Level Up (A5E) A Leveled-Up Bestiary: Volume Two

Faolyn

(she/her)
Sorry; was feeling sick yesterday and totally forgot to post. I might switch to a Tues/Thurs schedule for a while since my health is being weird in this heat.

New issue, more Greyhawk monsters. This particular article I referenced before, when I did the skittermaw/skittermaw, and is about new monsters from the Barrier Peaks. I’ve never actually played Barrier Peaks, and while for the longest time I wanted a strict separation of my fantasy and sci-fi, I think I’d be more appreciative of the combination now. At the very least, I would love to have seen what D&D could have become if it went more science fantasy instead of sticking to faux-medieval fantasy.

I will, however, say that the Grand Duchy of Geoff just sounds silly.

(I am aware that there are real places with “goofier” names—heck, I spent my early childhood in Flushing, New York, and the toilet humor that came with it. I still feel like Nadja from What We Do In The Shadows when I say “Duchy of Geoff.”)

Anyway, none of the creatures from this article are actually from that adventure, as far as I can tell, so no LU-compatible wolves-in-sheep’s-clothing for you. Sorry ‘bout that.

The first of these creatures incredibly, wonderfully creepy and manages to feel almost realistic, in an “evolved on an alien planet” kind of way. Something out of Scavengers Reign, perhaps. This is the bonetree, a mangrove-like tree that drains the health out of its victims, then oozes a substance that hardens into actual bone that increases its AC for a time and that grows out of its vines in the form of razor-sharp, bony spikes. Look at that artwork—the bonetree is covered in these lumpy things that evoke both skulls and tumorous growths at the same time. I love it. And what’s cool is that it never stops growing, either. A mature bonetree is about 25 feet high, but they can live to be hundreds of years old and end up at being 100 feet tall.

In an interesting twist, the creatures described in this article all have radiation-based abilities and assumes that they’re only found in places with high levels of radiation in them. The article assures it it’s OK if you want them to just be magical instead. I get the impression that that’s supposed to be the boring approach, though.

So yeah, I’m taking that radiation into account.

Unfortunately, this tree is sessile and its attacks have a long, but still limited, reach. That means it’s pretty much destined to sit there while your archers and casters pepper it to death from afar, unless you’re lucky(?) enough to have players who are willing to flee. Have this thing attack from surprise. And that radiation? I’ve decided that creatures that die because of its vine attack and left near the tree for 24 hours rise as zombies. Atomic zombies, that is.

Also, remember a few entries ago I mentioned that the magazine’s avolakia was CR 10 but mine was CR 5? Well, my bonetree, adjusted for damage and all, is CR 13 and the magazine’s is CR 5. Weird.

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Bonetree
Invaders of the Barrier Peaks, Dragon Magazine #280
Creature by James Jacobs; art by Ron Spencer

A particularly horrible carnivorous plant, the swamp-dwelling bonetree consumes the minerals that are found in bones. It resembles a particularly ugly mangrove tree, covered in bolls and knots, with dozens of thin, leafless branches growing from its peak and hanging down, like a naked weeping willow. They grow slowly but continuously, and an adult bonetree can be anywhere from 25 to 100 feet in height. It uses these branches to feed from living creatures that come near, drawing their desired nutrients straight out of their victim’s bones.

Some swamp-dwelling monsters, such as lizardfolk and greenhags, have managed to “tame” bonetrees, providing food for it in exchange for the tree not attacking it and for the bodies it leaves behind.

Magic-Eaters. In addition to feeding from living creatures, bonetrees consume background magic. While this “diet” is not uncommon among magical creatures, in bonetrees, this magic takes the form of a brilliant white-green light that sits within its trunk. Combined with the bonetree’s carnivorous nature and the deathly energies of their swampy homes, the magic becomes twisted and poisonous.

Armor of Bone. The bonetree’s sap is milky-white in color and is composed of much of the calcium leeched from the bones it devours, and shortly after it feeds, it begins to ooze the sap. The sap hardens almost immediately into a heavy, bony plate. The bone begins to slough off quickly, but until then, the tree is as protected as if it were wearing armor.

The Boneless. Bonetrees consume their target’s bones and marrow only, leaving behind a lump of flesh, muscle, and fat. When combined with the tree’s necromantic aura, these lumps often arise as undead.

Climate/Terrain: subtropical; swamp

Legends and Lore
With an Arcana or Nature check, the characters can learn the following:

DC 10. Bonetrees are carnivorous plants that consume bones, leaving behind the skin, muscle, and other soft bits of a body. They are said to come from another plane of existence.

DC 15. When it consumes a creature’s bones, the bonetree grows thick, bony plates all over its body.

DC 20. The bodies of those it feeds upon often animate into zombies that are curiously immune to being turned.

Monster Encounters
Challenge Rating 11-16
bonetree; bonetree with 8 boneless zombies; bonetree with boneless zombie knight; bonetree with green hag.
Treasure: 1,100 gp, 7 tourmalines (100 gp each), +1 crossbow bolts

Challenge Rating 17-22 bonetree with 1-2 boneless zombie hordes; bonetree with coven green hag; bonetree with young black dragon
Treasure: 6,000 gp, masterwork shield with the emblem of a particular order of knights, potions of superior healing and water breathing

Challenge Rating 23-30 elder bonetree with boneless zombie horde and boneless zombie knight; bonetree with 3 coven green hags
Treasure: 1,200 pp, 3,000 gp, ruby ring (7,500 gp), ghost metal axe

Signs
1. An unusual number of animated skeletons in the area
2. Everything is too quite
3. Strange scorch marks on nearby trees; with a DC 15 Arcana check, these marks were made by intense light, not fire
4. Flabby, boneless corpses, floating in the water. There is a 50% chance that it’s actually a boneless zombie.

Behavior
1-2. Motionless and sated; won’t attack unless approached
3-4. Hungry; attacks on sight

Bonetree
Huge plant (aberration); Challenge 13 (10,000 XP)
AC
15 (natural armor)
HP 148 (11d12+77; bloodied 74)
Speed 0 ft.

STR 21 (+5) DEX 9 (-1) CON 22 (+7)
INT 1 (-5) WIS 10 (+0) CHA 1 (-5)

Proficiency +5; Maneuver DC 18
Saving Throws Str +10, Con +12
Damage Resistances fire, radiant; bludgeoning, piercing
Damage Immunities
Condition Immunities
blinded, charmed, deafened, fatigue, paralyzed, petrified, stunned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
Languages

False Appearance. While it remains motionless and at its base AC, the bonetree is indistinguishable from a normal tree.

Actions
Multiattack.
The bonetree makes six stinging vines attacks

Vine. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 15 (4d4+5) piercing damage, the vine attaches to the target, and the target must make a DC 16 Constitution saving throw vs. poison or be paralyzed for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on a success. At the beginning of each of its turns, the paralyzed creature takes 5 (1d10) necrotic damage, and its hit point maximum is reduced by that amount. The reduction lasts until the target finished a short or long rest. If the target’s hit point maximum is reduced to 0, it dies. A creature can use its action to make a DC 18 Athletics check to detach the vine from a target.

If a creature dies from this attack and its corpse is left within 30 feet of the tree for 24 hours, it rises as a boneless zombie.

Bonus Actions
Exude Bonesap.
If the bonetree has inflicted necrotic damage to at least one creature on its turn, its AC increases by 1. This bonus to its AC is cumulative and lasts for 1 hour.

Reactions
Burning Flash.
If the bonetree takes weapon damage, it releases a burst of blinding energy. Each creature within 30 feet of it must make a DC 15 Constitution saving throw or take 5 (1d10) radiant damage be blinded until the end of its next turn. If the creature critically fails, it also takes a level of fatigue.

Combat
Bonetrees begin attacking as soon as multiple creatures are within range of their vines. They can’t flee and will fight to the death.

Variant: Elder Bonetree
Bonetrees never stop growing, and after centuries, one can grow to a hundred feet in height. These trees dominate their swamps, which are often haunted with hundreds of skeletons.

The elder bonetree is an elite monster, equivalent to two CR 13 monsters (20,000 XP). It is Gargantuan and has 297 (22d12+154; bloodied 148) hit points, and the range of its blindsight, vine attacks, and burning flash are doubled. It has the following additional trait:

Elite Recovery. At the end of each of its turns while bloodied, the elder bonetree can end one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

The elder bonetree has the following action, which it can use in place of a vine attack while bloodied:

Bolster Spawn. The bonetree targets an undead within 120 feet of it and attaches a vine to it. The undead immediately gains 30 temporary hit points and starts to glow, shedding bright light to 5 feet and dim light for a further 5 feet. It also gains resistance to radiant damage. A creature that ends its turn within 5 feet of the undead, touches it, or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.

Boneless Zombie
With most of the minerals pulled out of them, these zombies are floppy, rubbery things. If a corpse's bones are removed, a boneless zombie can be created with the animate dead spell (the removed bones can also be animated as a skeleton).
A boneless zombie has resistance damage from bludgeoning weapons, and also has the following traits:

Boneless. The boneless zombie can move through an opening big enough for a creature one size smaller than it without squeezing.

Rubbery Grapple. Creatures have disadvantage on saving throws made to avoid or escape a boneless zombie’s grapple. A creature that is grappled by a boneless zombie takes 1d4 ongoing bludgeoning damage.

A boneless zombie created by the bonetree has resistance to radiant damage and also has the following new actions:

Poisonous Light. The boneless zombie sheds dim light to 5 feet. A creature that ends its turn within 5 feet of the undead, touches it, or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage and must make a DC 13 Constitution saving throw or be poisoned until the end of its next turn. If the zombie scores a critical hit on a creature with an unarmed attack, that creature takes 1 level of fatigue.

Turn Immunity. The boneless zombie automatically succeeds on attempts to turn it.
 

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Sorry; was feeling sick yesterday and totally forgot to post. I might switch to a Tues/Thurs schedule for a while since my health is being weird in this heat.

New issue, more Greyhawk monsters. This particular article I referenced before, when I did the skittermaw/skittermaw, and is about new monsters from the Barrier Peaks. I’ve never actually played Barrier Peaks, and while for the longest time I wanted a strict separation of my fantasy and sci-fi, I think I’d be more appreciative of the combination now. At the very least, I would love to have seen what D&D could have become if it went more science fantasy instead of sticking to faux-medieval fantasy.

I will, however, say that the Grand Duchy of Geoff just sounds silly.

(I am aware that there are real places with “goofier” names—heck, I spent my early childhood in Flushing, New York, and the toilet humor that came with it. I still feel like Nadja from What We Do In The Shadows when I say “Duchy of Geoff.”)

Anyway, none of the creatures from this article are actually from that adventure, as far as I can tell, so no LU-compatible wolves-in-sheep’s-clothing for you. Sorry ‘bout that.

The first of these creatures incredibly, wonderfully creepy and manages to feel almost realistic, in an “evolved on an alien planet” kind of way. Something out of Scavengers Reign, perhaps. This is the bonetree, a mangrove-like tree that drains the health out of its victims, then oozes a substance that hardens into actual bone that increases its AC for a time and that grows out of its vines in the form of razor-sharp, bony spikes. Look at that artwork—the bonetree is covered in these lumpy things that evoke both skulls and tumorous growths at the same time. I love it. And what’s cool is that it never stops growing, either. A mature bonetree is about 25 feet high, but they can live to be hundreds of years old and end up at being 100 feet tall.

In an interesting twist, the creatures described in this article all have radiation-based abilities and assumes that they’re only found in places with high levels of radiation in them. The article assures it it’s OK if you want them to just be magical instead. I get the impression that that’s supposed to be the boring approach, though.

So yeah, I’m taking that radiation into account.

Unfortunately, this tree is sessile and its attacks have a long, but still limited, reach. That means it’s pretty much destined to sit there while your archers and casters pepper it to death from afar, unless you’re lucky(?) enough to have players who are willing to flee. Have this thing attack from surprise. And that radiation? I’ve decided that creatures that die because of its vine attack and left near the tree for 24 hours rise as zombies. Atomic zombies, that is.

Also, remember a few entries ago I mentioned that the magazine’s avolakia was CR 10 but mine was CR 5? Well, my bonetree, adjusted for damage and all, is CR 13 and the magazine’s is CR 5. Weird.

View attachment 369184

Bonetree
Invaders of the Barrier Peaks, Dragon Magazine #280
Creature by James Jacobs; art by Ron Spencer

A particularly horrible carnivorous plant, the swamp-dwelling bonetree consumes the minerals that are found in bones. It resembles a particularly ugly mangrove tree, covered in bolls and knots, with dozens of thin, leafless branches growing from its peak and hanging down, like a naked weeping willow. They grow slowly but continuously, and an adult bonetree can be anywhere from 25 to 100 feet in height. It uses these branches to feed from living creatures that come near, drawing their desired nutrients straight out of their victim’s bones.

Some swamp-dwelling monsters, such as lizardfolk and greenhags, have managed to “tame” bonetrees, providing food for it in exchange for the tree not attacking it and for the bodies it leaves behind.

Magic-Eaters. In addition to feeding from living creatures, bonetrees consume background magic. While this “diet” is not uncommon among magical creatures, in bonetrees, this magic takes the form of a brilliant white-green light that sits within its trunk. Combined with the bonetree’s carnivorous nature and the deathly energies of their swampy homes, the magic becomes twisted and poisonous.

Armor of Bone. The bonetree’s sap is milky-white in color and is composed of much of the calcium leeched from the bones it devours, and shortly after it feeds, it begins to ooze the sap. The sap hardens almost immediately into a heavy, bony plate. The bone begins to slough off quickly, but until then, the tree is as protected as if it were wearing armor.

The Boneless. Bonetrees consume their target’s bones and marrow only, leaving behind a lump of flesh, muscle, and fat. When combined with the tree’s necromantic aura, these lumps often arise as undead.

Climate/Terrain: subtropical; swamp

Legends and Lore
With an Arcana or Nature check, the characters can learn the following:

DC 10. Bonetrees are carnivorous plants that consume bones, leaving behind the skin, muscle, and other soft bits of a body. They are said to come from another plane of existence.

DC 15. When it consumes a creature’s bones, the bonetree grows thick, bony plates all over its body.

DC 20. The bodies of those it feeds upon often animate into zombies that are curiously immune to being turned.

Monster Encounters
Challenge Rating 11-16
bonetree; bonetree with 8 boneless zombies; bonetree with boneless zombie knight; bonetree with green hag.
Treasure: 1,100 gp, 7 tourmalines (100 gp each), +1 crossbow bolts

Challenge Rating 17-22 bonetree with 1-2 boneless zombie hordes; bonetree with coven green hag; bonetree with young black dragon
Treasure: 6,000 gp, masterwork shield with the emblem of a particular order of knights, potions of superior healing and water breathing

Challenge Rating 23-30 elder bonetree with boneless zombie horde and boneless zombie knight; bonetree with 3 coven green hags
Treasure: 1,200 pp, 3,000 gp, ruby ring (7,500 gp), ghost metal axe

Signs
1. An unusual number of animated skeletons in the area
2. Everything is too quite
3. Strange scorch marks on nearby trees; with a DC 15 Arcana check, these marks were made by intense light, not fire
4. Flabby, boneless corpses, floating in the water. There is a 50% chance that it’s actually a boneless zombie.

Behavior
1-2. Motionless and sated; won’t attack unless approached
3-4. Hungry; attacks on sight

Bonetree
Huge plant (aberration); Challenge 13 (10,000 XP)
AC
15 (natural armor)
HP 148 (11d12+77; bloodied 74)
Speed 0 ft.

STR 21 (+5) DEX 9 (-1) CON 22 (+7)
INT 1 (-5) WIS 10 (+0) CHA 1 (-5)

Proficiency +5; Maneuver DC 18
Saving Throws Str +10, Con +12
Damage Resistances fire, radiant; bludgeoning, piercing
Damage Immunities
Condition Immunities
blinded, charmed, deafened, fatigue, paralyzed, petrified, stunned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
Languages

False Appearance. While it remains motionless and at its base AC, the bonetree is indistinguishable from a normal tree.

Actions
Multiattack.
The bonetree makes six stinging vines attacks

Vine. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 15 (4d4+5) piercing damage, the vine attaches to the target, and the target must make a DC 16 Constitution saving throw vs. poison or be paralyzed for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on a success. At the beginning of each of its turns, the paralyzed creature takes 5 (1d10) necrotic damage, and its hit point maximum is reduced by that amount. The reduction lasts until the target finished a short or long rest. If the target’s hit point maximum is reduced to 0, it dies. A creature can use its action to make a DC 18 Athletics check to detach the vine from a target.

If a creature dies from this attack and its corpse is left within 30 feet of the tree for 24 hours, it rises as a boneless zombie.

Bonus Actions
Exude Bonesap.
If the bonetree has inflicted necrotic damage to at least one creature on its turn, its AC increases by 1. This bonus to its AC is cumulative and lasts for 1 hour.

Reactions
Burning Flash.
If the bonetree takes weapon damage, it releases a burst of blinding energy. Each creature within 30 feet of it must make a DC 15 Constitution saving throw or take 5 (1d10) radiant damage be blinded until the end of its next turn. If the creature critically fails, it also takes a level of fatigue.

Combat
Bonetrees begin attacking as soon as multiple creatures are within range of their vines. They can’t flee and will fight to the death.

Variant: Elder Bonetree
Bonetrees never stop growing, and after centuries, one can grow to a hundred feet in height. These trees dominate their swamps, which are often haunted with hundreds of skeletons.

The elder bonetree is an elite monster, equivalent to two CR 13 monsters (20,000 XP). It is Gargantuan and has 297 (22d12+154; bloodied 148) hit points, and the range of its blindsight, vine attacks, and burning flash are doubled. It has the following additional trait:

Elite Recovery. At the end of each of its turns while bloodied, the elder bonetree can end one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

The elder bonetree has the following action, which it can use in place of a vine attack while bloodied:

Bolster Spawn. The bonetree targets an undead within 120 feet of it and attaches a vine to it. The undead immediately gains 30 temporary hit points and starts to glow, shedding bright light to 5 feet and dim light for a further 5 feet. It also gains resistance to radiant damage. A creature that ends its turn within 5 feet of the undead, touches it, or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage.

Boneless Zombie
With most of the minerals pulled out of them, these zombies are floppy, rubbery things. If a corpse's bones are removed, a boneless zombie can be created with the animate dead spell (the removed bones can also be animated as a skeleton).
A boneless zombie has resistance damage from bludgeoning weapons, and also has the following traits:

Boneless. The boneless zombie can move through an opening big enough for a creature one size smaller than it without squeezing.

Rubbery Grapple. Creatures have disadvantage on saving throws made to avoid or escape a boneless zombie’s grapple. A creature that is grappled by a boneless zombie takes 1d4 ongoing bludgeoning damage.

A boneless zombie created by the bonetree has resistance to radiant damage and also has the following new actions:

Poisonous Light. The boneless zombie sheds dim light to 5 feet. A creature that ends its turn within 5 feet of the undead, touches it, or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage and must make a DC 13 Constitution saving throw or be poisoned until the end of its next turn. If the zombie scores a critical hit on a creature with an unarmed attack, that creature takes 1 level of fatigue.

Turn Immunity. The boneless zombie automatically succeeds on attempts to turn it.
the boneless zombies remind me of a monster that is literally just someone animated skin called the boneless.
 


Faolyn

(she/her)
Another radioactive monster for you—and this one was listed as a beast even though it can fire a radioactive heat ray. I guess the idea is that these are normal, if alien, animals that somehow obtained heat ray powers through evolution, which is why it’s not a magical beast. Still, if the extremely normal griffon can be a magical beast, then so can a heat-ray monster.

The razortail, as it’s called, isn’t that tough a creature. I can’t remember if I mentioned it before, but I’ve always kind of wish D&D really embraced the fantasy part and filled the world with clearly unnatural creatures instead of relying on real-world animals like wolves and horses. I have vague recollections of cartoons I saw as a kid being like that, and certainly science fantasy shows and movies were filled with strange beasts (see: Star Wars). Or think of the Numenera game, where most of the creatures are completely alien and if you use a term like “horse” or “dog,” you’re actually referring to something completely different but that fills a similar roll.

This is all a very roundabout way of saying that you could probably use razortails instead of, I dunno, bears or wolves or tigers or other low-level animal threats. Throw out the natural animals and bring in the weird! Just do what Eberron did for people with the Mark of Handling: when they use spells that affect beasts, they can also affect monstrosities with a Intelligence of 3 or lower.

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Razortail
Invaders of the Barrier Peaks, Dragon Magazine #280
Creature by James Jacobs; art by Ron Spencer

Native to swamps and bogs, razortails are wolf-sized creatures. They vaguely resemble pale yellow, spindly-legged newts, but their toothy jaws open vertically instead. Their four tails are long and end in many wickedly-sharp barbs, from which they get their name. Constantly hungry, razortails are always hunting.

Although they are amphibians, razortails are not cold-blooded—indeed, their skin is quite hot (but not dangerously so) to the touch, and it pulses with a reddish light in tune with their heartbeat.

Heat Ray. Although their sharp teeth and barbed tails are formidable weapons, the razortail is best known for its ability to fire a ray of burning light with incredible accuracy. The nature of this light is often debated by naturalists and sages, since it leaves behind disturbing sores and sickness.

Live Fast, Die Young. One it eats enough, a razortail reproduces asexually, producing a litter of up to a dozen. The pups reach hunting age in a little over a week—just in time for the adult to give birth to their next litter. They take little care of their young, and most die before reaching maturity, however. Those that do reach adulthood can expect to die of old age in six months. Only a few live longer, and those that do have a growth spurt and invariably are seen as leaders of the pack.

Climate/Terrain: temperate, subtropical; swamp

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. Razortails are vicious, swamp-dwelling predators. Always hungry, they can eat their own body weight in food every day.

DC 15. Razortails spit a beam of intensely hot light which burns anything it touches.

DC 20. Although they lack eyes, razortails have a very keen sense of smell and are attracted to the smell of blood.

Monster Encounters
Challenge Rating 0
razortail

Challenge Rating 1-2 2-4 razortails

Challenge Rating 3-4 6-8 razortails; 1-4 razortails and razortail pack leader.
Treasure: fishing or hunting trap, silver flask (50 gp)

Signs
1. A dead razortail.
2. Pulsating red lights in the underbrush.
3. Strange scorch marks on nearby trees; with a DC 15 Arcana check, these marks were made by intense light, not fire
4. Bubbles in the water; something is lurking under the surface.

Behavior
1-2. Hungry; will attack on sight.
3. Basking in sunlight; will attack if approached.
4. Eating a dead ogre; will attack if approached.

Razortail
Medium monstrosity; Challenge 1/2 (100 XP)
AC
12
HP 22 (4d8+4; bloodied 11)
Speed 30 ft., swim 30 ft.

STR 12 (+1) DEX 14 (+2) CON 12 (+1)
INT 2 (-4) WIS 12 (+1) CHA 5 (-3)

Proficiency +2; Maneuver DC 12
Skills Perception +3
Damage Resistances fire, radiant
Senses blindsight 60 ft., passive Perception 13
Languages

Amphibious. The razortail breathes air and water.

Blood Frenzy. The razortail has advantage on melee attack rolls against creatures that don’t have all their hit points.

Glow. A razortail sheds dim light to a distance of 5 feet.

Keen Smell. The razortail has advantage on Perception checks that rely on smell.

Actions
Multiattack.
The razortail makes two tail attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage

Heat Beam (Recharge 5-6). The razortail targets a creature within 60 feet. That creature must make a DC 12 Dexterity saving throw. On a failure, the target takes 10 (3d6) fire damage and is poisoned until the end of its next turn. This attack doesn’t work in darkness.

Combat
Razortails are straight-forward combatants and will only flee if brought to 6 or fewer hit points.

Variant: Razortail Pack Leader
A pack leader is a rare razortail that has lived for at least six months and has grown to the size of a large horse.

The pack leader is an elite monster, equivalent to two CR 1/2 creatures (200 XP). It is Large, has 44 (8d8+8; bloodied 22) hit points, and the following trait:

Elite Recovery. At the end of each of its turns while bloodied, the pack leader can end one condition or effect on itself. It can do this even while unconscious or incapacitated.

The pack leader has the additional action, which it can only use while bloodied:

Heat Cone (1/day). The razortail emits burning light in a 30-foot cone. Each creature within that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a success. A creature that fails its save is also poisoned for 1 minute. A poisoned creature may make a DC 12 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This attack doesn’t work in darkness.
 


Faolyn

(she/her)
New article, new monster--and what a monster it is. Take a T-rex, partially covered in fur. Give it a mostly human face in place of its regular one. Now put another human face and pair of arms at the end of its tail. This is the jawg, a subterranean thing of unclear origin. I like sticking human heads onto creatures and objects (and creature and object heads onto humans).

The article makes jawgs into greedy nomads that love magical treasure, pretending they're gods, and gaining followers and slaves, and hates dragons with a passion, for unknown reasons. They also like to keep their belongings--mostly magic items--on their backs. When I first saw the picture, however, I imagined that the stuff they were keeping was actually their collection. My parents are collectors. My mom likes to collect yarn. Well, she says she's going to knit and crochet stuff out of it, but you know how it goes. My dad seems to have a new collection every few years, gods know where he stores it all. My stepmother collects dolls. Creepy dolls, according to my dad. Roomfuls of them. I guess I'm lucky because, other than dice, my collection is gaming books and most of that is digital these days, so at least I'm not taking up a lot of room. So yeah, jawgs collect stuff now.

I gave the jawg an ability that may cause the Fixated condition, taken from Gatepass Gazette #21. Replace with charmed (and while charmed, incapacitated and Speed reduced to 0 ft.) if you don't have that issue.

The article has the creature as an aberration, which I kept for this version of it. If you prefer your aberrations to be only of the tentacular horror variety, feel free to turn it into a monstrosity.

1719947877041.png


Jawg
The Bestiary, Dragon Magazine #281
Creature by Joseph R. Terrazzino; art by Brian Snōddy

Jawgs are utterly bizarre-looking. They have the body similar to that of a very large, protofeather-covered theropod dinosaur, but their faces are like that of a cat-eyed giant, and their wide mouths contain sharp, venom-dripping teeth. Stranger still, they have a second head, the size of a human’s head, on the end of their tail—and along with this head (which has nothing but slits for ears), they have a pair of human-like shoulders, arms, and hands. Their giant head contains a what is called the “beast-mind,” only barely capable of speech and reason. Their smaller head contains what they call the “greater mind,” which is as intelligent, or even more, than many humanoids, and is an innate spellcaster as well. The two heads converse with each other readily, but unlike many other multi-headed creatures, jawgs rarely argue among themselves—the beast mind naturally defers to the greater mind.

Dragon-Haters. For not entirely-known reasons, jawgs’ opinions on dragons and dragon-kind range from “mild dislike” to “seething hatred.” They spend much of their time seeking out dragons to slay—the only times they ever go to the surface is to confront a dragon that lives above ground. Some of them claim that they were created by the dragon-gods to be a race of servitors for the dragons, but broke free of this enslavement. Many scholars of other people disagree with this notion, as it’s unlikely that dragon-gods would make servitors of such strange appearance, nor would they make beings as strong and as intrinsically magical as a jawg simply to have them be servants. A few of these scholars point to legends that speak of ancient wars between titans and giants, and how jawgs could easily be the result of Fomorian magic.

Collectors: Jawgs love owning things, the more interesting, the better. They collect anything, with a particular fondness for the ornate, overdecorated, or even downright kitschy. Most jawgs also have a particular type of object they love to collect more than anything. They don’t have lairs in which to store their belongings and so carry them at all times in bags and crates strapped to their massive bodies. They have little interest in coins beyond its ability to buy them new goods.

Jawgs have a particular fondness for magical tomes. They are innately magical creatures, but unusually for such beings, they can still learn new spells without having to also learn the philosophy, arcane theory, and tedious re-copying of spells that goes along with being a wizard or without developing the piety needed for a cleric. They simply seem to be able to absorb the knowledge of a spell they read, after which they can cast it. It’s a long and difficult process for them, but it’s not terribly uncommon for jawgs to have many spells at their disposal.

Nomads: Jawgs don’t have homes, nor do they care to. They roam the Underland, tracking down prey (they are voraciously hungry), dragons to slay, and new items for their collections. They often have a retinue of servants—sometimes hired, sometimes enslaved—to help them carry and guard their belongings or scout out ahead of them. Sometimes, a jawg will establish a small “ranch” in which they keep livestock for later consumption. They usually keep animals, but some jawg have developed a taste for sentient beings. They may also keep belongings too large or awkward for them to easily carry, but rarely do so for longer than it takes to find something or someone who can carry it.

Delusions of Divinity. Jawgs are highly egotistical beings, and a few end up believing their superiority to the point that they even pose as the direct servitors of gods, using illusions and magic items to enhance this deception. They are smart enough to not try this trick with any but the most isolated or ignorant of people, and even then it rarely lasts for long, but the jawgs take this opportunity to bask in the adulation of the worshipers while stripping them of any interesting objet d’art they might have made.

Climate/Terrain: any climate; cavern, Underland

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 15. These bizarre-looking beings are able to both fight and cast spells at the same time thanks to their two heads. They are collectors, preferring valuable objects over coinage.

DC 20. Jawgs hate dragons and will do anything they can to fight against them. Their bite contains a powerful venom which is deadlier to dragons.

Jawg Encounters
Challenge Rating 5-10
jawg; jawg and 2 scouts
Treasure: 150 pp, 450 gp, 1d4 rare books, one of which will lead to the discovery of a 2nd-level rare spell (250 each), 3d4 tiny carved figurines (50 gp each), 1d4 jeweled necklaces (250 gp each), collection of porcelain dolls with eyes that can close if laid back (100 gp), 2d4 bottles of fine wine (50 gp each), cloak of elvenkind, restorative ointment, potion of growth, pair of matched +1 daggers

Challenge Rating 11-16 2 jawgs; jawg with commoner mobs and warrior band; jawg with strider; jawg with 6 cutthroats or thugs
Treasure: 900 pp, 1,700 gp, 2d4 articles of extremely fancy noble clothing (750 gp each), 1d4 tapestries made with gold thread and wool from exotic sheep (750 gp each), full collection of highly collectable “spider babies” toys made by shadow elves (100 gp), 1d4 paintings by a respected artist (250 gp each), chess set made with pieces carved from amber and jade (750 gp), two potions of superior healing, scrolls of daylight, fly, speak with plants, and web

Challenge Rating 17-22 jawg with shadow elf mage and shadow elf champion warrior
Treasure: 1,250 pp, 7,000 gp, +deed to a fort (2,500 gp), 1d4 pieces from a set of regalia from a destroyed kingdom (2,500 gp each), life-sized stuffed dragon wyrmling with gemstone button in the ear (250 gp), 1d4 paintings made by a famous, long-dead artist (2,500 gp each), full set of adamantine and opal dinnerware (5,000 gp), +2 arrows, +3 chain shirt made of rainbow-colored chain, wig of styling

Signs
1. Two voices talking or debating with each other
2. With a DC 13 Perception or Survival check, large, saurian footprints
3. The corpse of a dragon; its lair still has piles of coins but no other types of treasure
4. A former hireling, running away with part of the jawg’s collection

Behavior
1. Sorting and examining its belongings; will trade some for more interesting objects.
2. Searching for an escaped slave
3. Approaches the party; offers to hire them as scouts, dragon-slayers, or caravan guards
4. Claiming godlike powers and preaching to a group of gullible kobolds or oozefolk
5. Checking and rechecking their belongings, certain that something has been stolen; will attack the party if they seem suspicious.
6. Hungry; attacks on sight

Jawg Collection
1. Named weapons, both magical and mundane.
2. Paintings, particularly those of a specific artist.
3. Snow globes.
4. Decorated mugs, glasses, and beer steins.
5. Creepy dolls. Some of them may be constructs (use homunculus statistics)
6. Puzzle boxes.
7. Novels of a particular genre or writing style.
8. Skulls. The more exotic, the better.
9. Magic wands.
10. Prosthetic body parts. Some of them may be magical.

Names
Domhog, Graydyr, Kaldarath, Sannindag, Treedyr

Jawg
Huge aberration; Challenge 10 (5,900 XP)
AC
16 (natural armor)
HP 161 (14d12+70; bloodied 80)
Speed 40 ft.

STR 24 (+7) DEX 13 (+1) CON 20 (+5)
INT 14 (+2) WIS 14 (+2) CHA 18 (+4)

Proficiency +4; Maneuver DC 19
Saving Throws Str +11, Dex +5, Con +9
Skills History+6, Insight +6, Intimidation +8, Perception +6, Persuasion +8, Stealth +5
Senses darkvision 60 ft., passive Perception 16
Languages Draconic, Dwarven, Undercommon

Antiquarian. The jawg gains a d8 expertise die on History checks related to ascertaining the provenance of magical and mundane valuables.

Flair For The Dramatic (1/rest). When the jawg casts a spell, it can choose to do so with a dramatic flair. Four creatures the jawg chooses must make a Wisdom saving throw against the spell's save DC. A creature that fails is fixated, frightened, or blinded until the end of the jawg's next turn.

Magic Resistance. The jawg has advantage on saving throws against spells and other magical effects.

Reactive Heads. The jawg can take two reactions each round, but not more than one per turn.

Innate Spellcasting. The jawg’s spellcasting trait is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells without the need for material components:
At Will: chill touch, dancing lights, mage hand, minor illusion, pestilence, prestidigitation
3/day each: detect thoughts, jump, scorching ray, suggestion
2/day each: clairvoyance, hypnotic pattern, major image
1/day each: ice storm, polymorph, telekinesis

Two Heads. While both heads are awake, the jawg has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.

Wakeful. When one of the jawg’s heads is asleep, the other is awake.

Actions
Multiattack.
The jawg makes a bite attack and two claw attacks. It can cast a spell instead of making one of the claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) piercing damage plus 26 (4d12) poison damage and must make a DC 17 Constitution saving throw or be slowed for 1 minute. A creature may make a new save at the end of each of its turns, ending the effect on a success. Dragons have disadvantage on these saving throws.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. If the jawg moves at least 20 feet straight towards the target before the attack, the target must make a DC 19 Strength saving throw or fall prone.

Chill Touch (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 2d8 necrotic damage. The creature can’t regain hit points until the start of the jawg’s next turn. If the target is undead, it makes attack rolls against the jawg at disadvantage until the end of the jawg’s next turn.

Hypnotic Pattern (3rd-Level; V; Concentration). A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 15 Wisdom saving throw. On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Ice Storm (4th-Level, V, S). Shards of jagged ice appear in a cylinder that is 40 feet high and has a 20-foot radius that is within 300 feet. The cylinder’s area is difficult terrain until the end of the jawg’s next turn. Each creature in that area takes 2d8 bludgeoning damage and 4d6 cold damage on a failed Dexterity save, or half as much on a successful one.

Pestilence (Cantrip; V, S; Concentration). Insects fill a 10-foot sphere within 60 feet and remain for 1 minute. Each creature that begins their turn in the area or who enter it for the first time must make a Constitution saving throw or take 2d4 piercing damage.

Polymorph (4th-level; V, S; Concentration). A target within 60 feet must make a Wisdom saving throw or be polymorphed into a beast with a CR equal to or less than it’s own for 1 hour. All of the creature’s stats are replaced by that of the chosen beast.

Scorching Ray (2nd-Level; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The jawg fires three rays and must make an attack roll for each one.

Telekinesis (5th-level; V, S; Concentration). When first casting the spell and on each of its subsequent turns for 10 minutes, the jawg can choose one Huge or smaller creature or object that weighs 1,000 pounds or less and can move it up to 30 feet in any direction. A creature must make a Strength ability check against the jawg’s spell save DC or be restrained until the end of the jawg’s next turn.

Reactions
Cantrip.
If the jawg didn’t cast spell on its turn, it casts chill touch or pestilence.

Opportune Bite. The jawg makes a bite attack against a prone creature.

Combat
Jawg prefer to send their minions into battle and attack from a distance with spells. In melee combat, they attack with bites and claws.
 

New article, new monster--and what a monster it is. Take a T-rex, partially covered in fur. Give it a mostly human face in place of its regular one. Now put another human face and pair of arms at the end of its tail. This is the jawg, a subterranean thing of unclear origin. I like sticking human heads onto creatures and objects (and creature and object heads onto humans).

The article makes jawgs into greedy nomads that love magical treasure, pretending they're gods, and gaining followers and slaves, and hates dragons with a passion, for unknown reasons. They also like to keep their belongings--mostly magic items--on their backs. When I first saw the picture, however, I imagined that the stuff they were keeping was actually their collection. My parents are collectors. My mom likes to collect yarn. Well, she says she's going to knit and crochet stuff out of it, but you know how it goes. My dad seems to have a new collection every few years, gods know where he stores it all. My stepmother collects dolls. Creepy dolls, according to my dad. Roomfuls of them. I guess I'm lucky because, other than dice, my collection is gaming books and most of that is digital these days, so at least I'm not taking up a lot of room. So yeah, jawgs collect stuff now.

I gave the jawg an ability that may cause the Fixated condition, taken from Gatepass Gazette #21. Replace with charmed (and while charmed, incapacitated and Speed reduced to 0 ft.) if you don't have that issue.

The article has the creature as an aberration, which I kept for this version of it. If you prefer your aberrations to be only of the tentacular horror variety, feel free to turn it into a monstrosity.

View attachment 370424

Jawg
The Bestiary, Dragon Magazine #281
Creature by Joseph R. Terrazzino; art by Brian Snōddy

Jawgs are utterly bizarre-looking. They have the body similar to that of a very large, protofeather-covered theropod dinosaur, but their faces are like that of a cat-eyed giant, and their wide mouths contain sharp, venom-dripping teeth. Stranger still, they have a second head, the size of a human’s head, on the end of their tail—and along with this head (which has nothing but slits for ears), they have a pair of human-like shoulders, arms, and hands. Their giant head contains a what is called the “beast-mind,” only barely capable of speech and reason. Their smaller head contains what they call the “greater mind,” which is as intelligent, or even more, than many humanoids, and is an innate spellcaster as well. The two heads converse with each other readily, but unlike many other multi-headed creatures, jawgs rarely argue among themselves—the beast mind naturally defers to the greater mind.

Dragon-Haters. For not entirely-known reasons, jawgs’ opinions on dragons and dragon-kind range from “mild dislike” to “seething hatred.” They spend much of their time seeking out dragons to slay—the only times they ever go to the surface is to confront a dragon that lives above ground. Some of them claim that they were created by the dragon-gods to be a race of servitors for the dragons, but broke free of this enslavement. Many scholars of other people disagree with this notion, as it’s unlikely that dragon-gods would make servitors of such strange appearance, nor would they make beings as strong and as intrinsically magical as a jawg simply to have them be servants. A few of these scholars point to legends that speak of ancient wars between titans and giants, and how jawgs could easily be the result of Fomorian magic.

Collectors: Jawgs love owning things, the more interesting, the better. They collect anything, with a particular fondness for the ornate, overdecorated, or even downright kitschy. Most jawgs also have a particular type of object they love to collect more than anything. They don’t have lairs in which to store their belongings and so carry them at all times in bags and crates strapped to their massive bodies. They have little interest in coins beyond its ability to buy them new goods.

Jawgs have a particular fondness for magical tomes. They are innately magical creatures, but unusually for such beings, they can still learn new spells without having to also learn the philosophy, arcane theory, and tedious re-copying of spells that goes along with being a wizard or without developing the piety needed for a cleric. They simply seem to be able to absorb the knowledge of a spell they read, after which they can cast it. It’s a long and difficult process for them, but it’s not terribly uncommon for jawgs to have many spells at their disposal.

Nomads: Jawgs don’t have homes, nor do they care to. They roam the Underland, tracking down prey (they are voraciously hungry), dragons to slay, and new items for their collections. They often have a retinue of servants—sometimes hired, sometimes enslaved—to help them carry and guard their belongings or scout out ahead of them. Sometimes, a jawg will establish a small “ranch” in which they keep livestock for later consumption. They usually keep animals, but some jawg have developed a taste for sentient beings. They may also keep belongings too large or awkward for them to easily carry, but rarely do so for longer than it takes to find something or someone who can carry it.

Delusions of Divinity. Jawgs are highly egotistical beings, and a few end up believing their superiority to the point that they even pose as the direct servitors of gods, using illusions and magic items to enhance this deception. They are smart enough to not try this trick with any but the most isolated or ignorant of people, and even then it rarely lasts for long, but the jawgs take this opportunity to bask in the adulation of the worshipers while stripping them of any interesting objet d’art they might have made.

Climate/Terrain: any climate; cavern, Underland

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 15. These bizarre-looking beings are able to both fight and cast spells at the same time thanks to their two heads. They are collectors, preferring valuable objects over coinage.

DC 20. Jawgs hate dragons and will do anything they can to fight against them. Their bite contains a powerful venom which is deadlier to dragons.

Jawg Encounters
Challenge Rating 5-10
jawg; jawg and 2 scouts
Treasure: 150 pp, 450 gp, 1d4 rare books, one of which will lead to the discovery of a 2nd-level rare spell (250 each), 3d4 tiny carved figurines (50 gp each), 1d4 jeweled necklaces (250 gp each), collection of porcelain dolls with eyes that can close if laid back (100 gp), 2d4 bottles of fine wine (50 gp each), cloak of elvenkind, restorative ointment, potion of growth, pair of matched +1 daggers

Challenge Rating 11-16 2 jawgs; jawg with commoner mobs and warrior band; jawg with strider; jawg with 6 cutthroats or thugs
Treasure: 900 pp, 1,700 gp, 2d4 articles of extremely fancy noble clothing (750 gp each), 1d4 tapestries made with gold thread and wool from exotic sheep (750 gp each), full collection of highly collectable “spider babies” toys made by shadow elves (100 gp), 1d4 paintings by a respected artist (250 gp each), chess set made with pieces carved from amber and jade (750 gp), two potions of superior healing, scrolls of daylight, fly, speak with plants, and web

Challenge Rating 17-22 jawg with shadow elf mage and shadow elf champion warrior
Treasure: 1,250 pp, 7,000 gp, +deed to a fort (2,500 gp), 1d4 pieces from a set of regalia from a destroyed kingdom (2,500 gp each), life-sized stuffed dragon wyrmling with gemstone button in the ear (250 gp), 1d4 paintings made by a famous, long-dead artist (2,500 gp each), full set of adamantine and opal dinnerware (5,000 gp), +2 arrows, +3 chain shirt made of rainbow-colored chain, wig of styling

Signs
1. Two voices talking or debating with each other
2. With a DC 13 Perception or Survival check, large, saurian footprints
3. The corpse of a dragon; its lair still has piles of coins but no other types of treasure
4. A former hireling, running away with part of the jawg’s collection

Behavior
1. Sorting and examining its belongings; will trade some for more interesting objects.
2. Searching for an escaped slave
3. Approaches the party; offers to hire them as scouts, dragon-slayers, or caravan guards
4. Claiming godlike powers and preaching to a group of gullible kobolds or oozefolk
5. Checking and rechecking their belongings, certain that something has been stolen; will attack the party if they seem suspicious.
6. Hungry; attacks on sight

Jawg Collection
1. Named weapons, both magical and mundane.
2. Paintings, particularly those of a specific artist.
3. Snow globes.
4. Decorated mugs, glasses, and beer steins.
5. Creepy dolls. Some of them may be constructs (use homunculus statistics)
6. Puzzle boxes.
7. Novels of a particular genre or writing style.
8. Skulls. The more exotic, the better.
9. Magic wands.
10. Prosthetic body parts. Some of them may be magical.

Names
Domhog, Graydyr, Kaldarath, Sannindag, Treedyr

Jawg
Huge aberration; Challenge 10 (5,900 XP)
AC
16 (natural armor)
HP 161 (14d12+70; bloodied 80)
Speed 40 ft.

STR 24 (+7) DEX 13 (+1) CON 20 (+5)
INT 14 (+2) WIS 14 (+2) CHA 18 (+4)

Proficiency +4; Maneuver DC 19
Saving Throws Str +11, Dex +5, Con +9
Skills History+6, Insight +6, Intimidation +8, Perception +6, Persuasion +8, Stealth +5
Senses darkvision 60 ft., passive Perception 16
Languages Draconic, Dwarven, Undercommon

Antiquarian. The jawg gains a d8 expertise die on History checks related to ascertaining the provenance of magical and mundane valuables.

Flair For The Dramatic (1/rest). When the jawg casts a spell, it can choose to do so with a dramatic flair. Four creatures the jawg chooses must make a Wisdom saving throw against the spell's save DC. A creature that fails is fixated, frightened, or blinded until the end of the jawg's next turn.

Magic Resistance. The jawg has advantage on saving throws against spells and other magical effects.

Reactive Heads. The jawg can take two reactions each round, but not more than one per turn.

Innate Spellcasting. The jawg’s spellcasting trait is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells without the need for material components:
At Will: chill touch, dancing lights, mage hand, minor illusion, pestilence, prestidigitation
3/day each: detect thoughts, jump, scorching ray, suggestion
2/day each: clairvoyance, hypnotic pattern, major image
1/day each: ice storm, polymorph, telekinesis

Two Heads. While both heads are awake, the jawg has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can’t be flanked.

Wakeful. When one of the jawg’s heads is asleep, the other is awake.

Actions
Multiattack.
The jawg makes a bite attack and two claw attacks. It can cast a spell instead of making one of the claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) piercing damage plus 26 (4d12) poison damage and must make a DC 17 Constitution saving throw or be slowed for 1 minute. A creature may make a new save at the end of each of its turns, ending the effect on a success. Dragons have disadvantage on these saving throws.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. If the jawg moves at least 20 feet straight towards the target before the attack, the target must make a DC 19 Strength saving throw or fall prone.

Chill Touch (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 2d8 necrotic damage. The creature can’t regain hit points until the start of the jawg’s next turn. If the target is undead, it makes attack rolls against the jawg at disadvantage until the end of the jawg’s next turn.

Hypnotic Pattern (3rd-Level; V; Concentration). A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 15 Wisdom saving throw. On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Ice Storm (4th-Level, V, S). Shards of jagged ice appear in a cylinder that is 40 feet high and has a 20-foot radius that is within 300 feet. The cylinder’s area is difficult terrain until the end of the jawg’s next turn. Each creature in that area takes 2d8 bludgeoning damage and 4d6 cold damage on a failed Dexterity save, or half as much on a successful one.

Pestilence (Cantrip; V, S; Concentration). Insects fill a 10-foot sphere within 60 feet and remain for 1 minute. Each creature that begins their turn in the area or who enter it for the first time must make a Constitution saving throw or take 2d4 piercing damage.

Polymorph (4th-level; V, S; Concentration). A target within 60 feet must make a Wisdom saving throw or be polymorphed into a beast with a CR equal to or less than it’s own for 1 hour. All of the creature’s stats are replaced by that of the chosen beast.

Scorching Ray (2nd-Level; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The jawg fires three rays and must make an attack roll for each one.

Telekinesis (5th-level; V, S; Concentration). When first casting the spell and on each of its subsequent turns for 10 minutes, the jawg can choose one Huge or smaller creature or object that weighs 1,000 pounds or less and can move it up to 30 feet in any direction. A creature must make a Strength ability check against the jawg’s spell save DC or be restrained until the end of the jawg’s next turn.

Reactions
Cantrip.
If the jawg didn’t cast spell on its turn, it casts chill touch or pestilence.

Opportune Bite. The jawg makes a bite attack against a prone creature.

Combat
Jawg prefer to send their minions into battle and attack from a distance with spells. In melee combat, they attack with bites and claws.
that's certainly a thing, though i suppose it makes sense for (and adds some variety to) aberrations.
 

Faolyn

(she/her)
Wish me luck--I actually get to start running my first LU campaign today at a long, in-person session.

The next creature is another swarm, the first of 3x for me. It’s described as a “Medium-Size Aberration,” which makes me appreciate how it would now be described as a “Medium swarm of Tiny aberrations.” It actually threw me for a loop when I read the flavor text that described them as Tiny while the statblock said Medium. These are the verx, creepy-looking rat-replacements with a nasty bite that infests the target. They’re described as being albinos and relying on taste and smell to navigate, which is very appropriate for a subterranean creature.

1720103291782.png


Verx
The Bestiary, Dragon Magazine #281
Creature by Joseph R. Terrazzino; art by Brian Snōddy

Verx are rat-sized creatures that are little more than walking mouths, lacking eyes or ears but having rows of metallic teeth and glossy white skin. Their short, red tongues constantly flicker in and out of their mouths, tasting the air for potential prey. Verx appear to be mildly psychic, communicating simple emotions and images with other members of their colony. They are capable of sending telepathic messages to other beings, but almost never do so, and are even more limited in what they send when they do.

Swarmers. Where one verx is, others are sure to be near, since they live in large colonies that can span several square miles, similar to the towns that prairie dogs dig. They attack in swarms, overwhelming their prey with sheer numbers, then cutting it into and dragging the pieces back to their colony’s food chambers for future consumption. They will gladly eat meat and bone alike, leaving nothing behind but whatever metallic objects the prey was carrying. Getting to any treasure they may have can be very difficult for anyone who lacks the ability to dig through solid stone.

Infectious Breeding. Female verx reproduce by biting warm-blooded creatures; this injects several dozen larvae into the creature; verx can scent the presence of these larvae and will not kill the host, although other females may inject their own larvae as well. These larvae eat the host from the inside out, causing severe pain and eventually killing it. When that happens, the larvae quickly pupate into adults, chew their way out, and make their way back to their parent’s colony. While many die during this journey, usually enough survive to ensure the colony continues.

Climate/Terrain: any climate; cavern, Underland

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. These tiny creatures are always found in large swarms.

DC 15. With a mouth filled with metallic teeth, verx are capable of digging through even solid rock. They build extensive warrens in rock walls and stalagmites.

DC 20. Verx breed by injecting larvae into their prey with a bite. This eventually kills the host, unless it’s treated with a spell such as lesser restoration.

Verx Encounters
Challenge Rating 3-4
swarm of verx

Challenge Rating 5-10 2-3 swarms of verx
Treasure: 400 gp, 2 malachites (10 gp each), ring of swimming

Signs
1. Dozens of small holes in the rock walls and ground
2. The corpse of an adventurer, cut up, with bloody trails leading towards the colony’s location
3. Hundreds of tiny, three-toed footprints
4. Cicada-like chittering coming from all around

Behavior
1-2. Hunting; will attack on sight
3. Keeping watch; will alert their colony-mates when the party approaches
4. Dragging bits of meat back to their colony.

Verx
Tiny aberration; Challenge 1/8 (25 XP)
AC
12
HP 3 (1d4+1; bloodied 1)
Speed 30 ft., burrow 10 ft., climb 10 ft.

STR 2 (-4) DEX 14 (+2) CON 12 (+1)
INT 2 (-4) WIS 10 (+0) CHA 5 (-3)

Proficiency +2; Maneuver DC 12
Skills Perception +2, Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 60 ft., passive Perception 12
Languages telepathy 60 ft. (can transmit but not receive emotions and images)

Keen Smell. The verx has advantage on Perception checks that rely on smell.

Tunneler. The verx can tunnel through earth and solid rock, leaving behind a 6 inch-diameter tunnel.

Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage, and if the target is a creature, it must make a DC 11 Constitution saving throw or become infected with a disease: verx spawn infestation. Until this disease is cured, the creature has 1 level of fatigue, disadvantage on Constitution saving throws to maintain concentration, and at the end of each long rest, 1d4 verx will emerge from the target's body, and the target's hit point maximum is reduced by 1 for each verx that emerges. The target will die if its hit point maximum is reduced to 0. A creature can succumb to this infestation multiple times but will only lose a single level of fatigue, no matter how many times it failed its saving throw.


Swarm of Verx
Medium swarm of Tiny aberrations; Challenge 3 (700 XP)
AC
12
HP 55 (10d8+8; bloodied 27)
Speed 30 ft., burrow 10 ft., climb 10 ft.

STR 2 (-4) DEX 14 (+2) CON 12 (+1)
INT 2 (-4) WIS 10 (+0) CHA 5 (-3)

Proficiency +2; Maneuver DC X
Skills Perception +2, Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 60 ft., passive Perception 12
Languages telepathy 60 ft. (can transmit but not receive emotions and images)

Keen Smell. The verx has advantage on Perception checks that rely on smell.

Swarm. The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points.

Tunneler. The verx can tunnel through earth and solid rock, leaving behind a 6 inch-diameter tunnel.

Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 16 (4d6+2) piercing damage, or 9 (2d6+2) piercing damage if the swarm is bloodied, and if the target is a creature, it must make a DC 11 Constitution saving throw or become infected with a disease: verx spawn infestation. Until this disease is cured, the creature has 1 level of fatigue, disadvantage on Constitution saving throws to maintain concentration, and at the end of each long rest, 1d4 verx will emerge from the target's body, and the target's hit point maximum is reduced by 1 for each verx that emerges. The target will die if its hit point maximum is reduced to 0. A creature can succumb to this infestation multiple times but will only lose a single level of fatigue, no matter how many times it failed its saving throw.

Combat
Verx never attack unless they’re in a swarm, and will flee if bloodied or if one or more of their targets fail their saving throws.
 



Voidrunner's Codex

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