TEXT: 1
  Monsters of the Old World
  1
  Monsters of the Old World
  A COLLECTION OF CREATURES INSPIRED BY EUROPEAN FOLKLORE 
  FOR 5TH EDITION DUNGEONS & DRAGONS
  M ONSTERS
      OLDWORLD
  OF THE
  M ONSTERS
      OLDWORLD
  OF THE
  
  2
  Monsters of the Old World
  Credits
  T is book was created by a multi-national team of writers, artists, and editors, 
  originating from nearly a dozen dif erent European countries. With this 
  project, they hope to share a bit of their country’s history, lore, and mythology 
  with you for use in the world’s greatest roleplaying game. 
  Writers: Andrea Maf  a, Anne Gregersen, Cat Evans, Christian Eichhorn, 
  Daniele Severin, Duncan T omson, George Komis, Magnus Vogel, Marc 
  Altfuldisch, Marco Bertini, Miłosz Gawęcki, Nikolas Totief, Ole Arnesen, 
  Simon Collins & Simone Rossi Tisbeni
  Lead Editor: Andrea Maf  a
  Stat Editors: Duncan T omson, George Komis, Nikolas Totief & 
  Simone Rossi Tisbeni
  Text Editors: George Komis, Kim Frandsen, R P Davis & Simon Collins
  Layout & Graphic Design: Anne Gregersen
  Cover Artist: Wouter Florusse
  Interior Illustrations: Ludovico Tellatin, Pedro Orrico & Wouter Florusse
  Interior Illustrations - Public Domain: Anton Melbye, Arthur Rackham, 
  George Bouverie, John Martin, Julius Holck, Karl Friedrich Lessing, 
  Ludwig Pietsch, Marek Hapon, Nils Bergslien, Peter Nicolai Arbo, 
  Wenceslas Hollar & William Adolphe Bouguereau
  Interior Illustrations - Stock Art: DMsGuild Creator Resource (Courtesy of 
  Wizards of the Coast) & PixaBay.com
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenlof , Eberron, the 
  dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos 
  are trademarks of Wizards of the Coast in the USA and other countries. T is work contains material that 
  is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild. All other original material in this work is 
  copyright 2019 by Andrea Maf  a and published under the Community Content Agreement for Dungeon 
  Masters Guild.
  
  3
  Monsters of the Old World
  Table of Contents
  Introduction 
  4
  Bestiary 
  5
  Adar Llwch Gwin
  5
  Afanc
  6
  Amphista
  7
  Baf ardelle
  8
  Bełt
  9
  Bies
  10
  Bisso Galeto
  12
  Borda
  13
  Bruxa
  14
  Bubak
  15
  Carcolh
  16
  Cef yl Dŵr
  17
  Dobrochoczy 
  18
  Draugr 
  20
  Once-Destroyed Draugr
  20
  Draugr Chanter
  20
  Draugr Monstrosity
  21
  Draugr Jarl
  21
  A Draugr Jarl’s Lair
  21
  Einherjar 
  24
  Ellefolk 
  25
  Ellekonge
  25
  Ellepige
  25
  Ellekongen’s Lair
  25
  Fenris 
  28
  Fenris’ Lair
  29
  Fossegrimen 
  31
  Hel 
  32
  Hel’s Lair
  32
  Helhest 
  34
  Huginn & Muninn 
  35
  Huldra 
  36
  Jormungandr
  37
  Kerberos
  39
  Kerberos’ Lair
  39
  Klabautermann
  41
  Leszy
  42
  Licho
  43
  A Licho’s Lair
  43
  Lindworm
  45
  Masca
  46
  Nidhug
  47
  Nidhug’s Lair
  48
  Nisse
  49
  Nocchiero
  50
  Nøkken
  51
  Orcolat
  52
  T e Orcolat’s Lair
  52
  Orcus of Nuraghe
  53
  Orcu Conca
  53
  Pelf Lad
  55
  Południca
  56
  Ræsvælg
  57
  Scylla & Charybdis
  58
  Charybdis’s Lair
  58
  Sleipnir
  61
  Spartoi
  62
  Spectral Hound
  63
  A Spectral Hound’s Lair
  63
  Tatzelwurm
  64
  Trolls
  65
  Forest Troll
  65
  Mountain Troll
  65
  Sea Troll
  65
  Typhon
  69
  Valkyrie
  70
  Valravn
  72
  Vølve
  73
  White Folk
  75
  Sorted Creatures 
  76
  Creatures by Type
  76
  Creatures by CR
  77
  Creatures by Terrain
  78
  Creatures’ Origin
  80
  Pronunciation Table
  81
  
  4
  Monsters of the Old World
  Monsters of the O
   Old World
  D
  id you study myths and legends in school? Did 
  your parents tell you fairy tales? Have you ever   
  heard a magical story from the man who lives 
  at the end of the street? 
  Each of us is immersed in a culture that deeply 
  inf uences our own identity. T e stories we heard in our 
  childhood taught us how to behave, which morals we 
  should pursue, the dif erence between right and wrong.
  Playing a roleplaying game is nothing more than telling 
  stories, and our decisions about who are the heroes and 
  who are the villains are strongly connected to our beliefs. 
  T is book provides more than f f y creatures inspired by the 
  folklore of several European countries. It is our attempt to 
  bring the stories that have shaped our culture to the world’s 
  greatest roleplaying game.  
  Ancient tales
  Stories about mythological monsters and magical creatures 
  are as old as humankind. T e lore condensed in these pages 
  dates back centuries and is based on the folklore of dif erent 
  European countries. While writing about these monsters, 
  we felt how, by travelling in space and time, stories develop 
  important dif erences. Similar monsters have completely 
  dif erent characterizations in neighboring countries; the 
  interpretation of mythical creatures from the Hellenistic or 
  Celtic period was reshaped by the Romans and the advent 
  of Catholicism.
  We also discovered unexpected similarities. Each of 
  these stories was created for a reason, and those reasons are 
  the very f rst common ground we found. We are convinced 
  that these same reasons may become the perfect trigger for 
  adventuring in Dungeons and Dragons.
  Unexplainable Events
  A person from your village disappears mysteriously. Was 
  it magic? A strong gust of wind blows during the night, 
  awakening you. Was it supernatural? T e town tower 
  collapses because the earth moved: surely that’s a curse!
  Magic has always been the perfect explanation for 
  unexpected or unusual phenomena. Many of the creatures 
  described in this book are the main characters of stories 
  which attempt to explain the cause of terrible (or merely 
  unfortunate) events. For instance, południca is an 
  explanation for the sudden deaths of unlucky farmers 
  working at noon on hot, sunny days; the white folk are 
  responsible for the spread of disease; men disappear while 
  walking next to holes in the soil because of the carcolh; the 
  orcolat is the cause of earthquakes; and Charybdis causes 
  the death of crews sailing between high reefs.
  Children Should Behave
  T e f rst addressees of stories (especially fairy tales) are 
  children. Tales usually have a moral, a lesson, especially one 
  concerning what is right or prudent in the culture in which 
  the story has its genesis. Evil or mischievous creatures 
  are invented to frighten children in order to prevent bad 
  behaviors.
  Children shouldn’t visit the ancient ruins because the 
  orcus of nuraghe live there. It is better to remain in the 
  house af er the sun sets, or the baf ardelle will prank you 
  or the bruxa may kill your baby. When there is a dense fog 
  outside, the borda could attack you, and the ellefolk tries to 
  kidnap people.
  Put these rumors in your game and see if your party is 
  braver than we were when our parents told us these stories 
  at bedtime.
  Not Only Foes 
  Several creatures populate the ancient stories from the Old 
  World. Many of them are dangerous monsters: European 
  folklore is full of terrible dragons, evil orcs and horrible 
  monstrosities. However, adventurers can also meet 
  benevolent magical creatures, living immersed in nature or 
  sent by gods. While lost in savage forests, adventurers may 
  use the help by dobrochoczy; klabautermann is 
  a good ally for those sailing the sea; the end 
  of a glorious battle may be af ected by 
  the arrival of the Valkyries 
  on your side. 
  T ese are just a few 
  hints for the countless 
  possibilities that a 
  Dungeon Master may f nd 
  to introduce in their adventures 
  the more than f f y Monsters of 
  the Old World.
  Introduction
  
  5
  Monsters of the Old World
  5
  Monsters of the Old World
  Adar Llwch Gwin
  A gif  from the fey to a noble king, and an unfortunate 
  testament to the poor taste of fairy presents.
  — Delyth ferch Ff on, bard & traveler
  Adar llwch gwin are noble, fey creatures with features 
  in common with grif ons. Part hunting bird and part 
  great cat, they are loyal to their chosen master, brave and 
  bloodthirsty, and as intelligent as a man.  
  Battle-Hardened Steed. Adar llwch gwin choose the 
  f ercest and most bloodthirsty warriors for their partners, 
  to ensure they spend as much time in the heat of battle as 
  they can. 
  Fey Heritage. As a gif  to mortal men from the fey, the 
  adar llwch gwin shrugs of  all but the strongest magics and 
  adds enchantments of its own to its wicked beak and claws. 
  Adar Llwch Gwin
  Large fey, chaotic good
  Armor Class 13
  Hit Points 59 (7d10 + 21)
  Speed 30 ft ., ﬂ y 80 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  16 (+3)
  10 (+0)
  13 (+1)
  8 (-1)
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft ., passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Keen Sight. The adar llwch gwin has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Magic Resistance. The adar llwch gwin has advantage on saving 
  throws against spells and other magical eﬀ ects. 
  Magic Weapons. The adar llwch gwin’s beak and talons attacks 
  count as magical for the purposes of overcoming resistances.
  ACTIONS
  Multiattack. The adar llwch gwin makes two attacks: one with 
  its beak and one with its claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  11 (2d6 + 4) slashing damage.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft ., one creature. 
  Hit: 8 (1d8 + 4) piercing damage.
  Speed 30 ft ., ﬂ y 80 ft .
  Challenge 2 (450 XP)
  Large fey, chaotic good
  
  6
  Afanc
  A beaver, a crocodile, or a wicked dwarf; whatever form 
  it may choose to take, trif ing with the afanc is always a 
  mistake.
  — Delyth ferch Ff on, bard & traveler
  T e afanc makes its home in a lake or pool. It has a short 
  temper and takes poorly to those who would intrude on 
  its domain. In its beast form — with the head of a poison-
  spitting crocodile and the body of a beaver — it is savage. 
  As a dwarf, it is both cruel and cunning. 
  Easily Charmed. T e afanc is a fool for a pretty face. It 
  has been known to lay its head down and sleep in a fair 
  person’s lap while their family and friends creep up to 
  ambush it. 
  Bearer of Grudges. Nothing holds a grudge like an 
  afanc. Legend holds that it once made enemies of three 
  princes, whom it killed each day, allowing their 
  courtiers to resurrect them each night. 
  Afanc
  Large monstrosity, chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 59 (7d10 + 21)
  Speed 30 ft ., swim 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  14 (+2)
  8 (-1)
  7 (-2)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 9
  Languages Common, Dwarvish
  Challenge 3 (700 XP)
  Shapeshift ing. The afanc can use its action to 
  polymorph into a Medium humanoid (dwarf), or into its 
  true bestial form. 
  Grudge. As a bonus action, the afanc can designate a creature 
  within 60 feet of it as the target of its grudge. The afanc deals 
  an extra 1d6 weapon damage whenever it hits the target with a 
  melee attack. As a bonus action, aft er the creature that the afanc 
  designated as its grudge’s target reaches 0 hit points, it can 
  designate another creature within 60 feet of it to be the target 
  of its grudge.  Additionally, it has advantage on any Wisdom 
  (Perception) or Wisdom (Survival) check it makes to ﬁ nd the 
  target. 
  ACTIONS
  Multiattack. The afanc can make two attacks. It can only use 
  Poison Spit once during its attack action.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  13 (2d8 + 4) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one creature. 
  Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 
  13 Constitution saving throw, taking 7 (3d4) poison damage on a 
  failed save, or half as much damage on a successful one.
  Poison Spit. Ranged Weapon Attack: +3 to hit, range 15/30 ft . 
  Hit: The target must make a DC 13 Constitution saving throw, 
  taking 10 (4d4) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Speed 30 ft ., swim 30 ft .
  Challenge 3 (700 XP)
  Shapeshift ing. The afanc can use its action to 
  temper and takes poorly to those who would intrude on 
  its domain. In its beast form — with the head of a poison-
  spitting crocodile and the body of a beaver — it is savage. 
  As a dwarf, it is both cruel and cunning. 
  Easily Charmed. T e afanc is a fool for a pretty face. It 
  has been known to lay its head down and sleep in a fair 
  person’s lap while their family and friends creep up to 
  ambush it. 
  Bearer of Grudges. Nothing holds a grudge like an 
  afanc. Legend holds that it once made enemies of three 
  princes, whom it killed each day, allowing their 
  courtiers to resurrect them each night. 
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  7 (-2)
   poisoned
  The afanc can use its action to 
  polymorph into a Medium humanoid (dwarf), or into its 
   As a bonus action, the afanc can designate a creature 
  within 60 feet of it as the target of its grudge. The afanc deals 
  an extra 1d6 weapon damage whenever it hits the target with a 
  melee attack. As a bonus action, aft er the creature that the afanc 
  designated as its grudge’s target reaches 0 hit points, it can 
  designate another creature within 60 feet of it to be the target 
  designate another creature within 60 feet of it to be the target 
  The afanc can use its action to 
  
  7
  Amphista
  T e amphista has a twin head - that is, one at the tail’s end 
  as well, as though it were not enough for poison to be poured 
  out of only one mouth…
  —  Pliny the Elder
  T is venomous, dual-headed creature slithers across vast 
  deserts. No larger than a chicken, its venom can kill a 
  soldier in the blink of an eye. According to ancient texts, 
  this monster is created when the blood of a gorgon is 
  spilled on hot sand. Some time af er the blood drips onto 
  the desert sand, one amphista will be spawned for each 
  drop of blood. amphista feed on corpses, but when no 
  corpses can be found, it preys on ant-nests, granting it the 
  title the common folk have given it: “Mother of Ants”. 
  A Useful T reat. While an amphista  is indeed a 
  dangerous creature, its magical origins can be used to cure 
  ailments. Common folk and magisters believed that an 
  expecting woman wearing a live amphista around her neck 
  will have a safe pregnancy, while whoever wore the beast’s 
  skin would be cured of common ailments such as arthritis 
  or a cold. By eating the meat of the amphista , one could 
  supposedly attract many lovers, while slaying one during 
  the full moon could give power to one who is pure of heart 
  and mind. Woodcutters believe that by nailing its carcass or 
  skin to a tree during winter, it makes the surrounding area 
  warmer and the trees felled more easily.  
  Amphista
  Small monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 44 (8d6 + 16) 
  Speed 15 ft ., ﬂ y 30 ft . 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  12 (+1)
  14 (+2)
  4 (-3)
  12 (+1)
  4 (-3)
  Skills Perception +3
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 10 ft ., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Chicken Flight. The amphista can’t ﬂ y more than 10 feet above 
  the ground. 
  Two Heads. The amphista has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
  Wakeful. When one of the amphista’s heads is asleep, its other 
  head is awake. 
  ACTIONS
  Multiattack. Amphista makes two bite attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit:
  3 (1d4+1) piercing damage and the target must make a DC 13 
  Constitution saving throw, taking 7 (2d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  7
  Speed 15 ft ., ﬂ y 30 ft . 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills Perception +3
  Challenge 2 (450 XP)
  Small monstrosity, unaligned
  Armor Class 14 (natural armor)
  
  8
  Monsters of the Old World
  8
  Monsters of the Old World
  Baffardelle
  T ese rather annoying creatures take great pleasure in 
  intertwining animals’ manes in a tortuous knot, but it’s said 
  that they are much more interested in the hair of beautiful 
  young women.
  —  T e legends of Lu Lauru
  Pointed ears, mischievous eyes, and a big smile. T is is the 
  description of a baf ardelle as told by those few who have 
  had the privilege of seeing one. Solitary baf ardelles live in 
  forests, but they of en sneak into the villages of humanoids 
  at night. T eir aim is never to hurt people, but they love 
  to play tricks on their unsuspecting victims. A baf ardelle 
  is never taller than three feet and usually wears pointed 
  shoes and a pointed hat. T eir favorite color is red, in all its 
  dif erent shades.
  Sneaky Shapechanger. It is almost impossible to detect 
  a baf ardelle by sight because it can polymorph into small 
  animals like foxes, cats, or badgers. T ey usually appear as 
  one of their beloved wild animals but can choose the shape 
  of urban beasts to sneak into inhabited places.
  Baffardelle
  Small fey, chaotic neutral 
  Armor Class 13
  Hit Points 18 (4d6 + 4)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3)
  12 (+1)
  14 (+2)
   8 (-1)
  10 (+0)
  Saving Throws Wis +1
  Skills Sleight of Hand +5, Stealth +5
  Senses passive Perception 9
  Languages Common, Sylvan
  Challenge 1/4 (50 XP)
  ACTIONS
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Change Shape. The baﬀ ardelle magically polymorphs into a 
  tiny beast that has a challenge rating equal to or less than 1/4, 
  or back into its true form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or carried by the 
  new form (the baﬀ ardelle’s choice).
  In a new form, the baﬀ ardelle retains its game statistics 
  and ability to speak, but its AC, movement modes, Strength, 
  Dexterity, and special senses, are replaced by those of the new 
  form, and it gains any statistics and capabilities that the new 
  form has but that it lacks.
  Wind Blowing. The baﬀ ardelle blows a 15-foot cone of strong 
  wind from its mouth. Each creature in that area must succeed 
  on a DC 13 Strength saving throw or be pushed back 15 feet. 
  The wind disperses gas or vapor, and it extinguishes candles, 
  torches, and similar unprotected ﬂ ames in the area.
  Serious Prankster. Pranks by baf ardelles are usually 
  innocent, like knotting a woman’s hair while she sleeps, 
  but that isn’t always the case. T ey can send a strong wind 
  to scatter all the items in a courtyard or to scare children 
  in a house. One story tells of a farmer who found his cows 
  hanging from the ceiling of their barn. Af er setting up a 
  prank, baf ardelles hide until it is discovered. T en they run 
  away laughing loudly.
  Short Attention Span. To defend their houses from 
  baf ardelles, farmers hang juniper berries on their doors. 
  When the creature comes to play a prank, it sees the berries 
  and rapidly forgets its plans, wasting its time counting the 
  berries instead.
  intertwining animals’ manes in a tortuous knot, but it’s said 
  that they are much more interested in the hair of beautiful 
  —  T e legends of Lu Lauru
  Pointed ears, mischievous eyes, and a big smile. T is is the 
  10 (+0)
   +5 to hit, reach 5 ft ., one target. 
  tiny beast that has a challenge rating equal to or less than 1/4, 
  or back into its true form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or carried by the 
  Dexterity, and special senses, are replaced by those of the new 
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Wis +1
  Challenge 1/4 (50 XP)
  ACTIONS
  Small fey, chaotic neutral 
  Armor Class 13
  
  9
  Bełt
  T ey giggle continuously to the point of infuriation. Since at 
  this stage you can barely walk, there’s no way you can catch 
  one of them. As you stagger along, they’ll continue to follow 
  you, laughing and laughing endlessly.
  —  Myślimir, wilderness explorer
  Bełts, fur-covered individuals about knee-high to a human, 
  take great pleasure in seeing people wandering around lost. 
  T ey are not evil and mean no harm to others, but their 
  nature forces them to play tricks on travelers and passersby. 
  Bełts live in small groups of up to six members who reside 
  near roads and paths, where they can easily spot people and 
  select victims for their innocent pranks. Interestingly, Bełts 
  also tend to live near inns and taverns, as if the customers 
  were easier targets.
  Muddling Tricks. Bełts cause their victims to lose focus 
  on their surroundings. People under the inf uence of their 
  magic have trouble performing even the simplest tasks 
  and walk around aimlessly. Hence, travelers arrive late and 
  of en without a single copper piece, having lost everything. 
  Fortunately, bełts only laugh at their victims. Once spotted, 
  they run away and hide.
  Bełt
  Tiny humanoid, chaotic neutral
  Armor Class 12
  Hit Points 10 (4d4)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  11 (+0)
  8 (-1)
  13 (+1)
  8 (-1)
  Skills Stealth +4
  Senses darkvision 30 ft ., passive Perception 11
  Languages Sylvan, Undercommon
  Challenge 1/8 (25 XP)
  ACTIONS
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 3 
  (1d4 + 1) bludgeoning damage. 
  Delude. The bełt picks a creature it can see within 60 feet and 
  tries to confuse it. The target must succeed on a DC 12 Wisdom 
  saving throw or be forced to use half of its movement to walk 
  in a random direction. To determine the direction, roll a d8 and 
  assign a direction to each die face. Additionally, the aﬀ ected 
  creature is poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the eﬀ ect on 
  a success.
  Bełt
  T ey giggle continuously to the point of infuriation. Since at 
  this stage you can barely walk, there’s no way you can catch 
  one of them. As you stagger along, they’ll continue to follow 
  you, laughing and laughing endlessly.
  Bełts, fur-covered individuals about knee-high to a human, 
  take great pleasure in seeing people wandering around lost. 
  T ey are not evil and mean no harm to others, but their 
  nature forces them to play tricks on travelers and passersby. 
  Bełts live in small groups of up to six members who reside 
  near roads and paths, where they can easily spot people and 
  select victims for their innocent pranks. Interestingly, Bełts 
  also tend to live near inns and taverns, as if the customers 
  were easier targets.
  on their surroundings. People under the inf uence of their 
  magic have trouble performing even the simplest tasks 
  and walk around aimlessly. Hence, travelers arrive late and 
  of en without a single copper piece, having lost everything. 
  Fortunately, bełts only laugh at their victims. Once spotted, 
  they run away and hide.
  Bełt
  Tiny humanoid, chaotic neutral
  Armor Class
  Hit Points
  Speed
  Skills
  Senses
  Languages
  Challenge
  ACTIONS
  Club
  (1d4 + 1) bludgeoning damage. 
  Delude. 
  tries to confuse it. The target must succeed on a DC 12 Wisdom 
  saving throw or be forced to use half of its movement to walk 
  in a random direction. To determine the direction, roll a d8 and 
  assign a direction to each die face. Additionally, the aﬀ ected 
  creature is poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the eﬀ ect on 
  a success.
  Speed 30 ft .
  Speed
  Challenge 1/8 (25 XP)
  ACTIONS
  Challenge
  ACTIONS
  Tiny humanoid, chaotic neutral
  Tiny humanoid, chaotic neutral
  
  10
  Monsters of the Old World
  Bies
  T’was the most horrid stench I’ve known for me whole life! 
  Dismembered bodies layin’ all around us, rotting, disgusting! 
  I said my prayers, decided to go back. No gold was worth 
  enough to move further in that place. T en this hideous beast 
  jumped us! It tore through my companions as if they were 
  child’s dolls! I made me run for it and I got out, but for the 
  life of me mamma, I don’t remember anything else!
  — Arsonist’s testimony
  T e deepest forests and inaccessible bogs are home to the 
  embodiment of primal fear. In black thickets where even 
  the bravest hunters never tread, live bieses . Breeding 
  terror in the common folk, these monsters f nd pleasure in 
  tormenting people. Even the sound of their name makes 
  villagers anxious. Bieses don’t wait for their prey to venture 
  into dark woods; they attack remote settlements whenever 
  they want. Legends say that every bies keeps remains of its 
  victims as treasure in its lair.
  Bieses are hulking and grotesque monsters. 
  Quadrupedal, and at least twice as tall as humans, they have 
  bodies covered by fur and bristles. Hooves on hind legs 
  allow them to outrun most animals. Heads with deformed 
  human faces are armed with long teeth, making short work 
  of most armor, and its skull is adorned with horns.
  Forest Scourges. Bieses are the enemy of all living 
  creatures. While likely to attack a group of mercenaries 
  wading through a swamp, they f ght forest spirits and other 
  creatures with the same unwavering ferocity. T ough bieses 
  are solitary monsters, the regions they live in are of en 
  desolate. Anyone who hears nothing but silence in a forest 
  would do better to turn back and leave while they still can.
  Vile Visions. Tormenting people isn’t restricted to 
  physical attacks. Bieses possess strong mind-controlling 
  abilities and use them to sow confusion and dread. An 
  inf uenced victim acts increasingly strangely as days 
  go by, eventually becoming aggressive and setting f res 
  to homesteads and crops. T e victim has recurring 
  nightmares that drive them mad until they cannot fall 
  asleep and die of exhaustion.
  A Bies’ Lair
  Bieses make their lairs in inaccessible groves and deep 
  caverns. Anyone who enters it encounters a macabre sight: 
  remains of the monster’s victims lie scattered everywhere. 
  A nauseating odor f lls the air, making it hard to breathe. 
  When a trespasser realizes what the place is, the time for 
  escape has already run out.
  A bies encountered in its lair has a challenge rating of 17 
  (18,000 XP).
  Lair Actions
  On initiative count 20 (losing initiative ties), the bies can 
  take one lair action to cause one of the following ef ects; the 
  bies can’t use the same ef ect two rounds in a row: 
  • 
  A poisonous cloud with a 20-foot radius appears 
  centered on a point that the bies can see within 90 
  feet of it. Each creature that starts its turn there 
  must make a DC 14 Constitution saving throw. On 
  a failure, a creature is poisoned until the end of its 
  next turn and takes 13 (3d8) poison damage. T e 
  cloud dissipates when the bies uses this lair action 
  again or when the bies dies.
  • 
  Vile whispers f ll the mind of a creature the bies can 
  see within 90 feet of it. T e creature must succeed 
  on a DC 14 Wisdom saving throw or be charmed by 
  the bies until initiative count 20 on the next round. 
  • 
  Any creature inside the lair other than the bies 
  must make a DC 14 Wisdom saving throw or be 
  frightened of the bies until the end of its next turn 
  and must use its movement to run away from the 
  bies.
  T e bies can’t repeat an ef ect until they have all been used, 
  and it can’t use the same ef ect two rounds in a row. 
  10
  Monsters of the Old World
  
  11
  Monsters of the Old World
  11
  Monsters of the Old World
  Bies
  Huge monstrosity, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 283 (27d12 + 76)
  Speed 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  19 (+4)
  14 (+2)
  18 (+4)
  11 (+0)
  Saving Throws Str +10, Con +9, Wis +9
  Skills Athletics +10, Insight +9, Perception +9
  Damage Resistances acid, ﬁ re; bludgeoning, piercing and 
  slashing damage from nonmagical attacks that aren’t 
  silvered.
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 19, darkvision 120 ft .
  Languages understands Common and Sylvan, but can’t speak
  Challenge 16 (15,000 XP)
  Breeding Nightmares (1/day). The bies chooses one creature 
  it can see within 240 ft . of it to sow a seed of terror. The target 
  must make a DC 18 Charisma saving throw. On a failure, the 
  chosen creature’s mind is tainted for 48 hours. If the target 
  sleeps during this time, it suﬀ ers terrible nightmares and is 
  subjected to the same saving throw. If the save is failed again, 
  the duration extends for another 48 hours and the aﬀ ected 
  creature doesn’t beneﬁ t from the long rest. Aft er three failed 
  saves in a row, the creature can no longer tell friends from 
  enemies, as if it was under the eﬀ ects of the confusion spell. 
  If there are no other creatures nearby, the target starts setting 
  ﬁ res. Breeding Nightmares ends aft er a single success on the 
  saving throw and the target is immune to its eﬀ ects for 3d10 
  days.
  Fear Aura. Any creature hostile to the bies that starts its turn 
  within 20 feet of the bies must make a DC 18 Wisdom saving 
  throw, unless the bies is incapacitated. On a failed save, the 
  creature is frightened of the bies until the start of its next turn. If 
  a creature’s saving throw is successful, the creature is immune 
  to the bies’ Fear Aura for the next 24 hours.
  Keen Hearing and Smell. The bies has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Legendary Resistance (3/Day). If the bies fails a saving throw, it 
  can choose to succeed instead.
  ACTIONS
  Multiattack. The bies makes three attacks: one with either its 
  bite or horns, and two with its claws.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target. 
  Hit: 22 (5d6 + 5) slashing damage.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft ., one target. Hit:
  22 (5d6 + 5) piercing damage plus 5 (2d4) poison damage. The 
  target must succeed on a DC 18 Constitution saving throw or 
  become poisoned. While poisoned in this way, the target can’t 
  regain hit points. The poisoned target can repeat the saving 
  throw at the end of each of its turns, ending the eﬀ ect on itself 
  on a success.
  Horns. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target. 
  Hit: 27 (5d8 + 5) piercing damage. If the target is a creature, it 
  must succeed on a DC 18 Strength saving throw or be knocked 
  prone.
  Nefarious Inﬂ uence (Recharge 5-6). The bies gazes into the 
  eyes of one creature within 60 feet of it. The target must succeed 
  on a DC 18 Wisdom saving throw or be under the eﬀ ect of the 
  dominate monster spell.
  REACTIONS
  Alertness. When the bies takes damage from a creature that is 
  within 10 ft . of it, it can use its reaction to make one claw attack 
  or one horn attack.
  LEGENDARY ACTIONS
  The bies can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. The bies regains 
  spent legendary actions at the start of its turn.
  Move. The bies moves up to its speed without provoking 
  opportunity attacks.
  Attack. The bies makes one claw attack or one bite attack.
  Face Your Fear. One creature charmed by the bies that the bies 
  can see must use its reaction to move up to its speed towards 
  the bies.
  Regional Effects
  A region housing a bies’s lair is af ected by its presence, 
  which creates one or more of the following ef ects: 
  • 
  Birds and other animals leave the vicinity.  No 
  wildlife is present within 5 miles of the lair.
  • 
  Plants and water within 3 miles of the lair are 
  contaminated. Eating or drinking from these 
  natural resources can cause sewer plague. However, 
  a DC 14 Constitution saving throw is required to 
  f ght of  the infection.
  If the bies dies, these ef ects fade over the course of 1d10 
  days.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Str +10, Con +9, Wis +9
  Challenge 16 (15,000 XP)
  Armor Class 16 (natural armor)
  Regional Effects
  A region housing a bies’s lair is af ected by its presence, 
  which creates one or more of the following ef ects: 
  • 
  Birds and other animals leave the vicinity.  No 
  wildlife is present within 5 miles of the lair.
  • 
  Plants and water within 3 miles of the lair are 
  contaminated. Eating or drinking from these 
  natural resources can cause sewer plague. However, 
  a DC 14 Constitution saving throw is required to 
  f ght of  the infection.
  If the bies dies, these ef ects fade over the course of 1d10 
  days.
  Legendary Resistance (3/Day).
  
  12
  Monsters of the Old World
  12
  Monsters of the Old World
  Bisso Galeto
  If you want a bisso galeto, just let a rooster nurse some snake 
  eggs.
  —  Alfons, famous charlatan
  A bisso galeto slithers on its snakelike tail, occasionally 
  using  its small, membranous wings to glide from one 
  tree to another. It is possible to identify these creatures by 
  the red wattles on their head and below the beak. Indeed, 
  the bisso galeto appears much like a rooster with bat-like 
  wings and a long, serpentine tail. T ey live in vast forests 
  and mountainous areas and usually ambush their prey by 
  dropping on them from a height. T e bisso galeto makes 
  its nest on the ground, usually within a circle of rocks. T e 
  female incubates  the eggs until they hatch, then leaves the 
  of spring to fend for themselves. T is creature is usually 
  solitary.
  Beyond Venomous. T e bisso galeto is one of the most 
  poisonous creatures alive. If it bathes in a pool, the water 
  is poisoned. Plants die in the area surrounding its nest. 
  T e venom is secreted from the skin of the animal and 
  spreads across its claws and beak. If a melee attack hits a 
  bisso galeto, the poison may later af ect the wielder of the 
  weapon.  
  Size Changer. Most of the time, a bisso galeto is a 
  Medium creature. However, it can willingly change its 
  stature. While waiting for its prey, the bisso galeto shrinks 
  to a smaller size and hides inside a hole or in the branches 
  of a tree. However, at the very moment the creature grasps 
  its prey in its claws, it can expand to become Large. During 
  the ensuing battle, it can also decide to remain larger in 
  order to retain the strength associated with its larger size.
  Bisso Galeto
  Medium monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  15 (+2)
  6 (-2)
  14 (+2)
  8 (-1)
  Saving Throws Wis +5
  Skills Stealth +6, Perception +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 15
  Languages – 
  Challenge 5 (1,800 XP)
  Venomous Skin. A creature that touches the  bisso galeto or hits 
  it with a melee attack while within 5 feet of it must succeed on 
  a DC 15 Constitution saving throw or be poisoned for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the eﬀ ect on itself on a success. 
  ACTIONS
  Multiattack. The bisso galeto makes two attacks. One of these 
  must be a claw or beak attack. 
  Claw/Beak. Melee Weapon Attack: +6 to hit, reach 5 ft ., one 
  target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) poison 
  damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 10ft ., one target 
  not grappled by the bisso galeto. Hit: 7 (1d8 + 3) bludgeoning 
  damage plus 7 (2d6) poison damage. 
  Change Size. The bisso galeto’s size doubles or halves in all 
  dimensions, and its weight is multiplied or divided by eight. This 
  change increases or decreases its size by one category—from 
  Medium to Large, for example. If there isn’t enough room to 
  double its size, the bisso galeto attains the maximum possible 
  size in the space available. The bisso galeto’s maximum size is 
  Large and its minimum size is Small. When enlarged to Large 
  size, the bisso galeto’s attacks deal 3 (1d6) extra damage or 3 
  (1d6) less damage when it’s smaller.
  Speed 30 ft .
  Challenge 5 (1,800 XP)
  Venomous Skin. A creature that touches the  bisso galeto or hits 
  Medium monstrosity, neutral
  Monsters of the Old World
  order to retain the strength associated with its larger size.
  dimensions, and its weight is multiplied or divided by eight. This 
  change increases or decreases its size by one category—from 
  Medium to Large, for example. If there isn’t enough room to 
  double its size, the bisso galeto attains the maximum possible 
  size in the space available. The bisso galeto’s maximum size is 
  Large and its minimum size is Small. When enlarged to Large 
  size, the bisso galeto’s attacks deal 3 (1d6) extra damage or 3 
  (1d6) less damage when it’s smaller.
  
  13
  13
  Borda
  Hear the lullaby it sings,
  While it binds you with its strings,
  Ties the knot and tugs the rope,
  T e air escapes and so does hope.
  With tightened rope and evil will,
  T e borda sings; now watch it kill.
  —  Old cautionary lullaby
  Bordas are nefarious f ends living in swamps and on foggy 
  plains. T ey attack unsuspecting creatures by approaching 
  in mist form, transforming to its true form, grabbing them, 
  and then binding them with ropes. Once they catch a 
  victim, they slowly strangle the creature with rope or string.
  Lone Hunter. Bordas are frequently mistaken for hags 
  due to their similar appearance. But their similarities end 
  there. 
  Bordas live alone and never form bonds, even with 
  creatures of the same species. Although they can speak 
  Common and Abyssal, they rarely converse with other 
  creatures, since their hostile and aggressive nature prompts 
  them to attack anything that crosses their path.
  Misty Nature. Bordas are dangerous creatures that hunt 
  by altering their shape to form a cloud of mist. Using this 
  technique, they hide in plain sight, waiting for unlucky prey 
  to come near before launching an attack. On sunny days, 
  when they cannot hide in the mist and escape the burning 
  sun (to which they are vulnerable), they hide below the 
  surface of the murky waters in which they lair, waiting for a 
  more suitable opportunity to emerge.
  Borda
  Medium ﬁ end, chaotic evil 
  Armor Class 17 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  16 (+3)
  14 (+2)
  12 (+1)
  Skills Deception +4, Stealth +5, Perception +5
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t silvered
  Senses darkvision 120 ft ., passive Perception 15
  Languages Abyssal, Common
  Challenge 5 (1,800 XP)
  Shapechanger. If the borda isn’t in sunlight, it can use its action 
  to turn into a Medium cloud of mist or back into its true form. 
  While in mist form, the borda can’t take any actions, speak, or 
  manipulate objects. It is weightless, has a ﬂ ying speed of 20 
  feet, can hover, and can enter a hostile creature’s space and stop 
  there. In addition, if air can pass through a space, the mist can 
  do so without squeezing. While in mist form, the borda cannot 
  pass through water, has advantage on Strength, Dexterity, and 
  Constitution saving throws, and is immune to all nonmagical 
  damage.
  Misty Camouﬂ age (Only in Mist Form). The borda can use the 
  Hide action even if it is only obscured by mist. 
  Sunlight Hypersensitivity. The borda takes 20 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.
  ACTIONS
  Multiattack. The borda makes two attacks, only one of which 
  can be a reel attack.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit:
  9 (2d4 + 4) slashing damage.
  Rope. Melee Weapon Attack: +7 to hit, reach 15 ft ., one creature. 
  The target must succeed on a DC 15 Strength saving throw or 
  become grappled (escape DC 15). Until the grapple ends, the 
  target is restrained and has disadvantage on Strength checks 
  and Strength saving throws, and the borda can’t use the rope on 
  another target.
  Reel. The borda pulls a creature grappled by it up to 10 feet 
  straight toward it.
  Speed 30 ft .
  Challenge 5 (1,800 XP)
  Medium ﬁ end, chaotic evil 
  
  14
  Monsters of the Old World
  14
  Monsters of the Old World
  Bruxa
  Medium ﬁ end, neutral evil 
  Armor Class 17 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  16 (+3)
  14 (+2)
  14 (+2)
  Skills Arcana +5, Perception +4, Religion +5, Stealth +3
  Senses darkvision 60 ft ., passive Perception 14
  Languages Abyssal, Common, Infernal, Sylvan
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The bruxa’s innate spellcasting ability 
  is Charisma (spell save DC 12, +4 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components:
  At will: chill touch, minor illusion
  1/day each: bane, inﬂ ict wounds
  Mimicry. The bruxa can mimic animal sounds and humanoid 
  voices. A creature that hears the sounds can tell they are 
  imitations with a successful DC 12 Wisdom (Insight) check.
  Stuﬀ ed Owl. The bruxa has advantage on saving throws while it 
  carries its stuﬀ ed owl.
  Sunlight Hypersensitivity. The bruxa takes 10 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit:
  12 (2d8 + 3) slashing damage.
  Illusory Appearance. The bruxa covers itself and anything it is 
  wearing or carrying with a magical illusion that makes it look 
  like another creature of its general size and humanoid shape.
  The illusion ends if the bruxa takes a bonus action to end 
  it or if it dies. The changes wrought by this eﬀ ect fail to hold 
  up to physical inspection. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on a DC 14 
  Intelligence (Investigation) check to discern that the bruxa is 
  disguised.
  Necrotic Curse (1/Day). The bruxa targets a creature it can see 
  within 30 feet of it. Drawing its impious and corrupted power 
  directly from the Plane of Shadows, the bruxa channels it in a 
  gravelly whisper that insidiously penetrates the target, draining 
  its energies. The target must make a DC 12 Constitution saving 
  throw, taking 31 (7d8) necrotic damage on a failed save, or half 
  as much damage on a successful one. This eﬀ ect can’t aﬀ ect 
  constructs or undead.
  Innate Spellcasting.
  is Charisma (spell save DC 12, +4 to hit with spell attacks). It 
  At will: 
  1/day each: 
  1/day each: 
  Bruxa
  ‘Tis now the very witching time of night, 
  When churchyards yawn and hell itself breathes out 
  Contagion to this world.
  —  William Shakespeare, Hamlet
  A bruxa is an extremely dangerous creature, somewhat 
  resembling both a hag and a vampire. Immoral and 
  evil, their primary goal is to gain power through the 
  annihilation of life.
  A bruxa doesn’t care about people, and it enjoys the 
  suf ering of other creatures. T is creature spends its whole 
  life researching the secret powers embedded in death and 
  blood, its favorite source of nourishment.  
  Stuf ed Owl. Each bruxa bears a powerful magic item 
  craf ed by the creature af er several years of study of the 
  arts of taxidermy and magic. T e stuf ed owl gives the 
  bruxa its power, the creature is bound to it, and a bruxa will 
  do anything to protect it. Each stuf ed owl is linked to the 
  bruxa which created it, and it doesn’t work for any other 
  creature.
  Baby Devourers. Children — newborns in particular — 
  are a bruxa’s favorite prey. Indeed, a bruxa loves the taste of 
  a baby’s blood; hence, during the night, they hunt for very 
  young humanoids. 
  Speed 30 ft .
  30 ft .
  Challenge
  Challenge 4 (1,100 XP)
  Innate Spellcasting.
  Innate Spellcasting. The bruxa’s innate spellcasting ability 
  Innate Spellcasting.
  Innate Spellcasting.
  Medium ﬁ end, neutral evil 
  Medium ﬁ end, neutral evil 
   17 (natural armor)
  
  15
  15
  Bubak
  It took me several weeks to f nd my f rst bubak, but the 
  extensive night walks f nally paid of . T e sensation was 
  exactly as foretold, and my premature death was only 
  prevented by the ringing bells of a nearby chapel.
  —  Markus Grimm, Travel Diaries
  Bubaks are demonic shapechangers of the pressure-demon 
  variety. During the night, they wait by the side of roads 
  in various forms until a traveler passes by. Wayfarers 
  may encounter a bubak anywhere, be it a bridge, a fork 
  in the road, a rustic shelter, or a sunken lane. T e bubak 
  accompanies the traveler in the form of an old man or 
  lost wanderer, and expands in size during the short walk. 
  Finally, it jumps on the traveler’s back and sits there until 
  the traveler dies or the demon is banished. While the 
  Bubak
  Small ﬁ end (demon, shapechanger), chaotic evil 
  Armor Class 13
  Hit Points 22 (5d6 + 5)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  12 (+1)
  13 (+1)
  14 (+2)
  15 (+2)
  Skills Deception +4, Perception +4
  Damage Resistances cold, ﬁ re, lightning; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Senses darkvision 120 ft ., passive Perception 14
  Languages Abyssal, Common
  Challenge 4 (1,100 XP)
  Shapechanger. The bubak can use its action to polymorph 
  into a humanoid or back into its true form. Its statistics are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It doesn’t revert to its true form if it dies.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 
  (1d6 + 3) piercing damage.
  Haunt (Recharges aft er a Long Rest). The bubak targets one 
  Large or smaller creature it can see within 5 ft . of it. The target 
  must succeed on a DC 14 Charisma saving throw or become 
  haunted by the bubak. The bubak jumps on the target’s back, 
  and while the target is haunted, it is unaware of the bubak’s 
  presence. The target can repeat the saving throw aft er taking 
  damage from the bubak.
  The bubak’s haunt ends when the bubak uses a bonus action 
  to end it, the target succeeds on the saving throw, the bubak is 
  exposed to sunlight, hears the bells of a temple, or a creature 
  succeeds on a DC 13 Intelligence (Religion) check and recites the 
  proper prayer. 
  While the bubak haunts a creature, it can take short rests, 
  is invisible, and nonmagical damage it takes is dealt to the 
  haunted creature instead.
  Burden (Recharges aft er a Short or Long Rest). While the bubak 
  haunts a target, it can use its action to increase the burden for 
  the haunted creature. Each time the bubak uses this ability, the 
  target gains 1 level of exhaustion.
  bubak haunts a traveler in this way, it becomes heavier and 
  heavier, until  the traveler collapses. T ere is no higher 
  purpose behind the bubak’s behavior; it hungers only  for 
  chaos and death.
  Oppressive Weight. While travelers won’t realize that 
  a demon sits on their back, they will feel anxious, begin 
  to grow lame, and are unable to turn around. If travelers 
  were previously weakened by sickness or malnutrition, the 
  bubak may cause their death. 
  Begone, Demon. Learned travelers may know what kind 
  of creature is haunting them and seek out help before it’s 
  too late. A simple prayer can banish a bubak, as well as the 
  morning sun, or the ringing of church bells.
  True Form. T e true form of the bubak is hideous and 
  virtually unknown since it doesn’t revert to its true form 
  upon death. It resembles an oversized demonic f y without 
  wings.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills 
  Challenge 4 (1,100 XP)
   4 (1,100 XP)
  Shapechanger. The bubak can use its action to polymorph 
   The bubak can use its action to polymorph 
  Small ﬁ end (demon, shapechanger), chaotic evil 
  Small ﬁ end (demon, shapechanger), chaotic evil 
  Armor Class 
  
  16
  Monsters of the Old World
  16
  Monsters of the Old World
  Carcolh
  What is certain, is that the f lthy beast emerges suddenly 
  from the hole when an imprudent man gets close. It grasps 
  him with its horrible tentacles, and draws him deep within its 
  shell before consuming it.
  —  Contes et Légendes des Landes
  T e carcolh is a giant creature that slithers on its belly, 
  protected by an enormous snail-shell. T e carcolh is a 
  voracious meat-eater that inhabits the Underdark. It isn’t 
  particularly fast, but its mouth is large enough to swallow 
  an entire person in a single gulp, making the carcolh a 
  formidable encounter for most adventurers.
  Cave Dweller. T e carcolh is a solitary creature, meeting 
  others of its species only to reproduce. T ese creatures 
  prefer damp environments, allowing them to move more 
  smoothly on their viscous secretions, in the same way 
  snails do. It’s easy to see when a carcolh has recently passed 
  through a cave because its slime covers any surfaces it has 
  passed over. Generally, these creatures are only found in the 
  Underdark; they only emerge from this environment if they 
  can’t f nd anything to eat below.
  Tenacious Grappler. Four tentacles surround a carcolh’s 
  huge mouth. When it f nds something edible, it uses its 
  tentacles to grapple its prey. Still holding the unlucky 
  creature, the carcolh withdraws inside its shell, drawing its 
  victim with it, before swallowing its prey whole (indeed, 
  it has no teeth). Once an adventurer is grabbed by the 
  carcolh, it is extremely dif  cult for others to free their ally: 
  its scaled skin is well-armored and its shell is as hard as 
  stone. 
  Carcolh
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 225 (18d12 + 108)
  Speed 25 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  22 (+6)
  4 (-3)
  14 (+2)
  6 (-2)
  Saving Throws Str +8, Wis +6
  Skills Perception +6
  Senses blindsight 60 ft . (blind beyond this radius), passive 
  Perception 16
  Languages -
  Challenge 9 (5,000 XP)
  ACTIONS
  Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft ., one 
  creature. Hit: 26 (4d10 + 4) bludgeoning damage, and the target 
  is also grappled (escape DC 16). If the target is Large or smaller, 
  it is also restrained until this grapple ends. While grappling the 
  target, the carcolh has advantage on attack rolls against it and 
  can’t use this attack against other targets. When the carcolh 
  moves, any Large or smaller target it is grappling moves with it.
  Swallow. The carcolh makes a tentacle attack against a Large 
  or smaller target it is grappling. If the attack hits, that creature 
  is also swallowed, and the grapple ends. While swallowed, the 
  target is blinded and restrained, it has total cover against attacks 
  and other eﬀ ects outside the carcolh, and it takes 35 (10d6) acid 
  damage at the start of each of the carcolh’s turns.
  If the carcolh takes 30 damage or more on a single turn 
  from creatures inside it, the carcolh must succeed on a DC 16 
  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 carcolh. If the carcolh dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse using 15 
  feet of movement, exiting prone.
  Shell Defense. When the carcolh withdraws into its shell, it gains 
  a +4 bonus to its AC until it emerges. It also gains resistance 
  against slashing and piercing attacks. While inside the shell, 
  the carcolh can’t move. It can emerge from the shell as a bonus 
  action.
  Speed 25 ft .
  Challenge 9 (5,000 XP)
  Huge monstrosity, unaligned
  
  17
  Monsters of the Old World
  17
  Monsters of the Old World
  Ceffyl Dŵr
  When the mist clings around you and the splashing of water 
  surrounds you, stay sharp: you’re in the realm of the cef yl 
  dŵr.
  —  Delyth ferch Ff on, bard & traveler
  A cef yl dŵr (water horse; plural cef ylau dŵr) is a solitary 
  creature, dwelling alone in waterfalls and mountain pools. 
  T ere they stay, for the most part, unless an unwary 
  traveller crosses their path or boredom strikes.  
  Ethereal Shapeshif er. Formed from the water in which 
  it dwells, a cef yl dŵr can change its form from horse to 
  human, and evaporate into mist. A cef yl dŵr sometimes 
  changes its shape to hide from humans — and sometimes 
  to give itself a voice to call out to them, tricking them into 
  coming closer so that it can leap from its watery home and 
  trample them. 
  Wicked Trickster. Cef yl dŵr have a wicked sense of 
  humor: they f nd it hilarious to persuade a humanoid to 
  ride them, galloping up into the clouds only to transform 
  into mist and leave their rider plummeting to the ground. 
  CEFFYL DŴR
  Large elemental, chaotic neutral
  Armor Class 14 (natural armor)
  Hit Points 67 (9d10 + 18)
  Speed 60 ft ., ﬂ y 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  14 (+2)
  10 (+0)
  16 (+3)
  7 (-2)
  Damage Resistances acid; bludgeoning, piercing and slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petriﬁ ed, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft ., passive Perception 13
  Languages  Aquan, Common (can only speak in humanoid 
  form)
  Challenge 4 (1,800 XP)
  Shapeshift ing. The ceﬀ yl dŵr can use its action to polymorph 
  into a Medium humanoid ﬁ gure or a Large cloud of mist, or back 
  into its true equine form. 
  While in mist form the ceﬀ yl dŵr can’t take actions, speak, 
  or manipulate objects. It has a ﬂ ying speed of 30 feet. It is 
  weightless, can hover, and can enter a hostile creature’s space 
  and stop there. In addition, if air can pass through a space, the 
  mist can do so without squeezing. It has advantage on Strength, 
  Dexterity, and Constitution saving throws, and it is immune to 
  all non-magical damage.
  While in humanoid form, the ceﬀ yl dŵr is still clearly made of 
  water. This is the only form in which it can speak Common. 
  Liquefy. While in mist form, the ceﬀ yl dŵr can use its action to 
  dissolve and become part of an existing body of water at least 
  ﬁ ve feet deep and ﬁ ve feet in diameter. While it is liquid, the 
  ceﬀ yl dŵr retains the features of its mist form, but cannot move 
  without ﬁ rst shift ing back to its equine or humanoid form. The 
  ceﬀ yl dŵr regains 10 hit points each turn it spends in liquid 
  form.
  Trampling Charge (equine form only). If the ceﬀ yl dŵr moves 
  at least 20 ft . straight toward a creature and then hits it with a 
  hooves attack on the same turn, that target must succeed on a 
  DC 14 Strength saving throw or be knocked prone. If the target 
  is prone, the horse can make another attack with its hooves 
  against it as a bonus action.
  ACTIONS
  Hooves (equine form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft ., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Unarmed Strike (humanoid form only). Melee Weapon Attack:
  +6 to hit, reach 5 ft ., one target. Hit: 5 bludgeoning damage. 
  Speed 60 ft ., ﬂ y 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Damage Resistances acid; bludgeoning, piercing and slashing 
  Challenge 4 (1,800 XP)
   The ceﬀ yl dŵr can use its action to polymorph 
  Large elemental, chaotic neutral
  Armor Class 14 (natural armor)
  
  18
  Monsters of the Old World
  18
  Monsters of the Old World
  Dobrochoczy 
  Venture into the forest not
  without a grain of salt
  or you’ll lose more than 
  the justice you sought.
  —  Local proverb
  In the eyes of simple folk, forests are mysterious and 
  terrifying places. T ey are a source of food and protection, 
  yet at the same time danger might lurk behind any tree or 
  bush. Wild animals, ferocious monsters, and even other 
  people, make up a long list of potential enemies. Not 
  everything, however, is there to kill you. Dobrochoczys 
  are ancient, protective spirits of woodlands, watching over 
  their domain in motionless silence. People are not sure 
  whether each forest has its own dobrochoczy, or there is 
  one powerful spirit overseeing them all.
  Living Trees. Dobrochoczys are as high as the highest 
  trees and people passing by them are of en unaware of 
  the spirits’ presence. Once they move, they resemble giant 
  animals, taking forms of wolves or wild cats covered in 
  bark and leaves. People tell stories that these spirits can 
  cause whole forests to move, breathing life into the trees.
  Grove Keepers. Dobrochoczys always sense danger in 
  their forests. With their magic, they can move through their 
  domain in the blink of an eye, to assess the damage and get 
  rid of those who break the natural laws of the forest. While 
  merciless to poachers or loggers, dobrochoczys are kind to 
  the innocent. Even though they are slow to trust, they never 
  refuse help to anyone lost in the forest. If asked, the spirits 
  gladly guide a person to a safer place where neither they 
  nor the trees can be hurt.
  Neutral Judges. Folk consider dobrochoczys to be just 
  and honest. Sometimes people seek them out to settle their 
  disputes, but it’s never a safe option. T e spirits can become 
  enraged if they judge someone dishonest or dangerous, 
  bestowing sickness on the guilty. However, this punishment 
  is never carried over to other family members or friends. 
  T e only known way of calming the angry dobrochoczy is 
  with an of ering of bread and salt.
  
  19
  Monsters of the Old World
  19
  Monsters of the Old World
  DOBROCHOCZY
  Huge fey, lawful neutral 
  Armor Class 18 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 25 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (-1)
  21 (+5)
  12 (+1)
  22 (+6)
  15 (+2)
  Saving Throws Str +10, Wis +10
  Skills Insight +10, Perception +10
  Damage Vulnerabilities ﬁ re
  Damage Resistances bludgeoning, piercing
  Damage Immunities poison
  Senses passive Perception 20
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 10 (5,900 XP)
  Eyes of Nature. The dobrochoczy has advantage on Wisdom 
  (Insight) checks when judging someone innocent or guilty of 
  breaking the Laws of the Forest.
  False Appearance. While the dobrochoczy remains motionless, 
  it is indistinguishable from a normal tree.
  Law of the Forest. The dobrochoczy can immediately detect any 
  danger within the forest it guards such as the unnatural killing of 
  animals, a ﬁ re breaking out, etc., and can cast tree stride twice 
  per day so that it can be quickly present at the scene.
  Siege Monster. The dobrochoczy deals double damage to 
  objects and structures.
  ACTIONS
  Multiattack. The dobrochoczy makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target. 
  Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8) poison 
  damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft ., one 
  target. Hit: 28 (4d10  + 6) bludgeoning damage.
  Entangling Vines (Recharge 5-6). The dobrochoczy releases 
  vines in a line 30 feet long and 5 feet wide. Each creature in that 
  area must make a DC 14 Dexterity saving throw, taking 14 (4d6) 
  piercing damage and becoming restrained on a failed save, or 
  half as much damage on a success. As an action, a restrained 
  creature can make a DC 12 Strength check to free themselves 
  of the vines. The vines can also be attacked and destroyed (AC 
  12; Hit Points 15; vulnerability to ﬁ re damage; resistance to 
  bludgeoning, piercing and poison damage).
  Force of Nature (1/Day). The dobrochoczy magically animates 
  up to two trees it can see within 60 feet of it. These trees have 
  the same statistics as a treant (MM page 289), except that they 
  have Intelligence and Charisma scores of 1, they can’t speak, 
  and they have only the Slam attack option. An animated tree 
  acts as an ally of the dobrochoczy. The tree remains animated 
  for 1 day or until it dies, until the dobrochoczy dies or is more 
  than 120 feet from the tree, or until the dobrochoczy takes a 
  bonus action to turn it back into an inanimate tree. The tree 
  then takes root if possible.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws 
  Challenge 
  Eyes of Nature. The dobrochoczy has advantage on Wisdom 
  Huge fey, lawful neutral 
  Armor Class 18 (natural armor)
  
  20
  Monsters of the Old World
  20
  Monsters of the Old World
  Draugr 
  Draugr is the name given to a group of undead creatures 
  in ancient times. In some places they are also called 
  gengangere (literally, again-walkers) or aptrgangr. As 
  opposed to many undead creatures, a draugr is not created 
  by a necromancer but is instead the vengeful spirit still 
  embodied in the corpse of an ancient warrior who was 
  never given the honor of a proper burial. Most draugr died 
  hundreds, if not thousands, of years ago, but what exactly 
  causes a draugr to rise again is unknown. 
  War Against the Living. T e def ning trait of any 
  draugr is its hatred of the living. No matter how much 
  of the ancient warrior’s personality or morality is lef , 
  their overarching goal will always be to destroy all living 
  creatures. 
  Noble Warriors and Monsters. T e mightier the warrior 
  was in life, the more of his personality remains in death. 
  T e jarls of the draugr are intelligent creatures using 
  weapons, cunning and strategies, while the foot soldiers are 
  nothing but howling monsters comprised of claws and hate. 
  Creatures of Fear. Each draugr has the ability to change 
  their size and they use this ability when they hunt the 
  living. Each draugr is fully aware of the fear an undead 
  enemy can instill in the living, and will 
  try to take advantage of it as 
  of en as possible. Watching a 
  draugr grow into a giant right 
  beyond the walls of the 
  village, then proceed to kill 
  the cows grazing around it, 
  and spend the next week 
  throwing bloody parts of 
  the unfortunate creatures 
  over the walls until they 
  get bored, can put fear 
  into any villagers 
  heart. 
  Once-Destroyed Draugr
  T e least of its kind, but do not mistake that for weakness. Its 
  claws will kill you just as well as any of its greater brethren. 
  — Runestone warning against the draugr
  Rotting, and with no other weapon than its teeth and claws, 
  this draugr is still ready to attack any living thing it comes 
  across. Almost no traces remain of this once proud warrior, 
  only its misshapen body fuelled by hatred.
  Draugr Chanter
  I am not familiar with that kind of magic. Be careful.
  — Mage Mef listas, moments before his death.
  Just like warriors, spellcasters can also rise again as draugr. 
  T ese draugr utilize an ancient form of spellcasting called 
  galdr which imposes the spellcasters will on the world 
  around them by chanting their spells over and over.  T is 
  ancient form of magic do have one glaring weakness which 
  more modern schools of spellcasting has for the most part 
  done away with, if the spellcasters chanting is interrupted 
  for even an instant, the entire spell will crumble to dust and 
  the spellcaster has to begin over from scratch.
  Monsters of the Old World
  living. Each draugr is fully aware of the fear an undead 
  enemy can instill in the living, and will 
  try to take advantage of it as 
  of en as possible. Watching a 
  draugr grow into a giant right 
  beyond the walls of the 
  village, then proceed to kill 
  the cows grazing around it, 
  and spend the next week 
  throwing bloody parts of 
  the unfortunate creatures 
  over the walls until they 
  get bored, can put fear 
  into any villagers 
  the spellcaster has to begin over from scratch.
  
  21
  Monsters of the Old World
  Draugr Monstrosity
  T e most monstrous of the draugr. With fang and claw they 
  will hunt the living to the end of the world.
  — Runestone warning against the draugr
  T e draugr monstrosity has embraced the monstros parts 
  of undeath. Using their hatred as fuel, they have grown 
  signif cantly, discarding such weak weapons as axes or 
  swords in favor of claws and fangs. 
  Disappear Beneath the Earth. T eir claws give them the 
  ability to dig into the earth so quickly, it appears as if they 
  have teleported away. T ey use this ability to attack enemies 
  from unexpected angles, and can tunnel under walls, 
  fences, and other fortif cations meant to keep enemies out.
  Draugr Jarl
  People became aware that Glámr was not resting in peace. He 
  wrought such havoc that some people fainted at the sight of 
  him, while others went out of their minds.
  — Grettis saga
  A draugr jarl is the mightiest of the draugr.  T ey awaken 
  along with their retinue, ready to once again take 
  possession of everything they owned in life and kill any 
  interlopers who have dared to set up residence where they 
  used to live, just because the old lord has been dead for a 
  couple of hundred years! 
  Exuding Madness. Every draugr is jealous of the living 
  to the point of madness, but a draugr jarl drapes that 
  madness around him like a cloak, using it as a weapon in 
  combat and infecting others with it. Even the dead are not 
  immune. 
  A Draugr Jarl’s Lair
  When a jarl awakens, one of the f rst things they do is 
  search for a burial mound. As soon as they f nd one, they 
  will perform a ritual inside the mound, turning it into a 
  gateway to the Underworld. It is quite easy to see if a burial 
  mound has been claimed by the draugr, since ghostly cold 
  f ames are burning inside, which can clearly be seen from 
  the entrance to the mound. 
  Lair Effects
  On initiative count 20 (losing initiative ties), the draugr 
  jarl can take one lair action to cause one of the following 
  ef ects: 
  • 
  A once-destroyed draugr who has been killed 
  within 500 feet of the mound is revived at the 
  entrance of the burial mound.
  • 
  T e f ames inside the mount f are up. Each creature 
  within 50 f . of the entrance must succeed on a DC 
  16  Dexterity saving throw or take 13 (2d6+6) cold 
  damage.  
  • 
  T e draugr jarl chooses a single creature within 
  50 f . T at creature must make a DC 16 Wisdom 
  saving throw. If it fails the saving throw, it thinks 
  it can hear the voices of departed friends or family 
  ONCE-DESTROYED DRAUGR
  Medium undead, chaotic evil 
  Armor Class 14 (rusted chainmail)
  Hit Points 1
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  16 (+3)
  6 (-2)
  8 (-1)
  12 (+1)
  Saving Throws Wis +1
  Skills Perception +1
  Condition Immunities exhaustion, paralyzed, poisoned
  Damage Resistances necrotic, poison
  Senses darkvision 60 ft ., passive Perception 11.
  Languages understands all languages it knew in life, but cannot 
  speak
  Challenge 1 (200 XP)
  Hard to Kill. If an attack reduces the once-destroyed draugr to 
  0 hit points, if it succeeds on a DC 13 Constitution saving throw 
  it rises again on its initiative next round with 1 hit point. On a 
  failure, it dies. The once-destroyed draugr does not get to make 
  a Constitution saving throw if the damage that reduced it to 0 hit 
  points was from a critical hit or radiant damage. 
  Stench of the Grave. The stench the draugr emanates is so foul 
  that creatures within 5 feet of it suﬀ er a -1 to their attack rolls. 
  This eﬀ ect is not cumulative with other instances of this feature 
  or with the Stench and Madness of the Grave feature. 
  ACTIONS
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  8 (1d8 + 4) slashing damage
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  4 (1d6 + 1 ) necrotic damage and the draugr gets temporary hit 
  points equal to the necrotic damage dealt.
  Enlarge/Reduce (1/Day). The once-destroyed draugr casts the 
  spell enlarge/reduce on itself without expending spell slots or 
  material components.
  members through the gateway. T e creature cannot 
  use an action this turn as it is searching for the 
  departed.
  T e draugr jarl can’t repeat an ef ect until they have all been 
  used once and cannot use the same ef ect twice in a row.
  Regional Effects
  T e region housing the draugr’s burial mound is af ected 
  by its presence, which creates one or more of the following 
  ef ects: 
  • 
  A cold wind, as if from the gates of the Underworld 
  blows through the entire area, reducing the 
  temperature to extreme cold within 1 mile of the 
  burial mound.
  • 
  All f res within 1 mile of the draugr’s burial mound 
  burn with a blue tint, and the area they illuminate is 
  reduced by 5 feet.
  If the draugr jarl dies, these ef ects fade over the course of 
  1d4 days. 
  Speed 30 ft .
  Challenge 1 (200 XP)
  Medium undead, chaotic evil 
  
  22
  Monsters of the Old World
  orld
  22
  Monsters of the Old World
  DRAUGR CHANTER
  Medium undead, chaotic evil 
  Armor Class 11 (rotting robes)
  Hit Points 34 (5d8 + 12)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  16 (+3)
  18 (+4)
  10 (+0)
  8 (-1)
  Saving Throws Int +6, Wis +2
  Skills Arcana +8, Perception +2
  Damage Resistances cold, necrotic, poison
  Condition Immunities exhaustion, paralyzed, poisoned
  Senses darkvision 60 ft ., passive Perception 12
  Languages any languages it knew in life
  Challenge 4 (1800 XP)
  Stench of the Grave. The stench the draugr emanates is so foul 
  that creatures within 5 feet of it suﬀ er a -1 to their attack rolls. 
  This eﬀ ect is not cumulative with other instances of this feature 
  or with the Stench and Madness of the Grave feature. 
  Weapons of the Fallen. The draugr chanter’s weapons count as 
  magical when the draugr chanter wields them.
  What Is Already Dead. When this creature is reduced to 0 hit 
  points, if it succeeds on a DC 14 Constitution saving throw it 
  rises again as a once-destroyed draugr on its initiative next 
  round. The draugr chanter does not make a Constitution saving 
  throw if the damage that reduced it to 0 hit points was radiant or 
  from a critical hit.
  ACTIONS
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. 
  Hit: 6 (1d4 + 3) piercing damage plus 2 (1d4) psychic damage.
  Chant of Burning Hatred (1/Day). The draugr chanter begins 
  the chant of burning hatred. The weapons of each allied 
  creature within 30 ft . of the draugr chanter erupt in semi-
  transparent  blue ﬂ ames, dealing an additional 5 (2d4) ﬁ re 
  damage on a hit for as long as the chanter is concentrating. The 
  draugr chanter must use its action to concentrate on the chant 
  or the eﬀ ect ceases.
  Chant of Graven Frost (1/Day). The draugr chanter begins the 
  chant of graven frost. Cold emanates from the caster, making 
  all terrain in a 60 ft . radius around the draugr chanter diﬀ icult 
  terrain for all enemy creatures as long as the draugr chanter 
  is concentrating. The draugr chanter must use its action to 
  concentrate on the chant.
  Chant of Monstrous Resilience (1/Day). The draugr chanter 
  begins the chant of monstrous resilience. A palpable wave of 
  hatred emanates from the draugr chanter, infusing his allies 
  with power. Each ally of the draugr chanter within 30 feet gains 
  8 temporary hit points at the start of each of their turns as long 
  as the draugr chanter is concentrating. The draugr chanter must 
  use its action to concentrate on the chant or the eﬀ ect ceases.
  Enlarge/Reduce (2/Day). The draugr chanter casts the spell 
  enlarge/reduce on itself without expending spell slots or 
  material components.
  Speed 30 ft .
  Challenge 4 (1800 XP)
   4 (1800 XP)
  Medium undead, chaotic evil 
  Medium undead, chaotic evil 
  11 (rotting robes)
  11 (rotting robes)
  Draugrs appear to have been the go-to evil monsters for many 
  old icelandic sagas and myths. Depending on which story you 
  read, their power, skills, and abilities change signiﬁ cantly.  
  Here we chose to divide their powers into diﬀ erent creatures. 
  However, in the original tales, a draugr might have any or all of 
  the powers that the monsters presented in these pages have, 
  or even more. 
  
  23
  Monsters of the Old World
  DRAUGR MONSTROSITY
  Large undead, chaotic evil 
  Armor Class 14 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 35 ft ., burrow 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  18 (+4)
  6 (-2)
  8 (-1)
  10 (+0)
  Saving Throws Str +8, Con +7, Wis +2
  Damage Resistances cold, necrotic, poison;, bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities exhaustion, paralyzed, poisoned
  Senses darkvision 60 ft ., passive Perception 9
  Languages understands all languages it knew in life, but 
  cannot speak
  Challenge 7 (2900 XP)
  Stench of the Grave. The stench the draugr emanates is so 
  foul that creatures within 5 feet of it suﬀ er a -1 to their attack 
  rolls. This eﬀ ect is not cumulative with other instances of this 
  feature or with the Stench and Madness of the Grave feature. 
  What Is Already Dead. When this creature is reduced to 0 hit 
  points, if it succeeds on a DC 14 Constitution saving throw it 
  rises again as a once-destroyed draugr on its initiative next 
  round. The draugr monstrosity does not make a Constitution 
  saving throw if the damage that reduced it to 0 hit points was 
  radiant or from a critical hit.
  ACTIONS
  Multiattack. The draugr monstrosity makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit:
  10 (1d10 +5 ) slashing damage plus 2 (1d4) psychic damage. 
  Devourer. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. 
  Hit: 16 (3d10 ) necrotic damage plus 5 (2d4) psychic damage.  
  If this attack reduces a creature that is smaller in size than the 
  DRAUGR JARL
  Medium undead, chaotic evil 
  Armor Class 16 (rusted chainmail and shield)
  Hit Points 114 (12d8 + 60)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  20 (+5)
  9 (-1)
  6 (-2)
  12 (+1)
  Saving Throws Str +11, Cha +5
  Skills Perception +2
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Condition Immunities exhaustion, paralyzed, poisoned
  Damage Immunities cold, necrotic, poison
  Senses darkvision 60 ft ., passive Perception 12
  Languages any languages it knew in life
  Challenge 10 (5,900 XP)
  Stench and Madness of the Grave. The draugr emanates a 
  horrible stench. The stench also carries an infectious madness, 
  which aﬀ ects everyone near it. At the beginning of the draugr 
  jarl’s turn, any creature within 15 feet of it takes 5 psychic 
  damage and suﬀ ers a -2 to attack rolls until the beginning of the 
  draugr monstrosity to 0 hit points, the draugr monstrosity gains 
  7 temporary hit points and  swallows the target. A swallowed 
  creature is blinded and restrained, and has total cover against 
  attacks and other eﬀ ects outside the draugr monstrosity.
  If the draugr monstrosity takes 15 damage or more on 
  a single turn from the same creature or source, the draugr 
  monstrosity must succeed on a DC 16 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 draugr 
  monstrosity.
  Enlarge/Reduce (1/Day). The draugr monstrosity casts the 
  enlarge/reduce spell on itself without expending spell slots or 
  material components.
  draugr jarl’s next turn. If this reduces  a creature to 0 hit points, 
  that creature is raised again as a once-destroyed draugr at the 
  beginning of that creature’s next turn. This eﬀ ect does not stack 
  with the Stench of the Grave feature. 
  Weapons of the Fallen. The draugr jarl’s weapons counts 
  as magical when the draugr jarls wields them. They deal an 
  additional 1d4 psychic damage on a hit (included in the attack).
  What is Already Dead. When this creature is reduced to 0 Hit 
  Points, at the beginning of its next turn, it will rise again as a 
  once-destroyed draugr.
  ACTIONS
  Multiattack. The draugr jarl makes three attacks.
  Battleaxe. Melee Weapon Attack: +11 to hit, reach 5 ft ., one 
  target. Hit: 16 (2d8 + 7) magical slashing damage plus 2 (1d4) 
  psychic damage. 
  Infect the Dead with Madness. The draugr jarl raises an 
  adjacent dead creature within 5 feet of it as a once-destroyed 
  draugr.
  Enlarge/Reduce (3/Day). The draugr jarl casts the enlarge/
  reduce spell on itself without expending spell slots or material 
  components.
  DRAUGR MONSTROSITY
  CHA
  10 (+0)
  cold, necrotic, poison;, bludgeoning, 
  exhaustion, paralyzed, poisoned
  understands all languages it knew in life, but 
   The stench the draugr emanates is so 
  foul that creatures within 5 feet of it suﬀ er a -1 to their attack 
  rolls. This eﬀ ect is not cumulative with other instances of this 
  feature or with the Stench and Madness of the Grave feature. 
   When this creature is reduced to 0 hit 
  points, if it succeeds on a DC 14 Constitution saving throw it 
  rises again as a once-destroyed draugr on its initiative next 
  Speed 35 ft ., burrow 30 ft .
  Challenge 7 (2900 XP)
  Large undead, chaotic evil 
  14 (natural armor)
  material components.
  damage and suﬀ ers a -2 to attack rolls until the beginning of the 
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws
  Medium undead, chaotic evil 
  Armor Class 16 (rusted chainmail and shield)
  Challenge 10 (5,900 XP)
  Stench and Madness of the Grave. The draugr emanates a 
  
  24
  Monsters of the Old World
  24
  Monsters of the Old World
  Einherjar 
  All the Einheriar f ght in Odin’s courts every day; they choose 
  the slain and ride from battle; then they sit more at peace 
  together.
  — Vafþrúðnismál /Poetic Edda
  Warriors that fall in battle are brought by the valkyries to 
  the af erlife in the realm of the gods. T ere they stay in the 
  Hall of the Slain. By night they eat and drink their f ll of 
  mead, feasting alongside their forefathers and the gods.
  Warrior’s Entertainment. When not feasting the 
  einherjar don their wargear and go out into the courtyards 
  of the Hall of the Slain. T ere they f ght and slay each other 
  until it is time to feast again. T en the day’s fallen rise, their 
  wounds healed, and the einherjar returns to feast in the 
  hall.
  Divine Host. T e einherjar f ght and train for a purpose. 
  T ey are the army of their god. It is prophesied that they 
  will be called upon to f ght and die alongside the gods in a 
  great battle at the end times.
  EINHERJAR
  Medium celestial, lawful good 
  Armor Class 18 (chainmail & shield)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  18 (+4)
  13 (+1)
  16 (+3)
  16 (+3)
  Saving Throws Wis +7, Cha +7
  Skills Athletics +8, Perception +7
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses passive Perception 17
  Languages Common
  Challenge 9 (5,000 XP)
  Divine Restoration. Each day at sunset, the einherjar are 
  magically healed and restored by the power of their god as if 
  targeted by true resurrection.
  Divine Weapons. The einherjar’s weapon attacks are magical. 
  When the einherjar hits with any weapon, the weapon deals an 
  extra 2d8 radiant damage (included in the attack).
  Magic Resistance. The einherjar has advantage on saving 
  throws against spells and other magical eﬀ ects.
  Those Who Fight Alone. Einherjar have advantage on attack 
  rolls if there are no allies within 15 ft .
  ACTIONS
  Multiattack. The einherjar makes two attacks.
  Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft . or 
  range 20/60, one target. Hit: 7 (1d6 + 4) piercing damage plus 9 
  (2d8) radiant damage, or 8 (1d8 + 4) plus 9 (2d8) radiant damage 
  when used with two hands in a melee attack.
  Sword. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. 
  Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) radiant damage.
  In Norse mythology, the einherjar are fallen warriors brought 
  to the aft erlife in Valhalla by the valkyries. There they ﬁ ght 
  each day, training in preparation for Ragnarök when they will 
  be called upon to ﬁ ght alongside the gods. At night they feast 
  in Odin’s great hall Valhalla, served meat and mead by the 
  valkyries. 
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Wis +7, Cha +7
  Challenge
  Divine Restoration. Each day at sunset, the einherjar are 
  Medium celestial, lawful good 
  Armor Class 18 (chainmail & shield)
  
  25
  Monsters of the Old World
  Ellefolk 
  T e ellefolk is a race of fey who are masters of charm, 
  magic, illusions, and secrets. T eir interaction with 
  other races is limited, except in very specif c cases. T ese 
  interactions appear to stem from a complete disregard of 
  the af airs of the planes. Whatever occupies the ellefolk, no 
  mortal has ever managed to guess. Physically they are all 
  beautiful, both male and female. T ey wear clothes made 
  of mist, which means it drif s around them, making them 
  especially hard to see when they stand in fog. From behind, 
  you can see that they literally have no back. Instead, a 
  gaping hole leads into endless darkness. 
  A World of Fog and Illusions. Where the ellefolk go, 
  fog appears. T is fog helps them hide their secret palaces, 
  which move at the whim of an ellekonge and their court. 
  Each palace is uniquely and richly decorated to suit its 
  inhabitants.  It is impossible to tell how much of it is real 
  and how much is illusion. T ere are stories of people 
  entering their palaces and leaving with untold riches, whilst 
  other stories tell of people entering and, as soon as they 
  leave the palace f nding that, what they thought was gold 
  and jewels, was nothing more than dried leaves and rocks. 
  Invited to the Ellekonge’s Palace. Sometimes a notable 
  creature receives a formal invitation by the ellefolk. T ese 
  invitations appear out of nowhere and are extremely 
  courteous, written with gold ink and addressed to a specif c 
  person. T e recipient of an invitation is invited to attend an 
  ellekonge’s ball. Ellefolks’ balls have a mythical reputation 
  amongst the more powerful beings of the planes. Creatures 
  of every alignment, religion, and disposition accept such 
  invitations, and a truce is imposed during the entire event. 
  Any intentional physical harm done without the host’s 
  express permission, will swif ly be punished, and the 
  perpetrator will never be invited again into a palace of the 
  ellefolk again. No matter what led to the altercation, the 
  rule is: “whoever struck the f rst blow, is at fault”.  At these 
  events, it is possible to see liches conversing with trolls, or 
  clerics of dif erent religions having a glass of wine together; 
  even dragons have been known to accept invitations. 
  While physical harm is out of the question, scheming and 
  f gurative backstabbing is still very much a possibility and, 
  in fact, ellefolk appear to relish inviting rivals to these 
  events, only to see where it might lead.  
  Dancing in the Forest. T e second way ellefolk might be 
  encountered is when the moon is full on a misty summer 
  night. T ey dance under the moon, inviting passersby to 
  join in their dance. Here there are no rules of conduct, and 
  their intent is to kidnap as many mortals as possible with 
  their illusions and promises of richness or power. Anybody 
  kidnapped in this way will be forever lost to the magic of 
  the ellefolk unless they’re rescued on the same night. 
  Ellekonge
  Ellekonge stood, and with a gesture the tables disappeared 
  and the sweetest music could be heard. 
  — Javeb Brande/Ellekonge’s Ball
  “Ellekonge” translates roughly to “king of the ellefolk”. 
  T ere are multiple ellekonger, each one ruling their own 
  palace. Each ellekonge looks like an elderly man, with an 
  air of authority about him. He is clad in beautiful robes 
  made from mist and enough jewelry to pay the ransom of 
  a mighty jarl or king. He is always courteous to his guests 
  and furious towards any thief or intruder in his realm. 
  Sports and Games. T e rules of conduct at ellekonge 
  gatherings are clear, but there are always exceptions. 
  Almost anything can be allowed if express permission is 
  requested. While simply attacking somebody will almost 
  always be censured, a request for a formal duel will be 
  granted if the challenged party is willing to accept the duel. 
  Ellepige
  Forth walked men and women, each one beautiful. Each 
  asked a guest for a dance. Nobody could refuse.
  — Javeb Brande/Ellekonge’s Ball
  Ellepige roughly translates to woman or girl of the ellefolk. 
  While this suggests that it is only used refers to females, 
  this is not the case. It appears to be more of a rank which 
  any ellefolk can attain. Ellepiger are just like every other 
  member of the ellefolk, clad in clothes made of fog or mist. 
  Unlike other ellefolk, ellepiger can be found outside of the 
  palaces of the ellekonge. T ey live in the deep forests of 
  the world, where they will befriend and magically charm 
  any being who passes by with song, dance and enchanted 
  honey.  
  Ellekongen’s Lair
  T e ellekonge’s ballroom is a huge room with vaulted 
  ceilings. Braziers are spaced out around the room and in 
  the middle is a big bonf re. Tables are positioned around 
  the bonf re, unless they’re cleared to make room for 
  dancing. Music can be heard as if a ballroom orchestra is 
  just behind each person. During conversations, the music 
  is lowered as to be almost imperceptible, whilst during 
  the dancing it gets louder and f lls the entire ballroom 
  with sweeping notes. If the tables are set, onecan f nd an 
  overwhelming amount of food, hand-picked to suit the 
  tastes of the races in attendance. 
  Lair Effects
  At the start of initiative order, before any creature has taken 
  a turn, choose one of the lair ef ects below. Each ef ect lasts 
  until the beginning of the next round. Whenever an ef ect 
  has been used, all other ef ects must have been used before 
  it can be used again. All creatures on the battlef eld are 
  af ected, unless otherwise stated. 
  While a f ght is going on, the enchanting music still 
  plays, compelling everybody who hears it to dance. T e 
  
  26
  Monsters of the Old World
  ellekonge decides which music is played at the ball, and 
  therefore decides which dance everybody dances. If an 
  adventurer can play a musical instrument, as a reaction 
  they can take a contested performance roll against the 
  ellekonge when this ef ect is chosen. If the adventurer wins 
  the contested roll, they get to pick the ef ect instead of 
  ellekongen.
  • 
  T e music takes on a eerie quality, sounding slightly 
  discordant. Each creature deals an additional 1d6 
  psychic damage on their f rst successful attack this 
  round.
  • 
  T e music becomes more regimented, with a set 
  and steady beat. At the beginning of each creature’s 
  turn, the creature can only move as the knight or 
  the bishop in a game of chess. During this round, 
  the creature can only move diagonally if the bishop 
  is chosen, or two squares in one direction followed 
  by one square  in another direction if the knight is 
  chosen. One square of the chess board counts as 5 
  feet of movement.
  • 
  T e music takes on a quicker beat, forcing faster 
  movements. Each creature must use its full 
  movement this turn, is not allowed to step on the 
  same square twice, and can move through other 
  creatures as though they were not there. A creature 
  cannot end its movement if it occupies the same 
  space as another creature.
  Ellekongen can’t repeat an ef ect until they have all been 
  used once and cannot use the same ef ect twice in a row.
  Regional Effects
  Any region which houses a palace of the ellefolk 
  experiences the following ef ects.  
  • 
  T e land within half a mile of the palace is f lled 
  with a thick fog that rolls in at night. Curiously, it 
  will leave roads clear but make f elds, graveyards, 
  and other open spaces in the area, dangerous to 
  travel.
  • 
  In an area up to a mile away from the palace, the 
  number of fey creatures and will-o’-wisps (Monster 
  Manual, p. 301) will increase.. Whether the ellefolk 
  bring them with them or fey creatures are just 
  drawn to them is unknown.
  If the ellekonge dies, or moves the palace, these ef ects fade 
  over the course of 1d6+1 days. 
  
  27
  Monsters of the Old World
  27
  Monsters of the Old World
  ELLEKONGE
  Medium fey, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 72 (16d8)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  10 (+0)
  14 (+2)
  14 (+2)
  20 (+5)
  Saving Throws Wis + 4, Cha +7
  Skills Perception +4, Performance +7, Insight +4, Stealth +5
  Condition Immunities charmed, frightened
  Damage Immunities psychic
  Damage Vulnerabilities bludgeoning, piercing and slashing
  Senses darkvision 120 ft ., passive Perception 14, truesight 30 ft .
  Languages can speak and understand all languages
  Challenge 2 (450 XP)
  Alien Mind. The ellekonge’s thoughts can’t be read by telepathy 
  or other means unless they allow it. They also have advantage 
  on Wisdom saving throws. 
  Exposed Back. If the ellekonge is hit by a melee attack, it is 
  vulnerable to the next melee attack that hits it. This eﬀ ect ends 
  at the start of the ellekonge’s next turn. 
  Fog-Cloaked. The ellekonge has advantage on Stealth checks 
  when located in fog or mist.
  Fogwalk. As a bonus action, when in fog, the ellekonge can 
  teleport to any other location covered in fog within 40 feet. This 
  movement doesn’t provoke attacks of opportunity.
  Innate Spellcasting. The ellekonge’s innate spellcasting ability 
  is Charisma. It can innately cast the following spells, requiring 
  no components:
  At will: fog cloud (as a 3rd level spell)
  ACTIONS
  Multiattack. The ellekonge makes two rapier or frostshard 
  attacks. If dancing master is available, the ellekonge can use it 
  before or aft er these attacks.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. 
  Hit: 7 (1d8+3 ) slashing damage
  Frostshard. Ranged Spell Attack: +7 to hit, range 50 ft ., one 
  target. Hit: 9 (2d8) cold damage and the target has their speed 
  reduced by 10 feet until the beginning of the ellekonge’s next 
  turn. 
  Dancing Master (Recharge 5-6).  With a gesture of authority, 
  the ellekonge leads the dance. Each creature within 40 feet of 
  the ellekonge must succeed on a DC 13 Wisdom saving throw 
  or be pushed 15 feet in a direction chosen by the ellekonge. 
  All creatures aﬀ ected are pushed in the same direction. Other 
  ellefolk can choose to pass the saving throw automatically.
  ELLEPIGE
  Medium fey, chaotic neutral
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3) 
  10 (+0)
  14 (+2)
  12 (+1)
  16 (+3)
  Saving Throws Wis +3, Cha +5
  Skills Perception+3, Performance+5, Stealth +5
  Condition Immunities charmed
  Senses darkvision 120 ft .,  passive Perception 13
  Languages can speak and understand all languages
  Challenge 1/2 (100 XP)
  Alien Mind. The ellepige’s thoughts can’t be read by telepathy or 
  other means unless they allow it. They also have advantage on 
  Wisdom saving throws. 
  Exposed Back. If the ellepige is hit by a melee attack, it is 
  vulnerable to the next melee attack that hits it. This eﬀ ect ends 
  at the start of Ellekonge’s next turn. 
  Fog-Cloaked. The ellepige has advantage on Stealth checks 
  when located in fog or mist.
  Fogwalk. As a bonus action, when in fog, the ellepige can 
  teleport to any other location covered in fog within 40 feet. This 
  movement doesn’t provoke attacks of opportunity.
  Innate Spellcasting. The ellepige’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells, requiring no 
  components:
  At will: fog cloud (as a 3rd level spell)
  ACTIONS
  Stiletto. Melee Weapon Attack: +5 to hit, reach 5 ft . one target. 
  Hit: 5 (1d4+3) piercing damage.
  A Drop of Honey (Recharge 5-6). Melee Weapon Attack: +5 to hit, 
  reach 5 ft ., one target. Hit: With a quick movement, the ellepige 
  tries to force a drop of honey into the mouth of the target. If the 
  attack hits, the target must make a DC 13 Wisdom saving throw 
  or be charmed by the ellepige. While charmed by an ellepige, 
  any ellepige can use a bonus action to cause the charmed 
  creature to perform a melee or ranged attack against a creature 
  within range. A target can repeat the saving throw at the end of 
  its turn, ending the eﬀ ect on a success.
  REACTIONS
  Follow, Not Lead. When a creature attempts to leave it’s reach, 
  the ellepige can move up to its speed to follow the creature 
  without provoking opportunity attacks.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Wis + 4, Cha +7
  Challenge 2 (450 XP)
  Armor Class 15 (natural armor)
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Wis +3, Cha +5
  Challenge 1/2 (100 XP)
  Alien Mind. The ellepige’s thoughts can’t be read by telepathy or 
  Armor Class 13
  
  28
  Monsters of the Old World
  28
  Monsters of the Old World
  Fenris 
  If you bind me so that I am unable to release myself, then you 
  will be standing by in such a way that I should have to wait 
  a long time before I got any help from you. I am reluctant to 
  have this band put on me. But rather than that you question 
  my courage, let someone put his hand in my mouth as a 
  pledge that this is done in good faith.
  — Fenris, before he was bound and bit of  the arm of a god
  Born from the blood of the gods, Fenris is the greatest of 
  all wolves. He is larger than an ancient dragon, has fur the 
  color of ashes, and fangs sharper than the sharpest sword. 
  He was spawned from the same line as the otherworldly 
  titans Jormungandr and Hel, and the three are considered 
  siblings in various myths and legends told within the 
  material world. 
  Bound by Chains. T e gods created Fenris to be a strong 
  defender of their divine halls, but as he continued to grow 
  in both strength and size, they sought to bind him. By 
  saying it was a test of his strength, the gods convinced him 
  to try to break the chains they presented him with. Twice 
  he was bound with chains of iron and steel, and twice he 
  shattered them with just a shrug of his shoulders. T e third 
  time, ancient magics were used to create a chain f ner than 
  any made before. Called gleipner, the chain was made from 
  the breath of a f sh, the sound of a cat’s paws, and the very 
  roots of the mountains. 
  T is chain was smaller and appeared more frail than the 
  previous two, so Fenris became suspicious. Before allowing 
  them to bind him, he demanded one of the deities place 
  their arm in his mouth. Should they be unwilling to free 
  him or should he not be able to break the chain, he would 
  eat the arm whole. One deity agreed, placing their arm 
  within the maw of the wolf, and Fenris was chained. When 
  gleipner grew taught and still did not break, no matter 
  how hard Fenris fought against it, he tightened his jaw and 
  severed the arm from the god’s body forever. Now bound 
  by both fate and chains, Fenris is imprisoned within his lair 
  where he shall remain until the world’s end. Only then will 
  gleipner break and the wrath of the wolf be felt upon all the 
  worlds of the multiverse.
  Blade of the God King. To ensure Fenris would never 
  harm another god, a blade was placed in his mouth, forcing 
  it open. T e tip of the blade pierces the roof of his mouth 
  while the pommel presses against his tongue, preventing 
  him from closing his mouth.
  Godly Nature. Fenris doesn’t require food, drink, or 
  sleep. 
  
  29
  Monsters of the Old World
  29
  Monsters of the Old World
  Blade of the God King
  Weapon (longsword), legendary (requires attunement)
  T is blade is not meant for you and its true attributes are 
  unfathomable to mortal minds. 
  When you make an attack using this magic weapon, 
  instead of the normal weapon damage, on a successful 
  hit it deals 2d6 slashing damage and 6d6 radiant damage. 
  Regardless of whether the attack hits or not, you take 6d6 
  radiant damage. Any damage from this weapon cannot 
  be reduced in any way, and it ignores resistances and 
  immunities. 
  Af er taking this radiant damage, you must succeed on a 
  DC 25 Constitution saving throw or immediately drop the 
  weapon.
  Fenris’s Lair
  T e prison where he was chained has become Fenris’s lair. 
  At the end of a grand cave, the chain gleipner bind Fenris to 
  the heart of a mighty mountain. T e chain is long enough 
  that Fenris can move around inside the cave without 
  hindrance, but he cannot leave it. A stream of saliva runs 
  from his mouth, trickling out of the cave and turning into a 
  river that runs down the mountain. If Fenris is encountered 
  in his lair he has a challenge rating of 27 (105,000 XP).
  GREATER DIRE WOLF
  Large beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 60 (8d10 + 16)
  Speed 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  15 (+2)
  5 (-3)
  12 (+1)
  7 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The wolf has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  11 (2d6 + 4) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  9 (1d8 + 4) slashing damage.
  Lair Actions
  On initiative count 20 (losing initiative ties), Fenris can 
  take one lair action to cause one of the following ef ects: 
  • 
  T e saliva from Fenris’s mouth f ows like a strong 
  river. Each creature in a line between Fenris and the 
  cave entrance must succeed on a DC 16 Strength 
  saving throw or be pushed 15 feet towards the 
  mouth of the cave. T e line is as long as the distance 
  between Fenris and the cave entrance, and it is 10 
  feet wide. 
  • 
  Fenris magically calls two greater dire wolves to 
  join the battle. T ey appear at a point of Fenris’s 
  choosing within his lair, acting as allies to Fenris, 
  and they share Fenris’s initiative.  
  • 
  Part of the ceiling collapses above one creature that 
  Fenris can see within its lair. T e creature must 
  succeed on a DC 16 Dexterity saving throw or take 
  10 (3d6) bludgeoning damage and be knocked 
  prone and buried. T e buried target is restrained 
  and unable to breathe. A creature can use its action 
  to make a DC 10 Strength check, ending the buried 
  state on a success. 
  Fenris can’t repeat an ef ect until they have all been used, 
  and he can’t use the same ef ect two rounds in a row. 
  Regional Effects
  T e region housing Fenris’s lair is af ected by its presence, 
  which creates one or more of the following ef ects: 
  • 
  Multiple packs of greater dire wolves patrol the area 
  within 6 miles of the lair.  
  • 
  T e ground within 1 mile of the lair has been 
  turned into mud by the water f owing from Fenris’ 
  cave, making the area dif  cult terrain. 
  If Fenris dies, these ef ects fade over the course of 2d10 
  days. 
  If Fenris dies, these ef ects fade over the course of 2d10 
  Speed 50 ft .
  Challenge 3 (700 XP)
  Large beast, unaligned
  Armor Class 13 (natural armor) 
  
  30
  Monsters of the Old World
  30
  Monsters of the Old World
  FENRIS
  Gargantuan monstrosity (titan), neutral evil
  Armor Class 21 (natural armor)
  Hit Points 656 (32d20 + 320)
  Speed 120 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  32 (+11)
  20 (+5)
  30 (+10)
  18 (+4)
  14 (+2)
  11 (+0)
  Saving Throws Str +19, Dex +13, Con +18, Cha +8
  Skills Athletics +19, Perception +10, Stealth +13
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Condition Immunities frightened, exhaustion, grappled, 
  paralyzed, petriﬁ ed, stunned
  Senses passive Perception 20, truesight 120 ft .
  Languages all 
  Challenge 26 (90,000 XP)
  Chainbound. As long as Fenris is bound by the chain gleipner, it 
  cannot move more than 120 feet away from where it is bound. 
  If Fenris starts its turn with half its maximum hit points or fewer, 
  the chain breaks. 
  Keen Hearing and Smell. Fenris has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Legendary Resistances (3/Day). If Fenris fails a saving throw, it 
  can choose to succeed instead. 
  Pack Tactics. Fenris has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  ACTIONS
  Multiattack. Fenris can use its Frightful Presence. It then makes 
  three attacks: one with its Blade of the God King and two with 
  its claws. If its Thunderous Roar is available, it can substitute the 
  Blade attack with a Thunderous Roar attack. 
  Blade of the God King. Melee Weapon Attack: +19 to hit, reach 10 
  ft ., one target. Hit: 7 (2d6) slashing damage and 21 (6d6) radiant 
  damage. 
  Claws. Melee Weapon Attack: +19 to hit, reach 10 ft ., one target. 
  Hit: 18 (2d6 + 11) slashing damage. 
  Frightful Presence. Each creature of Fenris’s choice within 120 
  feet of Fenris and aware of it must succeed on a DC 21 Wisdom 
  saving throw or be frightened of him for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, ending 
  the eﬀ ect on itself on a success. If a creature’s saving throw is 
  successful or the eﬀ ect ends for it, the creature is immune to 
  Fenris’s Frightful Presence for the next 24 hours. 
  Thunderous Roar (Recharge 5-6). Fenris lets out a mighty 
  bark that echoes through the area and which is audible out 
  to 300 feet. Each creature in a 60-foot cone must make a DC 
  21 Constitution saving throw. On a failure, a creature takes 
  77 (22d6) thunder damage, is pushed 15 feet, and is knocked 
  prone. On a success, the creature takes half damage and is 
  not knocked prone. In addition, unsecured objects that are 
  completely within the area of eﬀ ect are automatically pushed 30 
  feet away. 
  LEGENDARY ACTIONS
  Fenris can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. Fenris regains spent 
  legendary actions at the start of its turn.
  Detect. Fenris makes a Wisdom (Perception) check. 
  Claw Attack. Fenris makes a claw attack. 
  Mighty Leap. Fenris leaps into the air away from its foes without 
  provoking opportunity attacks. Fenris lands at a point of its 
  choice within 60 feet of where it started.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws 
  Challenge 26 (90,000 XP)
  Chainbound. As long as Fenris is bound by the chain gleipner, it 
  Gargantuan monstrosity (titan), neutral evil
  Armor Class 21 (natural armor)
  
  31
  31
  Fossegrimen 
  Eg skal læra deg leikjen stille, men inkje på dem slå, fe du ga 
  meg det bånåbeinet som inkje kjøt va`på.
  I will teach you to tune, but not to play, because you gave 
  me the legbone without any meat on it.
  — Fossegrimen
  Fossegrimen is a male water spirit that lives in rivers, near 
  waterfalls and mills.Like  his more sinister relative nøkken, 
  fossegrimen is a master of the violin. He plays the mighty 
  tunes of nature. T e sound of the forest, the wind, and the 
  waterfall can be heard when fossegrimen plays his violin.
  Teacher. Fossegrimen is willing to teach his arts or in 
  some cases tune the instrument of someone who has given 
  a suitable payment. In some tales, fossegrimen gives the 
  person a violin. More than one famous bard is said to have 
  learned the arts of fossegrimen by of ering his very soul.
  Fossegrimen’s Fele
  Wondrous item, rare
  Fossegrimens fele is a violin or harp gif ed or tuned 
  by fossegrimen. Fossegrimen’s fele has the following 
  properties:
  • 
  Is a magical instrument. T e strings never break, no 
  matter of highly tuned.
  • 
  Can be used as an arcane focus.
  • 
  Anyone playing on fossegrimen’s fele is considered 
  prof cient with it. If you’re already prof cient in that 
  instrument you add double your prof ciency bonus 
  to ability checks you make with it.
  T e music of fossegrimens fele is magical. T ere is a chance 
  for anyone playing it or listening to be spellbound by it.
  • 
  If you roll a natural 20 on a Charisma 
  (Performance) check you make with it, you’re 
  magically compelled to keep playing unless you 
  succeed on a DC 20 Wisdom saving throw. 
  • 
  A creature which can hear the music is magically 
  compelled to dance unless they succeed on a DC 15 
  Wisdom saving throw. 
  • 
  A creature compelled to play or dance can repeat 
  the saving throw at the start of each of their turns, 
  ending the ef ect on itself on a success.
  FOSSEGRIMEN
  Medium fey, chaotic neutral 
  Armor Class 14 (natural armor)
  Hit Points 35 (6d10 + 5)
  Speed 30 ft ., swim 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  12 (+1)
  11 (+0)
  9 (-1)
  16 (+3)
  Skills Performance +5, Persuasion +5
  Senses darkvision 60 ft ., passive Perception 9
  Languages Common
  Challenge 1/2 (100 XP)
  Waterspirit. Fossegrimen can breathe air and water and has 
  advantage on attack rolls against any creature in water.
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. 
  Hit: 3 (1d4 + 1) piercing damage and 5 (1d8 + 1) bludgeoning 
  damage. 
  Fossegrimen is willing to teach his arts, in some cases tune, or 
  even give an instrument in exchange for a suitable payment 
  that satisﬁ es the following requirements: 
  On the same night, three weeks in a row the would-be 
  student must bring payment to fossegrimen’s waterfall.
  Suitable payments can be a fenalår, a dried and cured leg of 
  lamb, or any other ﬁ ne piece of meat. It must have been stolen. 
  Your soul is also considered suitable payment. 
  The payment must be thrown in the waterfall, and the 
  would-be student must then sit by the waterfall and play his 
  instrument all night. 
  If he is satisﬁ ed, fossegrimen will come on the third night and 
  rub the student’s hand along the strings of the violin until their 
  ﬁ ngers bleed. When this is done fossegrimen has bestowed his 
  gift .
  Speed 30 ft ., swim 50 ft .
  Challenge 1/2 (100 XP)
  Waterspirit. Fossegrimen can breathe air and water and has 
  Medium fey, chaotic neutral 
  14 (natural armor)
  
  32
  Monsters of the Old World
  Hel 
  You can run; try to hide from me; consult the deepest magics 
  or the highest god. It matters not. Everyone comes to me in 
  the end. Everyone.
  — Hel, to a recent visitor to her halls
  As sinister a visage as Hel presents, her purpose is just as 
  wicked. Like other titans, she was created by the gods to 
  fulf ll a singular purpose: to lead the armies of the dead 
  when the end of the world comes. Created from the same 
  line as Fenris and Jormungandr, she awaits the time when 
  fate will call on her and her mythical siblings to bring about 
  the world’s end. 
  Living and Dead. Hel’s body is divided between a living 
  half that enables her to freely cross between the realms 
  of the living and the dead, and a dead half that grants her 
  command over her undead minions. T is dual nature is 
  represented physically upon her body. While her right side 
  looks like a beautiful woman, her lef  side is a frame of 
  decaying and rotting f esh.  
  Queen of the Dead. When the time is nigh for the 
  world to end, Hel will lead her army of undead minions 
  on a crusade against the mortal realms, and along with 
  her siblings she will bring chaos and destruction to the 
  multiverse. 
  Godly Nature. Hel doesn’t require food, drink, or sleep. 
  Hel’s Lair
  Hel requires a hall from which to rule over her subjects. As 
  such, Hel’s lair resembles a building more than a naturally-
  occuring structure found within the Lower Planes of 
  Existence. A monumental building of gray stone, walls chill 
  from the passing dead who wander its halls, is the home of 
  the Queen of the Dead. If Hel is encountered in her lair she 
  has a challenge rating of 27 (105,000 XP).
  Lair Actions
  On initiative count 20 (losing initiative ties), Hel can take 
  one lair action to cause one of the following ef ects: 
  • 
  A freezing wind cuts across the battlef eld in a line 
  that is 30 feet long and 10 feet wide. Each creature 
  in the area must succeed on a DC 16 Constitution 
  saving throw or have their movement speed 
  32
  Monsters of the Old World
  
  33
  Monsters of the Old World
  33
  Monsters of the Old World
  HEL
  Medium undead (titan), lawful evil 
  Armor Class 17 (natural armor)
  Hit Points 575 (46d8 + 368)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  25 (+7)
  26 (+8)
  31 (+10)
  28 (+9)
  29 (+9)
  Saving Throws Con +16, Int +18, Wis +17, Cha +17
  Skills Arcana + 18, History +18, Insight +17, Medicine +17, 
  Religion +18 
  Damage Immunities necrotic, poison; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks
  Condition Immunities charmed, frightened, exhaustion, 
  paralyzed, petriﬁ ed, stunned, poisoned
  Senses passive Perception 27, truesight 120 ft .
  Languages all spoken and written
  Challenge 26 (90,000 XP)
  Legendary Resistances (3/Day). If Hel fails a saving throw, she 
  can choose to succeed instead. 
  Queen of the Dead. Allied undead creatures within 300 feet of 
  Hel are immune to eﬀ ects that turn undead, and all undead 
  creatures up to CR 10, within the same range, obey her spoken 
  commands. 
  ACTIONS
  Multiattack. Hel uses her Gift s of the Queen. She then makes 
  two necrotic ray attacks. 
  Necrotic Ray. Ranged Spell Attack: +17 to hit, range 120 ft ., 
  one target. Hit: 27 (6d8) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the necrotic 
  damage taken. The reduction lasts until the target ﬁ nishes a 
  long rest outside of the Lower Planes of Existence. The target 
  dies if this eﬀ ect reduces its hit point maximum to 0. 
  Gift s of the Queen. Hel chooses three diﬀ erent targets she can 
  see within 120 feet. The chosen creatures are blessed with 
  a random gift  of Hel (reroll duplicates), which lasts until the 
  beginning of Hel’s next turn:
  1. 
  Gift  of Fatigue. The creature can use either an action or 
  a bonus action on its turn but not both, and it can’t take 
  reactions. 
  2. 
  Gift  of Submission. The creature is prone and can’t stand up. 
  3. 
  Gift  of Misfortune. The creature has disadvantage on saving 
  throws. 
  4. 
  Gift  of Inertia. The creature becomes immobile. 
  5. 
  Gift  of Negligence. The creature can’t make weapon attacks 
  or activate items. 
  6. 
  Gift  of Feebleness. All damage from the creature’s attacks 
  and spells is reduced by half.
  7. 
  Gift  of Disease. The creature loses all temporary hit points 
  and can’t regain hit points. 
  8. 
  Gift  of Fragility. The creature’s AC is lowered by 3.
  9. 
  Gift  of Ineptitude. The creature can’t add its proﬁ ciency 
  bonus to ability checks or attack rolls. 
  10. Gift s Aplenty. The target is given two gift s. Roll twice more, 
  rerolling duplicates and any 10.
  Whenever a creature under the eﬀ ect of one of the Gift s of the 
  Queen dies, it becomes a once-destroyed draugr (found in this 
  manual) under Hel’s command. The dead creature retains its 
  place in the initiative order and animates at the start of its next 
  turn, provided that its body hasn’t been completely destroyed. 
  Raise the Queensguard (1/Day). Hel magically calls 4 wights 
  (Monster Manual, p. 300) to her side. The wights appear at a 
  point of Hel’s choosing within 60 feet of her, acting as allies to 
  Hel, and they share Hel’s initiative.
  LEGENDARY ACTIONS
  Hel can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. Hel regains spent 
  legendary actions at the start of its turn.
  Detect. Hel makes a Wisdom (Perception) check.
  Necrotic Ray Attack. Hel makes a necrotic ray attack. 
  Bolster the Troops (Costs 3 Actions). Each creature of Hel’s 
  choice within 60 feet of her is magically rejuvenated, gaining 
  20 temporary hit points. 
  reduced by 10 feet until the end of their next turn. 
  Any torches or open f ames in the area are also 
  extinguished. 
  • 
  Two draugr monstrosities (found in this manual) 
  rise from the ground to join the f ght, acting as 
  allies to Hel. T ese draugr monstrosities only have 
  20 hit points and they share Hel’s initiative. 
  • 
  Magical darkness spreads from a point Hel chooses 
  within 60 feet of her, f lling a 15-foot-radius sphere 
  until she dismisses it as an action, uses this lair 
  action again, or dies. T e darkness spreads around 
  corners. A creature with darkvision can’t see 
  through this darkness, and nonmagical light can’t 
  illuminate it. If any of the ef ect’s area overlaps with 
  an area of light created by a spell of 2nd level or 
  lower, the spell that created the light is dispelled.
  Hel can’t repeat an ef ect until they have all been used, and 
  she can’t use the same ef ect two rounds in a row. 
  Regional Effects
  A region housing Hel’s lair is af ected by her presence, 
  which creates one or more of the following ef ects: 
  • 
  All sources of light, including magical light, within 
  6 miles of Hel’s Lair burn with a blue hue and the 
  amount of area they illuminate is reduced by 10 feet.
  • 
  Cold winds whip through the area within 6 miles 
  of the lair. Creatures in that area suf er the ef ects of 
  extreme cold. 
  • 
  Several groups of zombies, skeletons, and draugr, 
  can be found wandering the area within 6 miles of 
  the lair.  
  If Hel dies, these ef ects fade over the course of 2d10 days. 
  Speed 30 ft .
  Medium undead (titan), lawful evil 
  Challenge 26 (90,000 XP)
  20 temporary hit points. 
  
  34
  Monsters of the Old World
  34
  Monsters of the Old World
  HELHEST
  Large undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 210 (20d10 + 100)
  Speed 60 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16  (+3)
  12 (+1)
  21 (+5)
  6 (-2)
  14 (+2)
  9 (-1)
  Saving Throws Con +9, Wis +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft ., passive Perception 12
  Languages -
  Challenge 10 (5,900 XP)
  Aura of Death. Creatures that are within 60 feet of the helhest 
  have disadvantage on death saving throws, and creatures that 
  are within 5 feet of the helhest can’t regain hit points. 
  Charge. If the helhest moves at least 10 feet straight toward a 
  target and then hits it with its hooves attack on the same turn, 
  the target takes an extra 9 (2d8) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 16 Strength saving 
  throw or be pushed 10 feet away and be knocked prone. 
  Visage of Death. When a creature that can see the helhest starts 
  its turn within 60 feet of the helhest, the helhest can force it 
  to make a DC 14 Constitution saving throw if the helhest isn’t 
  incapacitated and can see the creature. If the saving throw fails 
  by 5 or more, the creature is reduced to 0 hit points unless it is 
  immune to the frightened condition. Otherwise, a creature takes 
  26 (4d12) psychic damage on a failed save.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  has disadvantage on attack rolls against the helhest until the 
  start of its next turn. If the creature looks at the helhest in the 
  meantime, it must immediately make the saving throw.
  ACTIONS
  Multiattack. The helhest makes two attacks with 
  its hooves. 
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 
  ft ., one target. Hit: 12 (2d8 + 3) bludgeoning plus 
  7 (2d6) necrotic damage. 
  Calling of the Grave (1/Day). The helhest can 
  curse a target within 30 feet of it with sickness. 
  The target must make a DC 14 Wisdom saving 
  throw. On a failure, the target suﬀ ers an extra 
  1d8 necrotic damage from the helhest’s 
  attacks. The target’s Constitution 
  score decreases by 1 for each 
  day that the curse persists. 
  If the target’s Constitution 
  score reaches 0, they 
  die. The curse lasts until 
  removed by the remove 
  curse spell or other 
  magic.
  Visage of Death. When a creature that can see the helhest starts 
  its turn within 60 feet of the helhest, the helhest can force it 
  to make a DC 14 Constitution saving throw if the helhest isn’t 
  incapacitated and can see the creature. If the saving throw fails 
  by 5 or more, the creature is reduced to 0 hit points unless it is 
  immune to the frightened condition. Otherwise, a creature takes 
  26 (4d12) psychic damage on a failed save.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  has disadvantage on attack rolls against the helhest until the 
  start of its next turn. If the creature looks at the helhest in the 
  meantime, it must immediately make the saving throw.
  ACTIONS
  Multiattack. The helhest makes two attacks with 
  its hooves. 
  Hooves. Melee Weapon Attack:
  ft ., one target. Hit: 12 (2d8 + 3) bludgeoning plus 
  7 (2d6) necrotic damage. 
  Calling of the Grave (1/Day).
  curse a target within 30 feet of it with sickness. 
  The target must make a DC 14 Wisdom saving 
  throw. On a failure, the target suﬀ ers an extra 
  1d8 necrotic damage from the helhest’s 
  attacks. The target’s Constitution 
  score decreases by 1 for each 
  day that the curse persists. 
  If the target’s Constitution 
  score reaches 0, they 
  die. The curse lasts until 
  removed by the 
  curse
  magic.
  Helhest 
  If you ever f nd yourself walking along a road at night and 
  you hear the sound of a three-legged horse approaching, close 
  your eyes and keep them that way. Don’t open them. No 
  matter what you hear. 
  — Annita Carnies, graveyard keeper
  As an omen of death, sickness, and decay, any sign of 
  a helhest’s presence is a warning to the residents of an 
  area that destruction will soon fall upon their homes. A 
  helhest is created from the soul of a horse that has been 
  buried alive and now walks the world as a servant of death 
  itself. Its hide is torn and partially rotted away. It walks on 
  three legs, one having been lost to decay, which gives of  a 
  distinct sound that warns of its approach. 
  Grave Walker. T e helhest of en patrols the area near 
  graveyards or similar places meant for humanoid burial. 
  It is a guardian of sorts, though its purpose is twisted and 
  cruel. It wanders only at night, searching for more creatures 
  to join the ranks of the dead. Near dawn, it returns to the 
  grave from which it rose, to rest until the night calls upon it 
  once again. 
  Bringer of Death. T e helhest is the embodiment of 
  death and decay. Wherever it goes, death follows. It is 
  said that death is so connected to the 
  helhest that any humanoid 
  who sets eyes on the creature 
  is fate-bound to die within 
  a very short period of time. 
  T e sound of the helhest’s 
  distinct walk has become 
  an omen of death as a 
  result, and it would be 
  within the best interests 
  of those who hear it to 
  close their eyes and 
  f ee the area as fast 
  as they can.  
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Con +9, Wis +6
  Challenge 10 (5,900 XP)
  Aura of Death. Creatures that are within 60 feet of the helhest 
  Large undead, neutral evil
  Armor Class 16 (natural armor)
  
  35
  Monsters of the Old World
  35
  Huginn & Muninn 
  Huginn and Muninn f y each day over the spacious earth. I 
  fear for Huginn, that he come not back, yet more anxious am 
  I for Muninn.
  — Grímnismál, Poetic Edda
  Huginn and Muninn are a pair of ravens that serve as the 
  spies of gods of law, war and magic. Each day they f y over 
  all the planes of the multiverse before the return to their 
  deity and report all they have seen and heard.
  Gif  of Speech. To better serve their purpose, Huginn 
  and Muninn have been given the ability to speak and 
  understand all languages by their patron deity.  
  In Norse mythology, Huginn and Muninn are a pair of ravens 
  that serve the king of the Æsir gods, Odin. Every day they 
  ﬂ y over the nine worlds of the cosmos before they return to 
  Asgard and report all they have seen and heard to Odin.
  HUGINN & MUNINN
  Tiny celestial, lawful good 
  Armor Class 12
  Hit Points 35 (10d4 + 10)
  Speed 10 ft ., ﬂ y 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  12 (+1)
  3 (-4)
  12 (+1)
  8 (-1)
  Skills Insight +3, Perception +3
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing form nonmagical weapons
  Condition Immunities charmed, frightened, petriﬁ ed
  Senses passive Perception 13
  Languages all, telepathy 120 ft .
  Challenge 1/2 (100 XP)
  Divine Awareness. Huginn and Muninn know if they hear a lie.
  Gift  of Speech. Huginn and Muninn has been given the ability to 
  speak and understand all languages by their patron deity.
  Innate Spellcasting. Huginn and Muninn’s spellcasting ability is 
  Charisma (spell save DC 11). Huginn & Muninn can innately cast 
  the following spells, requiring only verbal components:
  At will: detect evil and good, commune, sending, plane shift  (self 
  only)
  ACTIONS
  Beaks. Melee Weapon Attack: +4 to hit, 
  reach 5 ft ., one target. Hit: 7 (2d4+2) 
  piercing damage plus 3 (1d6) radiant 
  damage. 
  35
  Monsters of the Old World
  Melee Weapon Attack: +4 to hit, 
  reach 5 ft ., one target. Hit: 7 (2d4+2) 
  piercing damage plus 3 (1d6) radiant 
  Speed 10 ft ., ﬂ y 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills
  Challenge 1/2 (100 XP)
  Tiny celestial, lawful good 
  Armor Class
  
  36
  Monsters of the Old World
  36
  Huldra 
  Let all that is hidden, remain hidden.
  — Unknown deity
  Huldra is a beautiful female fey creature that lives in the 
  forest. At f rst glance, a huldra looks like a beautiful blonde 
  woman with blue eyes. A closer look reveals a cow’s tail. A 
  huldra’s enmity is swif ly earned by anyone 
  that mentions the tail.
  Huldrewife. Huldra is stunningly 
  beautiful and seductive. A huldra 
  of en seeks to marry mortal 
  men. If a huldra is married 
  to a man in a church, it 
  will turn into 
  Monsters of the Old World
  HULDRA
  Medium fey, neutral 
  Armor Class 14 (natural armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  12 (+1)
  13 (+1)
  13 (+1)
  17 (+3)
  Skills Nature +3, Perception +3, Stealth +6, Survival +3
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 2 (1,100 XP)
  Invisible. Huldra can use an action to turn Invisible for up to 1 
  hour. It can turn Invisible this way twice before it must take a 
  long rest.
  a human. A huldra is a kind and loyal wife, as long as her 
  husband behaves well. If not, punishment comes quickly.
  Forest Guardian. Huldra is a skogsrå, a warden of 
  the forest. Huldra has power over the forces 
  of nature and animals. It can cause both 
  good and bad luck for people that 
  interfere with it.
  Troll Strength. Huldra is far 
  stronger than it appears at f rst 
  glance. A huldra is able to 
  straighten a horseshoe 
  and bend it back into 
  shape with its 
  bare hands.
  Speed 30 ft .
  Challenge 2 (1,100 XP)
  Medium fey, neutral 
  Innate Spellcasting. A huldra’s spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It can innately cast 
  the following spells, requiring no material components:
  At will: animal friendship, charm person, cure wounds, dancing 
  lights, druidcraft 
  3/day: conjure animals, ﬁ nd the path
  1/day: commune with nature, control weather
  Speak with Beasts. Huldra can communicate with beasts as if 
  they shared a language.
  ACTIONS
  Multiattack. Huldra makes two dagger attacks.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. 
  Hit: 6 (1d4 + 4) piercing. 
  Monsters of the Old World
  long rest.
  
  37
  Monsters of the Old World
  Jormungandr
  Let me get this right… You’re saying that there’s a big ol’ 
  snake in the oceans, so big in fact that it wraps all the way 
  around the world. Huge enough that even krakens are fearful 
  of it. And you want to go f shing for it using a dinghy and a 
  bull’s head?
  — Hymer the Angler to a fellow f sherman
  Of the three titan siblings that are Fenris, Hel, and 
  Jormungandr, the oceanic world serpent is by far the 
  greatest. Molded by divine hands to be larger and more 
  powerful than any other living thing, Jormungandr’s 
  purpose is not known by mortal minds. Its reason for 
  existence is known only by the gods and it will not become 
  apparent until the world ends in a collision of f re and ice.  
  World Serpent. Jormungandr is the greatest draconic 
  being in existence. Its form is so large that it can wrap 
  around the entirety of the material plane and bite its own 
  tail should it wish to. When it rests and parts of its body 
  break the surface of the ocean, they are of en mistaken 
  for organic landmasses. When Jormungandr rises from 
  the ocean, its tail can be seen disappearing of  beyond the 
  horizon and its maw is big enough to swallow entire cities 
  in a single bite. 
  Ruler of the Deep. Jormungandr f nds its home in the 
  oceans of the multiverse. Its sovereignty while beneath the 
  waves is undisputed and other great sea monsters are aware 
  of this fact. Jormungandr is not satisf ed with feeding on 
  prey such as f sh and whales. Instead, it hunts gargantuan 
  sea creatures such as krakens, stalking the depths of the 
  material seas as well as the oceans found in other planes of 
  existence. 
  Godly Nature. Jormungandr doesn’t require food, drink, 
  or sleep. 
  Jormungandr
  Jormungandr is so unimaginably huge that the stat block 
  presented for it here doesn’t really do it justice. This stat block 
  represents the head of Jormungandr, not its entire body. When 
  reduced to 0 hit points, it retracts its heads and removes itself 
  from the battleﬁ eld. 
  
  38
  Monsters of the Old World
  38
  Monsters of the Old World
  JORMUNGANDR
  Gargantuan dragon (titan), neutral 
  Armor Class 25 (natural armor)
  Hit Points 731 (34d20 + 374)
  Speed 60 ft ., swim 60 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  34 (+12)
  24 (+7)
  32 (+11)
  20 (+5)
  18 (+4)
  15 (+2)
  Saving Throws Str +21, Con +20
  Damage Resistances acid, cold, ﬁ re
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Condition Immunities charmed, exhaustion,  frightened, 
  grappled, paralyzed, petriﬁ ed, poisoned, prone, restrained, 
  stunned
  Senses truesight 300 ft ., passive Perception 14
  Languages can understand all languages but doesn’t speak
  Challenge 30 (155,000 XP)
  Amphibious. Jormungandr can breathe air and water. 
  Fear Aura. Any creature that starts its turn within 120 feet of 
  Jormungandr and is aware of its presence must make a DC 20 
  Wisdom saving throw unless Jormungandr is incapacitated. 
  On a failed save, the creature is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the eﬀ ect on itself on a success. If a creature’s 
  saving throw is successful or the eﬀ ect ends for it, the creature is 
  immune to the aura for the next 24 hours. 
  Legendary Resistances (3/Day). If Jormungandr fails a saving 
  throw, it can choose to succeed instead. 
  Magic Resistance. Jormungandr has advantage on saving 
  throws against spells and other magical eﬀ ects. 
  Siege Monster. Jormungandr deals double damage to objects 
  and structures. 
  ACTIONS
  Bite. Melee Weapon Attack: +21 to hit, reach 40 ft ., one target. 
  Hit: 75 (6d20 + 12) piercing damage. If the target is a Huge or 
  smaller creature, it must succeed at a DC 23 Dexterity saving 
  throw or be swallowed. While swallowed, the creature is 
  blinded and restrained, it has total cover against attacks and 
  other eﬀ ects outside Jormungandr, and it takes 42 (12d6) acid 
  damage at the start of each of Jormungandr’s turns. 
  If Jormungandr takes 80 damage or more on a single turn from 
  a swallowed creature, Jormungandr must succeed on a DC 23 
  Constitution saving throw at the end of that turn or regurgitate 
  all swallowed creatures, which fall prone in a space within 10 
  feet of Jormungandr. If Jormungandr is defeated, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse using 20 feet of movement, exiting prone. 
  Crush. Jormungandr drops its body down to crush its enemies. 
  Each creature in a line that is 40 feet long by 20 feet wide, 
  starting from a square adjacent to Jormungandr, must make 
  a DC 20 Dexterity saving throw. On a failed save, a creature 
  takes 117 (10d20 + 12) bludgeoning damage and is knocked 
  prone. On a successful save, a creature takes half damage and 
  isn’t knocked prone. Creatures that are more than 5 feet away 
  from the edge of the line and within the area of eﬀ ect have 
  disadvantage on the Dexterity saving throw.
  Breath of Death (Recharge 5-6). Jormungandr exudes a thick 
  poison from its maw in a 90-foot cone. Each creature in that area 
  must make a DC 23 Constitution saving throw. On a failed save, 
  the creature takes 63 (18d6) poison damage and is poisoned. 
  While it is poisoned, the creature takes 17 (5d6) necrotic damage 
  at the start of each of its turns. The target’s hit point maximum is 
  reduced by an amount equal to the necrotic damage taken. The 
  reduction lasts until the target ﬁ nishes a long rest. The target 
  dies if this eﬀ ect reduces its hit point maximum to 0.
  The creature can repeat the saving throw at the end of each 
  of its turns, ending the eﬀ ect on a success. 
  Oceanic Shift  (2/Day). While in a body of water large enough 
  to contain its submerged form, as an action Jormungandr 
  can transport itself to another body of water anywhere in the 
  multiverse. The body of water it is transporting itself to must be 
  large enough to contain its submerged form.
  LEGENDARY ACTIONS
  Jormungandr can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. Jormungandr 
  regains spent legendary actions at the start of its turn.
  Detect. Jormungandr makes a Wisdom (Perception) check. 
  Move. Jormungandr moves up to its speed without provoking 
  opportunity attacks. 
  Bite (Costs 2 Actions). Jormungandr makes a bite attack. 
  Tsunami (Cost 3 Actions) (Once per Long Rest). Jormungandr 
  casts the spell tsunami. Jormungandr uses Charisma as its 
  spellcasting ability. Jormungandr’s spell save DC is 20.
  Speed 60 ft ., swim 60 ft .
  Challenge 30 (155,000 XP)
  Gargantuan dragon (titan), neutral 
  spellcasting ability. Jormungandr’s spell save DC is 20.
  
  39
  Monsters of the Old World
  39
  Monsters of the Old World
  Kerberos
  Over the souls of those submerged beneath
  that mess, is an outlandish, vicious beast,
  his three throats barking, doglike: Cerberus. 
   
   
  His eyes are bloodred; greasy, black, his beard;
  his belly bulges, and his hands are claws;
  his talons tear and f ay and rend the shades.
  — Dante Alighieri, Inferno
  Kerberos is a large and terrible dog with three heads. It has 
  a long reptilian tail like that of some dragons. Along the 
  back of this creature there are several heads of snakes, of 
  dif erent kinds. When Kerberos walks through the dark 
  paths of the Nine Hells, it is almost impossible to see it 
  because its skin is black as the darkest night. When souls 
  meet this scary f end, six brilliant scarlet eyes are the only 
  thing they can discern in the shadows.
  Hell’s Gatekeeper. Kerberos lives at the entrance of the 
  Nine Hells, in Avernus. T e enormous creature, able to 
  bark from its three heads, surveys these realms, lying in 
  its immensity in front of the entryway to a ruined fortress.  
  Any creature trying to get close to the river Styx must face 
  Kerberos, and the irascible gatekeeper is never prone to let 
  anyone pass over. Kerberos of en barks against lemures and 
  other lesser devils just for the pleasure of instilling fear.
  Unexspected Gourmand. When someone gets close to 
  its lair in the Nine Hells, Kerberos stirs: the snakes on its 
  back arise and its muscles become tense. If the passing 
  creature gives some honey to Kerberos, then it becomes 
  slightly more friendly while consuming the delicacy.
  Kerberos’s Lair
  In ages past, there were cities in Avernus, but the long 
  war between devils and demons brought destruction 
  everywhere. Now, only a few buildings survive between 
  the high rocks, and they’re covered by red sand. Kerberos 
  makes its lair behind the gate of a ruined fortress or at the 
  entrance of large caves. While Kerberos spends its time in a 
  place, it instills an aura of fear in every single stone. When 
  Kerberos is encountered in its lair it has a challenge rating 
  of 15 (13,000 XP)
  Lair Actions
  On initiative count 20 (losing initiative ties), Kerberos can 
  take one lair action to cause one of the following ef ects: 
  • 
  T e lair trembles as huge parts of the ceiling detach 
  and fall upon Kerberos’s enemies. Each creature in 
  Kerberos’ lair must succeed on a DC 15 Dexterity 
  saving throw or take 19 (6d6) bludgeoning damage.
  • 
  T e ground cracks, and fumes from the f rst circle 
  of Hell enter the lair. Two 15-foot-radius clouds of 
  poisonous gas appear within 120 feet of Kerberos. 
  T e clouds spread around corners and remain until 
  Kerberos dismisses them as an action, uses this lair 
  action again, or dies. T e area within the clouds is 
  lightly obscured. Any creature in the clouds when 
  they appear, moves into the area for the f rst time 
  on a turn, or ends its turn there, must succeed on a 
  DC 14 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
  • 
  Undead creatures strike from the ground to attack 
  one creature that Kerberos can see within 60 feet 
  of it. T e target must make a DC 14 Dexterity 
  saving throw. On a failure, a creature takes 9 (2d8) 
  necrotic damage and is restrained until initiative 
  count 20 on the next round. On a success, a 
  creature takes half as much damage and isn’t 
  restrained.
  Kerberos can’t repeat an ef ect 
  until they have all been used, 
  and it can’t use the same 
  ef ect two rounds in a 
  row. 
  of it. T e target must make a DC 14 Dexterity 
  saving throw. On a failure, a creature takes 9 (2d8) 
  necrotic damage and is restrained until initiative 
  count 20 on the next round. On a success, a 
  creature takes half as much damage and isn’t 
  restrained.
  Kerberos can’t repeat an ef ect 
  until they have all been used, 
  and it can’t use the same 
  ef ect two rounds in a 
  row. 
  
  40
  Monsters of the Old World
  40
  Monsters of the Old World
  KERBEROS
  Large ﬁ end, lawful evil 
  Armor Class 19 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 60 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  15 (+2)
  21 (+5)
  8 (-1)
  13 (+1)
  16 (+3)
  Saving Throws Str +11, Dex +7, Con +10
  Skills Athletics +11, Intimidation +13, Perception +6
  Damage Immunities ﬁ re, poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 60 ft ., darkvision 120 ft ., passive Perception 16
  Languages understands Infernal but can’t speak 
  Challenge 16 (15,000 XP)
  Keen Hearing and Smell. Kerberos has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Legendary Resistance (3/Day). If Kerberos fails a saving throw, 
  it can choose to succeed instead.
  Watchful Gatekeeper. Magic cannot put Kerberos to sleep. 
  Furthermore, Kerberos does not require sleep to sustain itself.
  ACTIONS
  Multiattack. Kerberos can make three bite attacks, one with 
  each of its heads, or two bite attacks and one with its tail.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft ., one target. 
  Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) ﬁ re damage. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft ., one target. Hit: 
  15 (2d8 + 6) bludgeoning damage plus 4 (1d8) poison damage. 
  Fire Breath (Recharge 5-6). Kerberos exhales ﬁ re in a 15-foot 
  cone. Each creature in that area must make a DC 19 Dexterity 
  saving throw, taking 54 (12d8) ﬁ re damage on a failed save, or 
  half as much damage on a successful one.
  Cloudkill (1/Day). Kerberos uses the snakes on its back to cast 
  the spell cloudkill.
  LEGENDARY ACTIONS
  Kerberos can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. Kerberos regains 
  spent legendary actions at the start of its turn.
  Hellish Roar (Costs 2 Actions). Kerberos unleashes a roar that 
  causes fear and produces strong winds that damage nearby 
  creatures. Every creature that can see or hear Kerberos 
  must succeed on a DC 16 Wisdom saving throw or become 
  frightened of it for 1 minute. In addition, creatures within 
  10 feet of Kerberos suﬀ er 7 (2d6) bludgeoning damage. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the eﬀ ect on itself on a success. If a creature’s 
  saving throw is successful or the eﬀ ect ends for it, the 
  creature is immune to Kerberos’ Hellish Roar for the next 24 
  hours. 
  Rush. Kerberos can move up to its speed without provoking 
  attacks of opportunity.
  Tail Attack. Kerberos makes a tail attack.
  Speed 60 ft .
  Challenge 16 (15,000 XP)
  Keen Hearing and Smell. Kerberos has advantage on Wisdom 
  Large ﬁ end, lawful evil 
   19 (natural armor)
  Melee Weapon Attack: +11 to hit, reach 10 ft ., one target. 
   17 (2d10 + 6) piercing damage plus 4 (1d8) ﬁ re damage. 
  
  41
  41
  Klabautermann
  And woe to him whose mortal eyes
  Klaboterman behold.
  It is a certain sign of death!--
  T e cabin-boy here held his breath,
  He felt his blood run cold.
  — T e Ballad of the Carmilhan
  A klabautermann is a type of nisse clad in a yellow sailor’s 
  raincoat with a clay pipe. It makes its home on sailing 
  vessels and is usually a benef cial presence aboard ship. T e 
  klabautermann will alert the ship’s carpenters to structural 
  weaknesses by knocking with its hammer. Many sailors 
  have found themselves unable to explain how they got back 
  aboard ship af er having been washed overboard — this 
  was the work of the klabautermann.
  Invisible. A klabautermann is invisible. It only becomes 
  visible when a disaster or death is about to strike the ship. 
  Storm Omen. While the knocking sounds of a 
  klabautermann’s hammer is a useful sign, if you can hear 
  the klabautermann using its hand plane, this signif es that a 
  storm is coming.
  KLABAUTERMANN
  Small fey, chaotic neutral 
  Armor Class 15 (studded leather armor)
  Hit Points 36 (8d6 + 8)
  Speed 30 ft ., swim 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  12 (+1)
  10 (+0)
  14 (+2)
  12 (+1)
  Skills Athletics +3, History +2, Insight +4, Investigation +2, 
  Perception +4, Survival +4
  Senses passive Perception 12
  Languages Common and two other languages
  Challenge 1/2 (100 XP)
  Expert Understanding. A klabautermann has advantage on 
  Intelligence (History and Investigation) and Wisdom (Insight, 
  Perception, and Survival) checks related to watercraft .
  Innate Spellcasting. A klabautermann’s innate spellcasting 
  ability is Intelligence (save DC 13, +2 to hit with spell attacks). 
  It can innately cast the following spells, requiring no material 
  components:
  At will: mending, water breathing
  1/day: control weather, fabricate
  Sea Shanty. A klabautermann can use a bonus action to inspire 
  one creature within 60 feet that can hear it. That creature gains a 
  d6 Inspiration die. Once within the next 10 minutes the creature 
  can roll the die and add the number rolled to one ability check, 
  attack roll, or saving throw it makes. The creature can wait until 
  aft er it rolls the d20 before deciding to use the Inspiration die, 
  but must decide before the DM says whether the roll succeeds or 
  fails. Once rolled the Inspiration die is lost. Only one Inspiration 
  die can be had at any time.
  Superior Invisibility. The klabautermann magically turns 
  invisible until its concentration ends (as if concentrating on a 
  spell). Any equipment the klabautermann wears or carries is 
  invisible with it.  
  ACTIONS
  Caulking Hammer. Melee Weapon Attack: +3 to hit, reach 5 ft ., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Speed 30 ft ., swim 30 ft .
  Challenge
  Expert Understanding. A klabautermann has advantage on 
  Small fey, chaotic neutral 
  
  42
  Monsters of the Old World
  42
  Monsters of the Old World
  Leszy
  By the evening we were lost. Bartosz took the lead but we 
  were walking in circles, passing by the same tree trunk f ve 
  times! As the moon was rising, wolves started howling all 
  around us. T ey didn’t attack, but it was impossible to rest 
  even for a moment! Eventually, we found our way out of 
  the forest in the morning. I’m telling you, there was nothing 
  natural about it. It must be a spirit’s work! I’m not going back 
  there.
  — A deserter’s recollections
  All forests have their protectors and while dobrochoczys 
  rule over trees, leszys govern woodland beings. T ese old 
  spirits take great pride in defending their realms, and are 
  of en dangerous to common people. Even though leszys 
  are not evil, they play tricks on trespassers in the hope of 
  scaring them away.
  Leszys resemble giant old men with coniferous beards 
  and bark skin. T ey seldom reveal their true form to 
  people, traveling in the shape of a wild beast.
  Elder Wisdom. It’s not certain how old leszys are. 
  T ey have lived in the forests since the dawn of time and 
  seldom can any other living being match their knowledge. 
  T is great wisdom makes them reluctant to maintain any 
  contact with people, but those who gain a leszy’s trust may 
  learn the secrets of the forests.
  Fickle Nature. When leszys meet someone in forests, 
  they of en make sure these unlucky people have a hard time 
  f nding their way back home. However, the spirits never 
  harm innocents. T ey play tricks, changing the layout of 
  trees and tracks. T ose who hurt woodland animals will, 
  on the other hand, be met with the wrath of the leszys and 
  their animal companions.
  Hidden Totems. Every leszy creates a totem in its sacred 
  grove far from prying eyes. Such totems are created with 
  the use of magic and are made of wood. Leszys then put 
  their souls into these wooden f gures. T ough f nding a 
  totem is a hard task in itself, destroying one is the surest 
  way to make a leszy enraged.
  LESZY
  Large fey (shapechanger), chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 310 (27d10 + 162)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14  (+2)
  22 (+6)
  15 (+2)
  20 (+5)
  12 (+1)
  Saving Throws Str +10, Wis +11
  Skills Deception +7, Insight +11, Nature +11, Perception +11, 
  Stealth +8
  Damage Resistances poison, thunder; bludgeoning, piercing, 
  slashing from nonmagical attacks
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 feet, passive Perception 21
  Languages Common, Sylvan
  Challenge 18 (20,000 XP)
  Animal Lord. Two packs of wolves are always in the vicinity of 
  the leszy. Whenever a ﬁ ght erupts, 4d4 + 6 wolves and 2 dire 
  wolves join the leszy in 1d4 rounds.
  Innate Spellcasting. The leszy’s spellcasting ability is Wisdom 
  (spell save DC 19). The leszy can innately cast the following 
  spells, requiring no material components:
  At will: detect magic, druidcraft , minor illusion
  3/day each: earth tremor, major image, misty step
  1/day each: conjure woodland beings, hallucinatory terrain
  Magic Resistance. The leszy has advantage on saving throws 
  against spells and other magical eﬀ ects.
  Rejuvenation. If it has a totem, a destroyed leszy gains a new 
  body in 1d8 days, regaining all its hit points and becoming active 
  again. The new body appears within 5 feet of the totem.
  Shapechanger. The leszy can use a bonus action to polymorph 
  into any beast of CR 3 or lower that inhabits its forest. Anything 
  it is wearing transforms with it, but nothing it is carrying does. 
  The leszy reverts to its normal form by using a bonus action. 
  The leszy automatically reverts if it falls unconscious, drops to 0 
  hit points, or dies. When the leszy reverts to its normal form, it 
  returns to the number of hit points it had before it transformed. 
  However, if the leszy reverts as a result of dropping to 0 hit 
  points, any excess damage carries over to its normal form.
  ACTIONS
  Multiattack. The leszy makes three attacks with its staﬀ .
  Staﬀ . Melee Weapon Attack: +10 to hit, reach 5 ft ., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage, and if the creature is 
  Large or smaller the creature is restrained by roots sprouting 
  from the ground. As an action, a restrained creature can make 
  a DC 19 Strength check, escaping from the roots on a success. 
  The eﬀ ect ends if the roots are destroyed. The roots have AC 
  12, 25 hit points, are vulnerable to ﬁ re damage, and immune to 
  bludgeoning, poison and psychic damage.
  LEGENDARY ACTIONS
  The leszy can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. The leszy regains 
  spent legendary actions at the start of its turn.
  Spell. The leszy casts one of its spells.
  Mark. The leszy puts its mark on a target. Friendly creatures 
  that attack the marked target during their next turn deal 
  additional 3 (1d6) force damage with each attack.
  Pack Leader (Costs 2 Actions). The leszy chooses two friendly 
  creatures that can see or hear it. Those creatures can 
  immediately use their reaction to make one attack.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Str +10, Wis +11
  Challenge 18 (20,000 XP)
  Large fey (shapechanger), chaotic neutral
  Armor Class 18 (natural armor)
  
  43
  Monsters of the Old World
  43
  Monsters of the Old World
  Licho
  Licho does not sleep.
  — Local proverb
  Wandering demons that feed on people’s misery, lichos 
  bring misfortune everywhere they go. From the smallest 
  misfortune to the murrain of domestic animals, the ef ects 
  of a licho’s presence vary. What causes them to travel the 
  world is unknown, but once they pick a target, they stick to 
  it until they suck out all its happiness. Lichos choose noble 
  and righteous people, as their suf ering brings a licho the 
  biggest pleasure, but no one is safe from a licho’s inf uence. 
  However, every cloud has a silver lining — lichos are always 
  solitary.
  Unseen Travellers. Once a licho sucks all happiness and 
  will to live from its prey, it moves to another location. T ey 
  LICHO
  Medium ﬁ end, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  11 (+0)
  14 (+2)
  21 (+5)
  Saving Throws Wis +5
  Skills Deception +8, Stealth +4
  Damage Resistances ﬁ re, necrotic; bludgeoning, piercing and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft ., passive Perception 12
  Languages Abyssal, Common
  Challenge 7 (2,900 XP)
  Camouﬂ age. Even when a licho is in plain sight, creatures must 
  succeed on a DC 15 Wisdom (Perception) check to spot a licho 
  that has neither moved nor attacked. 
  Detect Life. The licho can magically sense the presence of living 
  creatures up to 5 miles away. It knows the general direction 
  they’re in but not their exact locations.
  ACTIONS
  Multiattack. The licho uses Whisper of Misery and then makes 
  two attacks with its claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  10 (2d6 + 3) slashing damage. 
  Whisper of Misery. Ranged Spell Attack: +8 to hit, reach 30 ft ., 
  one target. Hit: 16 (2d10 + 5) necrotic damage and the target 
  must succeed on a 15 DC Wisdom saving throw, or be frightened 
  of the licho for the next minute. The creature can repeat the 
  saving throw at the end of their next turn.
  travel along roads, yet they are hard to spot. Lichos have 
  perfected an ability to be omitted or accepted as a default 
  part of any scene. Even though they look like old women 
  with disquieting traits such as one eye, a gaping hole 
  instead of a mouth, or crooked legs, people rarely notice 
  them or pay them any attention. 
  Unwelcome Guests. When a licho f nds a wealthy person 
  or family, it moves in. A licho living with people spreads its 
  vile inf uence, feeding on the fortune and health of them 
  all. It stays as long as it needs to bring the homestead and 
  the whole settlement to ruin. What makes lichos especially 
  proud is when they drive people to commit suicide, seeing 
  no other way out. 
  A Licho’s Lair
  Occasionally, a licho chooses a homestead to settle in. From 
  there it spreads despair, making the lives of everyone in the 
  village miserable, with the ef ect being more pronounced 
  the longer it stays.
  A licho encountered in its lair has a challenge rating of 8 
  (3,900 XP).
  Speed 30 ft .
  Challenge 7 (2,900 XP)
  Medium ﬁ end, chaotic evil
  
  44
  Monsters of the Old World
  Lair Actions
  On initiative count 20 (losing initiative ties), the licho takes 
  a lair action to cause one of the following ef ects:
  • 
  A spontaneous f re bursts in a 10-foot square, 
  centered on a point the licho chooses within 60 
  feet of it. T e f re spreads around corners, ignites 
  f ammable objects in the area that aren’t being worn 
  or carried, and remains until the licho dismisses it 
  as an action, uses this lair action again, or dies. Any 
  creature in the f re when it appears must make a 
  DC 13 Dexterity saving throw, taking 10 (3d6) f re 
  damage on a failed save, or half as much damage on 
  a successful one. A creature that ends its turn in the 
  f re takes 10 (3d6) f re damage.
  • 
  T e licho chooses one target it can see within 
  60 feet. T e creature must succeed on a DC 13 
  Constitution saving throw or become cursed until 
  the end of its next turn. While cursed, when the 
  cursed creature is targeted by a healing spell, it takes 
  poison damage equal to the heal amount and does 
  not recover any hit points.
  • 
  T e licho makes two random settlers living in the 
  village believe that adventurers are the reason for 
  their misfortune. T e targets must succeed on a 
  DC 13 Wisdom saving throw, or they will attack 
  adventurers.
  T e licho can’t repeat an ef ect until they have all been used, 
  and it can’t use the same ef ect two rounds in a row.
  Regional Effects
  A settlement housing a licho’s lair is af ected by its presence, 
  which creates one or more of the following ef ects: 
  • 
  Livestock are prone to sickness. Crops don’t grow as 
  well as before.
  • 
  People living there are morbid and have constant 
  bad luck. People living in the settlement have 
  disadvantage on attack rolls, saving throws, and 
  ability checks.
  • 
  Equipment and items within the settlement 
  don’t last long. Ladders break, tools rust. Each 
  nonmagical weapon gets a cumulative -1 penalty 
  to damage rolls on each successive sunrise. If its 
  penalty drops to −5, the weapon is destroyed.
  If the licho dies, these ef ects fade over the course of 1d4 
  days. 
  44
  Monsters of the Old World
  not recover any hit points.
  • 
  T e licho makes two random settlers living in the 
  village believe that adventurers are the reason for 
  If the licho dies, these ef ects fade over the course of 1d4 
  days. 
  
  45
  Monsters of the Old World
  45
  Monsters of the Old World
  Lindworm
  When we heard the terrible roar and saw the trees falling in 
  the distance, we thought our end had come. Luckily, ’twas 
  only a Lindworm, not a proper Dragon! Still, dozens died 
  defending the refugees, and the beast f ed with many people 
  in its belly. 
  — Diary of Jelly Tom, half ing and adventurer
  T e lindworm is a wingless, serpent-like monster 
  with two clawed arms and poisonous breath. 
  It slithers along the ground like a snake but 
  can also use its arms for rapid movement. 
  T e lindworm is renowned for its 
  hunger and of en devours entire 
  f ocks of animals in one sitting. It is 
  of en mistaken for a dragon on f rst 
  glance but is not nearly as dangerous 
  as its distant relatives.
  Silent Predator. Despite its 
  considerable size, the lindworm is an 
  excellent predator. It either stalks its prey 
  soundlessly through high grass or buries 
  itself in sof  ground. When the prey is in reach, 
  the lindworm uses its strong arms to catapult itself the f nal 
  distance and gobbles up its take.
  Poisonous Defense. T e lindworm attacks to feed 
  and only ever attacks prey it is conf dent it can defeat. 
  Unless the lindworm is close to starvation, when it attacks 
  anything in its desperation, it won’t attack creatures which 
  pose an obvious threat to it. It prefers to strike unseen 
  and avoids prolonged engagements. When in distress, the 
  lindworm unleashes a deadly poisonous breath and retreats 
  if it sees a chance — to return when the target has let its 
  guard down.
  LINDWORM
  Large dragon, unaligned 
  Armor Class 14 (natural armor)
  Hit Points 119 (14d10 + 42)
  Speed 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  17 (+3)
  5 (-3)
  14 (+2)
  6 (-2)
  Saving Throws Con +5
  Skills Athletics +5, Stealth +3
  Damage Resistances poison
  Senses darkvision 60 ft ., passive Perception 12
  Languages —
  Challenge 4 (1,100 XP)
  Deadly Embrace. The lindworm has advantage on claw attacks 
  against targets it has grappled.
  Lindworm
  When we heard the terrible roar and saw the trees falling in 
  the distance, we thought our end had come. Luckily, ’twas 
  only a Lindworm, not a proper Dragon! Still, dozens died 
  defending the refugees, and the beast f ed with many people 
  in its belly. 
  — Diary of Jelly Tom, half ing and adventurer
  T e lindworm is a wingless, serpent-like monster 
  with two clawed arms and poisonous breath. 
  It slithers along the ground like a snake but 
  can also use its arms for rapid movement. 
  T e lindworm is renowned for its 
  hunger and of en devours entire 
  f ocks of animals in one sitting. It is 
  of en mistaken for a dragon on f rst 
  glance but is not nearly as dangerous 
  as its distant relatives.
  Silent Predator. 
  considerable size, the lindworm is an 
  excellent predator. It either stalks its prey 
  soundlessly through high grass or buries 
  itself in sof  ground. When the prey is in reach, 
  the lindworm uses its strong arms to catapult itself the f nal 
  distance and gobbles up its take.
  Poisonous Defense. T e lindworm attacks to feed 
  and only ever attacks prey it is conf dent it can defeat. 
  Unless the lindworm is close to starvation, when it attacks 
  anything in its desperation, it won’t attack creatures which 
  pose an obvious threat to it. It prefers to strike unseen 
  and avoids prolonged engagements. When in distress, the 
  lindworm unleashes a deadly poisonous breath and retreats 
  if it sees a chance — to return when the target has let its 
  guard down.
  Pounce. If the lindworm attacks a surprised creature, it deals an 
  extra 18 (4d8) damage of the respective damage type.
  ACTIONS
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 
  25 (5d8 + 3) slashing damage. 
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft ., one 
  creature. Hit: 21 (4d8 + 3) bludgeoning damage, and the target is 
  grappled (escape DC 14). Until this grapple ends, the creature is 
  restrained, and the lindworm can’t constrict another target.
  Poison Breath (1/Day). The lindworm exhales poisonous gas in 
  a 30-foot cone. Each creature in that area must succeed on a DC 
  14 Constitution saving throw or take 14 (4d6) poison damage 
  and be paralyzed for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the eﬀ ect on itself 
  on a success.
  Speed 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Con +5
  Challenge 4 (1,100 XP)
  Large dragon, unaligned 
  Armor Class 14 (natural armor)
  
  46
  Monsters of the Old World
  46
  Monsters of the Old World
  Variant: Wild Masche. A minority of these witches refuses 
  to live with humanoids and takes refuge in the woods. When 
  they’re disturbed in their habitat, they can become vindictive 
  and ruthless. Compared to the “domestic” masche they have 
  greater power in controlling the climate: they can dominate the 
  elements and unleash storms, squalls, mists or droughts. Their 
  statistics are the same, but they can also cast control weather 
  as an innate spell once per day.
  like a devil or a fairy. T e text is a collection of spells that 
  allow the witch to summon supernatural beings or to read 
  the future. Only the masca is able to decipher the arcane 
  symbols in the book. When the masca decides to pass 
  on her powers to an heir, the Tome of Command is also 
  handed down. 
  Masca
  Rule, rule, rule!
  — First page of the Tome of Command
  T e masca (plural: masche) is a witch who lives in 
  humanoid villages and mingles with its people. Her 
  temperament is rarely evil, but always capricious, spiteful 
  and vindictive. T ey can also be benef cial and save lives in 
  danger. 
  Shapechanger. T e masca can turn into small cats. It can 
  also take on the appearance of a female humanoid. When it 
  does, it can be an old and frail or young and beautiful. 
  Hereditary Power. T ese witches are prone to illness and 
  ageing, but they cannot die from natural causes. When they 
  die, they must pass on their powers to a woman, usually a 
  daughter or granddaughter. 
  Tome of Command. Each masca has an ancient and 
  voluminous book, given to them by a powerful entity 
  MASCA
  Medium fey, chaotic neutral
  Armor Class 14
  Hit Points 97 (13d8 + 39)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  16 (+3)
  16 (+3)
  14 (+2)
  16 (+3)
  Skills Arcana +6, Deception +6
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from non magical attacks
  Senses darkvision 120 ft ., passive Perception 12
  Languages Abyssal, Common, Infernal, Sylvan
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The masca’s spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components:
  At will: bestow curse, lesser restoration, spare the dying
  1/day each: astral projection (self only), polymorph
  Shapechanger. The masca can use its action to polymorph 
  into a Tiny cat or a Small or Medium female humanoid, or back 
  into its true form. Her statistics are the same in each form. Any 
  equipment she is wearing or carrying isn’t transformed. She 
  reverts to her true form if she dies.
  Tome of Command. When holding a Tome of Command, the 
  masca can cast the following spells as a ritual, without the need 
  for material components: conjure woodland beings, detect evil 
  and good, divination.
  ACTIONS
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit:
  13 (2d8 + 4) slashing damage.
  Speed 30 ft .
  Challenge 5 (1,800 XP)
  Medium fey, chaotic neutral
  
  47
  Monsters of the Old World
  47
  Monsters of the Old World
  Nidhug
  Many names have I, my dear, dead wanderer. Given to me 
  though prophecy, gif , and curse, I have been called many 
  things by history. I am the Honor Drinker. I am the Malice 
  Striker. I am Nidhug, the fear and face of evil. 
  — Nidhug
  Outside the gates of the Nine Hells rests Nidhug, suckler of 
  life’s blood. Nidhug is a huge dragon with a dark gray hide 
  and long teeth that protrude out of its mouth like fangs. It 
  enjoys speaking and mocking its victims as they move past 
  it to endure the tortures found within the Nine Hells. 
  Blooddrinker. Nidhug uses its long fangs to suck the 
  blood from living creatures. T e victims of this assault take 
  on a pale corpse-like complexion and those who perish 
  from it join Nidhug’s army of stolen, dead sinners.
  Feasting on Roots. T ere are certain energies that run 
  through the roots and limbs of trees, especially those 
  connected to the material plane. Nidhug craves this energy 
  and is always looking for ways to satiate its hunger for it. It 
  suckles on trees, piercing the tree’s roots with its long teeth 
  and sucking the life force from it until the tree blackens and 
  dies.  
  NIDHUG
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  Hit Points 230 (20d12 + 100)
  Speed 40 ft ., ﬂ y 80 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  15 (+2)
  20 (+5)
  16 (+3)
  14 (+2)
  14 (+2)
  Saving Throws Dex +7, Con +10, Int +8, Wis +7
  Skills History +8, Perception +12
  Damage Immunities ﬁ re, necrotic, poison
  Senses darkvision 120 ft ., passive Perception 22
  Languages Common, Draconic, Infernal
  Challenge 16 (15,000 XP)
  Legendary Resistances (3/Day). If Nidhug fails a saving throw, it 
  can choose to succeed instead. 
  Spotter of Sin. If Nidhug can see a creature, it can detect if it is 
  lying, has ever committed a murder, or has ever broken an oath.
  ACTIONS
  Multiattack. Nidhug can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft ., one target. 
  Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. 
  The target’s hit point maximum is reduced by an amount equal 
  to the necrotic damage it takes, and Nidhug regains hit points 
  equal to that amount. The reduction lasts until the target 
  ﬁ nishes a long rest outside of the Lower Planes of Existence. The 
  target dies if this eﬀ ect reduces its hits point maximum to 0. A 
  humanoid slain in this way turns into a zombie under Nidhug’s 
  control at the beginning of its next turn.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft ., one target. Hit:
  13 (2d6 + 6) slashing damage. 
  Frightful Presence. Each creature of Nidhug’s choice that is 
  within 120 feet of Nidhug and aware of it must succeed on a DC 
  18 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 eﬀ ect on itself on a success. If a creature’s 
  saving throw is successful or the eﬀ ect ends for it, the creature is 
  immune to Nidhug’s Frightful Presence for the next 24 hours. 
  Blood Spray (Recharge 5-6). Nidhug sprays a mist of red blood 
  in a 30-foot cone. Each creature in the area must make a DC 18 
  Constitution saving throw, taking 49 (11d8) necrotic damage on 
  a failed save, or half as much damage on a successful save. 
  LEGENDARY ACTIONS
  Nidhug can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. Nidhug regains spent 
  legendary actions at the start of its turn.
  Detect. Nidhug makes a Wisdom (Perception) check. 
  Bite. Nidhug makes a bite attack. 
  Wing Attack (Costs 2 Actions). Nidhug beats its wings. Each 
  creature within 10 feet of Nidhug must succeed on a DC 
  18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning 
  damage and be knocked prone. Nidhug can then ﬂ y up to 
  half its ﬂ ying speed. 
  Speed 40 ft ., ﬂ y 80 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Dex +7, Con +10, Int +8, Wis +7
  Challenge 16 (15,000 XP)
  Legendary Resistances (3/Day). If Nidhug fails a saving throw, it 
  Huge dragon, lawful evil
  Armor Class 19 (natural armor)
  
  48
  Monsters of the Old World
  48
  Monsters of the Old World
  Nidhug’s Lair
  Nidhug lives on the outskirts of the Nine Hells, f nding its 
  home and sanctuary among gnarled roots of decrepit trees. 
  T ese trees are  connected to the material world, their roots 
  f owing with mortal energy. Nidhug feeds on these roots, 
  using its fangs to suck the sap from the life-giving trees. If 
  Nidhug is encountered in its lair, it has a challenge rating of 
  16 (15,000 XP)
  Lair Actions
  On initiative count 20 (losing initiative ties), Nidhug can 
  take one lair action to cause one of the following ef ects; 
  Nidhug can’t use the same ef ect two rounds in a row: 
  • 
  T e root-covered ground around Nidhug vibrates 
  as Nidhug infuses power into them. Each creature 
  standing on the ground within 15 feet of Nidhug 
  must succeed on a DC 15 Strength saving throw or 
  become grappled by the roots. A grappled creature 
  can use an action on each of its turns to repeat the 
  saving throw, freeing itself on a success. 
  • 
  Blazing heat whips through a point Nidhug chooses 
  within 60 feet of it, f lling a 15-foot radius sphere 
  and sending waves of pain through anyone who is 
  in the area. When a creature starts its turn in the 
  area or it enters the area for the f rst time, it takes 
  3 (1d6) f re damage. It also has disadvantage on 
  Constitution saving throws as long as it remains in 
  the area.
  • 
  A tree collapses, pinning anything that gets caught 
  beneath it. Any creature on the ground in a line 
  from the collapsing tree must succeed on a DC 15 
  Dexterity saving throw or be pinned beneath the 
  tree. T e line is 5 feet wide and 30 feet long. While 
  pinned, a creature is restrained and prone. It can use 
  an action on each of its subsequent turns to make a 
  DC 15 Strength saving throw, ending the restrained 
  condition on a success. 
  Nidhug can’t repeat an ef ect until they have all been used, 
  and it can’t use the same ef ect two rounds in a row. 
  Regional Effects
  A region housing Nidhug’s lair is af ected by its presence, 
  which creates one or more of the following ef ects: 
  • 
  Trees within 3 miles of the lair are gnarled and 
  blackened, sapped of all life and energy. It is hard to 
  traverse through the area, making travel time take 
  twice as long as normal. 
  • 
  Eerie whispering can be heard from the shadows 
  within 1 mile of the lair, giving disadvantage on 
  Wisdom (Perception) checks that rely on hearing. 
  • 
  Heat plagues the area within 3 miles of the lair. 
  Creatures moving there suf er the ef ects of extreme 
  heat. 
  If Nidhug dies, these ef ects fade over the course of 1d10 
  days. 
  Nidhug’s Lair
  Nidhug lives on the outskirts of the Nine Hells, f nding its 
  • 
  A tree collapses, pinning anything that gets caught 
  beneath it. Any creature on the ground in a line 
  
  49
  Monsters of the Old World
  49
  Monsters of the Old World
  Nisse
  In the attic sits the nisse with its porridge neat, its porridge 
  neat, so nice and sweet. 
  He nods and he smiles, and he’s oh so glad, ‘cause this is 
  the best he’s ever had. 
  — Midwinter carol
  A nisse is a small fey creature that lives around farms, 
  usually f nding a spot for itself in the attic of a barn or 
  stable. T ey are harmless, for the most part, and quite 
  cute to look at. T ey have a temper though and become 
  easily annoyed when they feel they have been tricked or 
  disrespected. T is foul mood can be remedied by the family 
  placing a bowl of porridge or similar food in the attic where 
  the nisse lives. 
  Expectant Helpers. Having a nisse living on or near your 
  farm can be as much of a blessing as it can be a curse. T e 
  nisse is not mean spirited or cruel as long as its needs are 
  being met. If the farmers take care to feed the nisse and 
  of er it other minor gif s, such as a nice pair of wooden 
  shoes, the nisse’s presence can be helpful for the farm. If the 
  farmers disrespect the nisse or do not tend to its needs, the 
  fey will turn against them. T e animals living on the farm 
  start to turn sick and the crops in the f eld die as the nisse 
  lets its annoyance at the farmers be known. 
  Dressed in Red. Most nisser wear a red, pointed hat and 
  wooden shoes. T is makes them easy to spot, especially 
  during the winter where their attire makes them stand out 
  against the white snow. 
  NISSE
  Small fey, chaotic neutral
  Armor Class 15 (studded leather armor)
  Hit Points 36 (8d6 + 8)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  12 (+1)
  10 (+0)
  14 (+2)
  12 (+1)
  Skills Acrobatics +5, Animal Handling +4, Intimidation +3
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 1/2 (100 XP)
  Speak with Beasts. The nisse can communicate with beasts as if 
  they shared a language. 
  ACTIONS
  Spoon. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. 
  Hit: 7 (2d6) bludgeoning damage. 
  Dominate Beast (1/Day). The nisse can target one beast with 
  a CR of 1 or lower that it can see and force it to make a DC 13 
  Wisdom saving throw. If the beast fails, it is under the control of 
  the nisse as if targeted by the dominate beast spell. The duration 
  for this eﬀ ect is 8 hours.
  Speed 30 ft .
  Challenge 1/2 (100 XP)
  Small fey, chaotic neutral
   15 (studded leather armor)
  
  50
  Monsters of the Old World
  50
  Monsters of the Old World
  Nocchiero
  See how he scorneth human arguments,
  So that no oar he wants, nor other sail
  T an his own wings, between so distant shores.
  See how he holds them pointed up to heaven,
  Fanning the air with the eternal pinions, 
  T at do not moult themselves like mortal hair!
  — Dante Alighieri, Purgatorio
  When a good man f nds death at sea, an angel is 
  charged to f nd the soul and guide it to the celestial 
  planes. Wonderful white wings and pale skin 
  distinguish a nocchiero. Most of them also wear a 
  long white vest.  
  Celestial Helmsman. A nocchiero sails lightly 
  on the surface of seas and rivers on the celestial 
  planes. T ey move on boats without oars or canvas. 
  Nocchieros use their wings to glide quickly and 
  smoothly on water, looking for good souls to rescue. 
  Light Carrier. During the night, it is easy to see a 
  nocchiero at a distance, as the whole body of these 
  angels radiates white light in all directions.  
  NOCCHIERO
  Medium celestial, lawful good
  Armor Class 18 (natural armor)
  Hit Points 195 (17d8 + 119)
  Speed 30 ft ., ﬂ ying 90 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  23 (+6)
  24 (+7)
  19 (+4)
  25 (+7)
  20 (+5)
  Saving Throws lnt +9, Wis +12, Cha +10
  Skills Perception +12, Survival +12
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses passive Perception 22, truesight 120 ft .
  Languages all, telepathy 120 ft .
  Challenge 14 (11,500 XP)
  Angelic Weapons. The nocchiero’s attacks are magical. When 
  the nocchiero hits with a weapon, the weapon deals an extra 
  5d8 radiant damage (included in the attack).
  Nocchiero
  See how he scorneth human arguments,
  So that no oar he wants, nor other sail
  T an his own wings, between so distant shores.
  See how he holds them pointed up to heaven,
  Fanning the air with the eternal pinions, 
  T at do not moult themselves like mortal hair!
  When a good man f nds death at sea, an angel is 
  angels radiates white light in all directions.  
  Illumination. The nocchiero sheds bright light in a 30-foot 
  radius and dim light for an additional 30 feet.
  Innate Spellcasting. The nocchiero’s spellcasting ability is 
  Charisma (spell save DC 18). The nocchiero can innately cast the 
  following spells, requiring only verbal components:
  At will: calm emotions, detect evil and good
  3/day each: aura of purity, raise dead 
  1/day each: commune, control weather
  Magic Resistance. The nocchiero has advantage on saving 
  throws against spells and other magical eﬀ ects.
  Perfect Bearing. The nocchiero always knows which way is 
  north.
  ACTIONS
  Multiattack. The nocchiero makes two unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft ., 
  one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 22 (5d8) 
  radiant damage. This is a magic weapon attack.
  Healing Touch (4/Day). The nocchiero touches another creature. 
  The target magically regains 24 (5d8 + 2) hit points and is freed 
  from any curse, disease, poison, blindness, or deafness.
  Speed 30 ft ., ﬂ ying 90 ft .
  Challenge 14 (11,500 XP)
  Medium celestial, lawful good
  
  51
  Monsters of the Old World
  51
  Monsters of the Old World
  Nøkken
  Timen er komen men mannen inkje!
  T e hour hath come, but the man not!
  — Nøkken
  A nøkk is a solitary, male water spirit that can be 
  encountered in forest lakes and rivers. Nøkken is a predator 
  that attempts to lure its intended victims into the lake 
  where it can drown them. He is of en invisible but can 
  appear in the shape of a f oating log or a raf . Nøkken is 
  able to walk on land in the shape of a fair young man, of en 
  a musician, or a white horse. He usually hunts at dusk, the 
  creeping darkness providing excellent hunting grounds for 
  the water spirit.
  Master Violinist. As his lesser relative fossegrimen, 
  nøkken is a master violinist. He uses his gif s with the 
  violin to charm his intended victims. When so charmed the 
  victim, of en a young woman, willingly walks into the lake 
  and death by drowning at the hands of nøkken.
  T e White Horse. When taking the shape of a white 
  horse, nøkken encourages people, of en children, to ride 
  on his back. When someone gets up on the white horse, 
  nøkken leaps into the lake, taking the riders with him. If 
  someone looks into the mouth of the horse, all they see is 
  watery foam.
  Can’t Stand to Hear its Name. When someone is 
  grappled or charmed by nøkken, it is possible to break the 
  grapple or charm by invoking the name nøkken, thereby 
  causing nøkken to f ee back to his lake.
  NØKKEN
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor)
  Hit Points 72 (11d8 + 22)
  Speed 30 ft ., swim 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  15 (+2)
  10 (+0)
  12 (+1)
  17 (+3)
  Skills Athletics +5, Deception +6, Performance +6
  Damage Resistances bludgeoning, piercing and slashing from 
  nonmagical weapons that aren’t silvered
  Senses darkvision 60 ft ., passive Perception 11
  Languages Common
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Nøkken’s spellcasting ability is Intelligence. 
  It can innately cast the following spells, requiring no material 
  components:
  At will: fog cloud
  1/day: control weather
  Invisible. Nøkken can use an action to turn invisible for up to 1 
  hour. They can turn invisible this way twice before along rest.
  Shapechanger. Nøkken can use an action to turn into a ﬂ oating 
  log, a raft , a beautiful young man, or a white horse. They can 
  turn back to their original form as a bonus action. In the shape 
  of the horse, nøkken has a speed of 60ft ., other than this his 
  stats are unchanged.
  Sunlight Sensitivity. While in sunlight, nøkken has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that 
  rely on sight.
  Waterspirit. Nøkken can breathe air and water and has 
  advantage on attack rolls against creatures in water.
  ACTIONS
  Multiattack. Nøkken makes two claw attacks.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 
  4 (1d4 + 2) piercing damage and 15 (3d8 + 2) slashing damage.
  Charm. Nøkken is a master of playing the violin and harp. He 
  uses his music, or beauty in the shape of the man, to charm 
  possible prey. A single humanoid that can see nøkken or hear 
  his music must succeed on a DC 15 Wisdom saving throw or be 
  magically charmed for 1 day. 
  The charmed target is overcome with the desire to be close 
  to nøkken and must use their full movement to approach him 
  on each of their turns as long as they’re charmed. The target 
  will willingly walk into any lake or river to get closer to him. If 
  the target suﬀ ers any damage, they can repeat the saving throw, 
  ending the eﬀ ect on a success. 
  If the target successfully saves against the eﬀ ect, or if the 
  eﬀ ect on them ends, the target is immune to this nøkks’ charm 
  for the next 24 hours. The charm also breaks if anyone invokes 
  nøkken’s name.
  Nøkken’s Embrace. Nøkken can attempt to grapple a creature 
  and push it under water in order to drown it. This works 
  like a normal grapple. While grappled the target creature is 
  suﬀ ocating.
  causing nøkken to f ee back to his lake.
  Nøkken has been present in nordic folklore since Norse times. 
  Tales of nøkken is especially common in Norway and Sweden. 
  Nøkken is the personiﬁ cation of the danger of drowning.
  Speed 30 ft ., swim 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills Athletics +5, Deception +6, Performance +6
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Nøkken’s spellcasting ability is Intelligence. 
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor)
  
  52
  Monsters of the Old World
  52
  Monsters of the Old World
  Orcolat
  When the orcolat roars, the earth shakes. 
  — Proverb
  T e orcolat is a giant able to cause violent earthquakes. 
  According to legend, he lives in a large mountain where he 
  sleeps for years. When awake he spends his time drinking 
  wine, catching wild goats and admiring butterf ies. When 
  angry his movements create landslides and earthquakes.
  Big, Stupid and Violent. Like many giants, the orcolat 
  is not particularly intelligent; he is overbearing, vindictive 
  and easy to anger. T e giant is about 20 feet tall and looks 
  like a tall, lanky human with a thick beard. Most of the time 
  it is half naked, only the belly covered with goat skins.
  T e Legend. According to folk tales, one day the orcolat 
  went to the river attracted by a melodious song. Here he 
  met the beautiful Amariana, intent on washing clothes. T e 
  giant fell in love with the girl but, when he approached her 
  with a f ower, she ran away terrif ed. Amariana went to a 
  powerful witch to ask her advice. T e sorceress revealed 
  that the orcolat had fallen in love with her: only death 
  could save her from his passion. Crying and despairing, 
  Amariana preferred to die rather than become the bride of 
  the monster. T e witch fulf lled her wish and turned her 
  into a great mountain, which has been named af er the 
  unfortunate girl.
  The Orcolat’s Lair
  T e orcolat lives in a damp and dark cave inside a big 
  mountain. When the orcolat is encountered in its lair it has 
  a challenge rating of 8 (3,900 XP).
  Lair Actions
  On initiative count 20 (losing initiative ties), the orcolat can 
  take one lair action to cause one of the following ef ects: 
  • 
  T e orcolat creates a small earthquake on the 
  ground in a 20-foot radius centered on himself. 
  Other creatures on that ground must succeed on a 
  DC 15 Dexterity saving throw or be knocked prone.
  • 
  An area of terrain no larger than 20 feet on a side 
  within 120 feet of the orcolat become dif  cult 
  terrain.
  • 
  Rocks fall from the ceiling of the cave, hitting a 
  creature within 90 feet of the orcolat. A target must 
  make a DC 15 Dexterity saving throw, taking 22 
  (4d10) bludgeoning damage on a failed save, or half 
  as much damage on a successful one.
  T e orcolat can’t repeat an ef ect until they have all been 
  used, and it can’t use the same ef ect two rounds in a row. 
  Regional Effects
  T e region housing the orcolat’s lair is af ected by its 
  presence, which creates one or more of the following 
  ef ects: 
  • 
  Low-intensity earthquakes shake the area within 
  6 miles of the lair at regular intervals, making the 
  ground tremble slightly. 
  • 
  Beasts and animals within 6 miles of the lair are 
  nervous and aggressive toward intruders in the area.
  If the orcolat dies, these ef ects fade over the course of 1d10 
  days. 
  ORCOLAT
  Huge giant, neutral evil 
  Armor Class 14 (natural armor)
  Hit Points 147 (14d12 + 56)
  Speed 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  19 (+4)
  6 (-2)
  9 (-1)
  6 (-2)
  Saving Throws Str +8, Con +7
  Skills Survival +2
  Senses passive Perception 9
  Languages Giant
  Challenge 7 (2,900 XP)
  Earthquake. Once every 10 years, the orcolat can cast the 
  earthquake spell. Wisdom is the orcolat spellcasting ability 
  modiﬁ er for this spell (spell save DC 10).
  ACTIONS
  Multiattack. The orcolat makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft ., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Str +8, Con +7
  Challenge
  Earthquake. Once every 10 years, the orcolat can cast the 
  Armor Class 14 (natural armor)
  
  53
  Monsters of the Old World
  Orcus of Nuraghe
  Crunch, chomp, crack... T is human meat is very tasty, but a 
  bit hard to chew: how long did you cook it?
  — Dialogue between an orcu and a cooker
  Orcus of nuraghe are evil and f erce creatures. Young 
  shepherds passing close to the nuraghe — the stone 
  buildings where these creatures live — are afraid of them 
  and they put grass in the sheeps’ bells to avoid any noise. 
  T e orcus are tall and strong, with long hairy arms. T ey 
  love to plunder villages of humanoid races. 
  Meat Hunters. T e orcus appreciate human meat. T ey 
  love to attack and loot human cities and villages both for 
  stealing goods and to kill and eat people. 
  Sedentary Looters. Unlike other races of orcs, the orcus 
  of nuraghe tend to colonize a site and then build up their 
  nuraghe, simple rock buildings used for housing. T e orcus 
  choose wide glades to build their settlements. Even if they 
  are crude, nuraghe may be quite articulate, becoming a 
  kind of castle made of clay and stone. Such buildings are 
  very resistant to attacks and weather. Some of the nuraghe 
  have an inner keep reaching up to 10 feet in height. It is 
  used to guard the surroundings. Inside it, there is always a 
  well-stocked storeroom for food.
  Masters of Traps. T e access to the nuraghe and their 
  tunnels are rarely guarded by sentinels. Instead, orcus put 
  traps inside and around the nuraghe. T ey use natural 
  chasms and put a false layer of ground on them, giving the 
  impression that it is possible to walk on. Caldrons with hot 
  water are also used; the water is collected from a river or 
  a lake, heated and then poured on enemies’ heads. Traps 
  activated by pressure are also used: a blast of arrows could 
  hit those putting a foot on a tile of the f oor. T ese are 
  particularly ef ective when the nuraghe are under assault.
  Orcu Conca
  T e orcu conca (the chief-warrior) is the strongest, 
  smartest and most ruthless member in a tribe of orcus. 
  For this reason, they are feared and respected by the other 
  orcus, a necessary quality for being (and remaining) the 
  head of the nuraghe. T e orcu conca is bigger than the 
  others and particularly violent. It is also the most ravenous. 
  T ey are always in the front line in looting and plundering. 
  T oughtful Builders. T ese orcus are not only brave 
  warriors; they also possess a good strategic sense, even of  
  the battlef eld. Indeed, decisions about where to build the 
  nuraghe is up to them. A wrong decision may result in the 
  extinction of the whole tribe.
  
  54
  Monsters of the Old World
  Monsters of the Old World
  ORCU OF NURAGHE
  Medium humanoid (orc), chaotic evil 
  Armor Class 15 (scale mail)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  10 (+0)
  10 (+0)
  10 (+0)
  Skills Intimidation +2, Survival +2
  Senses darkvision 60 ft ., passive Perception 10 
  Languages Common, Orc
  Challenge 1 (200 XP)
  Pack Tactics. The orcu has advantage on an attack roll against 
  a creature if at least one of the orcu’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  11 (2d6 + 4) piercing damage. 
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft ., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
  Handaxe. Ranged Weapon Attack: +6 to hit, range 30/120 ft ., one 
  target. Hit: 7 (1d6 + 4) slashing damage. 
  ORCU CONCA
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (half plate)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  18 (+4)
  12 (+1)
  10 (+0)
  12 (+1)
  Saving Throws Str +6, Con +6
  Skills Intimidation +3, Survival +2
  Senses darkvision 60 ft ., passive Perception 10 
  Languages Common, Orc
  Challenge 3 (700 XP)
  Pack Tactics. The orcu has advantage on an attack roll against 
  a creature if at least one of the orcu’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  ACTIONS
  Multiattack. The orcu conca makes two melee attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
  11 (2d6 + 4) piercing damage. 
  Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft ., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
  Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft . 
  or range 30/120 ft ., one target. Hit: 7 (1d6 + 4) slashing damage. 
  Fierce Shout. Each creature that is within 30 feet of the orcu 
  conca, can hear it, and not already aﬀ ected by Fierce Shout 
  must make a DC 15 Wisdom saving throw. On a failure, the target 
  is frightened until it is attacked. The frightened target can repeat 
  the saving throw at the end of each of its turns.
  Speed 30 ft .
  18 (+4)
  12 (+1)
  12 (+1)
  16 (+3)
  10 (+0)
  10 (+0)
  10 (+0)
  Challenge 1 (200 XP)
   1 (200 XP)
  Medium humanoid (orc), chaotic evil 
  Medium humanoid (orc), chaotic evil 
  Speed 30 ft .
  STR
  CON
  WIS
  CHA
  Challenge 3 (700 XP)
   3 (700 XP)
  Medium humanoid (orc), chaotic evil
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (half plate)
  16 (half plate)
  
  55
  Monsters of the Old World
  55
  Monsters of the Old World
  Pelf Lad
  One, two, three - Come and hit me
  Four, f ve, six - I play no tricks
  Seven, eight, nine, ten - Behold, you are a rich man
  — A pelf lad’s rhyme
  Innocent spirits known as pelf lads wander the world to 
  make people happy. However, for them, there’s only one 
  thing that can make a person happier: wealth.
  Jolly Boys. Pelf lads in their true form are shapeless 
  spirits, but once they gather enough money, they turn 
  it into bodies of young boys. In this manner, they travel 
  with a wide smile on their cheerful faces. T e process of 
  collecting money is a long one because pelf lads never steal 
  or take someone else’s possessions. T ey look for lost coins 
  and forgotten treasures which they hope to of er to people. 
  Coins for Everyone. Nothing is ever simple with fey 
  spirits. Pelf lads don’t give out collected coins to others. 
  T ey ask the people they encounter to hit them hard in the 
  face. If the strike is strong enough to destroy their bodies 
  in a single attack, then pelf lads humanoid shape crumbles 
  and turns into coins. Otherwise, the spirit tries to escape 
  as fast as possible and will search for someone else to make 
  rich the next day. Simple and superstitious folk think that 
  pelf lads are f ends trying to trick them, so one can from 
  time to time observe adults running away from little boys.
  Variant: Colors of Wealth. The wealth of a pelf lad can be 
  determined by the color of tunic its child form is wearing. Red 
  cloth means the spirit collected gold coins, blue has electrum, 
  white is full of silver, and brown - copper.
  If you’d like to use a pelf lad carrying more wealth, consider 
  changing its hit points as suggested in the table below.
  PELF LAD’S WEALTH
  Tunic Color
  Wealth
  Hit Points
  Brown
  Copper
  7 (2d6)
  White
  Silver
  10 (3d6)
  Blue
  Electrum
  14 (4d6)
  Red
  Gold
  21 (6d6)
  Pelf Lad
  One, two, three - Come and hit me
  Four, f ve, six - I play no tricks
  Seven, eight, nine, ten - Behold, you are a rich man
  Innocent spirits known as pelf lads wander the world to 
  make people happy. However, for them, there’s only one 
  thing that can make a person happier: wealth.
  Jolly Boys.
  spirits, but once they gather enough money, they turn 
  it into bodies of young boys. In this manner, they travel 
  with a wide smile on their cheerful faces. T e process of 
  collecting money is a long one because pelf lads never steal 
  or take someone else’s possessions. T ey look for lost coins 
  and forgotten treasures which they hope to of er to people. 
  Coins for Everyone.
  spirits. Pelf lads don’t give out collected coins to others. 
  T ey ask the people they encounter to hit them hard in the 
  face. If the strike is strong enough to destroy their bodies 
  in a single attack, then pelf lads humanoid shape crumbles 
  and turns into coins. Otherwise, the spirit tries to escape 
  as fast as possible and will search for someone else to make 
  rich the next day. Simple and superstitious folk think that 
  pelf lads are f ends trying to trick them, so one can from 
  time to time observe adults running away from little boys.
  PELF LAD
  Small fey, neutral good
  Armor Class 10
  Hit Points 7 (2d6)
  Speed 35 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  10 (+0)
  10 (+0)
  7 (-2)
  12 (+1)
  10 (+0)
  Senses darkvision 60 ft ., passive Perception 11
  Languages Common, Elven, Sylvan
  Challenge 0 (0 or 10 XP)
  Coinage. If the pelf lad is reduced from full to 0 hit points in one 
  attack while in Humanoid form, its body crumbles into a pile of 
  coins equal to 36 (8d8) x 10 silver pieces. The pelf lad in its true 
  form appears in the same space aft er 1d4 days. To turn into a 
  boy again, it must collect 36 (8d8) x 10 silver pieces worth of 
  coins.
  Spirit Form. In its true form, the pelf lad has 7 (2d6) temporary 
  hit points and damage resistance against bludgeoning, piercing 
  and slashing damage from nonmagical attacks. The pelf lad 
  regains any lost temporary hit points at dawn.
  ACTIONS
  Charming Touch. Melee Weapon Attack: +2 to hit, reach 5 ft ., one 
  target. Hit: The target is charmed by the pelf lad until the end of 
  its next turn.
  Speed 35 ft .
  35 ft .
  6 (-2)
  10 (+0)
  10 (+0)
  7 (-2)
  12 (+1)
  10 (+0)
  Challenge 0 (0 or 10 XP)
  Coinage. If the pelf lad is reduced from full to 0 hit points in one 
  Small fey, neutral good
  Small fey, neutral good
  
  56
  Monsters of the Old World
  56
  Monsters of the Old World
  Południca
  As I was traveling through the lands, I stopped by a few 
  peasants harvesting wheat to ask them for water. T ey 
  seemed in a hurry and brought me to their village, explaining 
  that no one can be out in the f eld at noon. Eventually, they 
  shared water with me and as I was drinking, I saw a girl in a 
  white dress wandering in the distance.
  — Franek, a traveling minstrel
  Farmers avoid working their f elds at noon in fear of the 
  południca. T ese undead creatures, born from women who 
  died shortly af er their weddings, look for their victims 
  as the sun reaches its summit. T e thought of long claws 
  and needle-like teeth keeps laborers away, but those who 
  harvest crops at midday are of en found dead in the grain. 
  POŁUDNICA
  Medium undead, neutral evil
  Armor Class 11
  Hit Points 99 (18d8 + 18)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  12 (+1)
  8 (-1)
  14 (+2)
  4 (-3)
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 12
  Languages -
  Challenge 3 (700 XP)
  False Visage. A południca that is further than 30 feet away 
  appears human. It requires a DC 15 Wisdom (Perception) check 
  to see through this illusion.
  Noonwraith. While in the direct summer sun, the południca 
  gains resistance against bludgeoning, piercing and slashing 
  damage from nonmagical attacks. It can also use its Paralyzing 
  Blow action.
  Seasonal Sensitivity. The południca has disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on sight when 
  it is not summer. If it is encountered during another season, it 
  tries to run away.
  ACTIONS
  Multiattack. The południca makes two attacks with its claws.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit:
  8 (2d4 + 3) slashing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit:
  10 (2d6 + 3) piercing damage, and the target must succeed on a 
  DC 13 Dexterity saving throw or take additional 3 (1d6) slashing 
  damage.
  Paralyzing Blast (Recharge 5-6). The południca blasts wind in 
  a 30-foot cone. Each creature in that area must make a DC 13 
  Constitution saving throw, becoming paralyzed on a failed save. 
  A paralyzed creature may repeat the save at the end of each of 
  its turns, ending the eﬀ ect on a success.
  From afar, południcas resemble brides with bright hair 
  and wearing wedding gowns. Up close, they’re withered 
  husks with shriveled, dried skin.
  Wheat Ladies. Południcas attack only people working 
  in the f elds when temperatures are at their highest. T e 
  creatures are most dangerous during harvest, but they 
  search for prey the whole summer. Whenever possible, 
  południcas try to paralyze their victims with a strong wind, 
  leaving them vulnerable. Defenseless targets get their necks 
  snapped or heads bitten of . Fortunately, these undead are 
  less active and weaker during the other seasons. Południcas 
  spend winter in shallow holes that they dig in the dirt.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Damage Immunities poison
  Challenge 3 (700 XP)
  False Visage. A południca that is further than 30 feet away 
   A południca that is further than 30 feet away 
  Medium undead, neutral evil
  Armor Class
  People were unable to explain sudden deaths and weaknesses 
  caused by the sun and high temperatures. This is why they 
  used południca as the reason behind hallucinations, strokes, 
  and winds created by suddenly changing air pressure.
  
  57
  Monsters of the Old World
  57
  Monsters of the Old World
  Ræsvælg
  T is enormous eagle of en sits at the top of giant ash 
  trees, beating its massive wings to control winds and tides 
  alike. Between its eyes sits the hawk Vedfolnir, the eagle’s 
  companion and only friend. Both Ræsvælg and Vedfolnir 
  are ancient creatures with knowledge of many things. But 
  Ræsvælg is also a vain creature with an innate hatred for 
  all dragonkind, making it easy to pit him against them. T e 
  f ghts that ensue are a sight to behold.
  — Ratatosk
  Ræsvælg is in truth an ancient jøtul who learned to 
  transform into a gigantic eagle eons ago. Since then 
  Ræsvælg has been spending more and more time in eagle 
  form, and now only transforms into its giant form on the 
  rarest of occasions. T is has also caused Ræsvælg to lose all 
  kinship with the jøtuls. Now, the ancient giant only has one 
  true friend remaining in the world.
  RÆSVÆLG
  Huge giant (titan, shapechanger), lawful evil
  Armor Class 18 in giant form (chain mail, shield), 15 (natural 
  armor) in eagle form
  Hit Points 276 (24d12 + 120)
  Speed 40 ft ., (20 ft ., ﬂ y 120 ft . in eagle form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  9 (-1)
  21 (+5)
  13 (+1)
  14 (+2)
  13 (+1)
  Saving Throws Con +10, Wis +7, Cha +6
  Skills Animal Handling +7, Athletics +11, Insight +7, 
  Perception +7
  Damage Immunities cold
  Senses passive Perception 17
  Languages Common, Giant
  Challenge 15 (13,000 XP)
  Keen Sight. Ræsvælg has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Legendary Resistances (3/Day). If Ræsvælg fails a saving throw, 
  it can choose to succeed instead. 
  Shapechanger. Ræsvælg can use its action to polymorph 
  into a Huge eagle or back into its true form, which is giant. Its 
  statistics, other than its AC, are the same in each form. Any 
  equipment it is wearing or carrying is absorbed into its eagle 
  form upon transformation. It reverts to its true form if it dies.
  Vedfolnir. Using a bonus action, Ræsvælg can command 
  Vedfolnir to harass a creature that Ræsvælg can see within 120 
  feet of it or to stop the harassment and return to Ræsvælg. 
  A creature that is harassed by Vedfolnir has disadvantage on 
  ability checks, attack rolls, and saving throws, and Ræsvælg 
  has advantage on attack rolls that target the creature. Vedfolnir 
  is a Tiny creature that can be attacked (AC 13) and occupies 
  the space of the creature it is harassing. Vedfolnir can’t die 
  while Ræsvælg lives, but damaging it frees a creature from 
  its harassment until the start of Ræsvælg’s next turn where it 
  recovers and continues its harassment.
  Wind Walker. Ræsvælg is immune to detrimental eﬀ ects caused 
  by strong winds.
  ACTIONS
  Multiattack. In giant form, Ræsvælg makes two Spear attacks 
  and a Shield Bash attack. In eagle form, Ræsvælg makes one 
  Beak attack and one Talons attack.
  Spear (Giant Form Only). Melee or Ranged Weapon Attack: +11 
  to hit, reach 10 ft ., one target. Hit: 27 (6d6 + 6) piercing damage, 
  or 33 (6d8 + 6) piercing damage if used with two hands to make 
  a melee attack.
  Shield Bash (Giant Form Only). Melee Weapon Attack: +11 to hit, 
  reach 5 ft ., one target. Hit: 13 (3d4 + 6) bludgeoning damage. If 
  the target is a Huge or smaller creature, it must succeed on a DC 
  17 Strength saving throw or be knocked prone.
  Beak (Eagle Form Only). Melee Weapon Attack: +11 to hit, reach 
  10 ft ., one target. Hit: 28 (5d8 + 6) piercing damage. 
  Talons (Eagle Form Only). Melee Weapon Attack: +11 to hit, 
  reach 5 ft ., one target. Hit: 24 (5d6 + 6) slashing damage. If 
  the target is a Huge or smaller creature, it is grappled (escape 
  DC 17). Until this grapple ends, the target is restrained, and 
  Ræsvælg can’t use its talons on another target. 
  LEGENDARY ACTIONS
  Ræsvælg can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. Ræsvælg regains 
  spent legendary actions at the start of its turn.
  Attack. Ræsvælg makes a weapon attack. 
  Detect. Ræsvælg makes a Wisdom (Perception) check. 
  Cone of Cold (Giant Form Only, Costs 2 Actions). Ræsvælg 
  casts the cone of cold spell (spell save DC 17).
  Lord of Wind and Tides (Eagle Form Only, Costs 3 Actions).
  Ræsvælg beats its wings to create magical winds that control 
  nearby bodies of water using one of the following options. 
  Ræsvælg does not need to concentrate on spells he replicates 
  in this manner.
  Light Wing Beat. Ræsvælg replicates the eﬀ ect of the gust of 
  wind or shape water* spell.
  Forceful Wing Beat (Recharge 6). Ræsvælg replicates the eﬀ ect 
  of the control water or control winds* spell. 
  Violent Wing Beat (1/Day). Ræsvælg replicates the eﬀ ect of 
  the tsunami or whirlwind* spell.
  * Found in Xanathar’s Guide to Everything
  T e Eagle and the Hawk. Vedfolnir, a once ordinary 
  hawk, has accompanied Ræsvælg for centuries or perhaps 
  millennia, forming a magical tether between them that 
  grants Vedfolnir eternal life so long as the two remain in 
  close proximity. Vedfolnir, who is good and wise, is a stark 
  contrast to Ræsvælg, who is arrogant and spiteful. T e 
  hawk thus acts as the eagle’s moral compass, ensuring he 
  performs his eternal task of managing the tides. 
  Speed 40 ft ., (20 ft ., ﬂ y 120 ft . in eagle form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Con +10, Wis +7, Cha +6
  Challenge 15 (13,000 XP)
  Keen Sight. Ræsvælg has advantage on Wisdom (Perception) 
  Huge giant (titan, shapechanger), lawful evil
  Armor Class 18 in giant form (chain mail, shield), 15 (natural 
  Xanathar’s Guide to Everything
  
  58
  Monsters of the Old World
  58
  Monsters of the Old World
  Scylla & Charybdis
  You will f nd the other rocks lie lower, but they are so close 
  together that there is not more than a bowshot between them. 
  A large f g tree in full leaf grows upon it, and under it lies the 
  sucking whirlpool of Charybdis. T ree times in the day does 
  she vomit forth her waters, and three times she sucks them 
  down again; see that you be not there when she is sucking, for 
  if you are, Neptune himself could not save you; you must hug 
  Scylla’s side and drive the ship by as fast as you can, for you 
  had better lose six men than your whole crew.
  — Homer, T e Odyssey
  On either side of a strait in the sea, two creatures 
  collaborate in their horrible hunting. Seeking fresh f esh, 
  one lays in the sea while the other waits on the reef. If 
  sailors try to avoid the big whirlpool of Charybdis, they will 
  pass close to Scylla’s rock and then the unfortunate crew 
  and passengers will be caught by its multiple heads. 
  Ship Devourer. T ree times per day Charybdis vomits 
  forth its waters, and three times it sucks them down 
  again. When it vomits out, the water seems to boil as in a 
  cauldron upon a f re, and the spray of the waves can reach 
  the top of the rocks on both sides of the strait. When it 
  begins to suck again, it creates a whirlpool, producing a 
  deafening sound when its waves break against the rocks. 
  Charybdis can drag an entire ship and its crew to the 
  bottom of the sea.
  Human Fisher. Hanging from the reef thanks to its 
  numerous serpentine tails, Scylla throws its six heads in the 
  sea to snatch sailors from their boats. When Scylla catches 
  them with one of its dog-like heads, it devours them while 
  they scream and stretch out their hands in mortal agony.
  Charybdis’s Lair
  Charybdis is usually positioned under the water, in a 
  strait between two high reefs. Waiting for a ship to pass 
  over it, Charybdis uses its abilities to make the water as 
  dangerous as possible for the unlucky sailors passing close 
  to this creature. No matter the weather, the sea around 
  Charybdis’s lair is always rough and has strong currents. 
  It is also possible to detect that Charybdis’s lair is nearby 
  by the many shipwrecks around it. Charybdis can only be 
  encountered in its lair.
  Lair Actions
  On initiative count 20 (losing initiative ties), Charybdis can 
  take one lair action to cause one of the following ef ects: 
  • 
  Whirlpools of water within 300 feet of Charybdis 
  surge outward in a grasping tide. Any creature 
  within 30 feet of such whirlpool must succeed on a 
  DC 18 Strength saving throw or be pulled up to 30 
  feet into the water suf ering 26 (5d10) bludgeoning 
  damage.
  • 
  A deafening sound echoes from Charybdis. 
  Creatures within the lair must succeed on a DC 
  18 Constitution saving throw or take 16 (5d6) 
  psychic damage and be deafened for 1 minute.  On a 
  success, they suf er half as much damage and aren’t 
  deafened.
  Charybdis can’t repeat an ef ect until they have all been 
  used once, and it can’t use the same ef ect two rounds in a 
  row. 
  
  59
  Monsters of the Old World
  59
  Monsters of the Old World
  SCYLLA
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 30 ft ., swim 60 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8  (-1)
  22 (+6)
  2 (-4)
  10 (+0)
  6 (-2)
  Saving Throws Str +12, Con +10
  Skills Athletics +16, Perception +8
  Senses passive Perception 18
  Languages -
  Challenge 12 (8,400 XP)
  Hold Breath. Scylla can hold its breath for 1 hour.
  Multiple Heads. Scylla has six heads. While it has more than one 
  head, Scylla is immune to being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious. Whenever 
  Scylla takes 75 or more damage in a single turn, one of its heads 
  dies. If all its heads die, Scylla dies.
  Reactive Heads. For each head Scylla has beyond one, it gets an 
  extra reaction that can be used only for opportunity attacks.
  Speed 30 ft ., swim 60 ft .
  Challenge 12 (8,400 XP)
  Huge monstrosity, unaligned 
  Serpentine Climb. Scylla can climb diﬀ icult surfaces, like 
  vertical surfaces, without needing to make an ability check.
  Siege Monster. Scylla deals double damage to objects and 
  structures.
  Wakeful. While Scylla sleeps, at least one of its heads is awake.
  ACTIONS
  Multiattack. Scylla makes as many Hungry Bite attacks as it has 
  heads.
  Hungry Bite. Melee Weapon Attack: +12 to hit, reach 10 ft ., 
  one target. Hit: 13 (1d10 + 8) piercing damage. On a hit, Scylla 
  regains hit points equal to half the amount of piercing damage 
  dealt.
  LEGENDARY ACTIONS
  Scylla can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. Scylla regains spent 
  legendary actions at the start of its turn.
  Detect. Scylla makes a Wisdom (Perception) check.
  Devour. Scylla can devour an unconscious target, killing it 
  instantly.
  Grapple (Costs 2 Actions). Scylla attempts to grapple a target 
  within range. While grappled, the target suﬀ ers 13 (2d12) 
  bludgeoning damage at the start of each of their turns.
  
  60
  Monsters of the Old World
  60
  Monsters of the Old World
  CHARYBDIS
  Gargantuan monstrosity, unaligned
  Armor Class 6 (natural armor)
  Hit Points 546 (28d20 + 252)
  Speed 40 ft ., swim 120 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  2 (-4)
  29 (+9)
  3 (-4)
  20 (+5)
  6 (-2)
  Saving Throws Str +13, Con +15
  Skills Athletics +19, Perception +17
  Damage Immunities lightning; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed, deafened, frightened, 
  paralyzed, prone
  Senses passive Perception 27
  Languages -
  Challenge 20 (25,000 XP)
  Amphibious. Charybdis can breathe air and water.
  Freedom of Movement. Charybdis ignores diﬀ icult terrain, 
  and magical eﬀ ects can’t reduce its speed or cause it to be 
  restrained. It can spend 5 feet of movement to escape from 
  nonmagical restraints or being grappled.
  Siege Monster. Charybdis deals triple damage to objects and 
  structures.
  ACTIONS
  Multiattack. Charybdis makes three Tentacle attacks, each of 
  which can be replaced with one use of Fling. 
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft ., one target. 
  Hit: 20 (3d8+7) piercing damage. If the target is a Large or 
  smaller creature grappled by Charybdis, that creature is 
  swallowed, and the grapple ends. While swallowed, the creature 
  is blinded and restrained, it has total cover against attacks and 
  other eﬀ ects outside Charybdis, and it takes 35 (10d6) acid 
  damage at the start of each of the Charybdis’ turns.
  If Charybdis takes 40 damage or more on a single turn 
  from a creature inside it, Charybdis must succeed on a DC 23 
  Constitution saving throw at the end of that turn or regurgitate 
  all swallowed creatures, which appear in a space within 10 
  feet of Charybdis. If Charybdis dies, a swallowed creature is no 
  longer restrained by it and can escape from its corpse using 15 
  feet of movement. 
  Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft ., one 
  target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is 
  grappled (escape DC 16). Until this grapple ends, the target is 
  restrained. Charybdis has eight tentacles, each of which can 
  grapple one target. 
  Fling. One Large or smaller object held or creature grappled 
  by Charybdis is thrown up to 60 feet in a random direction and 
  knocked prone. If a thrown target strikes a solid surface, the 
  target takes 3 (1d6) bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another creature, that creature 
  must succeed on a DC 16 Dexterity saving throw or take the 
  same damage and be knocked prone. 
  LEGENDARY ACTIONS
  Charybdis can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. Charybdis regains 
  spent legendary actions at the start of its turn.
  Tentacle Attack or Fling. Charybdis makes one Tentacle attack 
  or uses its Fling. 
  Fire Storm (3 Actions). Charybdis can innately cast ﬁ re storm
  three times per day, requiring no material components. 
  Wisdom is its spellcasting ability for this spell, and the spell 
  save DC is 19. 
  Devour (3 Actions). Charybdis can draw in the waters around 
  it. Each creature and object within 120 feet of Charybdis gets 
  pulled 60 feet towards Charybdis. If the creature or object 
  comes within  10 feet of Charybdis the creature or object is 
  swallowed.  While swallowed, the creature is blinded and 
  restrained, it has total cover against attacks and other eﬀ ects 
  outside Charybdis, and it takes 31 (10d6) acid damage at the 
  start of each of the Charybdis’ turns.
  If Charybdis takes 40 damage or more on a single turn 
  from a creature inside it, Charybdis must succeed on a 
  DC 23 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which appear in a space 
  within 40 feet of Charybdis. If Charybdis dies, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse using 15 feet of movement. 
  Charybdis can use the Devour action only three times per 
  day.
  Speed 40 ft ., swim 120 ft .
  STR
  DEX
  CON
  INT
  WIS
  WIS
  CHA
  Saving Throws Str +13, Con +15
  Challenge 20 (25,000 XP)
  Amphibious. Charybdis can breathe air and water.
   Charybdis can breathe air and water.
  Armor Class 6 (natural armor)
  
  61
  61
  Sleipnir
  T e greatest of gods should have the greatest of horses and 
  best is Sleipnir, the eight-legged mount of the heavens.
  — Edda Prose, storyteller
  Sleipnir is a large, beautiful horse with a mane and hide the 
  color of dark steel. T e most striking dif erence between 
  Sleipnir and other normal horses is its eight legs. Strong 
  and divinely blessed with an uncanny speed, Sleipnir is able 
  to go where it pleases. Be it f ying across the sky or running 
  across the waters of a wild ocean, nothing stands between 
  Sleipnir and its destination. 
  Best of All Horses. Sleipnir is the best of all horses. It 
  is the fastest and strongest, capable of running for several 
  days and nights without stopping. 
  Divine Mount. Being the greatest horse in existence, 
  Sleipnir only allows the very best to ride it. It has been 
  a faithful steed to dif erent gods throughout the ages, 
  though it favors serving gods of law and warfare. Sleipnir 
  has carried them all over the multiverse, even braving the 
  journey to the Lower Planes where it has taken them all the 
  way to the gates of the Nine Hells. 
  SLEIPNIR
  Large celestial, lawful good
  Armor Class 18 (natural armor)
  Hit Points 228 (24d10 + 96)
  Speed 120 ft ., ﬂ y 120 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  19 (+4)
  10 (+0)
  17 (+3)
  10 (+0)
  Saving Throws Str +10, Dex +6
  Skills Athletics +10, Perception +8, Survival +8
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses passive Perception 18, truesight 60 ft .
  Languages understands Common, Celestial, and Elvish but 
  can’t speak
  Challenge 13 (10,000 XP)
  Eight-Legged. Sleipnir has advantage on any saving throw or 
  check made against being knocked prone. 
  Reader of Runes. Sleipnir can read all writing. 
  Trampling Charge. If Sleipnir moves at least 20 feet straight 
  toward a creature and hits it with a hooves attack on the same 
  turn, that target must succeed on a DC 18 Strength saving throw 
  or be knocked prone. If the target is prone, Sleipnir can make 
  another attack with its hooves against it as a bonus action. 
  Water Walking. Sleipnir is always under the eﬀ ects of the water 
  walk spell. 
  ACTIONS
  Multiattack. Sleipnir makes four attacks with its hooves. 
  Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft ., one target. 
  Hit: 22 (5d6 + 5) bludgeoning damage. 
  Speed 120 ft ., ﬂ y 120 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Str +10, Dex +6
  Challenge 13 (10,000 XP)
  Eight-Legged. Sleipnir has advantage on any saving throw or 
   Sleipnir has advantage on any saving throw or 
  Large celestial, lawful good
  Armor Class 18 (natural armor)
   18 (natural armor)
  
  62
  62
  Spartoi
  Never drop a dragon’s tooth found in a satchel, for it may be 
  the last mistake you ever make. Trust me when I tell you so, I 
  have lost my children due to such a mistake…
  — Unknown farmer
  Spartoi, also known as “sown-men”, are plant-like creatures 
  which spawn when a dragon’s tooth infused with a splinter 
  of a noble’s soul is planted in the earth. 
  Ancestral Protector. Spartoi are used to defend the 
  houses of nobles. When the spartoi-seed is dropped on to 
  the ground by a triggering mechanism connected to a trap, 
  the Spartoi erupts from the ground attacking anything in its 
  vicinity. Happily for the intruder, these creatures can’t chase 
  them as they are literally rooted to the place they were 
  spawned. A smart noble will have the dragon’s teeth bloom 
  in strategic positions such as corridors or small rooms to 
  make sure that the spartoi will always be able to reach the 
  enemy with their weapons — short swords that are always 
  attached to their root-like arm.  
  Satchel of Spartoi Dragon’s 
  Teeth
  Wondrous item, uncommon
  T is satchel contains 1d10+4 magical dragon teeth  infused 
  with a splinter of a noble’s soul. You can use an action to 
  grab 1d6 of these teeth and throw them on the ground into 
  unoccupied spaces within 20 feet of you. 1d4 rounds later, 
  one spartoi for each planted dragon’s tooth spawns at the 
  location of each of the seeds. T e spartois attack creatures 
  within its reach until they are destroyed. If the noble whose 
  soul-splinter was infused into the planted teeth shares their 
  bloodline with a creature, that creature is regarded as ally 
  and won’t be attacked by the spartois. 
  SPARTOI
  Medium plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 36 (8d8)
  Speed 0 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  11 (+0)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage Vulnerability ﬁ re
  Condition Immunities blinded, deafened
  Senses passive Perception 10, tremorsense 20 ft . (blind beyond 
  this radius)
  Languages -
  Challenge 1/4 (50 XP)
  False Appearance. While the spartoi remains motionless, it is 
  indistinguishable from a regular plant. 
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 10 ft ., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Speed 0 ft .
  Challenge 1/4 (50 XP)
   1/4 (50 XP)
  Medium plant, unaligned
  Medium plant, unaligned
   15 (natural armor)
   15 (natural armor)
  
  63
  Monsters of the Old World
  63
  Monsters of the O
   W
  onsters of the Old World
  Spectral Hound
  For he was speechless, ghastly, wan
  Like him of whom the Story ran
  Who spoke the spectre hound in Man.
  — Lay of the Last Minstrel / Sir Walter Scott
  T ere are many tales of dogs of shadow, hounds of the 
  night. Some stories talk of powerful magicians that use 
  these creatures as familiars.
  T ese creatures appear as black dogs, larger than most, 
  with blazing red eyes. 
  Harbinger of Woe. T ese hounds are omens of sinister 
  events to come. T is may be a painful death, a savage 
  storm, or doom for those who see it. 
  Guardian Spirits. T ese creatures of en haunt an area 
  such as an old pathway, a hanging tree, or a burial mound. 
  Many deities of death or darkness favor them as guardians. 
  Creatures such as hags and powerful fey of en use them to 
  watch over places.
  A Spectral Hound’s Lair
  Spectral hounds dwell on ancient crossroads, village 
  graveyards, or in dark woods. During the building of some 
  temples, a live hound is buried under a cornerstone in the 
  hope that its spirit will protect it when is is completed. A 
  spectral hound encountered in its lair has a challenge rating 
  of 3 (700 XP).
  Lair Actions
  On initiative count 20 (losing initiative ties), the spectral 
  hound can take one lair action to cause one of the following 
  ef ects; the spectral hound can’t use the same ef ect two 
  rounds in a row:
  • 
  Spectral howls f ll the air, f lling a 30-foot radius 
  sphere centered on a point the hound can see within 
  60 feet of it. Every creature in the area must make 
  a DC 13 Wisdom saving throw or be frightened 
  for 1 minute by hound-like shapes there only they 
  can see. A creature can repeat the saving throw at 
  the end of its turns, ending the ef ect on itself on a 
  success.
  • 
  A pack of indistinct shadowy hounds f lls a 20-foot 
  radius sphere centered on a point the hound can 
  see within 60 feet of it. T e area is lightly obscured. 
  When a creature enters the af ected area for the f rst 
  time on a turn or starts its turn there, the creature 
  must make a DC 13 Dexterity saving throw or take 
  2d6 psychic damage. T e area remains until the 
  spectral hound uses the lair action again or it dies.
  • 
  Visions of death or omens of doom appear to a 
  creature the spectral hound can see within 120 
  feet of it. T e creature must succeed on a DC 13 
  Charisma saving throw or be paralyzed until the 
  end of its next turn. 
  T e spectral hound can’t repeat an ef ect until they have all 
  been used once, and it can’t use the same ef ect two rounds 
  in a row. 
  SPECTRAL HOUND
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 45 (7d8 + 14)
  Speed 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  14 (+2)
  4 (-3)
  13 (+1)
  7 (-2)
  Saving Throws Wis +3
  Skills Perception +3, Stealth +5
  Damage Resistances bludgeoning, piercing and slashing from 
  nonmagical attacks not made with silvered weapons
  Senses darkvision 120 ft ., passive Perception 13
  Languages -
  Challenge 2 (450 XP)
  Incorporeal Movement. The spectral hound can move through 
  other creatures and objects as if they were diﬀ icult terrain. It 
  takes 5 force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the spectral hound has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit:
  10 (2d6 + 3) piercing damage plus 7 (2d6) psychic damage.
  Variant: Guardian Dogs. Some spectral hounds are 
  benevolent, acting as guardians and guides to weary or lost 
  travellers. These creatures have the fey type, an alignment of 
  neutral good, and lose the  Sunlight Sensitivity trait.
  Speed 40 ft .
  Challenge 2 (450 XP)
  Medium undead, neutral evil
  
  64
  Tatzelwurm
  Mister Anthony Tuf  e wanted to clarify the situation: he 
  took a heavy club and went in the waste zone where that 
  creature used to live. He waited, lurking next to the lair. Af er 
  two hours, he heard a penetrating hiss. T e pilot-snake came 
  out, and the big beast was af er it. 
  — Chronicles of the Mountains
  A tatzelwurm is a long serpentine creature, with two legs 
  slithering between the rocks in mountainous regions. 
  It’s a voracious predator with pointed teeth and sharp 
  claws, hiding inside caverns and sneaking outside 
  only to hunt.
  Creatures of Legend. T ere aren’t many stories about 
  tatzelwurms and most people believe that they’re just 
  legends. Indeed, seeing one of these creatures isn’t easy 
  because they spend most of their time hiding in caves. 
  T ose few who have seen a tatzelwurm didn’t have the 
  chance to tell about the encounter, as the creature feasted 
  on their f esh.
  Sentinel Snakes. Tatzelwurms don’t go out of their lairs 
  if there are many people around. One or more poisonous 
  snakes (Monster Manual, p.334) work as sentinels for 
  the tatzelwurm: the tiny beast slithers out of the cave 
  and checks if anyone is around. T en, it returns to the 
  tatzelwurm’s lair and informs it about anyone in the area. 
  If a humanoid is reported as walking alone, it will likely 
  become prey for the tatzelwurm shortly af erwards.
  64
  A tatzelwurm is a long serpentine creature, with two legs 
  slithering between the rocks in mountainous regions. 
  It’s a voracious predator with pointed teeth and sharp 
  claws, hiding inside caverns and sneaking outside 
  only to hunt.
  A tatzelwurm is a long serpentine creature, with two legs 
  slithering between the rocks in mountainous regions. 
  It’s a voracious predator with pointed teeth and sharp 
  claws, hiding inside caverns and sneaking outside 
  the tatzelwurm: the tiny beast slithers out of the cave 
  and checks if anyone is around. T en, it returns to the 
  tatzelwurm’s lair and informs it about anyone in the area. 
  If a humanoid is reported as walking alone, it will likely 
  become prey for the tatzelwurm shortly af erwards.
  A tatzelwurm is a long serpentine creature, with two legs 
  slithering between the rocks in mountainous regions. 
  It’s a voracious predator with pointed teeth and sharp 
  claws, hiding inside caverns and sneaking outside 
  TATZELWURM
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 190 (20d10 + 80)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  16 (+3)
  18 (+4)
  6 (-2)
  14 (+2)
  10 (+0)
  Saving Throws Con +7, Wis +5
  Skills Perception +5, Stealth +6, Survival +5
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft ., passive Perception 15
  Languages Draconic
  Challenge 8 (3,900 XP)
  Language of Snakes. The tatzelwurm can comprehend and 
  verbally communicate with snakes. Snakes can give information 
  about nearby locations and monsters, including whatever 
  they can perceive or have perceived within the past day. The 
  tatzelwurm can also persuade a snake to perform a small favor 
  for it.
  ACTIONS
  Multiattack. The tatzelwurm makes two attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5ft ., one target. Hit:
  21 (3d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5ft ., one target. Hit:
  21 (3d10 + 5) slashing damage.   
  Constrict. Melee Weapon Attack: + 8 to hit, reach 5 ft ., one Large 
  or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage. The 
  target is grappled (escape DC 16) if the tatzelwurm isn’t already 
  constricting a creature, and the target is restrained until this 
  grapple ends.
  Poison Breath (Recharge 6). The tatzelwurm exhales poisonous 
  gas in a 30-foot cone. Each creature in that area 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.
  Speed 30 ft .
  Challenge 8 (3,900 XP)
   8 (3,900 XP)
  Language of Snakes.
  Language of Snakes. The tatzelwurm can comprehend and 
  Large monstrosity, unaligned
  Large monstrosity, unaligned
   16 (natural armor)
   16 (natural armor)
  
  65
  Monsters of the Old World
  65
  Monsters of the Old World
  Trolls
  To live is to war with trolls…
  — Henrik Johan Ibsen
  Trolls are a broad group of creatures descended from the 
  mighty jotuns that once fought against the pantheon of 
  gods known as the Æsir. Trolls, like their mighty ancestors, 
  vary wildly in appearance and abilities.
  Reclusive. Trolls are reclusive and do not concern 
  themselves with the af airs of men. It is only when 
  civilization encroaches on the domains of the trolls that 
  they turn hostile. Trolls hurl large boulders at the things 
  that anger them. T e churches and temples of men are 
  of en targeted by angry trolls as prominent symbols of 
  civilization.
  Uneducated. Trolls are considered to be somewhat dim-
  witted, or as a dwarf would put it, “dumb as a rock”. It is 
  true that trolls lack social graces as def ned by the civilized 
  races. It is also true that trolls tend to believe whatever they 
  are told. For instance, if one was to threaten a troll that 
  one would retrieve the entire well for drinking water, the 
  thought that this would be impossible would not occur to 
  the troll. 
  Omnivores. A troll’s digestive system is capable of 
  digesting pretty much anything, from a stolen sheep to a 
  rock. Some scholars speculate that the variation seen in 
  troll sub-species is partially connected to the troll’s diet. It 
  is true that mountain trolls, sometimes known to eat rocks, 
  seem to have substantially tougher and more rock-like skin 
  than a forest troll.
  Troglodytes. Most common species of trolls will turn to 
  rock if they are exposed to sunlight. Why this may be so 
  is lost to history. Whatever the cause, this af  iction is the 
  reason why trolls spend the day sleeping in caves, under 
  rocks, or under bridges. Trolls only come out to hunt at 
  night.
  Forest Troll
  När man talar om trollet, så är det inte långt borta.
  When one mentions the troll, it is not far away.
  — Swedish saying
  Forest trolls are a species of troll that lives in forests. Forest 
  trolls are covered in moss, and even trees may sometimes 
  grow on their backs. A forest troll sleeping on the forest 
  f oor is sometimes mistaken for a moss-covered mound.
  Raiders. Forest trolls are ef ective hunters and intelligent 
  enough to realize that domesticated animals are far easier 
  prey than wild moose and deer. Herds of domesticated 
  animals like sheep and cattle are a veritable buf et for forest 
  trolls, who are more than willing to help themselves to a 
  bit of mutton. T at the farmer owning said piece of mutton 
  might have objections is of no consequence to the trolls.
  Mountain Troll
  It had skin as hard as rock. Swords and axes could not pierce 
  it, nor spears and arrows. T en it struck back…
  — Survivor
  Mountain trolls are a species of troll that lives in 
  mountainous areas. Mountain trolls are taller and less 
  intelligent than other species of trolls.
  Rock Eater. Mountain trolls will eat anything they can 
  catch. T ey hunt large mammals like muskox and reindeer. 
  Mountain trolls will also sometimes eat rocks. Scholars 
  speculate that the rock-like skin of mountain trolls and 
  slower regenerative capability when compared to other 
  types of trolls is somehow connected to their rocky dietary 
  habits.
  Wealthy. Mountain trolls are said to have great wealth in 
  gold and silver secreted away in their mountain halls. How 
  and why a creature as dumb as a mountain troll should 
  have a hoard of treasure is a matter of some debate.
  Sea Troll
  T e net was heavy, as if entangled in something on the 
  bottom. T en we saw it, a large greyish shape moving in the 
  water below. As it got closer, we could see its eyes glaring at 
  us… with anger…  no panic. Torstein cut the net. Whatever 
  it was, it was gone.
  — Fisherman
  Sea trolls are a species of troll that lives in or close to 
  the ocean. Sea trolls eat almost anything they can catch, 
  including f sh, seals, and smaller whales such as porpoises 
  and dolphins.
  Excellent Swimmers. Sea trolls are well adapted to 
  their habitat, with webbed toes and f ngers that make 
  them excellent swimmers. Sea trolls are also able to swim 
  underwater for as long as 15 minutes.
  Bad Catch. Fishermen sometimes suf er the misfortune 
  of catching live sea trolls in their nets when f shing. 
  Experienced f shermen cut their nets and their losses when 
  this occurs. Inexperienced men may try to haul in the net 
  only to f nd they have a panicked or petrif ed troll halfway 
  aboard the boat. In any case, this usually leads to a badly 
  wrecked or capsized boat.
  
  66
  Monsters of the Old World
  66
  Monsters of the Old World
  FOREST TROLL
  Large giant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  10 (+0)
  9 (-1)
  7 (-2)
  Skills Perception +2
  Damage Resistances slashing, piercing and bludgeoning from 
  nonmagical attacks
  Damage Vulnerabilities ﬁ re
  Senses darkvision 60 ft ., passive Perception 11
  Languages Giant
  Challenge 6 (2,300 XP)
  Forest Camouﬂ age. The troll has advantage on Dexterity 
  (Stealth) checks made while in forest terrain.
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Petrify. A troll that is exposed to sunlight at the end of its 
  turn must make a DC 20 Constitution saving throw. If the 
  saving throw fails by 5 or more, the troll is instantly petriﬁ ed. 
  Otherwise a troll that fails the save begins to turn to stone and 
  is restrained. The restrained troll must repeat the saving throw 
  at the end of its next turn, becoming petriﬁ ed on a failure or 
  ending the eﬀ ect on a success. The petriﬁ cation lasts until the 
  troll is freed by a greater restoration spell or other magic. If the 
  petriﬁ ed troll is crushed or otherwise dismantled it cannot be 
  freed from the petriﬁ cation.
  Regeneration. The troll regains 15 hit points at the start of its 
  turn. If the troll takes acid or ﬁ re damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  ACTIONS
  Multiattack. The troll makes two club attacks.
  Club. Melee Weapon Attack: +7 to hit, reach 10 ft ., one target. Hit: 
  17 (3d8 + 4) bludgeoning damage.
  Rock. Ranged Weapon Attack: + 7 to hit, Range 60/240 ft ., one 
  target. Hit: 26 (4d10 + 4) bludgeoning damage. If the target is a 
  creature it must succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills Perception +2
  Challenge 6 (2,300 XP)
  Large giant, chaotic evil
  Armor Class 13 (natural armor)
  knocked prone.
  
  67
  Monsters of the Old World
  67
  Monsters of the Old World
  MOUNTAIN TROLL
  Large giant, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 92 (8d10 +48)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  22 (+6)
  9 (-1)
  9 (-1)
  7 (-2)
  Skills Perception +2
  Damage Resistances slashing, piercing and bludgeoning from 
  nonmagical attacks.
  Senses darkvision 60 ft ., passive Perception 11
  Languages Giant
  Challenge 6 (2,300 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Petrify. A troll that is exposed to sunlight at the end 
  of its turn must make a DC 20 Constitution saving 
  throw. If the saving throw fails by 5 or more, the troll 
  is instantly petriﬁ ed. Otherwise a troll that fails the 
  save begins to turn to stone and is restrained. The 
  restrained troll must repeat the saving throw at the 
  end of its next turn, becoming petriﬁ ed on a failure 
  or ending the eﬀ ect on a success. The petriﬁ cation 
  lasts until the troll is freed by a greater restoration 
  spell or other magic. If the petriﬁ ed troll is crushed 
  or otherwise dismantled it cannot be freed from 
  the petriﬁ cation.
  Regeneration. The troll regains 15 hit points at 
  the start of its turn. If the troll takes acid or ﬁ re 
  damage, this trait doesn’t function at the start of 
  the troll’s next turn. The troll dies only if it starts its 
  turn with 0 hit points and doesn’t regenerate.
  Stone Camouﬂ age. The troll has advantage on Dexterity 
  (Stealth) checks made while in rocky terrain.
  ACTIONS
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit:
  8 (1d6 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +8 to hit, reach 
  5 ft ., one target. Hit: 12 (2d6 + 5) slashing 
  damage. 
  Rock. Ranged Weapon Attack: + 8 to 
  hit, range 60/240 ft ., one target. Hit: 27 
  (4d10 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on 
  a DC 17 Strength saving throw or be 
  knocked prone.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills 
  Large giant, chaotic evil
  Armor Class 17 (natural armor)
  
  68
  Monsters of the Old World
  68
  Monsters of the Old World
  SEA TROLL
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft ., swim 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  12 (+1)
  9 (-1)
  7 (-2)
  Skills Perception +2
  Damage Resistances slashing, piercing and bludgeoning from 
  nonmagical attacks.
  Senses darkvision 60 ft ., passive Perception 11
  Languages Giant
  Challenge 6 (2,300 XP)
  Hold Breath. The sea troll can hold its breath 
  for 15 minutes.
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Petrify. A troll that is exposed to sunlight at the end 
  of its turn must make a DC 20 Constitution saving 
  throw. If the saving throw fails by 5 or more, the 
  troll is instantly petriﬁ ed. Otherwise a troll that fails 
  the save begins to turn to stone and is restrained. The 
  restrained troll must repeat the saving throw at the end of 
  its next turn, becoming petriﬁ ed on a failure or ending the 
  eﬀ ect on a success. The petriﬁ cation lasts until the troll is 
  freed by a greater restoration spell or other magic. If the 
  petriﬁ ed troll is crushed or otherwise dismantled it cannot 
  be freed from the petriﬁ cation.
  Regeneration. The troll regains 15 hit points at the start of 
  its turn. If the troll takes acid or ﬁ re damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate.
  Underwater Camouﬂ age. The troll has advantage on Dexterity 
  (Stealth) checks made while underwater.
  ACTIONS
  Multiattack. The troll makes two harpoon attacks. It may 
  replace one of those attacks with a net attack.
  Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft . 
  or range 60/240 ft ., one target. Hit: 13 (2d8 + 4) piercing damage.
  Fish Net. Ranged Weapon Attack: + 4 to hit, range 10/30 feet., 
  area eﬀ ect covering a 10 ft . square. Hit: Targets are restrained. 
  Those that fail a DC 10 Strength check are also knocked prone. 
  A creature can use an action to make a DC 10 Strength check to 
  free itself or another creature it can reach, ending the eﬀ ect on a 
  success. Dealing 10 slashing damage to the net (AC 10) frees the 
  target without harming it and destroys the net.
  Speed 30 ft ., swim 30 ft .
  Large giant, chaotic evil
  
  69
  Monsters of the Old World
  Typhon
  T e world shall tremble from the wrath of my children. Fear 
  the monsters. Fear Typhon. Fear us.
  — Typhon, the Father of Monsters
  Typhon was described as terrible, lawless and outrageous. 
  He was the son of Gaea and Tartarus and was conceived 
  af er the Titans fell. He is described as taller than the tallest 
  mountains and his head was rumored to reach the stars.
  True Monster. Typhon was a titan. When he stood up 
  it seemed as if night fell upon the land, as his great mass 
  would hide the sun. His upper body resembled that of a 
  human, but his lower body consisted of a hundred heads of 
  f re-breathing dragons that never slept and always lashed 
  out around them.
  Spawn of Vengeance. Typhon was conceived by Gaea 
  and Tartarus to punish Zeus for murdering her Titan 
  children. Typhon grew to be the father of the Sphinx, 
  the Nemean Lion, and Kerberos, the Gatekeeper of the 
  Underworld.
  TYPHON
  Gargantuan monstrosity (titan), chaotic evil
  Armor Class 24 (natural armor)
  Hit Points 676 (33d20 + 330)
  Speed 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  30 (+10)
  14 (+2)
  22 (+6)
  11 (+0)
  Saving Throws Str +19, Con +19, Wis +15
  Skills Perception +15
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed, frightened, paralyzed
  Damage Resistances cold, ﬁ re, force
  Damage Vulnerabilities lightning
  Senses blindsight 120 ft ., passive Perception 25
  Languages speaks Common, but can understand all spoken 
  languages
  Challenge 30 (155,000 XP)
  Father of Monsters. Typhon holds great sway over all monsters. 
  If he so desires, all monstrosities within a 1 mile radius around 
  him must follow one simple command of his. Typhon can use 
  this feature once per day. 
  In addition, all monstrosities can understand Typhon’s 
  speech and he can understand them.
  Legendary Resistance (3/Day). If Typhon fails a saving throw, he 
  can choose to succeed instead.
  Magic Resistance. Typhon has advantage on saving throws 
  against spells and other magical eﬀ ects.
  Siege Monster. Typhon deals double damage to objects and 
  structures.
  Untamed Dragons. The dragons below Typhon’s body lash 
  their heads around relentlessly. Any creature that starts its turn 
  within 10 feet of Typhon must make a successful DC 20 Strength 
  (Athletics) or Dexterity (Acrobatics) check to avoid being 
  grappled (escape DC 20) by one of the dragon heads. Typhon 
  can grapple up to a hundred creatures this way.
  ACTIONS
  Multiattack. Typhon can make two Slam attacks and three 
  Dragon’s Bite attacks, or he can make two Slam attacks and a 
  Gnaw attack, or he can make two Slam attacks and cast Meteor 
  Swarm.
  Dragon’s Bite. Melee Weapon Attack: +19 to hit, reach 20 ft ., 
  one target. Hit: 20 (3d6 + 10) piercing damage plus 7 (2d6) ﬁ re 
  damage.
  Slam. Melee Weapon Attack: +19 to hit, reach 10 ft ., one target. 
  Hit: 42 (5d12 + 10) bludgeoning damage.
  Gnaw. Typhon commands his dragon heads to gnaw on their 
  grappled creatures. Each creature that is grappled by Typhon’s 
  dragon heads must succeed on a DC 18 Strength saving throw or 
  suﬀ er 20 (3d6+10) piercing damage plus 7 (2d6) ﬁ re damage.
  Meteor Swarm (3/Day). Typhon’s dragon heads spit giant balls 
  of ﬁ re casting meteor swarm. In order to cast meteor swarm, at 
  least four of the heads must be free from grappling a creature.
  Wisdom is its spellcasting ability for this spell, and the spell save 
  DC is 23. 
  LEGENDARY ACTIONS
  Typhon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and 
  only at the end of another creature’s turn. Typhon regains spent 
  legendary actions at the start of his turn.
  Attack. Typhon makes one Slam or Dragon’s Bite attack.
  Fling. All Large or smaller objects held or creatures grappled by 
  Typhon are thrown up to 60 feet in a random direction and 
  are knocked prone. If a thrown target strikes a solid surface, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet 
  it was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 22 Dexterity saving throw or 
  take the same damage and be knocked prone. 
  Meteor Swarm (Costs 2 Actions). Typhon can innately cast 
  meteor swarm three times per day, requiring no material 
  components. Wisdom is its spellcasting ability for this spell, 
  and the spell save DC is 23. 
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Str +19, Con +19, Wis +15
  Challenge 30 (155,000 XP)
  Father of Monsters. Typhon holds great sway over all monsters. 
  Armor Class 24 (natural armor)
  
  70
  70
  Valkyrie
  I was sure I would meet my end that day, cradling my brother 
  as the blood f owed and the steel continued to clash all 
  around us. My thoughts went to Myrsel, my brother’s beloved, 
  who had given birth to his f rstborn while he and I were away 
  with the army. A child he would never get to see. I mustered 
  all of my strength and whispered to him that our cause was 
  just, and that the Divine would ensure his wife and child 
  would live a prosperous life. His eyes met mine for the last 
  time and told me what words could never express. As his life 
  lef  him, I readied myself to accept my fate from the blow that 
  would no doubt land any second. But then it happened. I felt 
  the power of the Heavens course through me, lif ing me to 
  my feet and guiding my hand. I felled my f rst opponent then 
  and there, as I had watched my brother do before, becoming 
  as much of a warrior as he was. It seemed that my comrades-
  in-arms were guided by the same invisible touch as I, for 
  their swords struck swif  and true. Soon the battle turned 
  in our favor. T e bards still sing of our victory that day; of 
  the mighty warriors whose bravery won the day against 
  insurmountable odds. But I know the truth of the matter: 
  the Divine carried us to victory. Your father’s unwavering 
  devotion saved us.
  — Sir Rowan to his nephew
  A valkyrie serves a god of the Upper Planes as a personal 
  celestial agent and warrior, keeping a watchful eye over the 
  god’s followers when f ghting in the god’s name. T e divine 
  magnif cence and mighty presence of one of these heavenly 
  warriors can inspire mortals to f ght with unshakeable 
  conviction.
  Daughters of Strife. A valkyrie is born from a deity 
  whose dominion includes conf ict, death, or war. T ough 
  this makes them capable warriors, they aren’t meant for 
  simply spreading destruction. Instead, it is their sacred 
  duty to uplif  mortals with courage and conviction on 
  the battlef eld. While a war deity might create scores of 
  valkyries, they are of en gif ed to other deities, for the gods, 
  just like mortals, need alliances to retain their positions of 
  power.
  A Kind Hand in Death. T ough they are of en present 
  during battles, their presence is almost never noticed as 
  they prefer to contribute only indirectly; mortals must 
  earn their victories, af er all. However, their presence alone 
  can turn the tide of a battle, and when a devout mortal 
  dies honorably during battle under the watchful eye of a 
  valkyrie, she has the power to uplif  the mortal in death, 
  carrying its soul all the way to its eternal resting place 
  beside its god. 
  In Norse mythology, the valkyries are a host of angelic warrior 
  women in service to the Aesir pantheon of gods. Contrary to 
  how they are presented here, in the mythology they aren’t  
  tasked with infusing mortals with their divine grace so they 
  can ﬁ ght with greater conviction; instead they choose who will 
  be slain in battle and bring the slain warriors to the aft erlife 
  in Asgard, the realm of the gods. There, the goddess Frøya 
  chooses half that will go with her to the ﬁ eld of Fólkvangr. The 
  other half belongs to Odin and goes to his great hall, Valhalla; 
  these are known as Einherjar. Generally, Frøya chooses the 
  more honourable and noble warriors. At Ragnarök, the end 
  times in Norse mythology, these fallen warriors will be called 
  upon to ﬁ ght alongside the gods against their enemies, the 
  Jötnar, led by the traitorous trickster god Loki.
  
  71
  Monsters of the Old World
  71
  Monsters of the Old World
  VALKYRIE
  Medium celestial, lawful good 
  Armor Class 18 (chain mail, shield)
  Hit Points 153 (18d8 + 72)
  Speed 40 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  20 (+5)
  18 (+4)
  18 (+4)
  20 (+5)
  22 (+6)
  Saving Throws Wis +10
  Skills Athletics +9, Insight +10, Perception +10, Persuasion +11
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, exhaustion, frightened
  Senses passive Perception 20, truesight 120 ft .
  Languages Celestial, Common, telepathy 120 ft .
  Challenge 15 (13,000 XP)
  Aura of Zeal. The valkyrie’s presence invigorates the conviction 
  of those who share its zeal. The valkyrie and each creature 
  within 120 feet of it that is devoted to the same deity can add 
  1d6 whenever it makes an attack roll or saving throw.
  Divine Recognition. The valkyrie knows if a creature it can see is 
  devoted to the same deity as them.
  Divine Weapons. The valkyrie’s weapon attacks are magical. 
  When the valkyrie hits with any weapon, the weapon deals an 
  extra 4d10 lightning damage (included in the attack).
  Ethereal Sight. The valkyrie can see 60 feet into the Ethereal 
  Plane when it is on the Material Plane, and vice versa.
  Innate Spellcasting. The valkyrie’s innate spellcasting ability is 
  Charisma. She can innately cast the following spells, requiring 
  no material or verbal components:
  At will: heroes’ feast
  2/day: plane shift  (self only)
  1/day: conjure celestial (a wingless pegasus that retains its ﬂ ying 
  speed)
  Magic Resistance. The valkyrie has advantage on saving throws 
  against spells and other magical eﬀ ects.
  ACTIONS
  Multiattack. The valkyrie makes three spear attacks or two 
  spear ray attacks.
  Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft . or 
  range 60 ft ., one target. Hit: 7 (1d6 + 4) piercing damage plus 22 
  (4d10) lightning damage, or 8 (1d8 + 4) piercing damage plus 
  22 (4d10) lightning damage if used with two hands to make a 
  melee attack. 
  Spear Ray. Ranged Weapon Attack: +10 to hit, range 120 ft ., one 
  target. Hit: 18 (4d8) radiant damage plus 22 (4d10) lightning 
  damage. 
  Etherealness. The valkyrie enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is invisible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, and it can’t 
  aﬀ ect or be aﬀ ected by anything on the other plane other than 
  with its Aura of Zeal trait or Uplift  action.
  Uplift  (Recharge 6). The valkyrie targets a creature on the 
  Material Plane within 5 feet of it that died within the last minute 
  and was dedicated to the same deity as the valkyrie. The target’s 
  soul is sent to its god and each creature within 120 feet of the 
  corpse that is devoted to the same deity as the valkyrie regains 
  17 (2d8+7) hit points and is freed from any curse, disease, 
  poison, blindness, or deafness.
  Speed 40 ft .
  Challenge 15 (13,000 XP)
  Medium celestial, lawful good 
  poison, blindness, or deafness.
  
  72
  Monsters of the Old World
  72
  Monsters of the Old World
  Valravn
  Silver’s white and gold’s red
  T at is not what I desire
  First son by husband yours
  T at is what I desire
  — 8th verse of the song Valravn loosely translated from 
  Danish
  A valravn is a person who has committed terrible deeds. 
  As punishment, they were turned into a raven, cursed to 
  forever wander the world during the day, only allowed 
  to spread their wings and f y during the night, searching 
  for redemption.  By drinking the blood of humanoids 
  the valravn can return to its true form for a little while, 
  but always at the cost of moving farther away from the 
  redemption they so desperately seek.
      Of Dubious Intent. While their search for redemption 
  might indicate that all valravne are good creatures, some 
  have a more evil bent. Because they can drink the blood 
  of people and return to their true form, many are more 
  interested in leading adventurers to their doom, or into 
  situations where they can bargain for their assistance. T ey 
  then drink the blood from the dead or negotiate a promise 
  of blood from their victims in exchange for a way out of 
  their predicament.
  VALRAVN
  Tiny beast, chaotic neutral or lawful good
  Armor Class 12
  Hit Points 4 (3d4 - 3)
  Speed 15 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  14 (+2)
  8 (-1)
  12 (+1)
  13 (+1)
  6 (-2)
  Skills Perception +3
  Senses passive Perception 13
  Languages any it could speak in its original form
  Challenge 1/2 (100 XP)
  Blood Toll. If the valravn has more than 10 temporary hit 
  points gained from its Beak attack, as a bonus action it can 
  polymorph into a knight (Monster Manual p. 347), retaining it’s 
  current hit points. It reverts to its true form if it is reduced to 0 
  hit points or aft er 10 minutes.
  Fly by Night. The valravn has a ﬂ ying speed of 50 ft . at night. 
  ACTIONS
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit:
  2 (1d4) piercing damage + 2 (1d4) necrotic damage and it gains 
  temporary hit points equal to the necrotic damage dealt. If the 
  valravn already has temporary hit points from this ability, add 
  them together instead of replacing them.
  have a more evil bent. Because they can drink the blood 
  of people and return to their true form, many are more 
  interested in leading adventurers to their doom, or into 
  situations where they can bargain for their assistance. T ey 
  then drink the blood from the dead or negotiate a promise 
  of blood from their victims in exchange for a way out of 
  Tiny beast, chaotic neutral or lawful good
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  6 (-2)
   any it could speak in its original form
   If the valravn has more than 10 temporary hit 
  points gained from its Beak attack, as a bonus action it can 
  polymorph into a knight (Monster Manual p. 347), retaining it’s 
  current hit points. It reverts to its true form if it is reduced to 0 
  Variant: Valravn Familiar. Sometimes a valravn will decided 
  that an adventurer is worth its time and become their familiar. 
  The familiar will either encourage bloodshed or heroic deeds 
  depending on its alignment. Such valravne gets the following 
  features. The valravn can enter into a contract to serve another 
  creature as a familiar, forming a telepathic bond with its willing 
  master. While the two are bonded, the master can sense what 
  the valravn senses as long as they are within 1 mile of each 
  other. In addition it replaces its blood toll with the following 
  feature: 
  Blood Toll. The valravn can use the blood of others to 
  turn into a powerful knight. On its owner’s turn, as a bonus 
  action, the owner can expend any number of Hit Dice. Roll all 
  expended Hit Dice; the valravn shapeshift s into a knight (MM 
  p. 347) for 5 minutes or until it is reduced to 0 hit points, with 
  hit points equal to the amount rolled. The owner also takes 
  slashing damage equal to the amount of Hit Dice expended. 
  This damage cannot be reduced in any way. As long as the 
  valravn is in its knight form, it can take the attack action as if it 
  was not summoned by ﬁ nd familiar. 
  If its master violates the terms of the contract, the valravn 
  can end its service as a familiar, ending the telepathic bond.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills Perception +3
  Challenge 1/2 (100 XP)
  Blood Toll. If the valravn has more than 10 temporary hit 
   If the valravn has more than 10 temporary hit 
  Tiny beast, chaotic neutral or lawful good
  Armor Class 12
  Tiny beast, chaotic neutral or lawful good
  
  73
  73
  Vølve
  I didn’t hear her footsteps, nor did I see her walking down 
  the road; no, she simply appeared before me, as a silvery mist 
  surrounded her, holding a distaf  and spindle. She told me 
  that my future held pain and loss, and that I could not escape 
  my fate. As she handed me a ball of yarn, explaining that the 
  threads had already been woven, I could feel that her words 
  rang true. I could feel it in my very core. She said I would 
  be righteous in both deed and spirit, that a brotherly bond 
  would shake the kingdoms to its foundations, and that the 
  road to salvation is one of faith and sacrif ce. 
  — Sir Rowan to his nephew
  A vølve is a female diviner, acting as an agent of fate and 
  drawing her power from the strands of fate. T is power is, 
  in fact, so great that a vølve can manipulate fate to some 
  degree, causing a glancing blow to instead become a mortal 
  strike or vice versa.
  Staf  and Wand. Vølves wear leather armor beneath 
  their garments, which can be anything from ragged cloaks 
  to f ne silks. T ey are characterized by the wand they have 
  tucked in their belt and the distaf  they carry. T ough they 
  might look like harmless spinsters, they are not to be trif ed 
  with.
  Cursed with Knowledge. While knowledge is power, 
  it can be too much for some to handle, or the self sh and 
  weak-willed might be tempted to abuse it. As such, though 
  most vølves have a neutral perspective on life, some are 
  driven by wicked tendencies instead, seeking to manipulate 
  others for personal gain. T ere are, however, also some who 
  see their calling as a gif  that must be wielded for good, 
  helping those in need with their skills in medicine and 
  magical abilities.
  Omens on Demand. Most vølves, particularly those of 
  a neutral disposition, wander the countryside, traveling 
  between cities and towns to sell their services. T e most 
  common service they of er is what they refer to as yarning. 
  It entails giving a purchaser a thread, with the amount of 
  thread ref ecting the greatness of the person’s fate. A small 
  amount signif es an unimportant life, while a ball of yarn 
  signif es a life of great importance. Many have become 
  utterly disappointed by their yarning, swearing that a vølve 
  is nothing more than a glorif ed trickster.
  A vølve knows her worth, and rarely takes kindly to 
  being taken advantage of. Indeed, a vølve’s patience doesn’t 
  allow for haggling over prices, and she has no qualms about 
  leaving disrespectful rascals to their misfortunes. 
  leaving disrespectful rascals to their misfortunes. 
  In Norse mythology, vølves are diviners who use shamanism 
  and sorcery to prophesize. They are said to have been highly 
  venerated, so much so that Odin, the leader of the Norse 
  pantheon, used a vølve to learn the fate of the gods.
  
  74
  Monsters of the Old World
  74
  Monsters of the Old World
  VØLVE
  Medium humanoid, any alignment 
  Armor Class 15 (studded leather)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  12 (+1)
  14 (+2)
  18 (+4)
  15 (+2)
  Saving Throws Int +5, Wis +7
  Skills Arcana +5, History +5, Insight +7, Medicine +7, 
  Performance +5, Religion +5, Survival +7
  Senses passive Perception 14, truesight 30 ft .
  Languages any two languages
  Challenge 5 (1,800 XP) 
  Distaﬀ . The distaﬀ  uses the vølve’s Wisdom modiﬁ er for its 
  attack and damage rolls (included already)
  Portent. Roll three d20s at the start of each of the vølve’s turns; 
  these are the vølve’s portent dice. Once per turn, when the vølve 
  or a creature she can see within 120 feet makes an attack roll, 
  saving throw, or ability check, the vølve can replace the roll 
  with one of her portent dice, expending the die in the process. 
  Unused portent dice disappear when the vølve next rolls new 
  portent dice at the start of her turn.
  Spellcasting. The vølve is a 13th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 15). She wields 
  a spindle that acts as a spellcasting focus. The vølve has the 
  following spells prepared:
  Cantrips (at will): druidcraft , friends, guidance, vicious mockery
  1st level (4 slots): detect magic, dissonant whispers, identify
  2nd level (3 slots): detect thoughts, hold person, lesser 
  restoration, misty step, suggestion
  3rd level (3 slots): clairvoyance, counterspell
  4th level (3 slots): divination, locate creature
  5th level (2 slots): legend lore, scrying
  6th level (1 slot): ﬁ nd the path, true seeing
  7th level (1 slot): project image
  Wand. The vølve carries with her a wand. Roll on, or choose 
  from, the table below to determine which wand she carries. 
  d6
  Wand
  1
  wand of binding
  2
  wand of fear
  3
  wand of paralysis
  4
  wand of polymorph
  5
  wand of web
  6
  wand of wonder
  ACTIONS
  Multiattack. The vølve makes two distaﬀ  attacks. She can use 
  her wand in place of one distaﬀ  attack.
  Distaﬀ . Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. 
  Hit: 6 (1d4 + 4) bludgeoning damage plus 9 (2d8) psychic 
  damage. If the target is a creature, the vølve can choose one of 
  the following additional eﬀ ects:
  • 
  The target  must succeed on a DC 15 Constitution saving 
  throw or be paralyzed until the end of its next turn.
  • 
  The target must succeed on a DC 15 Wisdom saving throw 
  or be charmed by the vølve until the end of its next turn.
  • 
  The target must succeed on a DC 15 Charisma saving throw 
  or be unable to perceive the vølve with any senses until the 
  end of its next turn.
  Speed
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Saving Throws Int +5, Wis +7
  Challenge 5 (1,800 XP) 
  Distaﬀ . The distaﬀ  uses the vølve’s Wisdom modiﬁ er for its 
  Armor Class 15 (studded leather)
  
  75
  Monsters of the Old World
  75
  Monsters of the Old World
  White Folk
  I looked into the face of death. I just hadn’t realized in time it 
  was so, so small and unassuming.
  — A diary of Przemysł, the court healer
  White Folk are tiny creatures which live in puddles and 
  mud, and carry a deadly disease known as febra. T ey lie 
  dormant until an unaware traveler steps through their 
  resting spot. T ey jump onto the unfortunate fellow and 
  hide in seams of clothes. White Folk are even known to 
  climb on passing carriages, keeping out of sight in dark 
  nooks and crannies.
  Hiding is easy for these small humanoid-like monsters 
  thanks to their size: they are no taller than an inch. White 
  Folk have chalky-white skin and their big black eyes 
  resemble the empty sockets of skulls.
  Unnoticeable Death. White Folk have only one purpose: 
  To f nd a host and inf ict it with febra. T ese tiny creatures 
  are so dif  cult to spot that travelers avoid puddles just to be 
  on the safe side. White Folk, once hidden near people, wait 
  for them to fall asleep and then enter their bodies through 
  the sleepers’ mouths and nostrils. T e victims start to show 
  symptoms of the disease as soon as the next dawn. 
  WHITE FOLK
  Small swarm of tiny monstrosities, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 21 (6d6)
  Speed 25 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  14 (+2)
  11 (+0)
  6 (-2)
  10 (+0)
  3 (-4)
  Skills Stealth +6
  Damage Resistances bludgeoning, piercing, slashing
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Febra. A creature suﬀ ering from febra is poisoned, and cannot 
  cure exhaustion by means other than greater restoration or a 
  stronger spell, such as wish. At the end of each long rest, the 
  creature must make a DC 12 Constitution saving throw. On a 
  failure, the creature gains a level of exhaustion. On a success the 
  disease ends.
  Tiny Lurkers. The white folk have advantage on all Dexterity 
  (Stealth) checks while remaining motionless.
  Swarm. The white folk can occupy another creature’s space and 
  vice versa, and the white folk can move through any opening 
  large enough for one of the white folk. The white folk can’t 
  regain hit points or gain temporary hit points.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft ., one creature 
  in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) 
  piercing damage if the white folk has half of its hit points or 
  fewer.
  Infestation. The white folk attempts to enter the body of a 
  creature that space it occupies. While it does so, the creature 
  gains +5 bonus to passive Perception. If the creature spots the 
  white folk, it can use its reaction to shove them down from its 
  body and clothes. If the white folk is successful, the creature 
  contracts febra aft er 2d6 hours.
  Until the 17th century, malaria and yellow fever had been 
  common in Europe and only the lowering of average 
  temperatures pushed them out of the continent. White Folk 
  were believed to live mainly in Warmia and Masuria and the 
  disease they spread was generally known as febra.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Skills Stealth +6
  Challenge 1/2 (100 XP)
  Febra. A creature suﬀ ering from febra is poisoned, and cannot 
  Armor Class 12 (natural armor)
  
  76
  Monsters of the Old World
  Sorted Creatures
  Creatures by Type
  BEAST
  Creatures
  Challenge (XP)
  Greater Dire Wolf
  3 (700 XP)
  Valravn
  1/2 (100 XP)
  CELESTIAL
  Creatures
  Challenge (XP)
  Einherjar
  9 (5,000 XP)
  Huginn & Muninn
  1/2 (100 XP)
  Nocchiero
  14 (11,500 XP)
  Sleipnir
  13 (10,000 XP)
  Valkyrie
  15 (13,000 XP)
  DRAGON
  Creatures
  Challenge (XP)
  Jormungandr
  30 (155,000 XP)
  Lindworm
  4 (1,100 XP)
  Nidhug
  16 (15,000 XP)
  ELEMENTAL
  Creatures
  Challenge (XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  FEY
  Creatures
  Challenge (XP)
  Adar Llwch Gwin
  2 (450 XP)
  Baﬀ ardelle
  1/4 (50 XP)
  Dobrochoczy
  10 (5,900 XP)
  Ellekonge
  2 (450 XP)
  Ellepige
  1/2 (100 XP)
  Fossegrimen
  2 (450 XP)
  Huldra
  2 (450 XP)
  Klabautermann
  1/2 (100 XP)
  Leszy
  18 (20,000 XP)
  Masca
  5 (5,000 XP)
  Nisse
  1/2 (100 XP)
  Nøkken
  5 (1,800 XP)
  Pelf Lad
  0 (0 or 10 XP)
  FIEND
  Creatures
  Challenge (XP)
  Borda
  5 (5,000 XP)
  Bruxa
  4 (1,100 XP)
  Bubak
  4 (1,100 XP)
  Kerberos
  16 (15,000 XP)
  Licho
  7 (2,900 XP)
  GIANT
  Creatures
  Challenge (XP)
  Orcolat
  7 (2,900 XP)
  Ræsvælg
  15 (13,000 XP)
  Forest Troll
  6 (2,300 XP)
  Mountain Troll
  6 (2,300 XP)
  Sea Troll
  6 (2,300 XP)
  HUMANOID
  Creatures
  Challenge (XP)
  Bełt
  1/8 (25 XP)
  Orcu Conca
  3 (700 XP)
  Orcu of Nuraghe
  1 (200 XP)
  Vølve
  5 (1,800 XP)
  MONSTROSITY
  Creatures
  Challenge (XP)
  Afanc
  3 (700 XP)
  Amphista
  2 (450 XP)
  Bies
  16 (15,000 XP)
  Bisso Galeto
  5 (5,000 XP)
  Carcolh
  9 (5,000 XP)
  Charybdis
  19 (22,000 XP)
  Fenris
  26 (90,000 XP)
  Scylla
  12 (8,400 XP)
  Tatzlewurm
  8 (3,900 XP)
  Typhon
  30 (155,000 XP)
  White Folk
  1/2 (100 XP)
  PLANT
  Creatures
  Challenge (XP)
  Spartoi
  1/4 (50 XP)
  
  77
  Monsters of the Old World
  UNDEAD
  Creatures
  Challenge (XP)
  Draugr Chanter
  4 (1,100 XP)
  Draugr Jarl
  10 (5,900 XP)
  Draugr Monstrosity
  7 (2,900 XP)
  Hel
  26 (90,000 XP)
  Helhest
  10 (5,900 XP)
  Once Destroyed Draugr
  1 (200 XP)
  Południca
  3 (700 XP)
  Spectral Hound
  2 (450 XP)
  Creatures by CR
  CHALLENGE 0
  Creatures
  Challenge (XP)
  Pelf Lad
  0 (0 or 10 XP)
  CHALLENGE 1/8
  Creatures
  Challenge (XP)
  Bełt
  1/8 (25 XP)
  CHALLENGE 1/4
  Creatures
  Challenge (XP)
  Baﬀ ardelle
  1/4 (50 XP)
  Spartoi
  1/4 (50 XP)
  CHALLENGE 1/2
  Creatures
  Challenge (XP)
  Ellepige
  1/2 (100 XP)
  Fossegrimmen
  1/2 (100 XP)
  Huginn & Muninn
  1/2 (100 XP)
  Klabautermann
  1/2 (100 XP)
  Nisse
  1/2 (100 XP)
  Valravn
  1/2 (100 XP)
  White Folk
  1/2 (100 XP)
  CHALLENGE 1
  Creatures
  Challenge (XP)
  Orcu of Nuraghe
  1 (200 XP)
  Once Destroyed Draugr
  1 (200 XP)
  CHALLENGE 2
  Creatures
  Challenge (XP)
  Amphista
  2 (450 XP)
  Adar Llwch Gwin
  2 (450 XP)
  Ellekonge
  2 (450 XP)
  Huldra
  2 (450 XP)
  Spectral Hound
  2 (450 XP)
  CHALLENGE 3
  Creatures
  Challenge (XP)
  Afanc
  3 (700 XP)
  Greater Dire Wolf
  3 (700 XP)
  Orcu Conca
  3 (700 XP)
  Południca
  3 (700 XP)
  CHALLENGE 4
  Creatures
  Challenge (XP)
  Lindworm
  4 (1,100 XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  Bruxa
  4 (1,100 XP)
  Bubak
  4 (1,100 XP)
  Draugr Chanter
  4 (1,100 XP)
  CHALLENGE 5
  Creatures
  Challenge (XP)
  Nøkken
  5 (1,800 XP)
  Vølve
  5 (1,800 XP)
  Bisso Galeto
  5 (5,000 XP)
  Masca
  5 (5,000 XP)
  Borda
  5 (5,000 XP)
  CHALLENGE 6
  Creatures
  Challenge (XP)
  Forest Troll
  6 (2,300 XP)
  Mountain Troll
  6 (2,300 XP)
  Sea Troll
  6 (2,300 XP)
  CHALLENGE 7
  Creatures
  Challenge (XP)
  Licho
  7 (2,900 XP)
  Orcolat
  7 (2,900 XP)
  Draugr Monstrosity
  7 (2,900 XP)
  CHALLENGE 8
  Creatures
  Challenge (XP)
  Tatzlewurm
  8 (3,900 XP)
  CHALLENGE 9
  Creatures
  Challenge (XP)
  Carcolh
  9 (5,000 XP)
  Einherjar
  9 (5,000 XP)
  
  78
  Monsters of the Old World
  CHALLENGE 10
  Creatures
  Challenge (XP)
  Dobrochoczy
  10 (5,900 XP)
  Draugr Jarl
  10 (5,900 XP)
  Helhest
  10 (5,900 XP)
  CHALLENGE 12
  Creatures
  Challenge (XP)
  Scylla
  12 (8,400 XP)
  CHALLENGE 13
  Creatures
  Challenge (XP)
  Sleipnir
  13 (10,000 XP)
  CHALLENGE 14
  Creatures
  Challenge (XP)
  Nocchiero
  14 (11,500 XP)
  CHALLENGE 15
  Creatures
  Challenge (XP)
  Valkyrie
  15 (13,000 XP)
  Ræsvælg
  15 (13,000 XP)
  CHALLENGE 16
  Creatures
  Challenge (XP)
  Bies
  16 (15,000 XP)
  Nidhug
  16 (15,000 XP)
  Kerberos
  16 (15,000 XP)
  CHALLENGE 18
  Creatures
  Challenge (XP)
  Leszy
  18 (20,000 XP)
  CHALLENGE 20
  Creatures
  Challenge (XP)
  Charybdis
  20 (25,000 XP)
  CHALLENGE 26
  Creatures
  Challenge (XP)
  Fenris
  26 (90,000 XP)
  Hel
  26 (90,000 XP)
  CHALLENGE 30
  Creatures
  Challenge (XP)
  Typhon
  30 (155,000 XP)
  Jormungandr
  30 (155,000 XP)
  Creatures by Terrain
  COASTAL
  Creatures
  Challenge (XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  Fossegrimen
  2 (450 XP)
  Jormungandr
  30 (155,000 XP)
  Klabautermann
  1/2 (100 XP)
  Nocchiero
  14 (11,500 XP)
  Nøkken
  5 (1,800 XP)
  Scylla
  12 (8,400 XP)
  Sea Troll
  6 (2,300 XP)
  DESERT
  Creatures
  Challenge (XP)
  Amphista
  2 (450 XP)
  FOREST
  Creatures
  Challenge (XP)
  Adar Llwch Gwin
  2 (450 XP)
  Baﬀ ardelle
  1/4 (50 XP)
  Bełt
  1/8 (25 XP)
  Bies
  16 (15,000 XP)
  Bisso Galeto
  5 (5,000 XP)
  Bruxa
  4 (1,100 XP)
  Bubak
  4 (1,100 XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  Dobrochoczy
  10 (5,900 XP)
  Ellekonge
  2 (450 XP)
  Ellepige
  1/2 (100 XP)
  Forest Troll
  6 (2,300 XP)
  Huldra
  2 (450 XP)
  Leszy
  18 (20,000 XP)
  Licho
  7 (2,900 XP)
  Lindworm
  4 (1,100 XP)
  Masca
  5 (5,000 XP)
  Nøkken
  5 (1,800 XP)
  Orcu Conca
  3 (700 XP)
  Orcu of Nuraghe
  1 (200 XP)
  Pelf Lad
  0 (0 or 10 XP)
  Spectral Hound
  2 (450 XP)
  White Folk
  1/2 (100 XP)
  
  79
  Monsters of the Old World
  GRASSLAND
  Creatures
  Challenge (XP)
  Bełt
  1/8 (25 XP)
  Borda
  5 (5,000 XP)
  Bubak
  4 (1,100 XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  Ellekonge
  2 (450 XP)
  Ellepige
  1/2 (100 XP)
  Licho
  7 (2,900 XP)
  Orcu Conca
  3 (700 XP)
  Orcu of Nuraghe
  1 (200 XP)
  Pelf Lad
  0 (0 or 10 XP)
  Południca
  3 (700 XP)
  Sleipnir
  13 (10,000 XP)
  Typhon
  30 (155,000 XP)
  White Folk
  1/2 (100 XP)
  HILL
  Creatures
  Challenge (XP)
  Adar Llwch Gwin
  2 (450 XP)
  Baﬀ ardelle
  1/4 (50 XP)
  Bełt
  1/8 (25 XP)
  Ellekonge
  2 (450 XP)
  Ellepige
  1/2 (100 XP)
  Orcu Conca
  3 (700 XP)
  Orcu of Nuraghe
  1 (200 XP)
  MOUNTAIN
  Creatures
  Challenge (XP)
  Adar Llwch Gwin
  2 (450 XP)
  Bisso Galeto
  5 (5,000 XP)
  Fenris
  26 (90,000 XP)
  Greater Dire Wolf
  3 (700 XP)
  Lindworm
  4 (1,100 XP)
  Mountain Troll
  6 (2,300 XP)
  Orcolat
  7 (2,900 XP)
  Ræsvælg
  15 (13,000 XP)
  Tatzlewurm
  8 (3,900 XP)
  Typhon
  30 (155,000 XP)
  OUTER PLANES
  Creatures
  Challenge (XP)
  Einherjar
  9 (5,000 XP)
  Hel
  26 (90,000 XP)
  Huginn & Muninn
  1/2 (100 XP)
  Kerberos
  16 (15,000 XP)
  Nidhug
  16 (15,000 XP)
  Valkyrie
  15 (13,000 XP)
  SWAMP
  Creatures
  Challenge (XP)
  Afanc
  3 (700 XP)
  Bies
  16 (15,000 XP)
  Borda
  5 (5,000 XP)
  Bruxa
  4 (1,100 XP)
  Ceﬀ yl Dŵr
  4 (1,100 XP)
  Draugr Chanter
  4 (1,100 XP)
  Draugr Jarl
  10 (5,900 XP)
  Draugr Monstrosity
  7 (2,900 XP)
  Fossegrimen
  2 (450 XP)
  Nøkken
  5 (1,800 XP)
  Once Destroyed Draugr
  1 (200 XP)
  White Folk
  1/2 (100 XP)
  UNDERDARK
  Creatures
  Challenge (XP)
  Bruxa
  4 (1,100 XP)
  Carcolh
  9 (5,000 XP)
  Draugr Monstrosity
  7 (2,900 XP)
  Fenris
  26 (90,000 XP)
  Greater Dire Wolf
  3 (700 XP)
  Helhest
  10 (5,900 XP)
  Orcolat
  7 (2,900 XP)
  UNDERWATER
  Creatures
  Challenge (XP)
  Afanc
  3 (700 XP)
  Charybdis
  19 (22,000 XP)
  Jormungandr
  30 (155,000 XP)
  
  80
  Monsters of the Old World
  URBAN
  Creatures
  Challenge (XP)
  Baﬀ ardelle
  1/4 (50 XP)
  Bruxa
  4 (1,100 XP)
  Bubak
  4 (1,100 XP)
  Draugr Chanter
  4 (1,100 XP)
  Draugr Jarl
  10 (5,900 XP)
  Draugr Monstrosity
  7 (2,900 XP)
  Helhest
  10 (5,900 XP)
  Licho
  7 (2,900 XP)
  Masca
  5 (5,000 XP)
  Nisse
  1/2 (100 XP)
  Once Destroyed Draugr
  1 (200 XP)
  Pelf Lad
  0 (0 or 10 XP)
  Spartoi
  1/4 (50 XP)
  Spectral Hound
  2 (450 XP)
  Valravn
  1/2 (100 XP)
  Vølve
  5 (1,800 XP)
  Creatures’s Origin
  Creatures
  Countries
  Adar Llwch Gwin
  Wales
  Afanc
  Wales
  Amphista
  Greece 
  Baﬀ ardelle
  Italy
  Bełt
  Poland
  Bies
  Belarus, Poland, Russia, and 
  more Slavic countries
  Bisso Galeto
  Italy, Switzerland
  Borda
  Italy
  Bruxa
  Italy
  Bubak
  Czech Republic, Poland, 
  Slovakia
  Carcolh
  France
  Ceﬀ yl Dwr
  Wales
  Dobrochoczy
  Belarus, Poland, Russia, 
  Ukraine
  Draugr
  Denmark, Norway, Sweden 
  Einherjar
  Denmark, Iceland, Norway, 
  Sweden
  Ellefolk
  Denmark 
  Fenris
  Denmark, Iceland, Norway, 
  Sweden
  Fossegrimen
  Norway, Sweden
  Hel
  Denmark, Iceland, Norway, 
  Sweden 
  Helhest
  Denmark 
  Huginn & Muninn
  Denmark, Iceland, Norway, 
  Sweden 
  Huldra
  Denmark, Norway, Sweden
  Jormungandr
  Denmark, Iceland, Norway, 
  Sweden
  Kerberos
  Greece
  Klabautermann
  Germany
  Leszy
  Belarus, Czech Republic, 
  Poland, Russia, and more 
  Slavic countries
  Licho
  Belarus, Poland, Russia, 
  and probably more Slavic 
  countries
  Lindworm
  Denmark, Norway, Germany, 
  Sweden 
  Masca
  Italy
  Nidhug
  Denmark, Iceland, Norway, 
  Sweden 
  Nisse
  Denmark, Norway, Sweden 
  Nocchiero
  Italy
  Nøkken
  Norway 
  Orcolat
  Italy
  Orcu of Nuraghe
  Italy
  Pelf Lad
  Lithuania, Poland
  Południca
  Belarus, Czech Republic, 
  England, Germany, Poland, 
  Russia, and more
  Ræsvælg
  Denmark, Iceland, Norway, 
  Sweden 
  Scylla & Charibdis
  Greece
  Sleipnir
  Denmark, Iceland, Norway, 
  Sweden 
  Spartoi
  Greece 
  Spectral hound
  Great Britain
  Tatzlewurm
  Austria, Bavaria, Italy, 
  Switzerland
  Trolls
  Denmark,Iceland, Norway, 
  Sweden 
  Typhon
  Greece 
  Valkyrie
  Denmark, Iceland, Norway, 
  Sweden 
  Valravn
  Denmark 
  Vølve
  Denmark, Iceland, Norway, 
  Sweden 
  White Folk
  Poland
  
  81
  Monsters of the Old World
  Pronunciation Table
  Creatures
  Pronunciation
  Adar Llwch Gwin
  AD-ar clooc gwin
  Afanc
  AV-anc
  Amphista
  am-FI-sta
  Baﬀ ardelle
  baf-far-DEL-leh
  Bełt
  bewt
  Bies
  byes
  Bisso Galeto
  BIS-so ga-LE-toh
  Borda
  BOR-dah
  Bruxa
  BROO-xah
  Bubak
  bu-BAK
  Carcolh
  car-KOL
  Ceﬀ yl Dwr
  CEFF-il door
  Charybdis
  HA-rib-dis
  Dobrochoczy
  do-bro-HOE-cheh
  Draugr
  DRAUG-er
  Einherjar
  EIN-her-jar
  Ellefolk
  el-LEH-foak
  Fenris 
  FEN-reehs
  Fossegrimen
  foss-E-GRIM-en
  Hel
  HAEHL 
  Helhest
  HAEHL-haehst
  Huginn and Muninn
  hugh-GINN, mu-NIN
  Huldra
  hul-DRA
  Kerberos
  KER-ve-ros
  Klabautermann
  kla-BAU-ter-mann
  Leszy
  LE-sheh
  Licho
  LEE-hoe
  Lindworm
  -
  Masca
  MAH-zka
  Nidhug
  NEETH-huk
  Nisse
  nee-SEH
  Nocchiero
  nok-YE-ro
  Nøkken
  NOEKK-en
  Orcolat
  or-ko-LAT
  Orcus of Nuraghe
  OR-koos of noor-HUG-eh
  Pelf Lad
  -
  Południca
  po-wu-DNI-tza
  Ræsvælg
  rae-SVAELJ
  Scylla 
  SKEE-lah 
  Sleipnir
  SLEIP-near
  Spartoi
  spar-TEE
  Spectral Hound
  -
  Tatzelwurm
  ta-TSEL-woorm
  Troll
  -
  Typhon
  tee-PHON
  Valkyrie
  -
  Valravn
  VAL-raun
  Vølve
  VEHL-veh
  White Folk
  -
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Monsters of the Old World.pdf