Bestiary of African Folklore

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The document describes creatures from African folklore such as the Jackalings and Izulu Lightning Bird.

The Jackalings and Izulu Lightning Bird creatures are described.

The Jackalings have abilities like Nimble Escape and Innate Spellcasting. Their attacks include a wooden spear and shortbow.

5th edition Bestiary of African Folklore:

Written by GLK
Sémé (Jackalings)
Small humanoid, neutral evil

Armor Class 13 (Leather armor)


Hit Points 7 (2d6)
Speed 50 ft. climbing 30 feet.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 12 (+1)

Skills Stealth +6
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 1/4 (50 XP)

Nimble Escape. the Sémé or Jackalings can take a Disengage or Hide action as a a bonus action on each
of it's turns.

Innate Spellcasting. The Jackalings spellcasting ability is Charisma (spell save DC 11). It can innately
cast the following spells, requiring no material components:

At will: dancing lights.


Sémé or Jackalings are the distant cousins of Gnolls, Jackalweres, Boudas and so on. They are a diminutive tribe of
2/day: Charm Animals, minor image humanoid wild dogs who only stand one meter or 3 feet tall. They are lithe and quick and use their environment to ambush.
They are also experts at taming animals and riding them into combat such as hyenas and warthogs. They are known to even
ACTIONS tame giant bats and vultures and use them as a platform to poison arrows. They tame swarms of wild dogs to fight as cannon
Wooden spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) Piercing fodder for them. They have a shock of white hair which springs of their head and neck, their bodies have a wild riot of
damage. stripes and spots like manned hyenas or wild dogs. They happily serve Qori Ismaris, Boudas or Popobawas as scouts,
archers and skirmishers. Many of them are gifted with a taste of magic and can dominate weak willed animals, create minor
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d6 + 2) Piercing illusions to lure prey into attacking and use dancing lights to confuse their foes. One of their favorite tactics is to leap from
damage and player must roll Constitution save Dc. 12 or take 7 (2d6) poison damage and is poisoned on high cliffs with spears or ride fast animals to deliver a charge attack (this doubles or even triples the spear damage). They
a successful save target takes half damage with no penalty. also will resort to archery and blow pipes from a high rocky outlook and use their spears as caltrops or a spiked barricade.
Jackalings love eating meat and hunting large game, but they are content to devour lizards and bush peahens. They are also
Blow pipe. Ranged Weapon Attack: +4 to hit, reach 50 ft., one target. Hit: 1 Piercing damage and player known to dwell in the deep rainforests. Though jackalings love meat and are easily bribed with a good amount of meat and
must DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, palm wine or Izonga (banana beer) they can also consume fruits like breadfruit which they roast over fires and sweet casava.
the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if
another creature takes an action to shake it awake.
Izulu Lightning Bird
Small monstrosity, neutral evil

Armor Class 12 (natural armor)


Hit Points 24 (6d6 + 6)
Speed 20 feet, flying 50 feet.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 14 (+2)

Skills Stealth +5
Damage Vulnerabilities Cold, Acid
Damage Resistances Poison, Thunder
Damage Immunities Fire, Lightning
Senses passive Perception 10, Darkvision 60
Languages Auran, Common
Challenge 1 (200 XP)

Feature Name. Feature description Death Burst. When the Izula dies, it explodes in a burst of
lightning. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 12 (3d6)
lightning damage on a failed save, or half as much damage on a successful one.

False Appearance. While the Izula remains motionless, it is indistinguishable from an ordinary
branches on a tree or bush.

Innate Spellcasting (2/Day). The Izula can innately cast Mirror Image or Faerie Fire (spell save DC The Izula is a spectacular magical bird, its feathers can change colors to it's environment, when hiding in trees or bushes it
12), requiring no material components. Its innate spellcasting ability is Charisma. camouflages with the branches and limbs quite well. When it flies out to attack it's feathers become a bright electric blue with
violet tips and it crackles with electric energy. These creatures are fearsome hunters especially in packs and are known to roast
ACTIONS full grown waterbuffalo to death and peck at their charred carcasses for nourishment. They are said to be related to the Great
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage plus Izula or Great Lightning birds and it is sometimes rumored that these greater monstrosities lead their lesser flocks across the
an extra 5 (1d4+2) lightning damage. skies looking for something to hunt. The Izula enjoys eating meat but is actually an omnivore and is happy to devour succulent
fruits like dates and mangos or even fish and insects.
Shocking Bolt (Recharge 5-6). The Izula exhales a 30-foot line of lightning. Each creature in that
line must make a DC 13 Dexterity saving throw, taking 12 (3d6) lightning damage on a failed save, or
half as much damage on a successful one.
Malomba (Voodun Serpent)[edit]
Small aberration, lawful evil

Armor Class 13 (natural armor)


Hit Points 38 (7d6 + 14)
Speed 30 ft., climb 30 ft., swim 20 ft

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 12 (+1)

Skills Medecine +4, Nature +4, Perception +4


Damage Immunities Poison
Condition Immunities Sleep, Charm
Senses passive Perception 10., Blindsight 10 ., Darkvision 30 ft.,
Languages Common, Sylvan
Challenge 3 (700 XP)

Spider Climb. The Malomba can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.

Spellcasting. The Malomba is a 4th-level spellcaster. Its spellcasting ability is Wisdom


(spell save DC 13, +5 to hit with spell attacks). It has the following spells t can cast
spontaneously:

Cantrips (at will): Mage Hand, Minor Illusion, Poison Spray.

1st level (4 slots): Entangle, Cure Wounds, Magic Missile, Faerie Fire.

2nd level (3 slots): Spike Growth, Animate Dead


The Malomba is a potent familiar to magic casting creatures and Dark Vooduns. It appears as a four foot long or even five foot long serpent
but with a humanoid face. It is intelligent and can speak a variety of mortal languages and it can cast spells or even spit poison. They can be
ACTIONS
found in the company of the Qori Ismaris, the Popobawa or evil Vooduns. They gently coil around their masters and fire spells with no need
Spit Poison. Ranged Weapon Attack: +6 to hit, ranged 30 ft., one target. Hit: target must
for any physical components only using their serpent like voices.
make a DC 12 Constitution saving throw, taking 10 (2d6+2) poison damage on a failed
save, or half as much damage on a successful one.
Bouda (Werehyena)[edit]
Medium humanoid (shape changer) (Human or Humanoid), chaotic evil

Armor Class 14 (natural armor)


Hit Points 71 (11d8 + 22)
Speed 40 feet

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Stealth +5, Deception +7,


Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses passive Perception 14, dark vision 60
Languages Common, Hyena
Challenge 4 (1,100 XP)

Shapechanger. The Bouda's can use its action to polymorph into a hyena-humanoid hybrid or into a human, or back into its true form, which is
Hyena. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form
if it dies. As a humanoid they can appear as various different types of people whether child or elder. They are even known to take on them form of
beasts of burden like donkeys or dogs.
Bouda are created when a Qori Ismari's uses his potent blood to corrupt a
Keen Hearing and Smell. The Bouda's has advantage on Wisdom (Perception) checks that rely on hearing or smell. handful of loyal hyenas and they begin to change into shape-shifters known as
the common werehyena or Bouda. These savage beasts are loyal only to the
Pounce (Hyena or Hybrid Form Only). If the Bouda moves at least 15 feet straight toward a creature and then hits it with a claw attack on the Hyena witch or Qori Ismari's and he can only have 2d4+2 of them max. These
same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Bouda can make one bite attack creatures can in turn inflict infectious bites on other hyenas and people and turn
against it as a bonus action. them into savage Jibi (Gnolls).

Regeneration. The Bouda regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Qori Ismaris suffers damage from a magical
or silvered weapon it cannot use it's regeneration for that turn.

ACTIONS
Multiattack (Hyena or Hybrid Form Only). The werehyena or hyena form it makes three attacks: one with its bite and two claws. In Humanoid form
it can only make two attacks with claws or it can use a weapon. In hybrid form the Bouda can also use a weapon.

Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (all forms). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.

Spiked Bone Club (Hybrid or human Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 4) Bludgeoning
Kongamato[edit]

Large dragon, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 85 (10d10 + 30)
Speed 30 ft., swimming 30 ft., Flying 80 ft

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Skills Perception +5
Damage Resistances Fire, Poison
Senses passive Perception 15., Darkvision 60 ft.
Languages Common
Challenge 5 (1,800 XP)

Keen Sight. The Kongamato has advantage on Wisdom (Perception) checks that rely on sight.

Hold Breath. The Kongamato can hold its breath for 30 minutes

ACTIONS
Multiattack. The Kongamato makes two attacks: one with its Bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. The Kongamato is an unusual drake, distantly related to dragons and wyverns. They enjoy basking on tree tops or even
dipping down into rivers, lakes and the sea itself to snag large fish like delta catfish or the arapaima into their maw, they
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. have also been known to kill small caimans or tree dwelling monkeys. They enjoy roasting their food with their breath
weapon. Tribes of jackalings try to domesticate these savage beasts and these creatures are given as a gift for a truly
Fire Breath (Recharge 5-6). The Kongamato exhales fire in a 15-foot cone. Each creature in that area must powerful chieftan among their kind. They have a particular hatred for Wadjets and Kotals but they generally flee from
make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage these fearsome flying enemies.
on a successful one.
Kongamato appear like pterodactyls but they have a long snout like a Gharial, they have brilliant crimson skin with gold
or violet stripes and great sails attached to their back and tails to help them with flight. They are excellent flyers and
good swimmers as well. Kongamato love stealing bright items like jewelry or coins, and they have a strange sense of
humor, they seem to find humor in capsizing canoes.
Qori Ismaris (werehyena witch)[edit]
Medium humanoid (shape changer) (Human or Humanoid), chaotic evil ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The werehyena makes three attacks in hybrid form: one
with its bite and two claws. In Humanoid or Hyena form it can only make two attacks with claw or bite
respectively. Instead of full combat the Qori Ismaris can instead perform a "spell strike" which
Armor Class 14 (natural armor) basically allows him to perform one claw attack and cast one spell at the same time.
Hit Points 112 (15d8 + 45)
Speed 40 feet Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10
(1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving
throw or be cursed with werewolf lycanthropy.
STR DEX CON INT WIS CHA
Claws (Hybrid or human Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8
16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 16 (+3)
(2d4 + 3) slashing damage.

Saving Throws Cha +6, Con +5, Str +6


Skills Stealth +5, Deception +7, Insight +6, Investigation +5, Arcana +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered Lore:
Senses passive Perception 14, dark vision 60
Languages Common, any two languages Qori Ismaris also know as the Werehyena Witch; is distantly related to the Ghul and the Umma
Challenge 6 (2,300 XP) Ghoula of the great deserts of the North. This powerful shapeshifter is known to haunt the Savannah and
arid highlands but they have been spotted in the rain forests as well. It is said that they will take up
residence near villages as handsome blacksmiths and lovely healers and slowly manipulate the village
into trusting them... eventually young children and maidens will disappear and only their eaten remains
Shapechanger. The Qori Ismaris's can use its action to polymorph into a hyena-humanoid hybrid or into a hyena, or back will be found deep in the wilderness. After they have manipulated their prey for a time they will strike
into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing and devour them in their true form. Others are known to live in the deep wilderness, corrupting Hyenas
or carrying isn't transformed. It reverts to its true form if it dies. As a humanoid they can appear as various different types of by feeding them their blood and turning them into into manlike Bouda (Werehyenas) or even the lower
people whether child or elder. They are even known to take on them form of beasts of burden like donkeys or dogs. Jibi (Gnolls) who can wield crude weapons. These savage cannibal packs quickly descend on desert
caravans, villages and sometimes fortified bazaars at several Oasis to devour the inhabitants and loot
Keen Hearing and Smell. The Qori Ismaris's has advantage on Wisdom (Perception) checks that rely on hearing or smell. their arms and armor. The men who eventually become these beasts are corrupted by a powerful dark
god like Papa Legba, Maahnes, Bhaal, Nurghal or Sukteth, they are cursed with a powerful hunger that
Pounce (Hyena or Hybrid Form Only). If the Qori Ismaris moves at least 15 feet straight toward a creature and then hits it almost never ceases unless they feast on the flesh of the innocent. They are also cursed with a fierce
with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the jealously of all those who find true love and of the innocent and beautiful.
target is prone, the Qori Ismaris can make one bite attack against it as a bonus action.

Innate Spellcasting. The Qori Ismaris's innate spellcasting ability is Charisma (spell save DC 15). The Qori Ismari's can
innately cast the following spells, requiring no material components:

At will: See invisibility, Mirror Image, Invisibility, Faerie Fire, Mend.

4/day any combination: Charm Person, Heat Metal, Vampiric Touch, Sleep.

Regeneration. The Qori Ismaris regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Qori Ismaris
suffers damage from a magical or silvered weapon it cannot use it's regeneration for that turn.
Dhuga[edit]

Huge giant, neutral evil

Armor Class 13 (natural armor)


Hit Points 150 (12d12 + 72)
Speed 40 ft.,

STR DEX CON INT WIS CHA


24 (+7) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 8 (-1)

Senses passive Perception 10. Darkvision 30 ft.


Languages Common, Giant
Challenge 7 (2,900 XP)

Trampling Charge. If the Dhuga moves at least 20 feet straight toward a


creature and then hits it with a gore attack on the same turn, that target must
succeed on a DC 19 Strength saving throw or be knocked prone. If the target
is prone, the Dhuga can make one stomp attack against it as a bonus action.

ACTIONS
Spiked Mace. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
36 (5d10 + 8) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit:
26 (3d10 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 26 The Dhuga are a race of giants distantly related to cyclops but seemed to have been cursed by powerful ancestral gods giving them the feature of
(3d10 + 8) bludgeoning damage. elephants as well such as a Trunk nose and non functional tusks. They generally prefer to charge and trample lesser foes but they have no problem
smash their enemies with a massive spiked club or even hurling stones. Evil Voodun use them as potent mercenaries in their forces and they are also
used by legions of Bouda and Seme in battle. These Elephantine Cyclops were rumored to have once had a brutal empire where they forced humans
and other humanoids into slavery to work in their great Zigguarats, but in the great bronze age a powerful Avatar rose up with his army of slave
warriors and using powerful magic brought low the great Dhuga empire. The Dhuga are omnivores and are happy to eat meat if well roasted or any type
of fruit and vegetable faire that is also well cooked.
Popobawa[edit]
Large undead, neutral evil ACTIONS
Multiattack. The Popobawa makes three attacks: one with its Blood Drain and two with its claws. It can use its Drop in
place of its two claw attacks. It can use one of it's Evil Eye attacks as a free action as well.
Armor Class 16 (natural armor) Evil Eye. The Popobawa shoots one of the following magical eye rays at it's choice as a free action (reroll duplicates),
Hit Points 133 (14d10 + 56) choosing one target it can see within 120 feet of it. This can be used in combat or if the Popobawa directly outside of
Speed 30 ft., fly 50 ft. combat.

1- Cursed Eye (Green). The targeted creature must make a DC 17 Wisdom saving throw or suffer the same effects as the
STR DEX CON INT WIS CHA spell "bestow curse". Generally this manifests as a disadvantage on one Attribute roll.
18 (+4) 16 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (+0)
2- Eye of Force (Blue). The targeted creature must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet
directly away from the Popobawa and have its speed halved until the start of the Popobawa's next turn.
Skills Athletics +9, Perception +7, Stealth +6
Damage Vulnerabilities radiant, Fire 3- Eye of Fire (Red). The targeted creature must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) fire damage.
Damage Resistances cold, Thunder
Damage Immunities necrotic, poison 4- Eye of Agony (Purple). The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for
Condition Immunities charmed, exhaustion, poisoned one turn. This ray has no effect on constructs and undead.
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life Blood Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 4) piercing damage, and the
Challenge 8 (3,900 XP) Popobawa attaches to the target. While attached, the Popobawa doesn't attack, but this can be used during to a grappled
target. Instead, at the start of each of the Popobawa's turns, the target loses 10 (1d10 + 4) hit points due to blood loss.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage. Instead of dealing
Spider Climb. The Popobawa can climb difficult surfaces, including upside down on ceilings, without damage, the Popobawa can grapple the target (escape DC 17). If the grappled target is Medium or smaller, the Popobawa
needing to make an ability check. can still fly.

Popobawa Weaknesses. The Popobawa has the following flaws: Drop. One Medium or smaller object held or creature grappled by the Popobawa is dropped from the sky and
Forbiddance. The Popobawa can't enter a residence without an invitation from one of the occupants. knocked prone. If a dropped target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it
Sunlight Hypersensitivity. The Popobawa takes 20 radiant damage when it starts its turn in sunlight (this falls (to a maximum of 6d6). If the target is dropped at another creature, that creature must succeed on a DC
includes its vulnerability to radiant damage). While in sunlight, it has disadvantage on attack rolls and 17 Dexterity saving throw or take the same damage and be knocked prone.
ability checks.
Loud Bells. Loud bells and horns being played irritate the sensitive ears of the Popobawa and it must
make a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Related to the Buwan Aswang, the fearsome Ahool and the Aswang of legend. These creatures stand on two legs like a tall
man or gargoyle, the have features that are both humanoid and like that of a vampiric bat but what is most striking is the
potent cyclopean eye. This creature is when a powerful flying were-bat of some kind gets corrupted by arcane magic and
morphs into a powerful magical creature who still retains all the savagery of it's former self. Their appearance generally
changes and their skin color becomes a bright albino white but others have been seen with purple, bright green or electric
blue and or various other strange colors. In combat they generally follow flocks of giant bats, Aswang, Ahool or Buwan
Aswang. They enjoy terrorizing villages by themselves though, and local villages will generally act as their feeding
grounds. They prefer soft targets in combat and land amongst enemy spellcasters or archers to rip them to shreds with their
claws and siphon tongue (Blood drain) or against tougher enemies they will fly in circles using their eye rays to weaken or
damage them an

Unomabunge (Tyranosaurid)[edit]
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 175 (14d12 + 84)
Speed 50 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 22 (+6) 4 (-3) 12 (+1) 10 (+0)

Skills Perception +5
Damage Vulnerabilities Various
Damage Resistances Any other magical or elemental damage.
Damage Immunities Various
Senses passive Perception 15
Languages
Challenge 9 (5,000 XP)

Shifting Elemental Affinity: Each turn the Unomabunge gains a new elemental
immunity and an opposing vulnerability, dm can chose to simple go to a new
Immunity/Vulnerability or role a d6 to determine new affinity. The Unomabunge gains
Damage resistance to any other elemental or magical damage that is not currently
vulnerable or Immune to.
ACTIONS
Roll 1d6: Multiattack. The Unomabunge makes two attacks: one with its bite and one with its Taloned Kick. It can make both attacks against the same
target if the Target is Larger or Larger.
roll a 1; Immune to Fire but Vulnerable to Cold.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 8) piercing damage. If the target is a Medium or smaller
roll a 2; Immune to Cold but Vulnerable to Fire. creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Unomabunge can't bite another target.

roll a 3; Immune to Necrotic but vulnerable to Radiant. Talon Kick. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 8) slashing damage.

roll a 4; Immune to Necrotic but Vulnerable to Radiant. Lore: The Unomabunge as called the Rainbow beast or the Imperial Tyrannodon is a interesting omen, they are close relatives of the
Tyrannosaurus but they are covered with a brilliant plummage of feathers, combs and waddles. The feathers perpetually change colors
roll a 5; Immune to Lightning but Vulnerable to Acid. especially in combat and this is said to be a strange sign that they can quickly adapt to the elements but in turn gain an elemental weakness.
They are said to be some of the few beasts that can slay a Titanosaur or Oliphant in direct battle. They can be domesticated and are a rare but
roll a 6; Immune to Acid but Vulnerable to Lightning. legendary mount for the richest Sultans and Arch-Magi.

Their feathers though beautiful release a strong, unusual and potent smell hence they have been labeled as "musk feathers" by the rare locals
that encounter them or find their dropped feathers.

Elder Mokele-Mbembe[edit]
Gargantuan , unaligned Elder Mokele-Mbembe are the greatest of their kind. These massive creatures are known to ford across bays and seas just to make their way to the great
jungles on the continents and swim at leisure among rivers, lakes and swamps devouring all manner of vegetation whether it's ferns, tree leaves, marsh
grass, cactus...etc. Even the most poisonous plants and fungi barely phase these Titanic herbivores. No know natural predators can slay a Elder Mokele-
Mbembe and whole tribes of humans and humanoids have built small villages on their backs using them as transportation from Island to Island or river
bank to river bank. These creatures are known to get angry in mating season and will happily knock over boats or canoes that they deem are in their
territory. Generally these beasts prefer to sleep mostly submerged aside from their nostrils on the top of their heads gently poking above the water. People
who are not aware of this might think that they have caught a sleeping shoft shell turtle... many villagers have been slain thinking they caught themselves
a tasty morsel.

The only thing that has successfully killed these titanic beasts are Tyranosaurus Rex packs or packs of other huge predators. If they can get a hold on the
beast via biting or grappling they can stop a majority of it's deadly attacks while the rest of the pack disembowel the mighty Titanosaur from both flanks.
Still it can take an entire hour to kill the Elder Mokele-Mbembe.
Armor Class 10 (natural armor)
Hit Points 262 (15d20 + 105)
Speed 40 feet. swim 20 feet.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 8 (-1)

Damage Resistances Poison, Bludgeoning


Senses passive Perception 10
Languages none
Challenge 10 (5,900 XP)

Hold Breath. The Elder Mokele-Mbembe can hold its breath for 30
minutes.

Trampling Charge. If the Elder Mokele-Mbembe moves at least 20 feet


straight toward a creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 21 Strength saving throw or be
knocked prone. If the target is prone, the Elder Mokele-Mbembe can make
one stomp attack against it as a bonus action.

ACTIONS
Multiattack. The Elder Mokele-Mbembe makes three attacks: two with its
Stomp and one with its Tail. But it cannot make more than two attacks
against one foe.

Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature.
Hit: 35 (5d10 + 7) bludgeoning damage.

Tail. Melee Weapon Attack: +11 to hit, reach 40 ft. Hit: 30 (4d8 + 7)
bludgeoning damage. If the target is a creature, it must succeed on a DC 21
Strength saving throw or be knocked prone.
Elder Grootslang[edit]
ACTIONS
Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage.

Huge monstrosity, chaotic evil Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 32 (4d10 + 10) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 7) slashing damage, and the target must make a DC
20 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. If the target
Armor Class 14 (natural armor) is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the grootslang can't bite another target.
Hit Points 229 (17d12 + 119)
Speed 30 ft. Acid Spray (Recharge 5-6). The grootslang spits acid in a line that is 30 feet long and 15 feet wide, provided that it has no
creature grappled. Each creature in that line must make a DC 17 Dexterity saving throw, taking 30 (10d6) acid damage on a failed save, or
half as much damage on a successful one.
STR DEX CON INT WIS CHA
Swallow. The grootslang makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes
30 (+10) 10 (+0) 24 (+7) 6 (-2) 12 (+1) 8 (-1) the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total
cover against attacks and other effects outside the grootslang, and it takes 21 (6d6) acid damage at the start of each of the grootslang's
Saving Throws Str +14, Dex +4, Con +14, Wis +5 turns.
Skills Perception +5 If the grootslang takes 30 damage or more on a single turn from a creature inside it, the grootslang must succeed on a DC
Damage Resistances acid, fire, poison 15 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
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 grootslang. If the grootslang dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of
Languages Common movement, exiting prone.
Challenge 13 (10,000 XP)

Lore: When the world was young and the gods were born they tried to fill the land with various beasts, tragically many of these beings
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a were monstrous and abominations. One beast was the direct ancestor of great serpents and elephants but he was shunned by the ancestral
10-foot-diameter tunnel in its wake. gods and was cursed to dwell deep below the earth hidden under the sands of the great deserts or in the cavernous places below the earth.
It is said on moonless nights and days when the sky is covered with thick fog do these horrific beasts erupt from below the earth to
Electric Body. A creature that touches the Grootslang or hits it with a melee attack while trample foes and devour them whole. What makes a grootslang terrifying is that they enjoy killing not for food but for sheer sadistic
within 5 feet of it takes 10 (3d6) lightning damage. pleasure. Grootslang look like a horrific cross between a python and a bull elephant, they have powerful jaws with razor sharp teeth but
with two massive tusks that jut out from the sides of their mouths, they have a long serpentine body but their skin is covered with
Trampling Charge. If the grootslang moves at least 20 feet straight toward a creature and incredibly thick, grey and wrinkly hide just like an elephant.
then hits it with a gore attack on the same turn, that target must succeed on a DC It is said that grootslang can easily be bribed by expensive gems.
20 Strength saving throw or be knocked prone. If the target is prone, the grootslang can
make one stomp attack against it as a bonus action. What is truly unusual of the grootslang is their facial features; none of them have a similar face. Some of them appear more like great
pythons with some elephantine features while others appear more like elephants but with a few snake features. It is said that some
grootslang are known to even have pachyderm feet and ears like an elephant, and they crawl about the deep jungle floor like massive grey
centipedes and are incapable of burrowing. The most common grootslang is the serpentine ones that can be found in the desert dunes,
oasis lakes and deep caverns of the savannah.
Ancient Grootslang[edit]
ACTIONS
Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 10) piercing damage.

Stomp. Melee Weapon Attack: +16 to hit, reach 5 ft., one prone creature. Hit: 36 (5d10 + 10) bludgeoning damage.
Gargantuan monstrosity, chaotic evil
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) slashing damage, and the target must make
a DC 22 Constitution saving throw, taking 32 (6d10) poison damage on a failed save, or half as much damage on a successful
one. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the grootslang
Armor Class 16 (natural armor) can't bite another target.
Hit Points 553 (27d20 + 270)
Speed 30 ft. burrowing 30 feet. Acid Spray (Recharge 5-6). The grootslang spits acid in a line that is 30 feet long and 15 feet wide, provided that it has no
creature grappled. Each creature in that line must make a DC 22 Dexterity saving throw, taking 40 (13d6) acid damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Swallow. The grootslang makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that
30 (+10) 10 (+0) 30 (+10) 10 (+0) 16 (+3) 10 (+0) creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature
is blinded and restrained, it has total cover against attacks and other effects outside the grootslang, and it takes 32 (9d6) acid
Saving Throws Str +16, Dex +6, Con +16, Wis +10 damage at the start of each of the grootslang's turns.
Skills Perception +5 If the grootslang takes 50 damage or more on a single turn from a creature inside it, the grootslang must succeed on a DC
Damage Resistances acid, lightning, poison 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 feet of the grootslang. If the grootslang dies, a swallowed creature is no longer restrained by it and can escape from the corpse
Languages Common, Terran using 15 feet of movement, exiting prone.
Challenge 19 (22,000 XP)
LEGENDARY ACTIONS
The Ancient Grootslang can take 3 legendary actions, choosing from the options below. Only one legendary action option can
be used at a time and only at the end of another creature's turn. The Ancient Grootslang regains spent legendary actions at the
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. start of its turn.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot- Stomp. The Grootslang makes one extra stomp attack.
diameter tunnel in its wake.
Chomp (Costs 2 Actions). The Grootslang makes an extra Bite attack or attempts a swallow with a grappled enemy (already
Electric Body. A creature that touches the Grootslang or hits it with a melee attack while within 5 feet bitten).
of it takes 15 (5d6) lightning damage.
Electric Nova (Costs 3 Actions). The Grootslang releases a wave of electric energy around itself dealing 15 (5d6) lightning
Trampling Charge. If the grootslang moves at least 20 feet straight toward a creature and then hits it damage.
with a gore attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be
knocked prone. If the target is prone, the grootslang can make one stomp attack against it as a bonus Lore: Ancient Grootslang are legendary beasts, the most powerful of their kind who have grown gargantuan from devouring
action. elephants and dinosaurs. They hide in deserts and ambush traveling caravans, pulling swarms of camels and donkeys down into
the bloody sands below. Elder Grootslang are very attracted to an Ancient One and though most Grootslang are
Hermaphroditical creatures the Ancient one generally acts more like a male impregnating a harem of "female" Elder
Grootslang. Generally in a large swath of desert in a great Cavern system there will be one Ancient Grootslang who will be
nicknamed the "Shiek" or "Sultan" or "King" because of the number of lesser and elder grootslang that are part of it's greater
family.
Ancient Grootslang
Elder Grootslang:
Popobawa:
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Credits:
“Bestiary of the African Folklore” was written and published by George Livingston Knox the FIFTH!!!
Special Thanks to Alice Naze and Gloire for information on African Folklore.

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