one within
  the najarala's space.
  Actions
  Multiattack. The najarala makes two attacks: one with
  its bite and one with its tail. It can't make both
  attacks against the same target. Or it makes two
  sonic scale attacks.
  Beak. Melee Weapon Attack. +9 to hit, reach 10 ft.,
  one target. Hit 23 (4d8 + 5) piercing damage, and
  the target must make a DC 16 Constitution saving
  throw, or become paralyzed for 1 minute. The target
  can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  Tail. Melee Weapon Attack. +9 to hit, reach 15 ft.,
  one target. Hit 27 (4d10 + 5) bludgeoning damage.
  Constrict. Melee Weapon Attack: +7 to hit, reach 0
  ft., one creature. Hit: 20 (4d8 + 2) bludgeoning
  damage, and the target is grappled (escape DC 16).
  Until this grapple ends, the creature is restrained,
  and the najarala can't constrict another target.
  Sonic Scale. Range Weapon Attack. +9 to hit, range
  80/320 ft., one target. Hit 19 (4d6 + 5) force
  damage and the target must make a DC 16
  Constitution saving throw or become deafened for 1
  minute.
  Sonic Blast (Recharge 5-6). The najarala exhales a
  blast of force in a 90-line. Each creature in the line
  must make a DC 16 Dexterity saving throw, taking
  39 (11d6) force damage on a failed save, or half as
  much damage on a successful one.
  
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  Thank you
  Thank you
  Thank you
  Thank you
  Thank you
  Thank you
  Thank you
  Thank you
  Thank you
  For
  For
  For
  For
  For
  For
  For
  For
  For
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Checking this out
  Thank you all for using this Monster hunter
  Monster Manual. I created a few monsters
  originally because I wanted to use them in my
  own campaign and progressed into this Monster
  Manual we have today.
  Now I have 142 pages of monsters from the
  series and I am pretty proud to say I created
  them. I hope you all enjoy using these creatures
  as much as I plan too and this is not the end.
  The Monster Manual might be done, but thanks
  to a few ideas from users on Reddit. I plan on
  creating a compendium with loot tables for
  materials, all of the weapons from the videogame
  series, and rules for using these monsters in your
  own Monster Hunter D&D game.
  If you are interested in letting me know what you
  think. Feel free to stop by my twitch channel
  https://twitch.tv/amellwind or shoot me a
  message on Reddit. Thank you again and keep an
  eye out this is just the begining.
  Art
  Art
  Most art, except the cover art, has been gathered
  from https://monsterhunter.wikia.com website and
  edited if needed to fit the page. The few others are
  listed below.
  Front Cover Art - Capcom
  Back Cover Art - By Tinuvion
  Nibelsnarf Artwork - On Digital Artlords
  Xeno'jiiva Gif - Capcom
  Lore
  Lore
  Most Lore, about these monsters, was also
  gathered from https://monsterhunter.wikia.com
  and then edited to omit any mention of missing
  skills and make the lore more in line with a D&D
  setting.
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Monster Hunter Monster Manual.pdf