TEXT: Michael Surbrook Presents
  Here Be 
  Dragons
  A Medieval Bestiary of  
  Fantasy Monsters 
  
  1
  HERE BE DRAGONS
  A MEDIEVAL BESTIARY OF FANTASY MONSTERS
  Writing
  Michael Surbrook
  Editing
  Sean Tait Bircher
  Layout
  Ross Watson
  Artwork
  Jacob E. Blackmon, Luigi Castellani, Nate Furman, Earl Geier, John Gould, Jack Holliday, Lucas Jennis, David Lewis 
  Johnson, Johann Ulric Krauss, Kryptid, Olaus Magnus, Joyce Maureira, Michael Surbrook
  Various artwork used from public domain bestiaries, particularly the British Library Harley and Rochester Manuscripts
  Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin Games.
  Some artwork done by © (2016) Tobias White, used with permission. All rights reserved.
  Publisher
  Evil Beagle Games
  Special Thanks
  John Dunn and Melior Via
  Copyright © Evil Beagle Games 2016
  Visit us at www.evilbeaglegames.com
  
  2
  Contents
  What’s in this Book 
  4
  How to Use this Book 
  4
  A Short History of Medieval Bestiaries 
  5
  The Medieval View of the World 
  7
  Beasts and Monsters of the Middle Ages 8
  Basilisk 
  8
  Bonnacon 
  11
  Caladrius 
  13
  Catoblepas 
  15
  Cockatrice 
  16
  Crocodile 
  17
  Dragon 
  19
  Fastitocalon 
  22
  Giant 
  25
  Griffin
  27
  Hippocampus 
  29
  Hippogriff
  30
  Leucrocotta 
  31
  Lindorm 
  32
  Lion  
  33
  Manticore 
  35
  Mermecoleon 
  37
  Norway Sea Serpent 
  38
  Panther 
  39
  Parandus 
  41
  Peryton 
  42
  Rukh 
  43
  Salamander 
  44
  Satyr 
  46
  Siren  
  47
  Tatzelwurm 
  49
  Unicorn
  50
  Winged Serpent 
  52
  Wyvern 
  54
  Yale 
  55
  Assorted Animal Folklore 
  57
  Amphisbaena 
  57
  Antelope 
  57
  Ape 
  57
  Asp 
  58
  Ass 
  58
  Barnacle Geese 
  58
  Barometz 
  58
  Bear 
  58
  Beaver 
  59
  Bird of Paradise 
  59
  Bishop/Monk Fish 
  59
  Boa 
  59
  Bull/Oxen 
  59
  Camel/Dromedary 
  59
  Cinomolgus 
  59
  Crane
  60
  Dipsa
  60
  Dog
  60
  Dove 
  61
  Eagle 
  61
  Echenesis 
  61
  Elephant 
  61
  Ethiopian Giant Ants 
  61
  Ercinee 
  62
  Fox 
  62
  Goat 
  62
  Hawk 
  62
  Hedgehog 
  63
  Hoopoe 
  63
  Horse 
  63
  Hydrus 
  63
  Hyena 
  63
  Ibex 
  64
  Lamb 
  64
  Lynx 
  64
  Men 
  64
  Mermaid 
  65
  Onager 
  65
  Ostrich 
  65
  Peacock 
  66
  Partridge 
  66
  Pelican 
  66
  Ram 
  66
  Raven 
  66
  Scitalis 
  66
  Seps 
  66
  Serra 
  67
  Sheep 
  67
  Stag 
  67
  Su 
  67
  Swallow 
  67
  Swan 
  67
  Tiger 
  67
  Wolf 
  68
  Viper 
  68
  Vulture 
  68
  Unique Creatures 
  69
  Gargouille 
  69
  Grendel 
  71
  Kraken 
  73
  La Velue 
  76
  Lambton Worm 
  77
  Phoenix 
  78
  Tarasque
  80
  Bibliography 
  82
  
  3
  To people of the Middle Ages, the world around 
  them was a fearsome place, filled with strange 
  and fabulous creatures of all shapes and sizes. 
  There were tiny snakes capable of killing a man 
  with but a glance, birds who blotted out the 
  sun as they flew overhead, and whales large 
  enough to be mistaken for islands as they slept 
  on the rolling surface of the sea. In India, there 
  lived the man-eating manticore, while Ethiopia 
  boasted such creatures as the swamp-dwelling 
  catoblepas and the color-changing parandus. 
  Even in England, one had to beware of the 
  dragon-like wyvern, while the French had to 
  deal with such river monsters as the Gargouille 
  and La Velue.
  Extensive descriptions of such creatures could 
  be found in one of the medieval bestiaries. 
  Produced in great numbers during the twelfth 
  and thirteenth centuries, many of these books 
  were written and illuminated by monks, and 
  included numerous moral and religious lessons. 
  Creatures listed in bestiaries were presumed 
  to illustrate some aspect of God’s will in their 
  habits and base nature. For example, the 
  phoenix’s rising from the ashes of its death-bed 
  was seen as proof of Christ’s resurrection, while 
  the dragon’s ability to entangle prey with its tail 
  was likened to the Devil’s snaring men though 
  lies and deceit.
  
  4
  Here There Be Dragons presents familiar and 
  unfamiliar fantasy creatures in accordance to 
  their commonly accepted depictions in Middle 
  Ages bestiaries. Thus, while you might know 
  basilisks, crocodiles, dragons, manticores, and 
  unicorns by name, you might not know their 
  medieval nature.
  What’s in This Book
  Here There Be Dragons is divided into five 
  sections. This Introduction presents the basic 
  ideas and design concepts for Here There 
  Be Dragons, as well as a short history of the 
  medieval bestiary and the geographical world 
  view of the European Middle Ages.
  The second section—Beasts and Monsters of 
  the Middle Ages—presents individual entries 
  for 
  numerous 
  classic 
  bestiary 
  denizens, 
  and includes such well-known creatures as 
  dragons and unicorns, as well as more obscure 
  animals, such as the caladrius and yale. These 
  creatures have been designed and developed 
  in accordance to the monster creation rules 
  found in the official game master’s rules.
  The third section consists of short descriptions 
  of the habits of many mundane animals, 
  including dogs, horses, goats, and so on. Some 
  of these include variant power sets.
  The fourth section presents several unique 
  monsters from European folklore and legend. 
  Each is more than enough to challenge an 
  adventuring party!
  The fifth section is a short bibliography of the 
  books used to prepare this volume. 
  HOW TO USE THIS BOOK
  Before we begin, a word of caution: Here There 
  Be Dragons contains creatures adapted from 
  period resources of the Middle Ages, whose 
  writers where not concerned with such ideas 
  as play balance. Game masters should use 
  creatures from this book with care, as some 
  of them, such as the basilisk, can kill an entire 
  adventuring party (if not an entire army!) with 
  ease. Others possess powers that, while not 
  as lethal as the basilisk’s, can still incapacitate 
  an entire party of heroes. Thus, GMs should 
  carefully consider the use of any of the creatures 
  listed in this book, comparing them against the 
  capabilities of the characters before selecting 
  them for play. 
  Also, in keeping with the medieval moral 
  viewpoint, many creatures of low intelligence 
  and instinct have been assigned alignments, 
  rather than being listed as unaligned. The 
  lion, for example, is depicted as lawful good 
  in keeping with its symbolism as king of the 
  beasts. These alignments may aid players in 
  making moral choices within the context of the 
  setting, even if they alter a creature’s behavior 
  very little. 
  That said, using the creatures in this book is no 
  different than using the ones from the official 
  fifth edition bestiary. You can create anything 
  from singular encounters to entire campaigns 
  based on the entries in this book. Or, you 
  could substitute the monsters in this book 
  for similarly-named creatures in the official 
  bestiary, providing a surprise for those players 
  (and their characters) who think they ‘know 
  it all’ when it comes to the various worlds of 
  fantasy gaming.
  
  5
  A SHORT HISTORY  
  OF MEDIEVAL BESTIARIES
  The first known written account of the natural 
  world and its various inhabitants was The 
  Histories, penned by the Greek Herodotus in 
  the fifth-century BCE. A collection of personal 
  experiences, eyewitness accounts, and pure 
  hearsay, this book set the stage for what 
  would eventually become modern historical 
  writing. The Histories also presented the first, 
  and possibly most definitive, account of the 
  phoenix to the Western world.
  In the late fifth century BCE, Ctesias of Cnidus, 
  another Greek, wrote Indica, an account of the 
  land of India. As Ctesias had never visited the 
  Indian subcontinent, he based his text on stories 
  heard at the Persian court. In addition, Ctesias 
  was the first to write about the manticore, 
  a creature that would become a staple of 
  bestiaries and other works of natural history for 
  the next 2000 years.
  The first truly scientific work concerning the 
  natural world was the philosopher Aristotle’s 
  Historia 
  Animalium 
  (History 
  of 
  Animals). 
  Although it referenced earlier books, such as 
  Herodotus’s The Histories, Aristotle preferred to 
  make his observations firsthand, which allowed 
  him to “...give us a clear picture of the subjects with 
  which our exposition is to be concerned and with 
  the principles upon which it must be based.”
  Listing more than 500 animals, Historia 
  Animalium grouped them by various common 
  characteristics. It was also littered with 
  mistakes and incorrect information, mostly due 
  to poor observation or erroneous conclusions 
  of animal behavior. Unfortunately, Aristotle’s 
  book, and the scientific methods it espoused, 
  were virtually ignored in favor of Naturalis 
  Historia (Natural History), a work by the Roman 
  Gaius Plinius Secundus (better known as Pliny 
  the Elder).
  Written in the first century CE, Naturalis Historia 
  was a 37-volume compilation of all human 
  knowledge and learning. As Pliny believed 
  the natural world had no bounds, and enjoyed 
  writing about the fabulous, the work included 
  extensive descriptions of animals of all sorts, 
  many of which were extremely fantastical. 
  Naturalis Historia became a standard reference 
  all through the Middle Ages, and wasn’t 
  discredited as a source of scientific learning 
  until the mid-seventeenth century.
  The second century CE saw the completion 
  of the book Physiologus, meaning “Book of 
  Nature” or “The Naturalist.” Initially written in 
  Greek, it was later translated into Latin, and 
  then a host of other languages (including Arabic 
  and Icelandic). Physiologus consisted of nearly 
  50 stories describing such mythical creatures 
  as the phoenix, the mermecoleon (or ant-
  lion), the unicorn, the siren, the caladrius, and 
  the salamander. Each of the entries contained 
  information of a religious nature and provided 
  proper Christian morals to the reader.
  By the fifth century, after the Physiologus had 
  been translated into Latin, it quickly became 
  the basis for almost every medieval bestiary 
  to follow. In the tenth century, copies of the 
  Physiologus were being amended with additional 
  entries, and by the mid-twelfth centuries, 
  French editions of the book had nearly doubled 
  the number of stories. As the books grew in 
  size, the religious content dwindled, and notes 
  about such diverse subjects as horse breeding 
  and the care of hawks were added.
  Much of the erroneous material found in 
  bestiaries was due to the habit of simply 
  copying material from an older work. As there 
  was no such concept as fact-checking, no one 
  ever bothered to determine if what they were 
  writing about was a factual animal or not. In 
  addition, several outright hoaxes were written 
  during the Middle Ages. 
  
  6
  The most well-known hoax is The Letter of 
  Prester John, thought to be written by a monk 
  in the twelfth century. This letter described 
  an immense Christian kingdom far to the 
  East, thought to be located in either Asia or 
  somewhere beyond Ethiopia. The kingdom 
  itself was full of wonders, containing animals 
  of all sorts, immense riches, and knew neither 
  poverty, famine, nor war. The letter was widely 
  circulated and the Kingdom of Prester John 
  was eagerly sought after as an ally against the 
  Saracens during the Crusades.
  A similar work of fiction was the travel book 
  of “Sir John Mandeville.” Simply titled Travels, 
  it was a fictionalized reworking of material 
  taken from several previous written works. 
  The book described a 34-year journey through 
  an assortment of kingdoms—including the 
  aforementioned Kingdom of Prester John—and 
  for several hundred years was considered the 
  authoritative travelogue of the world. 
  Not everyone accepted the fabulous animals 
  presented in bestiaries as descriptions of living 
  creatures, and as early as the thirteenth century 
  the popular bestiary entries began to come 
  under close scrutiny. When Albertus Magnus, 
  a Dominican Friar from Bavaria, wrote his De 
  Animalibus (On Animals), he refuted many 
  claims about fabulous animals, and often tried 
  to supply some form of natural explanation 
  for the more fantastical behaviors attributed 
  to them. Swiss naturalist Conrad Gesner’s four 
  volume Historia Animalium (History of Animals) 
  did much the same, and is considered the 
  starting point of modern zoological methods 
  and observation.
  The last of the classical bestiaries was published 
  in 1607. Titled The History of Four-Footed Beasts, it 
  was an 800-page volume authored by Edward 
  Topsell. A minister of the Church of England, 
  Topsell based much of his material on Gesner’s 
  Historia Animalium, but added his own thoughts 
  
  7
  and opinions, as well as extensive life-lessons 
  and morals. Although reprinted in 1658 when 
  it was combined with his The History of Serpents, 
  the book was already an outdated and obsolete 
  work, useful only as a reference into the lore of 
  fabulous animals.
  The death knell of the bestiary as a source of 
  factual information came in 1646, with the 
  publication of Sir Thomas Brown’s Pseudodoxia 
  Epidemica; or, Enquiries into Very Many Received 
  Tenets and Commonly Presumed Truths (also 
  known as Vulgar Errors). A physician, Brown 
  examined the traditional lore about animals 
  and found much of it to be in error or outright 
  false. A skeptic, he challenged the existence 
  of such creatures as the basilisk, the centaur, 
  the griffin, and the phoenix. Although there 
  would come later authors who would rise in 
  defense of these creatures and their presumed 
  existence, for all intents and purposes, the time 
  of the bestiary had come to a close.
  THE MEDIEVAL VIEW  
  OF THE WORLD
  To the average resident of Middle Ages Europe, 
  the known world was a very small place. Most 
  people never traveled more than 20 miles from 
  home, and for those that did, such journeys were 
  beset by a host of problems—from bad weather 
  to bandits. Maps, or more accurately, maps as 
  we know them today, were nonexistent. There 
  was little to no concept of perspective or scale, 
  and much of what was drawn on a map was 
  subject to guesswork and fallacy. For example, 
  it was presumed Africa and Asia had to be 
  joined somewhere, and many maps drew in an 
  arcing line of land leading from the bottom of 
  Africa (or what was known of Africa) to join Asia 
  somewhere past India. There was also a strong 
  belief in the need to balance the landmasses 
  of Europe and Asia in the northern hemisphere 
  with a similar landmass in the south. Thus, 
  many maps showed a continent called australis 
  (meaning “southern”) along the bottom.
  A simple map of the world, as seen from the 
  medieval point of view, is created by first drawing 
  a circle. Divide the circle in half with a horizontal 
  line, then divide the lower section in half vertically 
  with a second line. Label the lower left section 
  “Europe,” the lower right section “Africa,” and the 
  upper half “Asia.” Jerusalem is the point where 
  all three lines meet, with the lower line being the 
  Mediterranean, the right line the Red Sea, and 
  the left line is the Caspian Sea.
  This book adopts a similarly simplistic view 
  when it describes where its creatures are 
  from. First, there is Europe. To the west, it is 
  bordered by endless ocean (or, barring that, an 
  ocean that stretches from the western coast 
  of Europe to the eastern coast of Asia.) Far to 
  the east is Asia. To the south is Africa, which is 
  made up of three major regions: Libya (i.e., the 
  Sahara Desert), Egypt, and Ethiopia (located 
  below Egypt). Tucked below Ethiopia is the 
  mythical Christian kingdom of Prester John. To 
  the southeast, along the eastern coast of the 
  Mediterranean, is the Holy Land and the holy 
  city of Jerusalem. Beyond that is Arabia, Persia, 
  and then India. Somewhere to the north of 
  Persia is the land of Scythia.
  
  8
  BEASTS AND MONSTERS OF 
  THE MIDDLE AGES
  BASILISK
  A tiny black snake, scarcely two to three feet 
  in length, the basilisk has a diamond-shaped 
  white spot (or a crown) on top of its head. It 
  moves with its head and upper body held 
  proudly erect, and not by slithering along the 
  ground like a normal snake.
  Creator of Wastelands. A solitary creature, the 
  basilisk is found in the deserts of Libya. Due to 
  its venomous nature, any place a basilisk dwells 
  will become a ruined waste, as its breath and 
  body poisons the air and land, and any nearby 
  water will be fouled whenever the creature 
  drinks. How such a toxic creature breeds is 
  unknown, although naturalists say a toad or a 
  snake can hatch a basilisk from an egg laid by a 
  rooster (which explains the basilisk’s rarity).
  King of the Snakes. The basilisk is noted for its 
  pride and is commonly called “the king of all 
  serpents.” As the undisputed lord of the Libyan 
  desert, the only things the basilisk fears are its 
  mortal enemy the weasel and the rooster—
  whose crowing will send a basilisk fleeing in 
  terror. Some say the crowing of a rooster will 
  actually kill a basilisk, sending it into a series of 
  lethal convulsions.
  Body of Pure Poison. The basilisk has a well-
  deserved reputation as the most lethal creature 
  in existence, and rightly so. The tiny snake’s 
  gaze is capable of withering plants and cracking 
  stone, its breath can kill birds flying in the sky, 
  while its body contains such virulent poisons 
  anyone striking it with a weapon will surely die, 
  as the venom travels up the blade and shaft 
  (cracking and splitting the weapon as it goes) 
  before entering the wielder’s arm—killing not 
  only the basilisk’s attacker, but any animal he 
  might be riding.
  Due to its incredible lethality, the basilisk is a 
  bold and virtually fearless combatant. The only 
  thing the basilisk’s poison can’t affect is the 
  weasel and rue, a plant used by weasels to heal 
  themselves after fighting a basilisk. According 
  to some stories, the basilisk can kill not only with 
  its gaze and breath, but also with the sound of its 
  hissing.
  
  9
  A BAsilisk’s lAir
  Any place a basilisk chooses to lair will slowly 
  become a desiccated wasteland. Any plant 
  life will die from the basilisk’s poisons, leaving 
  behind lifeless soil with only the occasional 
  poison-shattered tree trunk to break up the 
  monotony. Any water in the area is foul and 
  poisonous to drink and may be littered with the 
  corpses of birds, fish, and other animals.
  regionAl effects
  The region containing a basilisk’s lair is 
  contaminated by the creature’s presence, which 
  creates on or more of the following effects:
  • The land within 1 mile of the lair is poisoned. 
  Spells that create plants or encourage plant 
  growth will either fail outright or produce 
  only stunted results (which will quickly die).
  • Water sources within 1 mile of the lair are 
  poisoned. Any creatures that drink such 
  water must make a DC 10 Constitution 
  saving throw. On a failed save, the creature 
  takes 31 (7d8) poison damage, or half as 
  much damage on a successful one. The 
  creature also vomits back up the water.
  • The air within 1 mile of the lair is fouled 
  with the scent of decay. Any Wisdom 
  (Perception) checks that rely on smell are 
  made at disadvantage.
  If the basilisk dies, these effects fade over the 
  course of 2d6 weeks.
  Historical Notes. The name “basilisk” is derived 
  from the Greek basilicus and means “little 
  king.” In Latin, the creature was called regulus, 
  which translates to “king.” The appearance of 
  the basilisk changed slowly throughout the 
  middle ages. Originally it was described as a 
  tiny snake, but later was depicted as a rooster 
  with bat-like wings and a lizard’s tail. One of 
  the more unusual depictions of the basilisk is 
  found in Italian naturalist Ulisse Aldrovandi’s 
  Natural History of Serpents and Dragons, where 
  it’s shown with eight legs ending in chicken 
  feet, a scaled body, and bearing a crown on its 
  rooster-like head.
  Although a common entry in period bestiaries, 
  belief in the basilisk was not universal. As one 
  writer put it, “If the basilisk kills merely by being 
  seen, who has seen it?”
  Using the BAsilisk
  Game masters should take note of the 
  vast difference in the basilisk’s offensive 
  and defensive capabilities. Defensively it is 
  roughly a CR 1/8 with its Armor Class and 
  Immunities pushing it to CR 1/4. Offensively, 
  it can inflict an average of 252-315 points of 
  damage per round (depending on if you use 
  the variant or not). This makes it a CR 27 to 
  CR 30 creature. Thus, its average challenge 
  rating of 13 can be somewhat misleading 
  and could result in a party being killed quite 
  quickly by something they can’t see. On 
  the other hand, a party outfitted with the 
  proper equipment and spells might find the 
  basilisk to be an anti-climactic foe, as 35 
  hit points aren’t enough to withstand more 
  than a single 3rd-level Fireball.
  There are several solutions to this. The 
  first is to make the adventure more about 
  finding the basilisk rather than fighting it. The 
  second is to make the basilisk the guardian 
  of a magical item (or other object) that 
  can withstand the basilisk’s poison. Thus, 
  the basilisk becomes a highly dangerous 
  obstacle to overcome, not a campaign-
  ending ‘boss’ fight (that’s what the magical 
  object the characters are seeking is for). 
  Third would be to increase the hit dice, hit 
  points and/or size of the basilisk.
  other nAmes
  The basilisk is also known by the names 
  basilicok, basylyscus, and bockatrice (see 
  the cockatrice entry on page 15 for more).
  
  10
  BAsilisk
  Tiny monstrosity, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 35 (10d4+10)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  2 (-4) 16 (+3) 12 (+1) 4 (-3) 10 (-0) 16 (+3)
  Skills Stealth +5
  Damage Immunities poison
  Condition Immunities frightened
  Senses passive Perception 10
  Languages —
  Challenge 13 (10,000 XP)
  Lethal Breath. Any creature that starts its turn 
  within 30 feet of a basilisk must make a DC 22 
  Constitution saving throw if the basilisk isn’t 
  incapacitated. On a failed save, the creature 
  takes 63 (14d8) poison damage, or half as 
  much damage on a successful one. Any plant 
  creature or magical plant that starts its turn 
  within 30 feet of a basilisk makes the saving 
  throw at disadvantage, and the basilisk’s breath 
  does the maximum possible damage. Any 
  non-magical plant that isn’t a creature, such as 
  crops, grass, trees, and so on, simply blackens 
  and dies. 
  If damage from a basilisk’s breath reduces a 
  creature to 0 hit points, it falls down dead, its 
  body filled with virulent poisons.
  The basilisk’s breath has no effect on constructs, 
  undead, the rue plant or weasels, including 
  giant weasels.
  Lethal Gaze. If a creature starts its turn within 
  30 feet of the basilisk and the two can see each 
  other, the basilisk can force the creature to 
  make a DC 22 Constitution saving throw if the 
  basilisk isn’t incapacitated. On a failed save, the 
  creature takes 63 (14d8) poison damage, or 
  half as much damage on a successful one. Any 
  plant creature or magical plant that is the target 
  of the basilisk’s gaze makes the saving throw at 
  disadvantage, and the basilisk’s gaze does the 
  maximum possible damage. Any non-magical 
  plant that isn’t a creature, such as crops, grass, 
  trees, and so on, simply blackens and dies. 
  A creature that isn’t surprised can avert its eyes 
  to avoid the saving throw at the start of its turn. 
  If it does so, it can’t see the basilisk until the 
  start of its next turn, when it can avert its eyes 
  again. If it looks at the basilisk in the meantime, 
  it must immediately make the save.
  If damage from a basilisk’s gaze reduces a 
  creature to 0 hit points, it falls down dead, its 
  body filled with virulent poisons.
  The basilisk’s gaze has no effect on constructs, 
  undead, the rue plant or weasels, including 
  giant weasels.
  Lethal Touch. Any creature that touches a 
  basilisk or hits with a melee weapon while within 
  5 feet of it must make a DC 22 Constitution 
  saving throw if the basilisk isn’t incapacitated. 
  On a failed save, the creature takes 63 (14d8) 
  poison damage, or half as much damage on 
  a successful one. If the creature is in contact 
  with another creature(s) (such as a mount), 
  then this other creature(s) must also make a 
  DC 19 Constitution saving throw. On a failed 
  save, the second creature takes 58 (13d8) 
  poison damage, or half as much damage on 
  a successful one. Any nonmagical weapon 
  that hits the basilisk is destroyed after dealing 
  damage. Nonmagical ammunition that hits the 
  basilisk is destroyed after dealing damage. 
  The basilisk’s touch has no effect on constructs, 
  undead, the rue plant or weasels, including 
  giant weasels.
  
  11
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage and 
  the target must deal with the basilisk’s Lethal 
  Touch.
  BONNACON
  The bonnacon is a large creature the size and 
  shape of an ox, covered in long thick hair. 
  Its bull-like head has horns that curl in on 
  themselves, leaving no projecting points. 
  Flight Over Fight. Found in Asia, this creature 
  is a peaceful herbivore. A solitary animal, it 
  tries to avoid humans (and other humanoids). 
  Although its curled horns are of some use in 
  combat, the bonnacon prefers to flee from its 
  enemies. If pursued, it will excrete an acrid and 
  volatile discharge from its hindquarters. This 
  discharge covers three acres and is capable of 
  burning the hair off a hunting dog and setting 
  trees and shrubs alight.
  Historical Notes. The origins of the bonnacon 
  seem to be in somewhat confused descriptions 
  of Cape Buffalo. That said, certain animals are 
  known to empty their bowels if put to flight by 
  an attacker.
  BonnAcon
  Large monstrosity, unaligned
  Armor Class 11
  Hit Points 25 (3d10+9)
  Speed 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  17 (+3) 13 (+1) 16 (+3) 2 (-4) 7 (-2) 6 (-2)
  Senses passive Perception 8
  Languages —
  Challenge 4 (1,100 XP)
  Charge. If a bonnacon moves at least 20 feet 
  straight towards a target and then hits it with a 
  ram attack on the same turn, the target takes 
  an extra 7 (2d6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone.
  VAriAnt: lethAl hiss
  Some basilisks can also kill with the sound 
  of their hiss. This raises the basilisk’s 
  challenge rating to 15 (13,000). 
  Lethal Hiss. Any creature that starts its turn 
  within 15 feet of a basilisk must make a DC 
  22 Constitution saving throw if the basilisk 
  isn’t incapacitated. On a failed save, the 
  creature takes 63 (14d8) poison damage, or 
  half as much damage on a successful one.
  If damage from a basilisk’s hiss reduces a 
  creature to 0 hit points, it falls down dead, 
  its body filled with virulent poisons.
  The basilisk’s hiss has no effect on 
  constructs, undead, the rue plant or 
  weasels, including giant weasels.
  VAriAnt: VUlnerABle to A cock’s crow
  It is said the sound of a rooster’s crowing 
  will kill a basilisk. If that is the case, the 
  basilisk has the following trait:
  Death by Rooster. A basilisk that can hear 
  the crowing of a rooster goes into a series 
  of uncontrollable convulsions, giving it 
  disadvantage on ability checks, attack 
  rolls, and saving throws, and dies within 
  one round.
  
  12
  Actions
  Ram. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 8 (2d4+3) bludgeoning 
  damage.
  Hooves. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one prone creature. Hit: 8 (2d4+3) 
  bludgeoning damage.
  Acrid Discharge (Recharge 6). The bonnacon 
  excretes a fiery blast in a 550-foot cone. 
  Each creature in the cone must make a DC 
  16 Constitution saving throw, taking 21 (6d6) 
  fire damage on a failed save, or half as much 
  damage on a successful one. 
  Using the BonnAcon
  Game masters who wish to make the 
  bonnacon even more dangerous should 
  consider some of the alternative accounts 
  of its destructive power. While most 
  writers agreed the bonnacon’s discharge 
  was capable of setting trees alight, a few 
  went so far as to describe hunters caught 
  in the discharge being consumed in 
  flames. To fully simulate this effect, you 
  may wish to increase the size or number 
  of dice for the bonnacon’s acrid discharge 
  (for example, from d6s to d8s, or from 6d6 
  to 8d6). Please note this will increase the 
  bonnacon’s challenge rating.
  other nAmes
  The bonnacon is also known by the names 
  bonachus and bonasus.
  
  13
  CALADRIUS
  The caladrius is approximately the size of an 
  eagle, with a long swan-like neck, and a bright 
  yellow beak and legs. The rest of the bird is pure 
  white, without a spot of black anywhere.
  Can Identify Illness. A native of Persia, the 
  caladrius is highly sought after, as it’s able to 
  recognize illnesses in men. If presented with a 
  sick man, the caladrius will stare at the stricken 
  victim. If the man cannot be cured, then the bird 
  will turn its back on him, but if aid is possible, 
  the bird will take the man’s illness into itself, 
  then fly up towards the sun and vomit it back 
  out. It is unknown what benefit the caladrius 
  gains from healing the sick.
  It is thought the bird determines whether a man 
  can be saved by the presence of certain fumes 
  coming from a sick body. If the illness is deep 
  inside the body, then it can do nothing, but if it 
  can scent the illness in the air, it will inhale the 
  sickness into itself. In addition, some scholars 
  say the meat of the bird’s inner thigh can be 
  used to cure blindness. Others claim the bird’s 
  dung should be used instead.
  Using the cAlAdriUs
  No mention is made in the bestiaries as 
  to the fate of a caladrius if it isn’t allowed 
  to vomit out the illness after absorbing it. 
  In addition, nothing is said about the bird 
  returning afterwards. Game masters should 
  decide for themselves the outcome of 
  denying a caladrius its flight up to the sun. 
  At the very least, the bird should suffer the 
  same disease effects as the original victim. 
  Since the bird has far less hit points than 
  the typical character, it’s highly likely the 
  bird will soon die. Game masters should 
  also decide if the caladrius will return after 
  healing someone or will fly off. In either 
  case, these birds should be extremely rare 
  and highly sought after.
  other nAmes
  The caladrius is also known as the caladre, 
  caladrion, or charadrius.
  
  14
  Historical Notes. The caladrius, with its ability 
  to heal and its pure white body, was a medieval 
  symbol of Christ. It was closely associated with 
  royalty, and thus with jaundice, which was a 
  disease common to those used to rich living.
  cAlAdriUs
  Medium monstrosity, neutral good
  Armor Class 12
  Hit Points 25 (3d10+9)
  Speed 10 ft., fly 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  2 (-4) 14 (+2) 8 (-1) 5 (-3) 8 (-2) 10 (+0)
  Senses passive Perception 8
  Languages —
  Challenge 1/8 (25 XP)
  Innate Spellcasting (1/Day). The caladrius 
  can innately cast augury, requiring no material 
  components. The spell must be cast near a sick 
  creature and can only be used to determine 
  if the creature will live or die from the illness 
  it is suffering. Its innate spellcasting ability is 
  Charisma.
  Innate Spellcasting (1/Day). The caladrius 
  can innately cast lesser restoration, requiring no 
  material components. The spell can only be 
  used to end one disease. Its innate spellcasting 
  ability is Charisma.
  Actions
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage.
  VAriAnt: cUre Blindness
  According to some tales, the caladrius can 
  cure blindness.
  Cure Blindness I. 
  By 
  cooking 
  and 
  consuming the meat of the caladrius’ inner 
  thigh, a creature can remove the blindness 
  condition as if they were the recipient of 
  lesser restoration.
  Cure Blindness II. 
  By 
  applying 
  the 
  caladrius’ dung to their eyes, a creature can 
  remove the blindness condition as if they 
  were the recipient of lesser restoration.
  
  15
  CATOBLEPAS
  The catoblepas is a sluggish beast of moderate 
  size, with a long neck. Due to its weak neck 
  and the weight of its extremely heavy head, 
  the catoblepas normally keeps its head near  
  the ground.
  Dangerous Swamp Dweller. A creature of 
  Ethiopia, the catoblepas dwells in river-side 
  marshes and swamps, where it forages for 
  water plants and roots. Solitary creatures, they 
  tend to be active early in the morning and late 
  in the evening. If threatened, the catoblepas 
  will defend itself with its lethal gaze, which is 
  capable of striking dead anything that meets 
  the animal’s eyes. It will raise its head to locate 
  the closest attacker and then try to lock eyes. 
  Once the first attacker has been slain, the 
  catoblepas will then repeat the process, until all 
  its assailants have been killed or fled. If severely 
  pressed or wounded, the catoblepas will retreat 
  into its swampy home, trying to place deep 
  bodies of water between itself and any foes.
  Historical Notes. The name “catoblepas” 
  comes from the Greek and means “that which 
  looks downwards.” The catoblepas itself is 
  likely derived from descriptions of the gnu.
  cAtoBlePAs
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (5d10+9)
  Speed 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  16 (+3) 9 (-1) 17 (+3) 2 (-4) 7 (-2) 5 (-3)
  Skills Perception +2
  Senses passive Perception 12
  Languages —
  Challenge 6 (2,300 XP)
  Lethal Gaze. If a creature starts its turn within 30 
  feet of the catoblepas and the two can see each 
  other, the catoblepas can force the creature to 
  make a DC 17 Constitution saving throw if the 
  catoblepas isn’t incapacitated. On a failed save, 
  the creature takes 63 (14d8) poison damage, 
  or half as much damage on a successful one. 
  Any plant creature or magical plant that is the 
  target of the catoblepas’ gaze makes the saving 
  throw at disadvantage, and the catoblepas’ gaze 
  does the maximum possible damage. Any non-
  magical plant that isn’t a creature, such as crops, 
  grass, trees, and so on, simply blackens and dies. 
  A creature that isn’t surprised can avert its eyes 
  to avoid the saving throw at the start of its turn. 
  If it does so, it can’t see the catoblepas until 
  the start of its next turn, when it can avert its 
  eyes again. If it looks at the catoblepas in the 
  meantime, it must immediately make the save.
  If damage from a catoblepas’ gaze reduces a 
  creature to 0 hit points, it falls down dead, its 
  body filled with virulent poisons.
  The catoblepas’ gaze has no effect on constructs 
  or undead.
  Actions
  Hooves. Melee Weapon Attack: +2 to hit, reach 
  5 ft., one target. Hit: 8 (2d4+3) bludgeoning 
  damage.
  Using the cAtoBlePAs
  As the catoblepas has an extremely potent 
  gaze attack, it might be more challenging to 
  a party of adventures than its CR suggests. 
  See the “Using the Basilisk” sidebar on 
  page 8 for more information.
  other nAmes
  The catoblepas is also known by the names 
  catoplepe and gorgon.
  
  16
  COCKATRICE
  The cockatrice has the head, neck, wings and 
  body of a cock (i.e. rooster), with the legs and 
  feet of a lizard. Some descriptions give it a 
  lizard-like head and bat wings, but all accounts 
  agree the cockatrice is a horrid cross between 
  bird and reptile.
  Offspring of a Rooster and a Toad. A cockatrice 
  is born when a cock lays an egg, which is then 
  incubated by a toad. Some descriptions go 
  further and require the cock to be seven years 
  old, Sirius the Dog Star to be ascendant, and for 
  the toad to incubate the egg for upwards of nine 
  years. Unsurprisingly, the cockatrice is a fairly 
  rare animal. They are solitary creatures, and 
  usually lair in caves, wells, and dank basements. 
  Reports of cockatrices are found across Europe, 
  especially in England and France.
  The cockatrice is aggressive and will readily 
  attack anything it perceives as prey. They fear 
  weasels, however, and will usually flee from an 
  encounter with one.
  Historical Notes. The cockatrice is a later 
  Middle Ages development of the basilisk. While 
  highly lethal, it’s not quite as destructive as the 
  basilisk is said to be. The cockatrice was also 
  significantly easier to defeat; the commonly 
  agreed method was with a mirror, which was 
  used to reflect the cockatrice’s gaze back into 
  its own eyes.
  cockAtrice
  Small monstrosity, chaotic evil
  Armor Class 13
  Hit Points 33 (6d6+12)
  Speed 20 ft., fly 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  4 (-3) 16 (+3) 14 (+2) 10 (-0) 5 (-3) 5 (-3)
  Skills Perception +3, Stealth +5
  Senses passive Perception 13
  Languages —
  Challenge 5 (1,800 XP)
  Lethal Gaze. If a creature starts its turn within 30 
  feet of the cockatrice and the two can see each 
  other, the cockatrice can force the creature to 
  make a DC 16 Constitution saving throw if the 
  cockatrice isn’t incapacitated. On a failed save, 
  the creature takes 63 (14d8) poison damage, or 
  half as much damage on a successful one. Any 
  plant creature or magical plant that is the target of 
  the cockatrice’s gaze makes the saving throw at 
  disadvantage, and the cockatrice’s gaze does the 
  maximum possible damage. Any non-magical 
  plant that isn’t a creature, such as crops, grass, 
  trees, and so on, simply blackens and dies. 
  
  17
  A creature that isn’t surprised can avert its eyes 
  to avoid the saving throw at the start of its turn. 
  If it does so, it can’t see the cockatrice until 
  the start of its next turn, when it can avert its 
  eyes again. If it looks at the cockatrice in the 
  meantime, it must immediately make the save.
  If the cockatrice sees its reflection within 30 
  feet of it in bright light, it will target itself with 
  its gaze.
  If damage from a cockatrice’s gaze reduces a 
  creature to 0 hit points, it falls down dead, its 
  body filled with virulent poisons.
  The cockatrice’s gaze has no effect on 
  constructs or undead.
  Fears Weasels. If it is ever engaged in combat 
  with a weasel (giant or otherwise), the cockatrice 
  suffer disadvantage on all attack rolls.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4+1) piercing damage.
  CROCODILE
  The crocodile is a large yellow lizard with a 
  tough, thick hide, and four legs armed with 
  sharp claws. Lengths of thirty feet are common, 
  and the crocodile’s great size, along with 
  its mouthful of sharp teeth, make it a feared 
  predator.
  River Predators. Crocodiles live in and around 
  the Nile River. They remain in the water during 
  the day, but come ashore at night to feed. They 
  are noted for their hunger and a willingness 
  to attack anything as a potential food source. 
  Crocodiles prey on anything they can catch, but 
  have a fondness for humans. Oddly enough, 
  a crocodile will weep after eating a man. 
  Various explanations have been offered for this 
  behavior, ranging from showing repentance for 
  the act, to bewailing the small size of the meal.
  Crocodiles normally lie in wait in the water and 
  will rush out onto shore to attack their prey. 
  Once bitten the prey will be dragged back 
  into the water to be drowned and torn apart. 
  Crocodiles are also known to upset boats to 
  get at the occupants, and can leap vertically 
  out of the water to catch unaware prey on an 
  overhanging bank.
  It is said that a tooth taken from the jaw of a live 
  crocodile and worn around the neck will cure 
  impotence.
  Historical Notes. The medieval crocodile is 
  close in size and general habits to the real Nile 
  crocodile, although the coloration is a bit off. 
  The belief the crocodile wept after consuming 
  a man gave rise to the phrase “to cry crocodile 
  tears,” symbolizing a false display of sorrow, 
  which is still in use to this day.
  Using the cockAtrice
  As the cockatrice has an extremely potent 
  gaze attack, it might be more challenging 
  to a party of adventures than its challenge 
  rating suggests. See the “Using the Basilisk” 
  sidebar on page 8 for more information.
  
  18
  crocodile
  Huge beast, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 96 (9d12+36)
  Speed 30 ft., swim 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  22 (+6) 12(+1) 18 (+4) 8 (-2) 10 (+0) 10 (+0)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —
  Challenge 5 (1,800 XP)
  Hold Breath. The crocodile can hold its breath 
  for 30 minutes.
  Standing Leap. If the crocodile starts in water, 
  its long jump is up to 30 feet and its high jump 
  is 15 feet, with or without a running start.
  False Appearance. While a crocodile remains 
  motionless in a body of water deep enough to 
  contain its body, it is effectively indistinguishable 
  from floating branches, logs, and other detritus 
  on the water’s surface.
  Actions
  Multiattack. The crocodile makes two attacks: 
  one with its bite and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 22 (3d10+6) piercing damage 
  and the target is grappled (escape DC 15). Until 
  this grapple ends, the target is restrained, and 
  the crocodile can’t bite another target.
  Tail. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target not grappled by the crocodile. 
  Hit: 16 (2d8+6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 16 
  Strength saving throw or be knocked prone.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one prone creature. Hit: 13 (2d6+6) slashing 
  damage.
  
  19
  DRAGON
  Dragons are immense reptiles, said to be the 
  largest of all the living things in the world. They 
  are often described as being snakelike, with 
  two or four legs and two large bat-like wings. 
  Their bodies are heavily scaled, their feet have 
  powerful claws, and their heads are equipped 
  with long sharp teeth. Coloration varies, with 
  green and brown predominant.
  Hunters of Elephants. Dragons are reputed to 
  live in many parts of the world, including Ethiopia, 
  Libya, greater Africa, and India. They’re known 
  to have ravenous appetites, and will greedily 
  devour anything they can catch. The dragon’s 
  favorite prey are elephants, which are caught by 
  encircling them with their long tails in order to 
  strangle them to death. However, this method 
  of hunting has its drawbacks, as the newly slain 
  elephant will often crush the dragon as it falls 
  dead. Dragons can lay entire regions to waste, 
  by a combination of devouring anything living 
  and from poisoning the ground and water with 
  their bodies.
  Demanders of Offerings. Dragons will often 
  settle in an area frequented by people and 
  feast off local livestock. If possible, the dragon 
  will terrorize the local population into keeping 
  it well-fed with offerings of cattle, and once 
  that runs out, it will demand a human sacrifice 
  (usually of a maiden). The only thing the dragon 
  fears is the sweet breath of the panther, and it 
  will flee from this scent as quickly and rapidly 
  as possible.
  
  20
  Magical Body Parts. There are many stories 
  surrounding dragons and the magical powers 
  that can be gained from their body parts. 
  Bathing in dragon’s blood is thought to make 
  one invulnerable, while eating a dragon’s heart 
  is supposed to grant understanding of the 
  speech of birds and animals. Cutting open the 
  head of a living dragon will reveal the dracone, 
  a precious pure-white jewel that has no equal 
  in the world.
  Historical Notes. The 
  word 
  “dragon” 
  is 
  descended from the Greek word “draco,” which 
  was used for any immense snake. Medieval 
  dragons were often snakelike themselves, 
  and possessed either four, two, or no legs. As 
  for wings, the medieval dragon usually had 
  two (meaning it looked much like the classic 
  wyvern), but might have no wings or as many 
  as four. Art of the Middle Ages tends to depict 
  dragons as fairly small, usually not much bigger 
  than a horse (if that). Literature, on the other 
  hand, described dragons as the largest of land-
  dwelling creatures. The epic poem Beowulf 
  gives a length of 50 feet for the dragon that 
  kills the titular hero, while other stories describe 
  dragons as being “...10 paces in length...” 
  (between 25 and 48 feet in length), or stating a 
  slain dragon required four carts to haul it away.
  A drAgon’s lAir
  Dragons tend to lair any place they have an easy 
  access to food. This can include the deserts 
  of Libya to the forests of India. A long-term 
  dragon’s lair is notable for the absence of large 
  animals in the general vicinity, a stink of draconic 
  hide, and if the dragon can breathe fire, a smoky 
  pall over the entire area (or an unpleasant odor 
  if the dragon breaths poison gas).
  regionAl effects
  The region containing a dragon’s lair is 
  contaminated by the creature’s presence, which 
  creates on or more of the following effects:
  • The land within 1 mile of the lair is arid and 
  dry. Spells that create food and/or water are 
  only half as effective.
  • Water sources within 1 mile of the lair are 
  covered with a layer of scummy slime. The 
  water itself tastes foul. Any creature that 
  drinks the water will quickly spit it back out.
  • The air within 1 mile of the lair is tainted with 
  the smell of the dragon’s breath and body. 
  Any Wisdom (Perception) checks that rely 
  on smell are made at disadvantage.
  If the dragon dies, these effects fade over the 
  course of 1d10 days.
  other nAmes
  Dragons are also known by the names 
  draco, drake, and drakon.
  
  21
  drAgon
  Huge dragon, any evil
  Armor Class 19 (natural armor)
  Hit Points 207 (18d12+90)
  Speed 40 ft., fly 80 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  22 (+6) 12 (+1) 21 (+5) 8 (-2) 10 (+0) 15 (+2)
  Saving Throws Dex +5, Con +10, Wis +4, Cha +6
  Skills Perception +6, Stealth +5
  Senses passive Perception 16
  Languages understands Common, but can’t 
  speak it
  Challenge 11 (7,200 XP)
  Legendary Resistances (3/Day). If the dragon 
  fails a saving throw, it can choose to succeed 
  instead.
  ACTIONS
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 22 (3d10+6) piercing 
  damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 13 (2d6+6) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 
  ft., one target. Hit: 15 (2d8+6) bludgeoning 
  damage, and the target is grappled (escape 
  DC 16). Until this grapple ends the creature is 
  restrained, and the dragon can’t use its tail on 
  another target.
  VAriAnt: drAgon oPtions
  Dragons come in many forms. You can 
  customize your dragon with selections 
  from this list. Some of these selections will 
  increase the dragon’s challenge rating.
  Great Intelligence. Increase INT to 18.
  Great Wisdom. Increase WIS to 18.
  No Wings. Remove the dragon’s fly speed.
  Flaming Breath (Recharge 5-6). 
  The 
  dragon exhales fire in a 60-foot cone. Each 
  creature in that area must make a DC 18 
  Dexterity saving throw, taking 56 (16d6) 
  fire damage on a failed save, or half as 
  much damage on a successful one.
  Noxious Breath (Recharge 5-6). The dragon 
  exhales poisonous gas in a 60-foot cone. 
  Each creature in that area must make a DC 
  18 Constitution saving throw, taking 56 
  (16d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  Immune To Fire. Damage Immunities fire
  Immunity 
  to 
  All 
  Poisons. 
  Damage 
  Immunities poison, Condition Immunities 
  poisoned
  Draconic Eyes. blindsight 60 ft., darkvision 
  60 ft.
  VAriAnt: BAthing in drAgon Blood
  A character that bathes in the blood of a 
  dragon will permanently gain resistance 
  to bludgeoning, piercing, and slashing 
  damage from nonmagical weapons.
  VAriAnt: eAting A drAgon’s heArt
  A character that cooks and eats a portion 
  of a dragon’s heart permanently gains the 
  ability to speak with animals, as the spell of 
  the same name.
  
  22
  FASTITOCALON
  Fastitocalon is an immense whale, with a back 
  described as being gray and rough, like a 
  gravely beach. 
  Sleeper on the Surface. These creatures are 
  known for their habit of sleeping at the surface 
  of the ocean, drifting slowly with the waves and 
  currents. As it sleeps, the fastitocalon’s back 
  lies exposed to the air and slowly becomes 
  covered with sand, dirt, and plant growth, until 
  it resembles an island. It is often mistaken for 
  such by passing sailors; a potentially costly 
  mistake. If the sailors anchor for the night and 
  build a cookfire on the ‘island,’ the heat of the 
  fire will disturb the whale and cause it to dive 
  to the bottom of the sea, drowning all who are 
  on its back.
  Attracts Fish with Its Breath. Normally a 
  lethargic animal (it can sleep for years at a time), 
  the fastitocalon doesn’t chase down schools of 
  fish in order to feed. Instead, it simply opens its 
  mouth, as its sweet breath will attract all manner 
  of fish to be devoured by the island-whale’s 
  gaping maw. If angered, the fastitocalon will 
  simply swallow most prey, or smash it with 
  its flukes (then swallow it). The island-whale’s 
  mouth is large enough to consume a small boat 
  (and everyone in it), while its flukes can easily 
  smash a full-sized ship to splinters.
  Historical Notes. Stories of a whale mistaken 
  for an island can be found in the myths and 
  legends of many cultures, including the Irish 
  tale of Saint Brendan and the Tales of the Arabian 
  Nights. The whale itself, with its ability to attract 
  unsuspecting fish with its sweet breath, was 
  considered symbolic of the Devil, who ensnares 
  unwary men with false promises.
  
  23
  fAstitocAlon
  Gargantuan monstrosity (titan), neutral evil
  Armor Class 20 (natural armor)
  Hit Points 819 (42d20+378)
  Speed 0 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  30 (+10) 11 (+1) 29 (+9) 8 (-2) 
  10 (+0) 12 (+1)
  Saving Throws Str +19, Con +18, Int +7, Wis 
  +9, Cha +11
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities cold, poison
  Condition Immunities frightened, paralyzed, 
  poisoned
  Senses blindsight 120 ft., passive Perception 10
  Languages —
  Challenge 24 (62,000 XP)
  As Large as an Island. The fastitocalon is one 
  of the largest living creatures in existence. It is 
  roughly 1,000 feet in length from nose to tail, 
  and occupies a space of 120 by 120 feet. Its 
  movement is not affected by difficult terrain 
  (as it applies to oceans) or by Huge or smaller 
  creatures. Other creatures can enter the 
  fastitocalon’s space, but are presumed to be 
  walking on top of the fastitocalon’s back and are 
  not interacting with the fastitocalon in any way.
  Dislike of Fire. If the fastitocalon is exposed 
  to natural fire for more than an hour (such as a 
  campfire) or magical fire for one round (such as 
  a fireball) it will dive to the bottom of the ocean. 
  False Appearance. While the fastitocalon 
  remains motionless on the surface of the ocean 
  (except for drifting with natural currents) it is 
  indistinguishable from a small island.
  Freedom of Movement. 
  The 
  fastitocalon 
  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.
  Hold Breath. The fastitocalon can hold its 
  breath for 12 hours.
  Siege Monster. The fastitocalon deals double 
  damage to objects and structures.
  Actions
  Multiattack. The fastitocalon makes two 
  attacks: one with its bite and one with its flukes.
  Bite. Melee Weapon Attack. +14 to hit, reach 
  10 ft., one target. Hit: 29 (3d12+10) piercing 
  damage. If the target is a creature, it is grappled 
  (escape DC 24). Until this grapple ends the 
  target is restrained, and the fastitocalon can’t 
  bite another target.
  Flukes. Melee Weapon Attack. +14 to hit, reach 20 
  ft., one target. Hit: 26 (3d10+10) bludgeoning 
  damage and the target must succeed on a DC 
  24 Strength saving throw of be pushed back 10 
  feet away from the fastitocalon.
  Engulf. The fastitocalon makes one bite attack 
  against a Huge or smaller creature it is currently 
  grappling. If the attack hits, the target takes the 
  bite’s 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 
  fastitocalon, and it takes 56 (16d6) acid damage 
  at the start of each of the fastitocalon’s turns. 
  If the fastitocalon takes 60 damage or more on 
  a single turn from a creature inside it (or any 
  damage from magical fire), the fastitocalon must 
  succeed on a DC 25 Constitution saving throw at 
  the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 20 
  feet of the fastitocalon. If the fastitocalon dies, a 
  swallowed creature is no longer restrained by it 
  and can escape from the corpse using 50 feet of 
  movement, exiting prone.
  
  24
  Sweet Breath (Recharge 5-6). The fastitocalon 
  exhales in a 90-foot cone. Each aquatic beast in 
  the area must make a DC 23 Constitution saving 
  throw or be charmed for 1 minute. Charmed 
  beasts will move towards the fastitocalon’s 
  mouth to be devoured.
  LEGENDARY ACTIONS
  The fastitocalon can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a 
  time and only at the end of another creature’s 
  turn. The fastitocalon regains spent legendary 
  actions at the start of his turn.
  Move. The fastitocalon moves up to half its 
  speed.
  Smash. The fastitocalon makes a fluke attack.
  Devour (2 actions). The fastitocalon makes one 
  bite attack or uses Engulf.
  VAriAnt: AsPidochelone
  The aspidochelone is similar to the 
  fastitocalon, except it has the appearance 
  of a great turtle instead of a whale. If using 
  an aspidochelone, increase the Armor 
  Class to 25 and change the Multiattack 
  to a bite and two flippers (which work the 
  same as the flukes). The aspidochelone’s 
  challenge rating is now 25 (75,000 XP).
  Using the fAstitocAlon
  As the fastitocalon is roughly 1,000 feet in 
  length, you could consider eliminating the 
  creature’s acid attack and allow characters 
  to adventure within the fastitocalon’s gullet. 
  Characters could find the remains of other 
  sea monsters, swallowed ships, and even 
  entire societies (such as kuo-toa, merfolk, 
  merrows, and the like) inside.
  other nAmes
  The fastitocalon is also known by the following 
  names:  aspidochelone, cetus, island-whale, 
  jasconis, leviathan, and zaratan.
  
  25
  GIANT
  Giants are humanoids of great size and 
  stature. Their exact appearance is as variable 
  as that of man himself, although most giants 
  are described as standing more than ten feet 
  tall and are thickly bearded. Giants dress in 
  whatever the local climate allows for, from a 
  simple loincloth to thick furs.
  Varied in Dwellings. In general, giants are 
  solitary, and live far from men in thick untamed 
  wilderness. The unexplored wilds of India, 
  Africa, and Patagonia (in South America) are 
  said to be home to whole tribes of giants, some 
  of whom are reputed to be cannibals. Most 
  giants seem to be simple scavengers, living off 
  whatever they can find, although a few resort 
  to theft and will strip a farm of its livestock, 
  grain, and crops. Some giants, such as those of 
  Patagonia, are active hunters and fishers.
  Varied in Habits. There is a tendency among 
  giants, especially those that live in England 
  and France, to become greedy robbers, 
  preying on passerby and stealing from them 
  all items of value (and sometimes eating their 
  victims.) Giants in other parts of the world 
  may be more friendly, or may simply use the 
  guise of friendship as a means of drawing in 
  unsuspecting victims. 
  Warriors and Wizards. Giants usually arm 
  themselves with great clubs, fashioned from 
  a length of uprooted tree. Others will have 
  long spears, massive hammers, or giant axes. 
  In Patagonia, giants are known to carry great 
  bows, with which they are highly accurate. If 
  unarmed, a giant will fight with his bare hands, 
  or hurl great rocks.
  Some giants are said to be powerful magic 
  users. Others are reputed to possess magical 
  items of immense power or to hold vast 
  storehouses of knowledge.
  Historical Notes. The medieval belief in giants 
  can be traced to several sources, including the 
  Bible. Within one could find several references 
  to giants, with the most famous being David’s 
  fight with Goliath. In addition, the book of 
  Genesis states “There were giants in the earth 
  in those days,” while Numbers was far more 
  specific, stating “And there we saw the giants, 
  the sons of Anak, which come to the giants: 
  and we were in our own eyes grasshoppers, 
  and so we were in their sight.”
  other nAmes
  Giants are also called by such names as 
  cyclops, gargantua, goliath, ogre, and titan. 
  The term “gargantua” comes from the series 
  of novels known as The Life of Gargantua and 
  of Pantagruel, written in the 16th Century. 
  The term “goliath” comes from the Biblical 
  Goliath, a warrior of the Philistines who 
  stood somewhere between 6’6” and 9’9”.
  
  26
  European folklore is full of giants and gigantic 
  men, many of whom seem to be exaggerations 
  of tall native peoples. The giants of Patagonia 
  were witnessed by Ferdinand Magellan and 
  Charles Darwin, although no one else has seen 
  them since. Celtic and early European mythology 
  mentions numerous giants, and the island of 
  Britain was once thought to be thickly inhabited 
  by a whole race of them, who were driven out 
  by the Roman warrior Brutus. Many ancient 
  structures—such as Stonehenge in England—as 
  well as some natural rock formations—such as 
  the aptly-named Giant’s Causeway in Ireland—
  were thought to be the work of giants.
  The discovery of the fossil bones of elephants 
  and other animals was often used as evidence 
  of giants. The Greek cyclops may have been 
  inspired by the finding of an elephant’s skull. 
  The central nasal passage may have been 
  mistaken for an eye socket, which led to the 
  cyclops’ one-eyed visage.
  giAnt
  Large giant, any alignment
  Armor Class 14 (natural armor)
  Hit Points 85 (9d10+36)
  Speed 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  20 (+5) 9 (-1) 18 (+4) 10 (+0) 9 (-1) 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 3 (7100 XP)
  Actions
  Multiattack. The giant makes two greatclub 
  attacks.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 (2d8+5) bludgeoning 
  damage.
  VAriAnt: giAnt oPtions
  Giants of the Middle Ages could have 
  numerous abilities beyond smashing foes 
  with a club. Here are a few suggestions:
  Bow. Ranged Weapon Attack: +4 to hit, 
  range 150/600 ft., one target. Hit: 8 (2d8-
  1) piercing damage.
  Greataxe. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 18 (2d12+5) 
  slashing damage.
  Maul. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 15 (3d6+5) 
  bludgeoning damage.
  Spear. Melee or Ranged Weapon Attack: +7 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 12 (2d6+5) piercing damage, or 
  14 (2d8+5) piercing damage if used with 
  two hands to make a melee attack.
  Hurled Rock. Ranged Weapon Attack: +7 
  to hit, range 60/240 ft., one target. Hit: 16 
  (2d10+5) bludgeoning damage.
  VAriAnt: giAnt sPellcAsting
  Giants who can cast spells are usually wizards, 
  although some can be sorcerers or warlocks. 
  If you decide to make a giant a spellcaster, 
  give it the Spellcaster trait (see page 281 of 
  the game master’s rulebook). Such giants are 
  usually 5th to 6th-level spellcasters.
  
  27
  GRIFFIN
  A griffin is a large creature with the body of a 
  lion and the head, breast, wings, and forelegs 
  of an eagle. The coloration of a griffin varies. 
  Normally the lion-like hindquarters are tawny-
  brown, while the feathered front can be white, 
  brown, or even blue. However, one description 
  states the feathers on the griffin’s back are 
  black, on its front are red, the wings are white, 
  and its neck is blue.
  Hatred of Horses. The griffin is usually found in 
  Arabia and India, although some reports place 
  them in the far north of Scythia. They prey on 
  horses, which they hate, and are strong enough 
  to carry one away to their lair. A griffin will also 
  devour a human if given the chance, and are 
  believed to take the corpses of captured men 
  back to their nests to feed their young.
  Guardians of Gold. Griffins line their nests 
  with gold, which they dig up out of the 
  ground. However, they guard their nests 
  jealously, and will attack and tear to pieces 
  anyone who tries to raid their nests. Despite 
  this valiant defense, griffins are often attacked 
  by Arimaspians, a one-eyed race of men, who 
  desire the gold for themselves. Aside from gold, 
  griffin nests are also thought to be lined with 
  agate (which has medicinal uses), emeralds, 
  and jasper. 
  The griffin’s defense of their nests is said to 
  symbolize the punishment of humans who 
  are greedy and overly love riches and material 
  wealth.
  Historical Notes. The griffin is one of the oldest 
  of fantastical creatures, having originated in 
  ancient Egypt. They were often associated with 
  the sun, and drew the chariots of the Greek 
  gods Apollo and Nemesis. In the Middle Ages, 
  the griffin came to symbolize both the Devil 
  and Christ. When used to signify Christ, the 
  griffin was given golden feathers, representing 
  divinity, and the lion half was colored a pinkish-
  red, to symbolize Christ’s human nature.
  
  28
  griffin
  Large monstrosity, lawful good or chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 59 (7d10+21)
  Speed 30 ft., fly 80 ft.
  STR 
  DEX CON INT 
  WIS CHA
  19 (+4) 16 (+3) 16 (+3) 10 (+0) 8 (-1) 12 (+1)
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages —
  Challenge 2 (450 XP)
  Keen Sight. The griffon has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The griffon makes two attacks: 
  one with its beak and one with its claws.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8+4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6+4) slashing damage.
  VAriAnt: detect Poison
  Some say a griffin’s claws can be used 
  to detect poison, changing color in its 
  presence.
  Detect Poison. A character with the 
  severed claw of a griffin can use it to cast 
  detect poison and disease once per day, but 
  can only be used to detect poisons and 
  poisonous creatures. The claw regains this 
  ability daily at dawn.
  other nAmes
  The griffin is also known by the following 
  names:  grifes, griffon, and gryphon.
  
  29
  HIPPOCAMPUS
  A hippocampus has the forequarters of a horse 
  and the tail of a fish (or serpent dragon). The tail 
  ends in a great fin, while the horse’s legs have 
  finely webbed fins instead of hooves. The horse 
  portion is usually white or brown, while the fish 
  scales are blue or green. 
  Leader of all the Fishes. A sea-dweller, the 
  hippocampus is thought to be related to the 
  horse, and like the horse is a grazer, feeding on 
  sea grasses. It is also said to be the leader of 
  all fishes, and periodically leads vast schools 
  of fish to pay homage to the king of all fishes. 
  Normally the hippocampus is nonaggressive, 
  but if pressed or cornered it will smash foes 
  with its strong tail. A hippocampus will also 
  bite foes who get too close. If wounded, the 
  hippocampus will flee, hiding in the depths.
  Historical Notes. As the leader of all fish, the 
  hippocampus was considered a symbol of 
  the Biblical Moses. In addition, hippocampi 
  are often depicted as being used as steeds by 
  various sea gods and even drew Poseidon’s 
  seashell chariot.
  The hippocampus was one of many animals 
  thought to exist in the sea that were analogous 
  to land animals. Aside from the sea-horse, there 
  were sea-dogs, sea-cows, sea-pigs, and such 
  unusual creatures as the bishop fish and monk 
  fish. Most of these animals were pure fallacy, 
  although a few seem to be based on actual  
  sea life.
  hiPPocAmPUs
  Large monstrosity, neutral good
  Armor Class 13 (natural armor)
  Hit Points 22 (3d10+6)
  Speed 0 ft., swim 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  19 (+4) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
  Senses darkvision 60 ft., passive Perception 11
  Languages understands Common, but can’t 
  speak it
  Challenge 1 (200 XP)
  Water Breathing. The 
  hippocampus 
  can 
  breathe only underwater.
  Actions
  Multiattack. The hippocampus makes two 
  attacks: one with its bite and one with its tail.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning 
  damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 9 (1d10+4) bludgeoning 
  damage.
  other nAmes
  The hippocampus is also known as the 
  hydrippus, or the sea horse.
  
  30
  HIPPOGRIFF
  The result of a mating between a griffin and a 
  mare, a hippogriff combines the features of both 
  horse and griffin. It has an eagle’s head, a long 
  feathered neck, and clawed forelegs, while the 
  rest of the body is that of a horse. Coloration is 
  similar to that of griffins and horses.
  These creatures are said to be found in the 
  Rhiphaean Mountains in the land of Ryfee 
  (which is home to many griffins, as well). 
  Hippogriffs are presumed to be meat eaters, 
  just like their sires. They are also noted for being 
  virtually untamable.
  At home both on land and in the air, hippogriffs 
  tend to attack by swooping down and slashing 
  at a target with their claws. If pressed, the 
  hippogriff also bites with its beak. If wounded 
  the hippogriff will not hesitate to flee, flying 
  away as fast as it can. 
  Historical Notes. While the hippogriff is a 
  common creature in European heraldry and 
  artistic depictions of it can be traced back to 
  the Greco-Roman era, this particular entry is 
  based on its appearance in Ludovico Ariosto’s 
  Orlando Furioso. Tamed with a magic bridle, 
  the hippogriff is used as a mount by several 
  characters in the poem, before finally being set 
  free. It is thought that the hippogriff’s creation 
  was inspired by Virgil’s comment of Iungentur 
  iam grypes equis, which translates as “to cross 
  griffins with horses,” a metaphor for attempting 
  the impossible.
  To create a medieval hippogriff, simply use 
  the one found on page 184 of the official 
  bestiary. 
  
  31
  LEUCROCOTTA
  The leucrocotta is a strange hybrid creature, 
  thought to result from the mating of a hyena 
  and a lioness. It has the body, neck, and tail of 
  a lion, the legs of a stag, cloven hooves, and 
  the head of a badger. Its mouth extends all the 
  way back to its ears, and instead of teeth, it has 
  continuous strips of bone.
  Laughter Like Human Speech. Said to be the 
  swiftest of all animals, the leucrocotta is found 
  in Ethiopia, although some reports place it in 
  India as well. A carnivore, it feeds on anything 
  it can catch, including mice, rabbits and small 
  deer. A leucrocotta doesn’t normally attack 
  men, although it might if injured or very hungry.
  The leucrocotta attacks by biting, using its large 
  mouth to great effect. If pressed, it will strike 
  with its hooves, fleeing if wounded. While the 
  leucrocotta can imitate a human voice, it is 
  unknown if the animal uses this ability in order 
  to waylay people.
  Historical Notes. It seems likely the leucrocotta 
  is derived from traveler’s accounts of the hyena. 
  The word leucrocotta comes from the Greek and 
  means “white wolf-dog.” 
  leUcrocottA
  Medium monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 70 ft.
  STR 
  DEX CON INT 
  WIS CHA
  16 (+3) 13 (+1) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
  Skills Perception +2, Stealth +3
  Senses passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The leucrocotta has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.
  Mimicry. The leucrocotta can mimic animal 
  sounds and humanoid voices. A creature that 
  hears the sounds can tell they are imitations with 
  a successful DC 13 Wisdom (Perception) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage.
  other nAmes
  The leucrocotta is also known as the 
  crocotta, krokottas, leucrota, or leukrokotta.
  
  32
  LINDORM
  A lindorm is a huge snake, measuring 20 feet (or 
  more) in length, with black scales and a bright 
  yellow belly. The head of a lindorm is described 
  as being cat- or horse-like, with large protruding 
  eyes and a thick mane of hair along the neck. The 
  stench of a lindorm is almost unimaginable, and is 
  readily apparent wherever these creatures dwell.
  Eater of Corpses. Lindorms are found in 
  northern Europe, primarily Sweden. They dwell 
  in marshes, swamps, and caves, and prey on 
  anything they can catch, which includes cattle, 
  horses, and people. Upon cornering its prey, or 
  if surprised, a lindorm will give off a loud, and 
  very frightening, hiss. It will then coil itself up, 
  raise its head a good six to seven feet in the 
  air, and pounce, tearing at its prey with its great 
  teeth. Lindorms are reputed to be very difficult 
  to slay and they will not readily retreat from a 
  battle. These monstrous serpents are also 
  known to haunt churchyards, digging up freshly 
  interred corpses to devour them. It is thought 
  that after a certain period, they grow too big 
  to dwell on land, and will take to the ocean to 
  become sea serpents.
  Historical Notes:  The lindorm (meaning 
  “land worm”) was believed wholeheartedly 
  by the people of Sweden for quite some 
  time. People who encountered them rarely 
  survived, and those that did were traumatized 
  by the experience. Reports of encounters with 
  lindorms continued into the mid-1700s, and 
  some cryptozoologists have wondered if it 
  might have been an actual animal. 
  Mythically, the lindorm is related to the dragon, 
  and bears more than a passing resemblance to 
  the Lambton Worm found on page 76.
  
  33
  lindorm
  Large dragon, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 93 (11d10 + 33)
  Speed 40 ft., burrow 10 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  20 (+5) 15 (+3) 16 (+3) 7 (-2) 10 (+0) 8 (-1)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 4 (1,100 XP)
  Keen Hearing. The lindorm has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing.
  Stench. Any creature other than a lindorm that 
  starts its turn within 5 feet of the lindorm must 
  succeed on a DC 12 Constitution saving throw 
  or be poisoned until the start of the creature’s 
  next turn. On a successful saving throw, the 
  creature is immune to the stench of all lindorms 
  for 1 hour.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 15 (3d6 + 5) piercing damage.
  Fearful Hiss. Each creature that is within 30 feet 
  of the lindorm and can hear it must succeed 
  on a DC 14 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 
  lindorm’s Fearful Hiss for the next 24 hours.
  LION 
  The lion is one of the largest of the great cats. It 
  is tawny in color, and can grow to be 10 feet long 
  and weigh more than 500 pounds. Male lions 
  have very distinctive reddish or brownish manes.
  King of the Beasts. As late as the Roman era 
  lions could be found all through southern 
  Europe, Asia and Africa, but by the time of the 
  Middle Ages, they’d mostly vanished. Hunted 
  as a danger to men and livestock, and captured 
  for the Roman arenas, lions thrive only below 
  the Sahara, in Ethiopia and points south. Lions 
  live in prides of 10-30 animals led by an adult 
  male. Meat eaters, they commonly prey on 
  antelope, horse, and zebra.
  The lion has three distinctive abilities that set 
  it apart from the other animals and help make 
  it the “king of beasts.” First, the lion cannot be 
  tracked, as it wipes away its spoor with its tail 
  as it walks. Second, the lion’s eyes are awake 
  while the body is asleep, meaning it can’t be 
  taken by surprise. Third, the female lion gives 
  birth to her cubs dead, but the male will breathe 
  into their faces and give them life.
  Compassionate and Noble. A noble beast, 
  the lion possesses great courage, power, and 
  resolution. Slow to anger, it is said the lion 
  only kills when hungry, and will spare those 
  who prostrate before him. The lion won’t harm 
  prisoners he encounters and will allow them to 
  return home untouched. On the other hand, the 
  lion is unable to look directly at a hunter’s spear, 
  and will flee the sound of the white cockerel, 
  creaking wheels, or fire.
  other nAmes
  The lindorm are also known by the 
  following names:  lindormen, lindworm, 
  and lindwurm.
  
  34
  Pack Hunters. Lions stalk their prey as a pride, 
  usually splitting up into smaller groups in order 
  to drive their target into an ambush. They attack 
  by springing forward in a sudden rush and 
  biting. Normally a lion will try to grab its prey 
  by the neck and suffocate it. If its quarry is large 
  enough, it will also rake with its rear claws.
  Historical Notes. The medieval lion was 
  normally used an as allegory for Christ, hence 
  its noble and compassionate nature. As a 
  heraldic device, it was used all through Europe 
  and eventually became the device for the 
  Plantagenet house of England.
  lion 
  Large beast, lawful good
  Armor Class 13 (natural armor)
  Hit Points 52 (8d10 + 8)
  Speed 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  17 (+3) 15 (+2) 13 (+1) 12 (+1) 16 (+3) 18 (+4)
  Saving Throws Int +3, Wis +5, Cha +7
  Skills Perception +5, Stealth +5
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Common, but can’t 
  speak it
  Challenge 2 (450 XP)
  Cannot Be Tracked. Creatures attempting to 
  track a lion have disadvantage on their Wisdom 
  (Survival) checks.
  Keen Smell. The lion has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Innate Spellcasting (3/Day). The lion can innately 
  cast revivify, requiring no material components. 
  The spell can only be cast on a lion’s newborn cub 
  and only serves to bring the cub to life. Its innate 
  spellcasting ability is Charisma.
  Pack Tactics. The lion has advantage on an 
  attack roll against a creature if at least one of 
  the lion’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated.
  Pounce. If the lion 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 13 Strength saving throw or be knocked 
  prone. If the target is prone, the lion can make 
  one bite attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the 
  lion can long jump up to 25 feet.
  Wakeful. When the lion’s body sleeps, its eyes 
  remain awake.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target., Hit: 10 (2d6 + 3) slashing damage.
  Using the lion
  As the medieval lion is a symbol of 
  compassion and nobility, it almost certainly 
  won’t attack a party of adventures without 
  good reason. Instead, you may want to 
  have the PCs meet with it and ask the lion 
  for a royal boon, such as safe passage 
  through his realm, or to borrow an item or 
  artifact the lion has in his possession.
  
  35
  MANTICORE
  The manticore is a creature the size of a lion, 
  with a lion’s body, a man’s face and head, a 
  scorpion’s tail, and a voice often compared to 
  a trumpet. Reddish in color, the manticore is 
  said to have blue eyes, three rows of teeth, and 
  a poisonous sting on the end of its tail. Other 
  stings are located on each side of its tail.
  Eater of Men. Native to India, the manticore is 
  known to be a ravenous beast, preying on men 
  and animals equally. As it’s a very fast runner, 
  the manticore will attack and kill anything 
  it can catch, except for the elephant, which 
  is immune to its poison. The manticore is 
  known to prefer men over all other foods, and 
  will ambush small groups with the intent of 
  killing the lot and gorging itself on the remains.
  Natives of India hunt the manticore from the 
  back of elephants, bringing them down with 
  bows, darts, and spears. Young manticores, 
  when found, have their tails clipped or crushed to 
  prevent the growth of its sting. This allows them 
  to be domesticated and used as guard animals.
  Manticores attack with a combination of claws, 
  teeth, and stings. It can launch its stings from up 
  to one hundred feet away, and it will fire stings 
  to bring down its prey or to discourage pursuit. 
  Although fearless, the manticore will flee if an 
  encounter goes against it or if it is wounded.
  Historical 
  Notes. 
  Martikhora 
  is 
  derived 
  from an Old Persian world, and is usually 
  translated to mean “man-eater.” This creature 
  was first described by Ctesias in the 5th 
  Century BCE, and appeared in bestiaries and 
  histories for the next two thousand years. 
  The appearance of the manticore in Edward 
  Topsell’s 1607 book is probably the last time it 
  was accepted as a factual animal.
  
  36
  mAnticore
  Large beast, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  17 (+3) 16 (+3) 17 (+3) 4 (-3) 8 (-1) 8 (-1)
  Skills Perception +1, Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Tail Spike Regrowth. The manticore has 
  sixteen tail spikes. Used spikes regrow when 
  the manticore finishes a long rest.
  Actions
  Multiattack. The manticore makes three 
  attacks: one with its bite and two with its claws 
  or three with its tail spikes.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target., Hit: 6 (1d6 + 3) slashing damage.
  Spikes. Ranged Weapon Attack: +5 to hit, range 
  50/100 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage.
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 8 (1d10 + 3) piercing damage, 
  and the target must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
  Voice Like a Trumpet. Each creature that is 
  within 30 feet of the manticore and can hear 
  it must succeed on a DC 13 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 manticore’s Voice Like a 
  Trumpet for the next 24 hours.
  other nAmes
  The manticore is also known as the 
  mantiora, martichoras, martikhora, and 
  martikora.
  
  37
  MERMECOLEON
  The mermecoleon, also known as the ant-lion, 
  is a strange hybrid creature with the foreparts 
  of a lion and the hindquarters of an ant. The 
  lion half is tawny colored, while the ant body 
  is black. It has a lion’s front legs, and four rear 
  legs of an ant.
  Eternally Hungry.  Mermecoleons are said to 
  live in the deserts of Libya and Arabia, where 
  they hide in the dust and steal grain from 
  passing ants. Because of their hybrid ant-lion 
  nature, scholars say they can’t eat, as the ant 
  body refuses any meat the lion part devours, 
  and the lion will not eat the grain the ant desires. 
  This means they are driven by overwhelming 
  hunger. As they can’t digest anything they 
  eat, they are eternally hungry and seek to find 
  something to sustain themselves with. Thus, 
  it’s highly likely that they will quickly attack 
  anything that seems like food. However, it is 
  also believed that the mermecoleon’s lifespan 
  is very short. 
  Due to their highly unusual anatomy, it’s 
  unknown how, or even if, the mermecoleon is 
  capable of reproducing. Other details of their 
  life are equally unknown. 
  Historical Notes. When Job 4:11 was translated 
  from the Hebrew, the line “the old lion perisheth 
  for lack of prey” was written using the old Arabic 
  word myrmex for lion. Later, this version of the 
  Bible was read to be “The ant-lion perisheth for 
  lack of prey” as myrmex means ‘ant’ in Greek. 
  Thus, the legend of the mermecoleon was born.
  mermecoleon
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 32 (5d10 + 5)
  Speed 40 ft., climb 20 ft.
  STR 
  DEX CON INT 
  WIS CHA
  18 (+4) 14 (+2) 13 (+1) 3 (-4) 8 (-1) 8 (-1)
  Skills Perception +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Keen Smell. The mermecoleon has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Pack Tactics. The mermecoleon has advantage 
  on an attack roll against a creature if at least 
  one of the mermecoleon’s allies is within 5 feet 
  of the creature and the ally isn’t incapacitated.
  Pounce. If the mermecoleon 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 13 Strength saving throw 
  or be knocked prone. If the target is prone, the 
  mermecoleon can make one bite attack against 
  it as a bonus action.
  Running Leap. With a 10-foot running start, the 
  mermecoleon can long jump up to 25 feet.
  Tarsal Claws. The mermecoleon can climb 
  difficult surfaces—including upside down on 
  ceilings—without requiring an ability check.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target., Hit: 6 (1d6 + 4) slashing damage.
  other nAmes
  These creatures are also known by 
  the names ant-lion, formicoleon, and 
  mirmecoleon.
  
  38
  NORWAY SEA SERPENT
  The Norway sea serpent is described as being 
  200 feet long and 20 feet wide. It is black in 
  coloration, with a thick mane of hair hanging 
  from its neck, and eyes that shine like flame. 
  Sea serpents found in other waters are said to 
  be nearly as large, dark in color, with horse-like 
  heads and thick manes.
  Sign of Change.  Capable of living both on land 
  and in the water, the Norway sea serpent usually 
  lairs in the caves lining the rocky sea coasts of 
  the North Sea. On clear summer nights, the 
  serpent will crawl ashore and devour cattle, pigs, 
  and sheep. At other times, it swims out to sea to 
  feed on fish, giant squid and—if possible—sailors 
  from passing ships. Popular wisdom states the 
  appearance of the Norway sea serpent foretells 
  a great change in the local kingdom.
  Preys on Sailors. The Norway sea serpent 
  attacks by biting, as its mouth is large enough 
  to swallow a man (and some cattle) whole. 
  When attacking a ship, its usual tactic is to rise 
  out of the water and snatch a victim from the 
  rigging or off the deck. If attacked, the sea 
  serpent will smash the ship responsible (usually 
  by wrapping around it and constricting until 
  the ship shatters) and then nose around in the 
  wreckage for survivors. If wounded, the serpent 
  will dive deep under the water’s surface and 
  quickly swim away.
  Historical Notes. The Norway sea serpent was 
  described by Olaus Magnus in his 1555 Historia 
  de Gentibus Septentrionalibus (A Description of 
  the Northern Peoples).
  norwAY seA serPent
  Gargantuan monstrosity, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 315 (18d20 + 126)
  Speed 50 ft., swim 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  30 (+10) 12 (+1) 24 (+7) 6 (-2) 
  8 (-1) 
  6 (-2)
  other nAmes
  These creatures are also known by the 
  names Leviathan, sea monster, sea snake, 
  and water horse.
  
  39
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 12 (8,400 XP)
  Hold Breath. The Norway sea serpent can hold 
  its breath for 8 hours.
  Siege Monster. The Norway sea serpent deals 
  double damage to objects and structures.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one target. Hit: 28 (4d8 + 10) piercing 
  damage. If the target is a Large or smaller 
  creature, it must succeed on a DC 19 Dexterity 
  saving throw or be swallowed by the Norway 
  sea serpent. A swallowed creature is blinded 
  and restrained, it has total cover against attacks 
  and other effects outside the Norway sea 
  serpent, and it takes 21 (6d6) acid damage at 
  the start of each of the Norway sea serpent’s 
  turns.
  If the Norway sea serpent takes 30 damage or 
  more on a single turn from a creature inside 
  it, the Norway sea serpent must succeed on a 
  DC 21 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 Norway sea serpent. If the Norway sea 
  serpent dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse 
  by using 20 feet of movement, exiting prone.
  Constrict. Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one creature. Hit: 32 (4d10 + 
  10) bludgeoning damage, and the target is 
  grappled (escape DC 19). Until this grapple 
  ends, the creature is restrained, and the Norway 
  sea serpent can’t constrict another target.
  PANTHER
  The panther is one of the great cats, and is 
  said to resemble the lion, but with longer legs, 
  a slender body, and no mane. The coat of a 
  panther is many-colored, making for a very 
  handsome animal. Some say the panther has a 
  white coat with black spots and a “terrible stare” 
  no animal can abide. Conversely, the panther’s 
  voice is melodious, like a bell, while its breath is 
  sweet and likened to the scent of allspice.
  Lures Its Prey. Panthers dwell all throughout 
  Asia, India, and Africa. It hunts by simply 
  exhaling its sweet breath. Animals (and humans) 
  are attracted by the scent and will follow it to its 
  source if they smell it. Once the victims arrive, 
  the panther will transfix them with its voice 
  and beautiful coat, and then pounce, quickly 
  devouring the unsuspecting prey. After eating, 
  the panther sleeps for three days.
  Foe of the Dragon. The panther is a known 
  enemy of the dragon, and the two often fight 
  each other. The dragon cannot stand the smell 
  of the panther’s sweet breath, however, and 
  will quickly flee its scent.
  Historical Notes. The 
  medieval 
  panther 
  bears as much resemblance to the real-world 
  panther as the medieval lion does to its real-
  world counterpart. The panther was a symbolic 
  animal, which theologians of the Middle Ages 
  likened to Christ. This parallel was drawn by 
  the panther’s habit of sleeping for three days 
  after a meal, and then calling animals to it with 
  its sweet breath. In the same way, Christ rose 
  from the dead after three days, calling men to 
  His side with His words. The enmity between 
  the panther and the dragon was likened to the 
  battle between Christ and the Devil over the 
  fate of men’s souls.
  
  40
  PAnther
  Medium beast, chaotic good
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 50 ft., climb 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  14 (+2) 15 (+2) 10 (+0) 6 (-2) 14 (+2) 12 (+1)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The panther has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Pounce. If the panther 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 12 Strength saving throw or 
  be knocked prone. If the target is prone, the 
  panther can make one bite attack against it as 
  a bonus action.
  Voice Like a Bell and a Beautiful Coat. Any 
  creature that can view the panther runs the 
  risk of being transfixed by the animal’s pelt and 
  purr. Each creature that starts its turn within 
  30 feet of the panther and can either see the 
  panther’s pelt or hear its purr must succeed on 
  a DC 13 Wisdom saving throw or be stunned 
  for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the 
  condition 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 panther’s 
  Voice Like a Bell and Beautiful Coat for the next 
  24 hours.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Sweet Breath. The panther exhales charming 
  gas in a 60-foot cone. Each creature in that area 
  must succeed on a DC 13 Constitution saving 
  throw or be charmed 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.
  While charmed by the panther, a target is 
  incapacitated and ignores the breath of other 
  panthers. If the charmed target is more than 
  5 feet away from the panther, the target must 
  move on its turn towards the panther by the 
  most direct route. It doesn’t avoid opportunity 
  attacks, but before moving into damaging 
  terrain, such as lava or a pit, and whenever it 
  takes damage from a source other than the 
  panther, a target can repeat the saving throw. A 
  creature can also repeat the saving throw at the 
  end of each of its turns. If a creature’s saving 
  throw is successful, the effect ends on it.
  A target that successfully saves is immune to 
  this panther’s breath for the next 24 hours.
  Terrible Stare. The panther targets one creature 
  it can see within 30 feet of it. If the target can 
  see the panther, the target must succeed on a 
  DC 13 Wisdom saving throw or be magically 
  frightened until the end of the panther’s next 
  turn. The frightened target is paralyzed.
  other nAmes
  The panther is also known by the names of 
  pantheon or panthera.
  
  41
  PARANDUS
  The parandus is a large, shaggy-coated animal 
  said to resemble either a cow or an ibex. It has 
  the head of a stag with profusely branching 
  horns. Normally either dark black or brown in 
  color, it can change its color at will to assume 
  the same shades as its surroundings.
  Shy and Retiring. A native of Scythia, the 
  parandus 
  is 
  a 
  peaceful 
  plains-dwelling 
  herbivore, where they live in small herds. A 
  timid creature, it’ll quickly flee from humans. 
  If possible, it’ll assume the coloration of the 
  background foliage and vanish from sight, 
  not moving until the perceived threat is gone. 
  If pressed the parandus will use its antlers to 
  defend itself. However, some scholars say the 
  parandus is far more aggressive than initially 
  thought, using its protective coloration to lay in 
  wait for intruders, then attacking as they pass.
  Historical Notes. Some sources suggest the 
  musk ox or reindeer as the basis for the parandus.
  PArAndUs
  Large beast, unaligned
  Armor Class 11
  Hit Points 30 (4d10+8)
  Speed 50 ft.
  STR 
  DEX CON INT 
  WIS CHA
  16 (+3) 13 (+1) 15 (+2) 4 (-3) 14 (+2) 8 (-1)
  Senses passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Charge. If the parandus moves at least 20 feet 
  straight toward a target and then hits it with a 
  ram attack on the same turn, the target takes an 
  extra 7 (2d6) damage. If the target is a creature, 
  it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  False Appearance. While the parandus remains 
  motionless, it is indistinguishable from the 
  surrounding foliage.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning 
  damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one prone creature. Hit: 8 (2d4 + 3) 
  bludgeoning damage.
  other nAmes
  The parandus is also known as the parande 
  and the tarandrus.
  
  42
  PERYTON
  A peryton is a bizarre cross between a deer and 
  a bird. It has the head, body and legs of a deer 
  and the broad wings of a bird. The entire body, 
  both fur and feathers, is a dark green color. 
  Odder still is the peryton’s shadow, which has a 
  human’s shape.
  Enemy of Humankind. Perytons originally 
  inhabited the island kingdom of Atlantis, and 
  after it sank occupied the Pillars of Hercules (i.e. 
  Gibraltar.) Powerful fliers, these creatures can 
  be found scattered about the Mediterranean. 
  Despite having the heads of deer, perytons are 
  meat eaters, and will readily attack men. It is 
  not known why they do this, but they seem to 
  be the mortal foes of humans and will attack 
  them on sight. Interestingly enough, once a 
  peryton has killed a man, it will wallow in the 
  remains and then fly away. Because of the 
  peryton’s unusual man-shaped shadow and 
  its habit of wallowing in the fresh corpse of 
  someone they have killed, it’s thought perytons 
  are the souls of travelers who have died far from 
  home. By killing a man they regain their natural 
  shadow, as well as the favor of the gods.
  Historical Notes:  The peryton seems to 
  originate in Jorge Luis Borges’ Book of Imaginary 
  Beings, although he claims to use a conveniently 
  lost medieval manuscript as his source of 
  information. Within, it is stated “weapons have 
  no effect against it…” hence the change from 
  Resistance to Immunity.
  To create a medieval peryton, simply use 
  the one found on page 251 of the official 
  bestiary. However, to truly reflect the 
  medieval peryton’s nature, change the 
  Damage Resistance to Damage Immunity. 
  The challenge rating stays the same.
  
  43
  RUKH
  The rukh is a bird of immense size, likened to a 
  cloud as it blots out the sun while flying overhead, 
  while its eggs are likened to the dome of a large 
  building. A single feather from the rukh is said to 
  be as large as a palm frond and measures a full 
  eight paces in length. A single wing is at least 16 
  paces long, while the rukh’s wingspan has been 
  given at 40 to 60 paces across (100 to 288 feet). 
  Its appearance is said to be akin to an eagle.
  Predator of Elephants. The rukh lives on various 
  small islands found in the Indian Ocean, and is 
  often reported near the island of Madagascar. 
  It requires a great deal of food to survive and 
  feeds on elephants and cattle it finds in India 
  and Africa. Some say the rukh preys on snakes 
  capable of swallowing an elephant whole, 
  while at least one portrait of the rukh shows 
  it carrying off three elephants at once, one in 
  each claw and a third in its beak. Fortunately, 
  the actions of humanity are too insignificant 
  to attract the rukh’s notice, although there are 
  reports of rukhs carrying off humans.
  The egg of a rukh is said to be 50 paces (at least 
  125 feet) around and can feed an entire shipload 
  of men. Sailors attempting such a meal should 
  take care however, for if the parents return 
  while the egg is being cooked, their wrath will 
  be unmatched.
  Normally the rukh strikes by dropping out of 
  the sky and snatching up its target in its claws. 
  Large prey, such as an elephant, will then be 
  dropped to its death so that the rukh may feed 
  upon the remains. Due to their sheer size, the 
  rukh is relatively fearless, and will not flee from 
  a large force of humans, unless badly wounded.
  Historical Notes. The rukh is a creature of 
  Arabic legend, although it was known by rumor 
  in medieval Europe. It is related to a host of other 
  giant birds, including the angka, pyong, and 
  (loosely) the simurgh, and even has elements 
  in common with the griffin. One possible origin 
  for the rukh myth is fossil evidence of the giant 
  flightless bird Aepyornis, found on the island 
  of Madagascar, as well as the giant flightless 
  birds of New Zealand. Finally, the rook in chess 
  derives its name from the Arabic rukh.
  To create a medieval rukh, simply use the roc 
  found on page 260 of the official bestiary. 
  other nAmes
  These creatures are also known by the 
  names angka, pyong, roc, ruc, and simurgh.
  
  44
  SALAMANDER
  The salamander (or salamandrus) is a small 
  dragon or lizard about a foot long. Some 
  descriptions say it is covered with spots or star-
  like markings.
  Spirit of Fire and Flame. Salamanders are 
  reputed to be the living spirit of flame and so are 
  immune to the effects of fire and heat. Others 
  say this immunity is because the salamander is 
  so incredibly cold they can extinguish a blaze by 
  crawling through it. Thus, depending on which 
  accounts one reads, the salamander seeks fire 
  to either to dwell in it or put it out. The skin 
  and fur of a salamander will resist flame after 
  it has been removed from the animal and is 
  often made into gloves and cloaks. Known as 
  salamander’s wool, this material can be woven 
  into cloth and is cleaned by throwing it into a 
  fire to burn away all dirt. 
  Venomous Bite. Due to its small size, the 
  salamander’s tiny teeth don’t pose much of a 
  threat. Since it prefers to dwell in fire, it’s safe 
  from most predators. However, the salamander 
  has also been called one of the most lethal of 
  serpents, second only to the basilisk. Per some 
  accounts, its bite can kill almost instantly, and 
  its body is so poisonous that if the salamander 
  wraps itself around a tree, it will poison the tree 
  and all the fruit on it. Similarly, if the salamander 
  leaps into a well, it will poison the water, killing 
  all who drink the water.
  Historical Note. The exact nature of the 
  salamander depends greatly upon what time 
  period it is being written about in. Originally it 
  was thought to survive heat and flame due to 
  its cold body, but later it was said to actually 
  live in flame. Leonardo da Vinci stated the 
  salamander lived on flame, which renewed its 
  skin. The letter from the Kingdom of Prester 
  John stated salamanders spun cocoons, which 
  were then used to weave salamander wool, a 
  fireproof fabric.
  It has been speculated the origin of the 
  salamander lies in the amphibian of the same 
  name. The real-world salamander does secrete 
  a poisonous white fluid from its body, as a 
  form of defense. In addition, salamanders are 
  known to hibernate in lengths of wood, and it is 
  possible the sight of a salamander crawling out 
  of a burning log might have given rise to the 
  belief it was a creature that dwelled in flames. 
  The salamander was an important animal to 
  alchemists, who considered it a living elemental 
  of fire. Salamander’s wool, better known to 
  modern man as asbestos, was described by many 
  people, including Marco Polo. One writer used 
  the existence of salamander’s wool as proof the 
  salamander wasn’t real, as the asbestos fibers 
  were obviously not from any living thing.
  
  45
  A creature related to the salamander and 
  described in early texts was the pyrallis or 
  pyrausta. This was a four-legged winged insect 
  that lived in fires and forges on the island of 
  Cyprus. It was so dependent on heat and flame 
  for its existence that if it flew out of the fire for 
  even a short period, it would die from the cold.
  sAlAmAnder
  Tiny monstrosity, unaligned
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 20 ft.
  STR 
  DEX CON INT 
  WIS CHA
  1 (-5) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
  Skills Stealth +4
  Damage Immunities cold, fire
  Senses passive Perception 10
  Languages —
  Challenge 1/8 (25 XP)
  Aura of Cold. The salamander’s body is so cold 
  it automatically extinguishes any non-magical 
  fire it comes in contact with. The effect fills a 
  5-foot cube around the salamander. 
  Chilled Body. A creature that touches the 
  salamander or hits it with a melee weapon 
  while within 5 feet takes 1d6 cold damage.
  Actions
  Bite. Melee Weapon Attack: + to hit, reach 5 ft., 
  one target. Hit: 1 piercing damage.
  VAriAnt: VenomoUs Bite
  A salamander’s venomous bite has the 
  following effect. A salamander with this 
  variant is challenge rating 4.
  Bite. Melee Weapon Attack: + to hit, reach 5 
  ft., one target. Hit: 1 piercing damage, and 
  the target must make a DC 18 Constitution 
  saving throw, taking 54 (12d8) poison 
  damage on a failed save, or half as much 
  damage on a successful one.
  
  46
  SATYR
  A satyr has a man’s body from the waist up, 
  while from the waist down it has goat’s legs. 
  Goat’s horns and a long tail complete the image. 
  Two similar creatures are the onocentaur, 
  which replaces the goat’s legs with those of the 
  onager or wild ass, and the silenus, which has 
  lower limbs like those of a horse.
  Lecherous Forest Spirits. Satyrs are forest 
  dwellers, and typically live far from human 
  habitation. They are known to have a strong 
  fondness for wine and will drink great 
  quantities if allowed. They are also known for 
  their violence—especially if drunk from wine—
  and have a reputation for lecherous behavior. 
  They will readily assault any attractive female 
  they come across (of almost any race), with the 
  child of such a union being born as a satyr.
  Historical Notes.  Descended from the Greek 
  satyr and Roman faun, the medieval satyr was 
  a forest “wild-man” who dwelled out in the 
  wilderness. They were considered symbols of 
  promiscuity and drunkenness, and depictions 
  of satyrs usually showed them with a wine cup 
  and some sort of phallic symbol (such as a staff 
  or club). The onocentaur was closely associated 
  with the siren (see page 46), and the two were 
  often said to dwell near one another.
  sAtYr
  Medium monstrosity, chaotic neutral
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 35 ft.
  STR 
  DEX CON INT 
  WIS CHA
  13 (+1) 15 (+2) 13 (+1) 10 (+0) 8 (-1) 14 (+2)
  Skills Perception +1, Performance +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one prone creature. Hit: 3 (1d4 + 1) 
  bludgeoning damage.
  A satyr also carries one of the following:
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 6 (ld6 + 2) 
  piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft. and range 20/60 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 
  1) piercing damage if used with two hands to 
  make a melee attack.
  Stock Art: JAcob E. blAckmon
  other nAmes
  Satyrs also known by the following names:  
  faun, onocentaur, pan, silenus (plural 
  sileni), and sylvan.
  
  47
  SIREN 
  The appearance of a siren varies greatly, with 
  some scholars saying it has the head and torso 
  of a human woman from the waist up, and the 
  body of a bird below. Others say it has a fish’s 
  tail instead of a bird’s body. A third description 
  describes the siren as having the face and figure 
  of a woman, a bird’s wings, and a fish’s tail.
  Enchanters of Men. Sirens live on islands found 
  far out to sea. They live mainly off fish and fruit, 
  but if they spot a passing ship, they will sing 
  sweetly in the hopes of attracting sailors to their 
  island. Those sailors who leave their ship and 
  swim to the siren’s island are doomed however, 
  as the siren’s song will lull their senses and put 
  them into a deep sleep, allowing the siren to kill 
  and devour the unlucky sailor. They strike with 
  their talons, which are very sharp and can easily 
  shred unprotected flesh. If assaulted by those 
  immune to their charms, the siren will flee, 
  taking to either the air or the sea (depending 
  on form).
  Historical Notes. The medieval siren is loosely 
  descended from the Greek siren. As noted, 
  there was no readily agreed form for the siren, 
  although most descriptions made it part bird, 
  or at least, partially feathered. The moral lesson 
  to be found in the siren’s habits was that a 
  man should not allow himself to be taken in by 
  the evil of worldly entertainments such as the 
  theater and music.
  siren, Bird Bodied
  Medium monstrosity, chaotic evil
  Armor Class 13
  Hit Points 31 (7d8)
  Speed 20 ft., fly 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  8 (-1) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 16 (+3)
  Skills Performance +5
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (2d4) slashing damage.
  Siren’s Song. The siren sings an enchanting 
  melody. Every humanoid and giant within 300 
  feet of the siren that can hear the song must 
  succeed on a DC 11 Wisdom saving throw or 
  be charmed until the song ends. The siren must 
  take a bonus action on its subsequent turns 
  to continue singing. It can stop singing at any 
  time. The song ends if the siren is incapacitated.
  While charmed by the siren, a target is 
  incapacitated and ignores the songs of other 
  sirens. If the charmed target is more than 5 feet 
  away from the siren, the target must move on its 
  turn towards the siren by the most direct route. 
  It doesn’t avoid opportunity attacks, but before 
  moving into damaging terrain—such as lava or 
  
  48
  a pit—and whenever it takes damage from a 
  source other than the siren, a target can repeat 
  the saving throw. A creature can also repeat the 
  saving throw at the end of each of its turns. If a 
  creature’s saving throw is successful, the effect 
  ends on it.
  A target that successfully saves is immune to 
  this siren’s song for the next 24 hours.
  siren, fish Bodied
  Medium monstrosity, chaotic evil
  Armor Class 11
  Hit Points 38 (7d8 + 7)
  Speed 10 ft., swim 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  10 (+0) 13 (+1) 12 (+1) 14 (+2) 14 (+2) 16 (+3)
  Skills Performance +5
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Amphibious. The fish-bodied siren can breathe 
  air and water.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (2d4) slashing damage.
  Siren’s Song. The siren sings an enchanting 
  melody. Every humanoid and giant within 300 
  feet of the siren that can hear the song must 
  succeed on a DC 11 Wisdom saving throw or 
  be charmed until the song ends. The siren must 
  take a bonus action on its subsequent turns 
  to continue singing. It can stop singing at any 
  time. The song ends if the siren is incapacitated.
  While charmed by the siren, a target is 
  incapacitated and ignores the songs of other 
  sirens. If the charmed target is more than 5 feet 
  away from the siren, the target must move on its 
  turn towards the siren by the most direct route. 
  It doesn’t avoid opportunity attacks, but before 
  moving into damaging terrain—such as lava or 
  a pit—and whenever it takes damage from a 
  source other than the siren, a target can repeat 
  the saving throw. A creature can also repeat the 
  saving throw at the end of each of its turns. If a 
  creature’s saving throw is successful, the effect 
  ends on it.
  A target that successfully saves is immune to 
  this siren’s song for the next 24 hours.
  
  49
  TATZELWURM
  The tatzelwurm (“clawed worm”) is a lizard-
  like-creature about three to six feet long. It has 
  a thick, cylindrical body, a short, stubby tail and 
  four short legs.
  Mountain Dweller. Tatzelwurms are found 
  in the Austrian and Swiss Alps. They seem to 
  dwell in caves and areas of thick brush, feeding 
  on small mammals, lizards, and amphibians. 
  However, some reports have tatzelwurms 
  attacking larger animals, such as pigs.
  If surprised or encountered unexpectedly, the 
  tatzelwurm will normally flee from humans. 
  Occasionally, however, it will stalk a person, 
  attacking them once the tatzelwurm thinks it 
  can make a kill. As it has a wide mouth filled 
  with many sharp teeth, the tatzelwurm can be 
  dangerous to a lone traveler. If wounded, the 
  lizard will usually flee as quickly as possible.
  Historical Notes.  The tatzelwurm may be a real 
  animal. Reported for many years as inhabiting 
  the Swiss Alps, this unusual lizard-like creature 
  may be an unknown species of European giant 
  salamander, Gila Monster, otter, siren, or skink.
  tAtZelwUrm
  Small monstrosity, unaligned
  Armor Class 14
  Hit Points 7 (2d6)
  Speed 20 ft.
  STR 
  DEX CON INT 
  WIS CHA
  8 (-1) 16 (+3) 10 (+0) 3 (-4) 10 (+0) 4 (-3)
  Skills Perception +2, Stealth +5
  Senses passive Perception 12
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 - 2) piercing damage.
  other nAmes
  The tatzelwurm is also known as the arassas, 
  berg stutzen (mountain stump), daazelwurm, 
  praatzelwurm, springwurm (jumping worm), 
  or stollenwurm (tunnel worm).
  
  50
  UNICORN
  The unicorn is a horse-like animal with cloven 
  hooves and a goat’s beard. It is described as 
  having a white coat, a purple head, and blue eyes. 
  A long spiraling horn projects from the unicorn’s 
  head. This horn is three to four feet in length, with 
  a white base, red tip and black middle.
  Enemy of Elephants and Lions. A native of 
  Asia, Africa, and India, the unicorn is normally 
  a solitary herbivore, who gathers into large 
  herds only during mating season. It has a fierce 
  temper, and is said to be the mortal enemy of 
  both the elephant and the lion. The unicorn is a 
  swift creature and can out-gallop a horse, while 
  its horn can kill an elephant in a single blow.
  Proof Against Poison. A unicorn attacks by 
  charging its target, seeking to impale its quarry 
  on its long horn. Hunters have been known to 
  take advantage of this trait by standing in front 
  of a tree and ducking out of the way at the last 
  minute, causing the unicorn to embed its horn 
  into the tree and thus be unable to free itself.
  As the unicorn cannot be taken alive, hunters 
  will capitalize on the unicorn’s weakness for 
  virgins by tying a naked and exceptionally 
  beautiful virgin female to a tree in the forest. 
  When the unicorn comes and lays down before 
  her, the hunters will then spring out and quickly 
  slay the creature. As the unicorn is normally a 
  stealthy creature with keen senses, this is about 
  the only way to acquire a unicorn’s horn.
  Alicorn. The unicorn’s horn (known as an 
  alicorn) possesses several wonderful powers, 
  and has numerous medical uses. These include 
  acting as an aphrodisiac, as well as neutralizing 
  any poison it comes in contact with. Alicorn can 
  also be used to purify water before drinking, and 
  animals will often gather around a pool waiting 
  for a unicorn to come by and cleanse the water 
  by dipping its horn within. Since the alicorn 
  keeps these abilities even if severed from the 
  unicorn itself, the horn is greatly prized by men.
  It is said there no sound is more horrible than a 
  unicorn braying.
  Historical Notes. The unicorn of the middle 
  ages is a far cry from the noble, majestic, and 
  highly magical unicorn of modern fantasy. 
  It is a dangerous beast, untamable and 
  unapproachable, living in the unexplored wilds 
  where it kills anything that troubles it with a 
  single thrust of its horn. The horn itself was a 
  very valuable object, and entire armies were 
  
  51
  financed with a single alicorn put up as 
  collateral. The money bid for one alicorn was 
  put at 30,000 guilders, although the alicorn’s 
  owner refused to sell. Unicorn horn was a 
  common feature of medieval pharmacies and 
  was listed as late as 1741 in England. Naturally, 
  since there was no unicorn’s horn to be had, 
  the horn of the rhinoceros and the narwhal was 
  used instead. Game masters should consider 
  using the same tactics.
  The existence of the unicorn is thought to come 
  from misinterpretations of Indian bas-reliefs, 
  which depicted deer in profile, and gave them 
  the appearance of having only one horn. It is this 
  same visual mistake which is thought to have 
  led to the belief in the Indian three-legged ass.
  Unicorn
  Large monstrosity, chaotic neutral
  Armor Class 12
  Hit Points 51 (6d10 + 18)
  Speed 60 ft.
  STR 
  DEX CON INT 
  WIS CHA
  18 (+4) 14 (+2) 16(+3) 8 (-1) 10 (+0) 14 (+2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages —
  Challenge CR 2 (450 XP)
  Charge. If the unicorn moves at least 20 feet 
  straight toward a target and then hits it with a 
  horn attack on the same turn, the target takes 
  an extra 9 (2d8) piercing damage. If the target is 
  a creature, it must succeed on a DC 14 Strength 
  saving throw or be knocked prone. 
  Innate Spellcasting. The unicorn can innately 
  cast purify food and drink requiring no material 
  components. Its innate spellcasting ability is 
  Charisma.
  ACTIONS
  Multiattack. The unicorn makes two attacks: 
  one with its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 
  5 ft.., one target. Hit: 11 (2d6 + 4) bludgeoning 
  damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Braying Voice. Each creature within 60 feet of 
  the unicorn that can hear it must succeed on a 
  DC 10 Wisdom saving throw or be frightened 
  for 1 minute. A 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 unicorn’s 
  Braying Voice for the next 24 hours.
  Alicorn wAnd
  A unicorn’s horn can be removed from a 
  captive or slain animal. The horn will retain 
  its ability to neutralize poison and will allow 
  a character to cast purify food and drink up 
  to three times per day. The alicorn regains 
  1d3 expanded charges daily at dawn.
  other nAmes
  The unicorn is also known as a cartazonus, 
  Indian ass, karkadan, or monoceros.
  
  52
  WINGED SERPENT
  A winged serpent is a snake usually measuring 
  between three and fifteen feet in length, and 
  equipped with a broad set of wings. The snakes 
  themselves vary in coloration, while their wings 
  resemble either those of a bird or of a bat.
  Aerial Predators. Winged serpents are found 
  all over Europe, Africa, and Asia, although most 
  live in Arabia. It is said the winged serpents of 
  Arabia will occasionally mass in great numbers 
  and then fly west into Egypt, where they are 
  attacked and eaten by huge flocks of ibis. Other 
  winged snakes are reported to live in Libya, 
  where they roost in trees and fly out to strike 
  down and kill their prey.
  All winged serpents attack their prey from the 
  air. The amphiptere tries to bite its prey, willing 
  to let its venom do its work for it. The jaculus, on 
  the other hand, dives at its prey like an arrow, 
  punching through the neck region to kill its target 
  and then flying back to feed on the remains.
  Historical Notes.  Winged snakes are one 
  of the more widely believed creatures of the 
  Middle Ages. The amphiptere appeared in 
  Edward Topsell’s The History of Serpents, where 
  it is depicted as a large snake, about the size of 
  a python, equipped with broad bat-like wings. 
  Game masters should feel free to alter the size of 
  these creatures, and can even make them as large 
  as a dragon (see page 18), since many dragons 
  were drawn simply as large winged snakes.
  other nAmes
  Winged serpents are known by the names 
  amphiptere, iaculus, and jaculus.
  
  53
  AmPhiPtere
  Medium monstrosity, unaligned
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  10 (+0) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 5 (-3)
  Senses passive Perception 11
  Languages —
  Challenge 1/8 (25 XP)
  Flyby. 
  The 
  amphiptere 
  doesn’t 
  provoke 
  opportunity attacks when it flies out of an 
  enemy’s reach.
  Keen Hearing. The amphiptere has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) piercing damage plus 
  10 (3d6) poison damage.
  JAcUlUs
  Tiny monstrosity, unaligned
  Armor Class 14
  Hit Points 17 (2d4 + 2)
  Speed 30 ft., fly 80 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  3 (-4) 18 (+4) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
  Senses passive Perception 11
  Languages —
  Challenge 1/4 (50 XP)
  Flyby. The jaculus doesn’t provoke opportunity 
  attacks when it flies out of an enemy’s reach.
  Keen Hearing. The jaculus has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing.
  Actions
  Impale. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: (4) 1d8 piercing damage.
  
  54
  WYVERN
  The wyvern is a small dragon, about 30 feet 
  in length, with two broad, bat-like wings, 
  two clawed legs, and a long tail ending in a 
  poisonous barb. Coloration is usually dark 
  green, gray, or black.
  Cousins of Dragons. Wyverns 
  dwell 
  in 
  desolate wilderness, favoring thick forests and 
  extensive swamps. Most are found in England 
  and Western Europe. They will prey on any 
  large animal, and will eat deer, horses and 
  livestock without hesitation. Wyverns will also 
  eat humans, and have been known to ravage 
  villages and farms.
  A wyvern attacks by biting, and will often try 
  to hold large prey in its jaws while it lashes out 
  with its poisonous barb. Any creature stung 
  by the barb will quickly die, at which point the 
  wyvern will fly off with its catch to be devoured.
  Historical Notes. A common heraldic device, 
  the wyvern is also considered a symbol of 
  pestilence and war.
  wYVern
  Huge dragon, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 30 ft., fly 80 ft.
  STR 
  DEX CON INT 
  WIS CHA
  20 (+5) 13 (+2) 18 (+4) 8 (-2) 10 (+0) 8 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The wyvern makes two attacks: 
  one with its bite and one with its stinger. While 
  flying, it can use its claws in place of one other 
  attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 16 (2d10 + 5) slashing 
  damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage. 
  The target must make a DC 15 Constitution 
  saving throw, taking 35 (10d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
  
  55
  YALE
  The yale is the size of a large horse, black in 
  color, with the jaws of a boar and extremely 
  long horns.
  Temple Guardian. Found in southern India, the 
  yale is normally a relatively peaceful herbivore. 
  However, it can have a fierce and aggressive 
  temperament if aroused and thus can be quite 
  dangerous to approach. This may be why the 
  yale is used to guard certain Indian temples 
  from the intrusion of evil spirits.
  As noted, the yale isn’t overly aggressive, but 
  can be a tenacious fighter if attacked. It uses its 
  long horns to defend itself, keeping one along 
  its back while fending of foes with the other. If 
  its horn is damaged or blunted, it will quickly 
  swivel the damaged one out of the way and 
  bring the fresh horn into play.
  Historical Notes. The yale was first mentioned 
  by Pliny in his Naturalis Historia. The animal 
  became a regular feature of medieval bestiaries 
  and was eventually incorporated into European 
  heraldry. The yale is found in the arms of the 
  English Beauforts and the Queen of England. 
  YAle
  Large monstrosity, unaligned
  Armor Class 12
  Hit Points 51 (6d10 + 18)
  Speed 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  18 (+4) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge CR 1 (200 XP)
  Actions
  Multiattack. The yale makes two attacks: one 
  with its tusks and one with its horns.
  Tusks. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage.
  Horns. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage.
   
  
  56
  VAriAnt: eAle
  Ethiopia is the home of the eale, which is 
  virtually identical to the yale. However, the 
  eale is the size of a hippopotamus and has 
  an elephant’s tail, in addition to a boar’s 
  jaws. Like the yale, it has immense horns 
  it can swivel (or curl) out of the way in 
  combat.
  eAle
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (8d10 + 32)
  Speed 35 ft.
  STR 
  DEX CON INT 
  WIS CHA
  20 (+5) 10 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge CR 3 (700 XP)
  ACTIONS
  Multiattack. The eale makes two attacks: 
  one with its tusks and one with its horns.
  Tusks. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 14 (2d8 + 5) slashing 
  damage.
  Horns. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 14 (2d8 + 5) 
  piercing damage.
  
  57
  ASSORTED ANIMAL FOLKLORE
  The following is a list of different animals 
  and the common traits attributed to them by 
  medieval scholars. Many of the animals listed 
  are real-world creatures with decidedly unreal-
  world habits. Others are completely fictional, 
  or are badly garbled accounts of actual animals 
  seen in distant lands. Game masters should 
  decide what characteristics—if any—from this 
  list they will apply to the animals of their own 
  game world. Even if you decide that none of 
  these attributes are real, there’s no reason why 
  they can’t be part of the folklore of your game 
  world, just as they were commonly held beliefs 
  among certain medieval philosophers.
  Amphisbaena
  This snake has two heads, one at the end of its 
  neck and one at the end of its tail. Both heads 
  are envenomed and the amphisbaena can 
  slither forwards and backwards with equal skill. 
  A native of Libya, its name is Greek for “one 
  that goes both ways.”
  The modern-day amphisbaena is a species of 
  worm whose head and tail are virtually identical.
  Antelope
  This animal is so swift, no one can overtake and 
  catch it. The antelope also has large saw-edged 
  horns it uses to cut down trees. However, these 
  same horns are the bane of the antelope, for it 
  will often entangle them in the branches of the 
  herecine tree while grazing or drinking. Unable 
  to break free, the antelope becomes easy prey 
  for the hunter.
  Ape
  The ape is symbolic of the devil, and there is 
  nothing good to be said about it. Its nature is 
  such that a female ape, if she gives birth to twins, 
  will carry one in its arms, but force the other to 
  ride on its back. If pursued by hunters, the ape 
  will flee, but soon tire of carrying its child in it 
  arms. Dropping the favored child, the mother will 
  escape, still carrying the other child on its back.
  VAriAnt: AmPhisBAenA
  To create an amphisbaena, add the following 
  power to the Poisonous Snake statistics 
  found on page 334 of the official bestiary:
  Multiattack. The amphisbaena makes as 
  many bite attacks as it has heads.
  VAriAnt: AnteloPe
  To create an antelope, make the following 
  changes to the Deer stat block on page 
  321 of the official bestiary:
  Increase Speed to 70 ft.
  Multiattack. The antelope has one bite 
  attack and one horn attack.
  Horns. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) slashing 
  damage.
  
  58
  As apes enjoy imitating man’s actions, catching 
  one is quite simple. A man simply has to mime 
  washing his face with lime, the ape will do 
  the same, become blinded and easily caught. 
  Another way, is to take one’s boots on and off, 
  and then leave a tethered boot near where the 
  ape can reach it. Once the ape puts the boot 
  on, it’s trapped.
  ASP
  This serpent can be lulled into passiveness and 
  lured into danger by the sound of music. Thus, 
  the asp, if it hears music, will press the side of 
  its head against the ground, and use its long tail 
  to stop up its other ear.
  ASS
  The ass is a sluggish animal and lacks 
  intelligence. But it is also a patient animal, and 
  a useful beast of burden.
  Barnacle Geese
  Also known as ephemerus, these birds are born 
  from driftwood soaked in saltwater. Immature 
  barnacle geese can be identified by their hard 
  white beaks, which often speckle chunks of 
  driftwood.
  Barometz
  Also known as the Vegetable Lamb of Tartary, 
  this curious creature grows from a plant in 
  India. It has the appearance of a sheep or 
  lamb at the end of a stalk, and will eat all the 
  surrounding vegetation until all is gone and the 
  plant/animal will starve to death. At this point, 
  it can be harvested for its wool.
  BEAR
  The female bear gives birth not to cubs, but to 
  formless lumps of flesh. It is only after three 
  months of licking and shaping the lumps with 
  her tongue does the female bear have proper 
  cubs. The bear does not eat during this process, 
  and in fact spends the entire three months 
  underground.
  An injured bear will heal itself by using certain 
  medicinal herbs, although the bear will avoid 
  the mandrake due to its poison. Honey is a 
  bear’s favorite food.
  The idea of barnacle geese seems to come 
  from both the goose-necked barnacle and 
  attempts by medieval scholars to account 
  for migratory birds, who were never seen 
  to bear young.
  VAriAnt: Ass
  To create an ass, make the following 
  changes to the Riding Horse on page 335 
  of the official bestiary:
  Reduce Speed to 30 ft.
  Reduce DEX to 8 and armor class to 9.
  The barometz is simply a garbled account 
  of the cotton plant.
  VAriAnt: BeAr
  To create a bear, add the following power 
  to either the Black Bear, Brown Bear, or 
  Polar Bear stat blocks found on pages 318, 
  319, or 334 of the official bestiary:
  Innate Spellcasting (1/Day). The bear can 
  innately cast cure wounds, requiring no 
  material components aide from certain 
  medicinal herbs. Its innate spellcasting 
  ability is Wisdom.
  
  59
  BEAVER
  The beaver is hunted by men for its testicles, 
  which are used for their medicinal properties. If 
  pursued by man, the beaver will castrate itself 
  with a sharp bite, and then stand on its hind legs 
  to show that it no longer has anything of value.
  Bird of Paradise
  A bird found in the East Indies, this brilliantly 
  colored animal lives its entire life in the air 
  and never touches earth. This is why the bird  
  lacks feet.
  Bishop/Monk Fish
  These fish have the appearance of men of the 
  cloth. The bishop fish wears a miter, while the 
  monk fish wears a habit.
  BOA
  The boa is a large snake that preys on cattle. 
  It will seek out a cow and attach itself to the 
  udders, drinking down milk until the cow 
  collapses and dies.
  BULL/OXEN
  The bull is a strong and fierce creature. The 
  Indian bull has great speed, a tough hide, 
  and skillfully wielded horns. Capturing it is a 
  dangerous task as it will fly into a destructive 
  rage once confined. The ox, on the other hand, 
  is patient and a hard worker. It will seek out its 
  partner at the plow, and will bellow if the two 
  are separated. During storms, oxen will remain 
  in their stalls, but will come out to work as soon 
  as it is clear.
  CAMEL/DROMEDARY
  The camel is symbolic of a number of things, 
  including: humility, for it kneels in order to 
  carry a great weight; lust, because it has a great 
  desire for sex; prudence, since it carefully stores 
  its water for when it is needed the most; and 
  temperance, as it can survive without water for 
  a great length of time. 
  Camels are known to despise the presence of 
  horses, and will fight with them if allowed. They 
  also dislike clean water, and will muddy any 
  pool they are led to until it is more to their liking. 
  Camels come from Arabia and Persia, and have 
  two humps. The strongest camels come from 
  Bactria (modern Afghanistan). Dromedaries 
  are a fleet form of camel and can cross over 
  one hundred miles in a day.
  CINOMOLGUS
  Also known as the “Cinnamon Bird,” this 
  Arabian bird makes its nest at the tops of tall 
  trees using materials taken from the cinnamon 
  bush. As these nests are quite valuable due to 
  the cinnamon used in their construction, sling-
  stones and throwing-sticks are employed to 
  bring the nests down out of the trees in order 
  to sell them at the market.
  The Bird of Paradise’s unusual appearance 
  is due to natives removing the feet from 
  skins prepared for trade.
  It was commonly thought every land 
  animal had an aquatic counterpart. Hence 
  the idea of sea dogs (i.e. sharks), sea cows 
  (i.e. dugongs and manatees), sea horses, 
  and so on.
  
  60
  CRANE
  Cranes are the exemplar of military order and 
  precision. When traveling to new lands, each 
  crane swallows some gravel to use as ballast. 
  The leader of the flock will take the foremost 
  position, and the rest of the birds will fall into 
  line behind him. This leader will then give a 
  constant set of thorough instructions, with an 
  assistant waiting to take over if the leader’s 
  voice should fail. Any cranes that lag behind 
  will be exhorted to do more, while exhausted 
  cranes will be supported by other members of 
  the flock until they can fly again. Upon landing 
  for the night, the cranes will post sentries, who 
  will keep watch for a set period before allowing 
  another to take over. Each sentry carries a rock 
  in one claw, if the sentry should fall asleep, the 
  rock will fall, awakening the sentry with its noise.
  DIPSA
  This tiny snake has venom so potent that 
  anyone bitten by it will die instantly, their smile 
  still on their face.
  DOG
  The dog is a faithful companion of man, both 
  loyal and clever. Many stories have been told 
  about the dependability of dogs and their 
  devotion to their masters. There were the 200 
  dogs of King Garamantes, who rescued him 
  from slavery; Jason’s dog, which starved itself 
  to death after its master was killed; the dog of 
  King Lisimachus, that hurled itself on the King’s 
  funeral pyre; and a dog in Antioch that pulled the 
  man who murdered its master out of a crowd.
  VAriAnt: diPsA
  To create a dipsa, make the following 
  change to the Poisonous Snake statistics 
  found on page 334 of the official bestiary:
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage, and 
  the target must make a DC 10 Constitution 
  saving throw, taking 20 (8d4) poison 
  damage on a failed save, or half as much 
  damage on a successful one.
  
  61
  DOVE
  A well-known symbol of Christ, the dove is a 
  gentle and mild-mannered bird. Doves gather in 
  great multicolored flocks, led by a red plumed 
  bird, and will be first into any new territory. 
  The dragon is the mortal enemy of the dove, 
  which is why in India the dove will nest in the 
  branches of the Peridexion tree. The dragon 
  cannot abide the Peridexion tree, and will avoid 
  even its shadow.
  EAGLE
  When old, an eagle’s eyesight will begin to 
  fail. To counter this, the bird will fly up near the 
  sun, where the heat will burn clean the eagle’s 
  feathers and eyes. It will then dive three times 
  into a spring of water, and emerge rejuvenated. 
  The eyesight of the eagle is such that new born 
  eagles are made to look directly into the sun. 
  Those that do without blinking are kept, those 
  that turn away are cast aside.
  ECHENEIS
  This tiny fish can hold a ship under full sail fast in 
  the water simply by attaching itself to the hull. 
  In Latin, this fish is called a remora, meaning “to 
  delay” or “hindrance.”
  ELEPHANT
  The elephant is used as a beast of war by the 
  Persians and Indians, who place great towers 
  on its back. It has no joints in its legs, and must 
  sleep by leaning against a tree. In India, hunters 
  will cut partially through a tree, so that when 
  the elephant leans against it to sleep, the tree 
  will fall, bringing the elephant down with it.
  Female elephants give birth only once in their 
  lives. A female elephant brings its mate far to the 
  east, where they both partake of the mandrake 
  plant, a powerful aphrodisiac. Once done 
  mating, the female conceives immediately, and 
  carries the baby elephant for two years before 
  giving birth. When giving birth, the female will 
  wade out into a lake, while the male stands 
  guard on the water’s edge, watching for the 
  dragon, the mortal enemy of the elephant.
  ETHIOPIAN GIANT ANTS
  The ants of Ethiopia are the size of a dog and 
  dig gold from the sand. They horde this gold, 
  and will fight fiercely to defend it.
  VAriAnt: echeneis
  To create an echeneis, make the following 
  changes to the Quipper stat block found 
  on page 335 of the official bestiary:
  Remove Blood Frenzy then add the 
  following action:
  Hold in Place. If the echeneis can make a 
  successful to hit roll against a waterborne 
  ship, it can then reduce the ship’s speed to 
  0 mph. It can maintain or dispel this effect 
  as a bonus action.
  The idea that the elephant has no joints in 
  its legs and must sleep leaning against a 
  tree is seen in descriptions of other, even 
  more fantastical animals. In North America, 
  lumberjacks spoke of a creature they called 
  the “hodag” which had great claws on its 
  feet and spikes running down its back. 
  It didn’t have joints in its legs either, and 
  was captured by partially sawing through 
  a tree that the hodag was likely to lean on  
  while sleeping.
  VAriAnt: ethioPiAn giAnt Ants
  To create an Ethiopian giant ant, make the 
  following change to the Giant Fire Beetle 
  stat block found on page 325 of the official 
  bestiary:
  Remove Illumination.
  
  62
  ERCINEE
  A bird found in the Hercynian Forest, it glows 
  so brightly a traveler can use it as a lantern.
  FOX
  The fox is a devious animal, and its name: 
  “vulpis,” comes from the word “volupes,” 
  meaning “twisty-footed,” which refers to 
  its habit of not running in a straight line. An 
  example of the fox’s deceitful nature is the 
  manner in which it hunts birds. A fox will roll in 
  reddish clay so it looks bloodstained, and will 
  then lay on the ground with its paws in the air, 
  feigning death. After some time, a few birds 
  will approach, land next to the fox, and start to 
  peck. The fox will then leap up and catch them.
  GOAT
  Goats come in two varieties, the wild goat 
  (known as a caper or capera), and the domestic 
  goat (known as a hyrcus). The wild goat is a 
  symbol of Christ, while the domestic goat is a 
  symbol of lechery. 
  Wild goats dwell on the tops of mountains but 
  come down into valleys to feed. Their eyesight 
  is such that they can tell if an approaching man 
  is an armed hunter, or a harmless traveler while 
  the man is still very far away. If injured, the wild 
  goat seeks out the dittany plant to heal itself.
  The domestic goat is known to be full of lust and 
  will try to mate with any willing female. Such is its 
  nature that its hot blood can dissolve diamonds.
  HAWK
  The hawk is a fierce bird, and will attack other 
  birds much larger than itself. This ferocity is 
  brought about at an early age, when the father 
  of a young hawk will beat his child, and throw 
  the young bird from its nest. This treatment is 
  meant to make the bird self-reliant, and keep it 
  from a slothful and self-indulgent life-style.
  VAriAnt: ercinee
  To create an ercinee, make the following 
  change to the Hawk statistics found on 
  page 330 of the official bestiary:
  Illumination. The ercinee sheds bright 
  light in a 10-foot radius and dim light for 
  an additional 10 feet.
  VAriAnt: goAt
  To create a wild goat, make the following 
  change to the Goat statistics found on 
  page 330 of the official bestiary:
  Alignment. Neutral good
  Keen Sight. The wild goat has advantage 
  on Wisdom (Perception) checks that rely 
  on sight.
  Innate Spellcasting (1/Day). The wild goat 
  can innately cast cure wounds, requiring 
  no material components aside from the 
  dittany plant. Its innate spellcasting ability 
  is Wisdom.
  To create a domestic goat, make the 
  following change to the Goat stat block 
  found on page 330 of the official bestiary:
  Alignment. Neutral evil
  Corrosive Blood. A creature that hits the 
  domestic goat with a melee attack while 
  within 5 feet of it takes 4 (1d8) acid damage. 
  Any nonmagical weapon made of metal or 
  wood that hits the domestic goat corrodes. 
  After dealing damage, the weapon takes 
  a permanent and cumulative -1 penalty 
  to damage rolls. If its penalty drops to 
  -5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that 
  hits the domestic goat is destroyed after 
  dealing damage.
  
  63
  HEDGEHOG
  When hungry, the hedgehog will climb into a 
  vine or tree, shake the branches, and then roll in 
  the fallen fruit so that they will stick to its quills. 
  The hedgehog will then return to its burrow, to 
  feed itself and its young.
  HOOPOE
  There are two types of hoopoe bird, the 
  Epopus and the Upupa. The Epopus are known 
  to succor their aged parents and elders of the 
  flock, giving them food and shelter. The Upupa, 
  on the other hand, is a horrid bird which both 
  eats and nests in dung. It lives near graves, and 
  the blood of the Upupa will bring nightmares to 
  those who get its blood splashed on their skin.
  HORSE
  The Latin name for the horse is equus, which 
  comes from the fact that a team of horses 
  must be equal when hitched to a plow or a 
  chariot. Horses are loyal to their masters, much 
  like the dog, and will fight fiercely in battle if 
  their master does so. The sounds of trumpets 
  will excite the horse, as will the scent of the 
  battlefield. A horse will revel in victory, just as it 
  will show great sadness if defeated.
  When selecting a horse, one must look at its 
  physique, beauty, character and color. One 
  should never clip a stallion’s mane however, as 
  that will ruin its prowess as a sire.
  HYDRUS
  This snake lives along the Nile river and preys 
  on crocodiles. It waits for a crocodile to fall 
  asleep with its jaws open, at which point the 
  hydrus will coat itself in mud and slide into the 
  open mouth and down the throat. Once inside, 
  the hydrus will rend the creature’s stomach 
  asunder, killing the crocodile.
  HYENA
  The hyena is known to be a foul and evil animal 
  capable of imitating a human voice, luring 
  the unwary out into the night to be eaten. 
  The hyena also digs up and eats corpses, and 
  usually can be found in graveyards. In addition, 
  the hyena is said to have several powers of 
  a most unusual nature: it is able to change 
  genders, switching from male to female and 
  back again; it can cause an animal to become 
  VAriAnt: hYenA
  To create a hyena, make the following 
  change to the Hyena stat block found on 
  page 331 of the official bestiary:
  Alignment. Neutral evil
  Innate Spellcasting (1/Day). The hyena 
  can innately cast hold monster, requiring 
  no material components, but it must have 
  sufficient speed to circle its target three 
  times in one round. Its innate spellcasting 
  ability is Wisdom.
  Mimicry. The hyena can mimic animal 
  sounds and humanoid voices. A creature 
  that hears the sounds can tell they are 
  imitations with a successful DC 13 Wisdom 
  (Perception) check.
  Hyena Eyes. If a character removes the 
  hyena’s eyes after it has been killed, they 
  will find them to be like small stones. 
  Placing the eyes in the mouth allows the 
  character to cast augury once per day. The 
  eyes regain this ability daily at dawn.
  
  64
  immobile by walking around it three times; and 
  its eyes are like stones, and if held in the mouth 
  grant a person visions of the future.
  IBEX
  It is said the ibex has horns so strong that it 
  could leap from the top of a mountain and 
  catch itself safely on the points of its horns.
  LAMB
  The lamb is a symbol for Christ, and thus is 
  known as Agnus Dei, the Lamb of God. The 
  relationship between a lamb and its mother is 
  such each can recognize the bleating of the 
  other, even in the middle of the flock.
  LYNX
  The urine of the lynx is known to solidify into a 
  precious gemstone, which is why the lynx will 
  bury it under the sand and out of the sight of 
  man. The eyesight of the lynx is exceptionally 
  keen, and some say it can see through walls.
  MEN
  There are many unusual types of men to be 
  found all around the world. Some of the more 
  interesting tribes include:
  Androgyni:  The Androgyni combine features 
  of both sexes, with the left half of the body male, 
  and the right half female. They can either father 
  or bear children according to their wishes.
  Arimaspians:  This is a one-eyed race of men 
  that dwells in Scythia. The Arimaspians war 
  constantly on the griffins of that country, and 
  attempt to steal the griffin’s gold whenever 
  possible.
  Astomi:  Covered in fur, the Astomi wear 
  clothing made from cotton and wool. They 
  have no mouths, but live off of air and the smell 
  of sweet fruits and flowers. It is said that foul 
  odors are fatal to the Astomi.
  Blemyae:  These men have no heads, but their 
  faces are upon their upper breast. They are also 
  called Blemmyes.
  Cynocephalus:  These dog-headed men dwell 
  in India. They number in excess of 120,000 
  individuals and speak though barks and growls.
  Pandae:  This long-lived race native to India 
  has a life-span of 200 years. Their hair is white 
  at birth and turns black with age.
  Psylli:  Native to Africa, this race of men is 
  immune to snake venom.
  Sciopodes:  This race has but a single leg, 
  with ends in an enormous foot. They travel 
  by hopping, and when exhausted in the heat 
  of the day, lay on their backs and use their 
  foot to shade themselves from the sun. They 
  are also called Sciapods, Skiapodes, and the 
  Monoscelans.
  Struthopodes:  The males of this race have 
  feet eighteen inches long, while the females 
  have feet much like those of a bird. Their name 
  “Struthopodes” means “Sparrow-feet.”
  Wodewose:  These savages live in the deserts 
  of India and wear a lion’s skin as clothing. They 
  are covered in thick hair, and usually live in 
  trees to avoid the snakes and dragons of India. 
  They are the enemy of the centaurs.
  The description of the Cynocephali is 
  probably derived from accounts of the 
  baboon. This idea is reinforced by some 
  accounts that describe them not as dog-
  headed men, but dog-headed apes.
  
  65
  MERMAID
  A being comprised of the upper torso of a 
  beautiful woman and the lower body of a fish. 
  Similar in many respects to the siren (see page 
  46), but not as dangerous to sailors. Mermaids 
  can often be seen at the surface of the ocean, 
  combing out their long hair. Males are called 
  mermen or tritons, and are thought to cause 
  great storms if angered.
  ONAGER
  The onager is the wild ass of Africa. They live 
  in great herds, and the male of the herd will 
  try and castrate any newborn males in order to 
  retain his supremacy. 
  OSTRICH
  The ostrich is an African bird with short legs 
  much like those of the camel. It lays its eggs in 
  the mildness of summer, and abandons them 
  amid the dust and sand. Some say that the 
  ostrich likes to eat iron, and can be fed old nails 
  and horseshoes.
  VAriAnt: men
  You can customize your NPCs with the 
  following racial traits:
  Arimaspians
  Poor Depth Perception. The Arimaspians 
  have disadvantage on any attack roll 
  against a target more than 30 feet away.
  Astomi
  Harmed by Foul Smells. An Astomi takes 
  20 acid damage if it ends its turn in an area 
  of foul odor. 
  Cynocephalus
  Keen Hearing and Smell. The Cynocephali 
  have advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.
  Bite. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + STR Bonus) 
  piercing damage.
  Psylli 
  Damage Immunity poison and Condition 
  Immunity poisoned.
  To create a mermaid, make the following 
  change to the Merfolk stat block found on 
  page 218 of the official bestiary:
  Innate Spellcasting (1/Day). The mermaid 
  can innately cast control weather, requiring 
  no 
  material 
  components. 
  Its 
  innate 
  spellcasting ability is Charisma.
  roguE gEniuS gAmES
  mErmAi
  
  66
  PEACOCK
  The peacock is a beautiful bird, whose plumage 
  is second to none. Its cry is a raucous screech, 
  however, brought about by the bird’s shame at 
  its ugly and ungainly feet. It is also inedible, as 
  the flesh of a peacock is far too tough to eat.
  PARTRIDGE
  The male partridge is such a promiscuous 
  bird that it will even mate with other males. 
  The female partridge will hide her nest with 
  branches, and is ready to draw off attackers by 
  acting injured. The female partridge will also 
  steal the eggs of other birds and raise them as 
  her own. Once hatched, these stolen chicks will 
  flee the nest, returning to their proper parents.
  PELICAN
  The female pelican is so devoted to its children, 
  that if needed, she will rend her own breast and 
  feed her chicks on her lifeblood. In heraldry, 
  this image is known as a “pelican in its piety.”
  RAM
  The name aries or ram, comes either from Ares, 
  the god of war, or from ara, the sacrificial alter. 
  The ram itself is a strong and belligerent creature 
  and rams are known to constantly butt heads. 
  This latter behavior is caused by the irritation of 
  maggots in their scalps.
  RAVEN
  The raven will not feed its young until the chicks 
  produce black feathers—thus allowing the raven 
  to make sure that these are its children. Thus, 
  the newly-hatched birds must live off dew. 
  SCITALIS
  This small snake is slow-moving and normally 
  could be easily avoided. Its scales, however, are 
  so beautifully patterned that anyone who sees 
  it will be transfixed, at which point the scitalis 
  will be able to administer its lethal bite.
  SEPS
  The seps is a small snake whose venom is so 
  potent it’ll destroy both the bones and the flesh 
  of its victim.
  VAriAnt: scitAlis
  To create a scitalis, make the following 
  change to the Poisonous Snake statistics 
  found on page 334 of the official bestiary:
  Beautifully Patterned Scales. Any creature 
  that can view the scitalis runs the risk of 
  being transfixed by the animal’s scales. 
  Each creature that starts its turn within 30 
  feet of the scitalis and can see the scitalis’ 
  scales must succeed on a DC 10 Wisdom 
  saving throw or be stunned for 1 minute. 
  The target can repeat the saving throw 
  at the end of each of its turns, ending 
  the condition 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 scitalis’ Beautifully Patterned Scales for 
  the next 24 hours.
  VAriAnt: sePs
  To create a seps, make the following 
  change to the Poisonous Snake stat block 
  found on page 334 of the official bestiary:
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage, and 
  the target must make a DC 10 Constitution 
  saving throw, taking 30 (12d4) poison 
  damage on a failed save, or half as much 
  damage on a successful one.
  
  67
  SERRA
  Also known as the “sawfish,” this fish is thought 
  to be a creature with huge wings that will race 
  ships by flying through the air. Other reports 
  give it the face of the lion and the habit of 
  spreading its huge wings upwind of a ship, 
  cutting off much needed wind.
  SHEEP
  The sheep is a gentle creature, and quite unable 
  to defend itself from the predations of the wolf. 
  It is a quite eager eater of grass, and will do so 
  at the onset of winter to ensure it has sufficient 
  food to last throughout the cold months.
  STAG
  Stags are known to catch and eat snakes by 
  inhaling them out of their burrows. As snakes 
  are very poisonous, the stag would then purge 
  itself of the venom at a nearby stream. The stag 
  is also known to be a lover of music, but the cry 
  of hunting hounds will send it fleeing. When 
  crossing a lake or river, each animal will rest 
  its head on the animal in front of it, and in that 
  way even the weakest of the herd will be kept  
  from drowning.
  SU
  A large ferocious animal native to Patagonia, it 
  is hunted for its hides and fur. When pursued, 
  it will place its young on its back, cover them 
  with its feathery tail and flee. It is captured by 
  digging a pit, trapping the creature and finishing 
  it off with spears and arrows.
  SWALLOW
  A swallow’s skill in selecting and building its 
  nest proves it to be an example for man to 
  follow. The swallow builds its nest under the 
  eaves of a house, which is well-protected from 
  predators; it also makes nests that are safe and 
  secure, and will not allow a chick to fall through. 
  Finally, a swallow is wise enough to know when 
  its nest has become old, and will abandon it 
  before it becomes dangerous.
  SWAN
  If near death, a swan will sing out in a sweet 
  voice. This “swan song” is the most beautiful 
  of melodies. To sight a swan is an omen of 
  good luck.
  TIGER
   The tiger is described as a very swift beast, and 
  its name comes from “tigris,” the Greek and 
  Persian word for arrow. Due to the tiger’s speed, 
  hunters who desire to capture a tiger cub carry 
  along a large glass ball or two. After capturing 
  the cub, and while attempting to escape from 
  the pursuing tigress, the hunter will hurl one 
  of the glass balls to the ground. The tigress, 
  mistaking her reflection in the ball for her cub, 
  would stop to fondle to ball, thus allowing the 
  man to escape. A second ball is carried along in 
  case the first doesn’t do the trick.
  Although the serra is an entirely mythical 
  creature, it seems to be derived from 
  accounts of the flying fish, garbled by 
  distance and translation.
  For those players who recall the “Su Monster” 
  from the original advanced rules bestiary, 
  you now know where it came from.
  
  68
  WOLF
  The wolf is a cruel creature with a great hunger 
  for both food and sex. It is said to live off of 
  “prey, sometimes earth, occasionally the wind.” 
  Female wolves are known to prey on sheep, 
  and will pick a sheepfold some distance from 
  her lair, as a way of protecting her pups. When 
  hunting, the female wolf is known to be very 
  single-minded, and if she steps on a twig and 
  makes a noise in the night, she will bite the 
  errant paw as punishment.
  A man trapped by a wolf’s glowing eyes has 
  only one means of defense. He must strip off 
  his clothing and strike two stones together. The 
  wolf cannot stand the sound and will be driven 
  off. If a man fails to do so, he will be stricken 
  dumb and become easy prey for the wolf.
  VIPER
  The viper is a serpentine animal with two short 
  legs and a lizard-like head. The male viper is a 
  creature known for its extreme lust, and it will 
  often satisfy itself by calling up a female sea-
  eel from the ocean. The viper will then vomit 
  up its venom, mate with the eel, and then, 
  satisfied, re-swallow its venom and then return 
  to its mate. The female viper, when mating with 
  the male, will take the male’s head in its mouth 
  and bite it off. In turn the female will die when 
  its young, eager to be abroad in the world, will 
  burrow their way out from the female viper’s 
  womb.
  VULTURE
  The vulture is a slow but long-lived bird. They 
  follow armies, and the more that gather around 
  a camp, the more men will die in battle.
  VAriAnt: wolf
  To create a medieval wolf, make the 
  following change to the wolf stat block 
  found on page 341 of the official bestiary:
  Alignment. Chaotic evil
  Hypnotic Gaze. The wolf’s eyes glow as it 
  targets one creature it can see within 30 
  feet of it. If the target can see the wolf, the 
  target must succeed on a DC 11 Wisdom 
  saving throw against this magic or be 
  charmed until the end of the wolf’s next 
  turn. The charmed target is stunned. If 
  the target’s saving throw is successful, the 
  target is immune to the wolf’s gaze for the 
  next 24 hours.
  
  69
  UNIQUE CREATURES
  GARGOUILLE
  The Gargouille is a tremendous water dragon, 
  with a long swan-like neck, slender jaws, 
  gleaming eyes, and fish-like fins instead of legs. 
  It is pale blue in color and covered in fine scales.
  Monster of the River Seine. A singular creature, 
  the Gargouille inhabits the River Seine, where 
  it floods farms, overturns boats, and readily 
  devours anyone and anything it can catch. Unlike 
  most other dragons, the Gargouille is primarily 
  driven by hunger and has a ravenous and 
  seemingly insatiable appetite. When not bringing 
  devastation to the local area, the Gargouille 
  dwells in a cave on the banks of the river.
  Flooder of Farms. Although equipped with 
  strong jaws and sharp teeth, the Gargouille’s 
  favored form of attack is to spew a great jet of 
  water out of its throat. The Gargouille uses this 
  water jet to knock down and scatter foes, flood 
  farms and villages, and sink boats. Once it has 
  sufficiently battered its foes with the water jet, 
  the Gargouille will then snap up anything it can 
  find in its great jaws. If hard pressed or wounded, 
  it will retreat to the depths of the Seine.
  Historical Notes. The Gargouille was reputed 
  to have lived in the Sixth Century A.D. near 
  Rouen, the capital of Normandy. It terrorized 
  and flooded the land, and was finally defeated 
  by Saint Romain, archbishop of Rouen. 
  Accompanied by a condemned murderer, Saint 
  Romain confronted the Gargouille, made the 
  sign of the cross before the dragon, taming the 
  creature and leading it back to town where it 
  was promptly killed. This story is very similar 
  to the tale of the Tarasque, another water 
  dragon that inhabited the River Rhone. See the 
  Tarasque on page 79 for more information.
  The Gargouille’s habits have been immortalized 
  by stone carvers all over Europe. The gargoyle 
  water spout, a common feature of cathedrals in 
  the Middle Ages, derives its name and function 
  from the dragon.
  
  70
  gArgoUille
  Huge dragon, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 230 (20d12+100)
  Speed 20 ft., swim 80 ft.
  STR 
  DEX CON INT 
  WIS CHA
  21 (+5) 11 (+0) 21 (+5) 14 (+2) 15 (+2) 14 (+2)
  Saving Throws Dex +6, Con +11, Wis +8, Cha +8
  Skills Perception +6, Stealth +5
  Senses passive Perception 16
  Languages understands Common, but can’t 
  speak it
  Challenge 13 (10,000 XP)
  Amphibious. The Gargouille can breathe air 
  and water.
  Legendary 
  Resistances 
  (3/Day). 
  If 
  the 
  Gargouille fails a saving throw, it can choose to 
  succeed instead.
  Actions
  Multiattack. The Gargouille makes two attacks: 
  one with its bite and one with its tail.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 22 (3d10+6) piercing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 
  ft., one target. Hit: 15 (2d8+6) bludgeoning 
  damage.
  Water Spout (Recharge 5-6). The Gargouille 
  exhales water in a 60-foot line that is 5 feet 
  wide. Each creature in the line must make a DC 
  18 saving throw, taking 56 (16d6) bludgeoning 
  damage on a failed save, or half as much 
  damage on a successful one. Any creature that 
  fails its save is also pushed 10 feet away from 
  the Gargouille.
  legendArY Actions
  The Gargouille can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time 
  and only at the end of another creature’s turn. 
  The Gargouille regains spent legendary actions 
  at the start of its turn.
  Detect. The Gargouille makes one Wisdom 
  (Perception check).
  Claw. The Gargouille makes one tail attack.
  Move. The Gargouille moves up to half its 
  speed.
  VAriAnt: gArgoiille weAkness
  If you wish, the Gargouille can have the 
  following flaw:
  Powerless in the Face of Divine Power: 
  Good-aligned 
  clerics 
  may 
  use 
  their 
  Channel Divinity feature to attempt to 
  humble the Gargouille. If it fails its saving 
  throw, it will no longer attack and can be 
  led about by the cleric. This effect will end 
  after 24 hours.
  
  71
  GRENDEL
  [King] Hrothgar spoke... “I have heard landsmen, 
  my people, hall-counselors, say this, that they 
  have seen two such huge walkers in the wasteland 
  holding to the moors, alien spirits.... The other 
  wretched shape trod the tracks of exile in the form 
  of a man, except he was bigger than any other 
  man.” (from the translation of Beowulf by E. 
  Talbot Donaldson)
  Beowulf never actually describes Grendel to 
  any degree. About the only idea we have of 
  what he looks like is the passage quoted above. 
  It is obvious from the poem that Grendel has a 
  huge, manlike shape with eyes that burn in the 
  darkness. At one point the poem states four 
  men are required to carry Grendel’s head upon 
  a framework of spears. Other details are left to 
  the reader’s imagination.
  Creature of Evil. Grendel is one of the three 
  great monsters fought by the Geatish hero 
  Beowulf in the Old English epic poem Beowulf. 
  Described as a descendent of Cain (the 
  Biblical first murderer), Grendel is a physical 
  embodiment of evil—a terrifying monster who 
  exists only to kill and ravage mankind. Making 
  his home in a desolate moor, Grendel stalks 
  the fens and marshes, haunting King Hrothgar’s 
  great hall of Heorot and killing (and eating) all 
  he catches.
  Grendel eventually meets his end at the hands 
  of Beowulf, who wrestles with him and tears an 
  arm off. Grendel then flees from Heorot back 
  to his underwater lair, where he dies of his 
  wounds.
  Enemy of Mankind. The creature known as 
  Grendel is evil personified. The poem describes 
  him as a “fiend,” a “fierce spirit,” a “grim spirit,” a 
  “creature of evil,” “the enemy of mankind” and 
  so on. He is the bane of King Hrothgar, preying 
  on the inhabitants of Heorot for 12 years or 
  more. His motivations for doing so seem to 
  stem from a simple desire to cause pain and 
  suffering, as well as the idea that to Grendel, 
  King Hrothgar’s warriors are easy prey to be 
  taken whenever he chooses.
  Devourer of Men. By all accounts, Grendel 
  is huge—much larger than any man, and very 
  strong. The poem describes him shattering iron 
  bound doors “with a touch,” and of reducing a 
  man to a bloody pulp in a matter of moments, 
  devouring him totally—right down to his hands 
  and feet. In his first raid on Heorot, Grendel 
  kills 30 men, eating 15 of them in the hall and 
  dragging the other 15 back with him to his lair. 
  However, Grendel’s most potent power is a spell 
  he has cast upon all edged weapons, rendering 
  them useless against him. This is his blade bane, 
  meaning axes, swords, and daggers—anything 
  with an edge will just bounce of off his hide, 
  doing no damage.
  Because of his great size and strength as well 
  as his blade bane, Grendel doesn’t bother with 
  any sort of special tactics. He prefers to simply 
  smash and grab as many available targets as 
  possible before retreating to his lair to feed 
  upon his victims at his leisure. However, if 
  given a chance, Grendel is more than willing to 
  eat his victims on the spot.
  
  72
  Historical Notes. The name “Grendel” may be 
  derived from certain Anglo-Saxon words such 
  as grennian (to gnash the teeth) or grindan (to 
  grate, scrape, gnash or grind).
  grendel
  Huge monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 250 (20d12+120)
  Speed 40 ft., swim 20 ft.
  STR 
  DEX CON INT 
  WIS CHA
  25 (+7) 15 (+2) 22 (+6) 8 (-1) 10 (+0) 13 (+1)
  Saving Throws Str +12, Con +13
  Skills Athletics +8, Perception +2, Stealth +7
  Damage Immunities piercing and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, 
  frightened
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Common, but can’t 
  speak it
  Challenge 15 (13,000 XP)
  Amphibious. Grendel can breathe air and water.
  Keen Smell. Grendel has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Siege Monster. Grendel deals double damage 
  to objects and structures.
  Sunlight Sensitivity. While in sunlight, Grendel 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that reply on sight.
  Actions
  Multiattack. Grendel makes a bite attack and 
  two claw attacks.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 18 (2d10+7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: 20 (3d8+7) slashing damage.
  Consume. If there is a corpse within 10 feet of 
  Grendel, he can grab it and devour it as a bonus 
  action. Grendel automatically succeeds with a 
  bite and regains hit points equal to the damage 
  of the attack.
  legendArY Actions
  Grendel can take 3 legendary actions, choosing 
  from the options below. Only one legendary 
  action option can be used at a time and only 
  at the end of another creature’s turn. Grendel 
  regains spent legendary actions at the start of 
  his turn.
  Detect. Grendel makes one Wisdom (Perception 
  check).
  Claw. Grendel makes one claw attack.
  Move. Grendel moves up to his speed without 
  provoking opportunity attacks.
  
  73
  KRAKEN
  The kraken is an immense sea creature, 
  second only in size to Leviathan (the great 
  sea monster of the Bible). It is a mile and a 
  half in circumference, making it the size of 
  an island (and far larger than fastitocalon the 
  island whale)! The kraken’s exact appearance 
  is unclear, but most scholars have likened it to a 
  gigantic squid or octopus.
  Dweller in the Depths. The kraken is thought 
  to be a singular creature, dwelling in the North 
  Sea off the coast of Norway (although others 
  may dwell off the coast of Iceland.) Normally 
  it sleeps at the bottom of the ocean, but if 
  hungry it will rise to devour vast quantities of 
  fish. Fishermen can detect the presence of the 
  kraken by dropping a sounding line. If the water 
  is only 5-6 fathoms deep when it should be 20 
  or more, and the fish are jumping frantically, 
  then the kraken is just below the surface. If it 
  should start to rise, then the fishermen need 
  to row for shore as hard as they can, lest the 
  kraken upsets their boat and swallows them 
  and their catch whole.
  Destroyer of Ships. Due to its colossal size, the 
  kraken has no real predators and no real need 
  for any special combat techniques or tactics. 
  It simply rises to the surface, opens its gaping 
  maw, and swallows massive quantities of sea life 
  (and any ships unlucky enough to be in the area). 
  Once sated, the kraken will submerge, producing 
  a great whirlpool as it returns to the ocean floor.
  Historical Notes. Although the sheer size of the 
  kraken relegates it to the realm of fantasy, there 
  may be some basis behind its appearance and 
  habits. The giant squid, which grows upwards 
  of 60 feet in length, is found off the coast of 
  Norway, and specimens seen on the surface (or 
  washed ashore) may have given rise to the story 
  of the kraken. The kraken itself appeared in Carl 
  Linnaeus’s Systema Naturae (published in 1735), 
  listed with the cephalopods. Erik Pontoppidan, 
  the Bishop of Bergen, also wrote extensively 
  about the kraken in his Natural History of Norway 
  (published circa 1752-1753.)
  While the kraken described here takes the form 
  of an immense squid or octopus, GMs can 
  consider some of the alternate interpretations 
  for the creature’s appearance. For example, the 
  Norse saga Örvar-Oddr includes giant spider-
  like creatures called hafgufa and lyngbakr. In 
  addition, early descriptions of the kraken make 
  it more crab-like than squid-like. Game masters 
  can also consider making the kraken act more 
  like fastitocalon, as the kraken was often said to 
  be responsible for the appearance of new islets 
  off the coast of Iceland (as well as undersea 
  volcanos, masses of bubbling water, and 
  sudden, dangerous currents).
  Stock Art: JAcob E. blA
  roguE gEniuS gAmES
  krA
  
  74
  krAken
  Gargantuan monstrosity (titan), unaligned
  Armor Class 20 (natural armor)
  Hit Points 861 (42d20+420)
  Speed 0 ft., swim 80 ft.
  STR 
  DEX CON INT 
  WIS CHA
  30 (+10)  8 (-1) 
  30 (+10) 5 (-2) 
  10 (+0) 14 (+3)
  Saving Throws Str +19, Con +19, Int +7, Wis +9, 
  Cha +12
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities cold, fire, poison
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses blindsight 120 ft., passive Perception 
  10
  Languages —
  Challenge 26 (90,000 XP)
  Amphibious. The kraken can breathe air and 
  water.
  Freedom of Movement. The kraken 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.
  Larger Than an Island. The kraken is the largest 
  living creature in the ocean. When at the surface 
  of the ocean it occupies a space of 120 by 120 
  feet. Its movement is not affected by difficult 
  terrain (as it applies to oceans) or by Huge or 
  smaller creatures. Other creatures can enter 
  the kraken’s space.
  Siege Monster. The kraken deals double 
  damage to objects and structures.
  Actions
  Multiattack. The kraken makes four attacks: 
  one with its bite and three with its tentacles.
  Bite: Melee Weapon Attack. +19 to hit, reach 
  10 ft., one target. Hit: 36 (4d12+10) piercing 
  damage. If the target is a creature, it is grappled 
  (escape DC 25). Until this grapple ends the 
  target is restrained, and the kraken can’t bite 
  another target.
  Tentacle: Melee Weapon Attack. +19 to hit, reach 
  60 ft., one target. Hit: 32 (4d10+10) bludgeoning 
  damage, and the target is grappled (escape 
  DC 25). Until this grapple ends, the target is 
  restrained. The kraken has six tentacles, each of 
  which can grapple one target.
  Devour. The kraken makes one bite attack 
  against a Huge or smaller creature it is currently 
  grappling. If the attack hits, the target takes the 
  bite’s 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 kraken, 
  and it takes 56 (16d6) acid damage at the start 
  of each of the kraken’s turns. 
  If the kraken takes 60 damage or more on a 
  single turn from a creature inside it, the kraken 
  must succeed on a DC 25 Constitution saving 
  throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space 
  within 20 feet of the kraken. If the kraken dies, a 
  swallowed creature is no longer restrained by it 
  and can escape from the corpse using 50 feet 
  of movement, exiting prone.
  Whirlpool (Recharge 6). The kraken inhales 
  an immense volume of water, creating a 90-
  foot radius whirlpool. Each creature in that 
  area must make a DC 25 Constitution saving 
  throw, taking 88 (16d10) bludgeoning damage 
  on a failed save, or half as much damage on a 
  successful one. 
  
  75
  legendArY Actions
  The kraken can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time 
  and only at the end of another creature’s turn. 
  The kraken regains spent legendary actions at 
  the start of his turn.
  Move. The kraken moves up to half its speed.
  Smash. The kraken makes a tentacle attack.
  Swallow (2 actions). The kraken makes one 
  bite attack or uses Devour.
  VAriAnt: inkY dischArge
  The kraken has the Ink Cloud power of the 
  kraken found on page 197 of the official 
  bestiary. Using the Ink Cloud would be a 
  normal action and not a legendary action.
  Using the krAken
  At a mile and a half in circumference, 
  the kraken is roughly 2,500 feet across, 
  which is more than twice the length of 
  fastitocalon. This is almost inconceivably 
  huge, meaning a party of adventures could 
  land on a kraken as it floats on the surface 
  and never realize they are on a living 
  creature. As with the fastitocalon you could 
  stage an adventure on or in the kraken, with 
  the scenario ending as a race against time 
  to get off (or out) of the kraken before it 
  submerges and retreats to the bottom of 
  the ocean to return to sleep.
  
  76
  LA VELUE
  THE SHAGGY BEAST OF LA FERTE-BERNARD
  La Velue is as large as a bull with a rounded body 
  covered in thick greenish fur. It has a snake’s 
  head and a tail “shaped like a serpent,” while 
  its hoofed feet resemble those of a tortoise. 
  Within La Velue’s fur are long stingers (or quills) 
  that can prove lethal to the unwary.
  River Predator. Thought to be a survivor of 
  the Biblical Flood, the Shaggy Beast is an 
  amphibious creature, dwelling in the river 
  Huisne by day and coming out at night to raid 
  stables and villages. It prefers the tender flesh 
  of children and young maidens, but will gladly 
  feast on men, horses, deer and cattle. Driven 
  primarily by hunger, it will also raid storehouses, 
  stables and villages for its prey, catching and 
  killing all it can eat. If it can’t eat all it has killed, 
  it will drag the rest back to its river lair and feed 
  on the corpses later.
  Immune to Harm. Due to its thick hide (it’s said 
  the creature is invulnerable everywhere except 
  for its tail), La Velue is quite willing to engage 
  in combat with heavily armed and armored 
  humans. In general, it prefers to use its great 
  mass as a weapon, trampling grouped foes 
  while biting at those who are not in its direct 
  path. Quills hidden in its fur provide an excellent 
  defense. The Beast’s tail is a rather fearsome 
  weapon in its own right and the Shaggy Beast 
  will use it to cripple men, topple horses, and 
  destroy walls and fences. If sorely pressed or 
  angry, La Velue will breathe forth a cloud of fire.
  Historical Notes. A unique creature from 
  French legend, La Velue was said to exist in the 
  first century A.D.
  lA VelUe
  Large monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 95 (10d10+40)
  Speed 40 ft., swim 30 ft. 
  STR 
  DEX CON INT 
  WIS CHA
  20 (+5) 12 (+1) 18 (+4) 8 (-1) 11 (+0) 12 (+1)
  Skills Perception +4
  Damage 
  Immunities 
  cold; 
  bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 9 (5,000 XP)
  Amphibious. The La Velue can breathe air and 
  water.
  Quills. Any creature that touches the Shaggy 
  Beast or hits it with a melee attack while within 
  5 feet of it takes 3 (1d6) piercing damage.
  Siege Monster. La Velue deals double damage 
  to objects and structures.
  ACTIONS
  Multiattack. La Velue makes two attacks: one 
  with its bite and one with its tail.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 15 (3d6+5) piercing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 13 (2d6+5) bludgeoning damage.
  Fire Breath (Recharge 6). The Shaggy Beast 
  exhales fire in a 60-foot cone. Each creature 
  in that area must make a DC 18 Dexterity 
  saving throw, taking 56 (16d6) fire damage 
  on a failed save, or half as much damage on a  
  successful one.
  
  77
  LAMBTON WORM
  The Lambton Worm is an immense snakelike 
  creature, so large it is said to encircle a local hill 
  nine times. It has a slimy body, a long narrow 
  head, nine holes or gills located along the neck, 
  and it breathes forth foul vapors capable of 
  withering leaves and grass. The creature usually 
  goes out to hunt at night and rests by day on 
  the hill where it lairs, basking in the sun.
  Bane of John Lambton. The Lambton Worm 
  lives in Durham County, England, near the River 
  Wear. It is thought the Lambton Worm was sent 
  to punish John Lambton, heir to the Lambton 
  estate, for his wild behavior and disrespectful 
  attitude towards the Catholic Church. To this 
  end, the Worm preys on anything it can catch, 
  such as sheep, cattle, and the local villagers, but 
  can be appeased by offerings of milk. If denied 
  a daily offering of milk, it will go on a rampage, 
  eating and destroying anything it can find. 
  Due to its great size and regenerative abilities, 
  the Lambton Worm is fearless and will not 
  hesitate to lash out at an attacker. Normally 
  it tries to crush its prey in the manner of a 
  constrictor snake, but it will bite as well. Because 
  of its regenerative abilities, the Worm will not 
  flee an encounter, even if greatly wounded.
  Historical Notes. The original Lambton Worm 
  was said to exist in the early Middle Ages, 
  during the time of the Crusades (the exact date 
  isn’t clear, although one date, Easter Sunday 
  1420, is plainly wrong, as the Crusades were 
  long over by then). It was caught in the River 
  Wear by John Lambton, who went fishing on 
  a Sunday instead of attending church. The 
  young Lambton pulled up a slimy black snake, 
  and promptly tossed the horrid creature down 
  a well. He then left to go on Crusades, as a 
  way of repenting for his wicked deeds. When 
  he returned years later, it was to find that the 
  worm had grown to immense size (it was said 
  to be able to circle Pensher Hill anywhere from 
  three to ten times) and was laying waste to the 
  region. Taking the advice of a local witch, John 
  had a suit of armor outfitted with long sharp 
  blades and lured the Worm into the River Wear. 
  There he hacked at it with his sword, while 
  the Worm tried to crush him in its coils. Cut to 
  pieces by the blades and John’s sword, the river 
  washed the Worm away before it could rejoin 
  its halves.
  lAmBton worm
  Huge monstrosity, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 40 ft., swim 30 ft.
  STR 
  DEX CON INT 
  WIS CHA
  25 (+7) 15 (+2) 22 (+6) 8 (-1) 10 (+0) 13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 10 (5,900 XP)
  Amphibious. The Lambton Worm can breathe 
  air and water.
  Regeneration. The Lambton Worm regains 10 
  hit points at the start of its turn. If the Lambton 
  Worm takes acid or fire damage, this trait doesn’t 
  function at the start of the Lambton Worm’s next 
  turn. The Lambton Worm dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one creature. Hit: 23 (3d10 + 7) piercing 
  damage.
  Constrict. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one creature. Hit: 26 (3d12 + 7) 
  bludgeoning damage, and the target is grappled 
  (escape DC 19). Until this grapple ends, the 
  creature is restrained, and the Lambton Worm 
  can’t constrict another target.
  
  78
  PHOENIX
  The phoenix is a bird the size of an eagle, 
  with glorious red and gold plumage. Some 
  descriptions say it is red, gold and blue, while 
  others describe it as purple with a gold collar.
  Exceedingly Long-lived. Virtually immortal, the 
  phoenix is a singular bird found in Arabia. Its 
  life span is immense, with most scholars giving 
  a length of no less than 500 years, although 
  estimates of 1,461 and 12,944 years have been 
  put forth. When the phoenix does eventually 
  die, it burns up in brief flash of flame, which then 
  die out to reveal a small worm amid the ashes. 
  This worm rapidly grows into an adult phoenix, 
  who gathers up the remains of its father and 
  files to the city of Heliopolis in Egypt. There the 
  dead phoenix is buried and the new phoenix 
  returns to Arabia to begin the cycle anew.
  It is unknown if the phoenix will attack a human. 
  This seems doubtful, as the bird probably 
  feeds off of small lizards and snakes, which 
  are common in its country. However, as with 
  all raptors, it is equipped with a sharp beak 
  and talons and won’t hesitate to use them to 
  defend itself.
  Historical Notes. The phoenix was first 
  described by Herodotus, who based his 
  information on the writings of a man named 
  Hecataeus, a geographer. It is derived from a 
  mythological Egyptian bird called the bennu (or 
  benu), which shares almost all the characteristics 
  of the phoenix (except its lifespan, which is 
  set at 1,461 days). Due to its ability to revive 
  itself after death, the phoenix was used by 
  medieval Christians as an allegory for Christ’s 
  resurrection, while the bird itself was used as a 
  symbol for Christ himself.
  As with the basilisk, some writers jeered at the 
  notion of the phoenix and its existence. The 
  word “phoenix” itself refers to a type of palm 
  tree, and much like the mermecoleon (see page 
  36), this fabulous bird may owe its existence to 
  a mistake in translation.
  VAriAnt: creAtUre of the sUn
  Some scholars state the phoenix, being 
  born of fire, is immune to fire.
  Immune to The Sun’s Heat. The phoenix 
  has Damage Immunity to fire.
  
  79
  PhoeniX
  Small monstrosity, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 10 ft., fly 60 ft.
  STR 
  DEX CON INT 
  WIS CHA
  2 (-4) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 16 (+3)
  Skills Perception +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 14
  Languages —
  Challenge 1/4 (50 XP)
  Keen Sight. The phoenix has advantage on 
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack. The phoenix makes two attacks: 
  one with its beak and one with its talons.
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4 + 2) slashing damage.
  
  80
  TARASQUE
  The Tarasque is a huge water dragon, bigger 
  than any horse or oxen. It is covered in thick 
  scales, with a lion-like head, a mouthful of 
  sharp teeth, bear-like paws on it six legs, a long 
  snaky tail ending in a venomous sting, and a 
  thick turtle-like carapace covered with spikes 
  on its back. 
  Resident of the River Rhone. A unique creature, 
  the Tarasque (pronounced tar-ask) lives in the 
  river Rhone, where it preys on travelers of all 
  sorts. The creature eagerly devours humans, 
  horses, cattle, and game, and will ravage the 
  countryside, destroying buildings and bridges 
  to get at its prey. The Tarasque cannot be 
  reasoned with and cannot be appeased with 
  offers of fair maidens and the like.
  Eternally Hungry. Unlike many dragons, the 
  Tarasque does not collect or guard treasure 
  and seems to be driven more by hunger than 
  anything else. It guards its territory jealously 
  and will destroy and devour any intruders. Its 
  usual method of attack is to lie waiting in a 
  river, thicket, or lake, and then spring out upon 
  an unsuspecting victim. Its great jaws and 
  sharp teeth are usually more than sufficient to 
  eliminate any foe, but if confronted with a large 
  number of targets (or if heavily outnumbered) 
  it won’t hesitate to use its envenomed tail to 
  reduce the number of opponents quickly. If 
  sorely pressed or wounded, the Tarasque will 
  retreat back to its river.
  Some descriptions give the Tarasque two 
  huge forward pointing tusks, used to impale 
  opponents, while others say the Tarasque is a 
  creature of the Devil, who warns it of traps and 
  ambushes. It was also said to have fiery breath 
  as well. One description of the Tarasque states 
  it is a male, while another describes it as the 
  daughter of Leviathan.
  Historical Notes.  The original Tarasque was 
  said to live in France in approximately the 
  first century A.D. (about the same time as La 
  Velue). It inhabited the river Rhone in France, 
  devastating the surrounding countryside and 
  slaying all who tried to kill it. Finally, St. Martha, 
  armed with nothing more than a jar of holy 
  water, pacified the beast and led it back to a 
  local village. There, the villagers set upon the 
  now docile creature and killed it. The parallels 
  between this story and that of the Gargouille 
  should be readily apparent.
  tArAsQUe
  Huge dragon, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 250 (20d12+120)
  Speed 40 ft., swim 40 ft.
  STR 
  DEX CON INT 
  WIS CHA
  22 (+6) 10 (+0) 23 (+6) 14 (+2) 14 (+2) 13 (+1)
  Saving Throws Dex +6, Con +12, Wis +8, Cha 
  +9
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Common, but can’t 
  speak it
  Challenge 12 (8,400 XP)
  Amphibious. The Tarasque can breathe air and 
  water.
  Legendary Resistances (3/Day). If the Tarasque 
  fails a saving throw, it can choose to succeed 
  instead.
  Siege Monster. The Tarasque deals double 
  damage to objects and structures.
  
  81
  Actions
  Multiattack. The Tarasque makes three attacks: 
  one with its bite and two with its claws. It can 
  make one stinger attack in place of its two  
  claw attacks.
  Bite. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 17 (2d10 + 6) piercing 
  damage.
  Claws.  Melee Weapon Attack: +12 to hit, reach 10 
  ft., one target. Hit: 15 (2d8 + 6) slash damage.
  Stinger. Melee Weapon Attack: +12 to hit, 
  reach 15 ft., one creature. Hit: 15 (2d8 + 6) 
  piercing damage. The target must make a DC 
  16 Constitution saving throw, taking 35 (10d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one.
  legendArY Actions
  The Tarasque can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time 
  and only at the end of another creature’s turn. 
  The Tarasque regains spent legendary actions 
  at the start of its turn.
  Detect. The Tarasque makes one Wisdom 
  (Perception check).
  Claw. The Tarasque makes one stinger attack.
  Move. The Tarasque moves up to half its speed.
  VAriAnt: AdditionAl tArAsQUe Powers
  Fiery Breath. The Tarasque exhales fire 
  in a 60-foot cone. Each creature in that 
  area must make a DC 16 Dexterity saving 
  throw, taking 66 (12d10) fire damage on 
  a failed save, or half as much damage on 
  a successful one. Increase the Tarasque’s 
  challenge rating to 15 (13,00).
  The Devil’s Warnings. The Tarasque has 
  advantage on Wisdom (Perception) checks.
  Tusks. If you give the Tarasque tusks, 
  increase its Multiattack to include one tusk 
  attack. Melee Weapon Attack: +12 to hit, 
  reach 10 ft., one target. Hit: 17 (2d10 + 6) 
  piercing damage. Increase the Tarasque’s 
  challenge rating to 14 (11,500).
  VAriAnt: tArAsQUe weAkness
  If you wish, the Tarasque can have the 
  following flaw:
  Powerless in the Face of Divine Power: 
  Good-aligned clerics may use their Channel 
  Divinity feature to attempt to humble the 
  Tarasque. If it fails its saving throw, it will no 
  longer attack and can be led about by the 
  cleric. This effect will end after 24 hours.
  
  82
  BIBLIOGRAPHY
  Ashman, Malcolm and Joyce Hargreaves. 
  Fabulous Beasts
  Barber, Richard and Anne Riches. A Dictionary 
  of Fabulous Beasts
  Borges, Jorge Luis. The Book of Imaginary Beings
  Clark, Anne. Beasts and Bawdy
  Clark, Jerome. Unexplained!
  Cohen, Daniel. The Encyclopedia of Monsters
  Cohen, Loren and Jerome Clark. Cryptozoology 
  A to Z
  Eggleton, Bob and Nigel Sucking. The Book of 
  Sea Monsters
  Gygax, E. Gary. Advanced Dungeons & Dragons 
  Monster Manual
  Long, Steve. The HERO System Bestiary
  Nigg, Jospeh. The Book of Fabulous Beasts
  O’Sullivan, Steffan. GURPS Fantasy Bestiary
  Page, Michael and Robert Ingpen. Encyclopedia 
  of Things That Never Were
  Payne, Ann. Medieval Beasts
  Rose, Carol. Giants, Monsters, and Dragons:  An 
  Encyclopedia of Folklore, Legend, and Myth.
  —Spirits, Fairies, Leprechauns, and Goblins:  An 
  Encyclopedia.
  Shuker, Dr. Karl P.N. Dragons A Natural History 
  —From Flying Toads to Snakes with Wings
  Tabb, Doug. HERO Bestiary
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