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Jack Black (Order #40391339)

Credits
Authors: Jason Nelson, Robert J. Grady, Darrin Drader, Jeff Lee, Margherita
Tramontano, Michael Mifsud, Paco García-Reed Jaen, Mike Myler, Scott D. Young,
Drew Zambrotta, Matt Kimmel, Ismael Alvarez, Bruno Balixa, Carlos Martins
Editing and Development: Jason Nelson
Artists: Simon Aan, Paola Andreatta, Hanyo Arte, Bruno Balixa, Guillermo Cartay,
Brandon Chen, Daniel Cunha, Lluís De la Torre, Cagdas Demiralp, Andrew Doris,
Michele Giorgi, Teresa Guido, Michael Jaecks, Jason Juta, Brendan Lancaster, Jethro
Lentle, Christine Leonardi, Mike Lowe, Annika Maar, Chris McFann, Andrea Montano,
Renan Moraes, Pablo Morales, Gabriella Noar, Evan Surya Nugraha, Beatrice Pelagatti,
Peyeyo, Sabrina Pugnale, Arrahman Rendi, Julio Rocha, Tanyaporn Sangsnit, Banu
Satrio, Nicola Silva, Melissa Spandri, Bob Storrar, David Suarez, Jon Tonello, Afda
Trihatma, Rian Trost, Justin Usher, Dzmitry Yakhouski
Design and Layout: Rick Kunz
Chief Executive Officer: Jason Nelson
Chief Strategic Officer: Shirline Wilson

Special Thanks to our team of cultural consultants on the cultures, legends, and lore of
the Mediterranean:
Italy: Paola Andreatta, Adrian Arduini, Teresa Guido, Andrea Montano, Beatrice
Pelagatti, Nicola Silvani, Melissa Spandri, Margherita Tramontano
Malta: Michael Mifsud
Morocco: Amid Abdeljebbar
Portugal: Bruno Balixa, Carlos Martins
Spain: Luis Castro, Lluís De la Torre, Paco García-Reed Jaen, Luigi Lizza

Mediterranean Monsters (5E) FREE


Preview © 2023, Legendary Games;
Legendary Games
Authors: Jason Nelson, Robert J. Grady,
524 SW 321st St.
Darrin Drader, Jeff Lee, Margherita
Federal Way, WA 98023-5656
Tramontano, Michael Mifsud, Paco
makeyourgamelegendary.com
García-Reed Jaen, Mike Myler, Scott D.
Young, Drew Zambrotta, Matt Kimmel,
Ismael Alvarez, Bruno Balixa, Carlos
Martins
First release June 2023.

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pledge today for over 120 magnificent monsters!
Jack Black (Order #40391339)
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The Mediterranean Monsters Kickstarter ends July 27. Click this link to
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Jack Black (Order #40391339)
INTRODUCTION
Mediterranean Monsters (5E) is a 5th Edition monster supplement for your
campaign, running the gamut of creatures from the many cultures bordering on the
Mediterranean Sea. Many of these mythlogical monsters and legendary beings have
become staples of the RPG genre, either directly as imports from the Bronze Age or in
their many offshoots into medieval times in bestiaries, heraldry, and more. Ancient
Greece all by itself provides a wealth of creatures to our contemporary legendarium,
but many creatures from those tales have yet to find a home in RPGs until now. In
addition, within these pages you’ll find monsters from the legends and lore of Italy,
Spain, Portugal, Malta, Sardinia, Morocco, Algeria, Tunisia, and Libya, as well as a
few from Egypt, though we’ll likely explore Egypt further in a future bestiary. This
incredible collection brings together over 150 monsters with detailed ecologies and
lore, ranging from a Challenge level of 1/4 to 24.
This free preview PDF brings you just a quick sample of the incredible creatures
you’ll find in these pages while our Kickstarter is in progress and to encourage
you to climb on board with checking it out. We’ve made a ton of terrific monster
accessories for 5E over the years, and this latest Legendary Beasts book will be our
biggest yet in the long line of Mythos Monsters, Sea Monsters, Asian Monsters, Latin
American Monsters, and of course this year’s Mechanical Monsters, trailing only our
incredible 304-page Faerie Bestiary and 440-page Alien Bestiary! 
This Kickstarter campaign will include this bounteous bestiary as its central piece,
but it also includes the newly expanded Greek-inspired Mother of Monsters Adventure
Path to really make a campaign drawing on the mythology of the Mediterranean
come to life! Plus, for anyone who has missed out on our previous bestiaries, we’ll
be offering a Massive Monster Master Mega-Bundle of over 1,100 creatures and
counting, nearly 1500 pages of insane monstery goodness (and evilness) from around
the world! 

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Jack Black (Order #40391339)
Anguana
Challenge 3 (700 XP) Proficiency Bonus +2
Amphibious. The anguana can breathe air and water.
These elusive fey have the upper body of a beautiful humanoid Scaly Speech. The anguana can speak with fish and snakes as
and the lower body of an animal- most often, a snake, fish, if they shared a language.
or goat. Almost all anguane are female: males are very rare
and seldom spotted. They choose beautiful freshwater sites Actions
as their homes. Each anguana can also assume the full form Multiattack. The anguana makes two javelin attacks, or one
of the animal she looks like. An anguana can be found living javelin and one tail attack.
in a waterfall, stream, pond, or spring. A lake or river can be
home to many anguane, living remotely or collectively as they Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
choose. range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Private. The reaction of an anguana to outsiders depends Tail. Melee Weapon Attack: +# to hit, reach 5 ft., one target.
on its history and individual outlook. Some are welcoming Hit: 7 (2d4 + 2) bludgeoning damage. If the target is
of strangers, offering assistance and willing to trade. Others Medium or smaller, it is grappled (escape DC 12). Until
are stand-offish and reclusive. Some are actively hostile to this grapple ends, the target is restrained, the anguana can
others, especially humanoids, using their powers to trick or automatically hit the target with its tail, and the anguana
harm those that wander into their territory. An anguana could can’t make tail attacks against other targets.
leave her river to follow a human she has fallen in love with,
though requesting the human not ever to reveal her secret to Change Shape. The anguana magically polymorphs into a
anyone (and cursing the human if they break this promise); Small or Medium humanoid or back into its true form.
other anguane can kidnap young, handsome men for a certain Other than its size, its statistics are the same in each form.
period of time, for reproduction purposes or just to have Any equipment it is wearing or carrying isn’t transformed.
company. If the anguana dies, it reverts to its true form.
Productive Teachers. All anguanas have mastered a craft and Spellcasting. The anguana’s spellcasting ability is Charisma
are proficient in at least one set of tools. Some anguane are (spell save DC 13). She can innately cast the following
specialized in more than one type; the older the anguana, the spells, requiring no material components:
more likely she has mastered more than one set of tools. If
At will: druidcraft, poison spray
approached in a proper and respectful manner, anguane will
sometimes teach other creatures their craft. Some of 3/day: create or destroy water
the best fisherfolk live near an anguana and have 2/day: fog cloud
learned their craft from her.
1/day: water breathing
Water Protectors. An anguana considers the water
where she lairs to be sacrosanct. Any creatures that
defile or pollute a water source garner the wrath
of any anguane that live in the area. They will
band together to stop and drive away the offending
creatures, as well as enlisting any beasts in the area
to which they can speak. Offenders may find their
campsite overrun with snakes, while fishers will have
empty nets and boats as the fish actively avoid them.
Anguana
Medium fey, neutral
Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 17 (+3)
Saving Throws Con +4, Wis +3
Skills Animal Handling +6, Perception +3, Stealth +4, Survival
+6
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Common, Sylvan

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Jack Black (Order #40391339)
Basilisk, Badalischio Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Man-sized serpents crowned with horn-like projections 5 (1d6 + 3) piercing damage, and the target must make a DC
circling their heads, a badalischio’s eyes are lit from within 13 Constitution saving throw, taking 18 (4d8) poison damage
with a red glow. These adaptable predators can attack from the on a failed save, or half as much damage on a successful one.
land, water, or air, as their preference dictates. Badalischios are
Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
commonly found in forested regions near large bodies of fresh
Hit: 8 (1d10 + 3) bludgeoning damage, and the target must
water. They can be found lairing in caves on hillsides, hollow
make a DC 13 Strength saving throw or be knocked prone.
trees, or in the beds of lakes or rivers. A typical badalischio is
between 7 and 9 feet in length, with a wingspan of about 14 Poison Breath (Recharge 5-6). The badalischio exhales a 15-
feet. Their scales have a reticulated pattern of green, brown, foot cone of poisonous vapors. Each creature in the area
and gold. must succeed on a DC 13 Constitution saving throw, taking
27 (6d8) poison damage on a failed save, or half as much
Attracted to Luster. Badalischio are attracted to things that
damage on a successful one.
glitter and shine, often decorating their lairs with treasure.
With no acumen for telling the value of objects, this “treasure”
may simply be glass or cheap metals as often as things of actual
value. However, the badalischio has enough intelligence to
understand that other creatures value such things, and often
uses them as lures to attract prey.

Badalischio
Medium monstrosity, neutral evil
Armor Class 14 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., fly 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +4
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 4 (1,100 XP) Proficiency Bonus +2
Amphibious. The badalischio can breathe air and
water.
Paralyzing Gaze. If a creature starts its turn
within 30 feet of the badalischio, and
the two of them can see each other, the
badalischio can force the creature to
make a DC 13 Constitution saving throw
if the badalischio isn’t incapacitated. On
a failed save, the creature is paralyzed
for 1 minute. The target can repeat
the saving throw at the end of each of
its turns, ending the effect on itself on a
success.

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Jack Black (Order #40391339)
Biddrina
If the biddrina takes 15 damage or more on a single turn
from a creature inside it, the biddrina must succeed on a
The biddrina is a predator that inhabits lowland marshes. DC 16 Constitution saving throw at the end of its turn or
This massive serpentine creature is armored in thick blue- regurgitate all swallowed creatures, which fall prone in a
green scales and with glowing red eyes and a massive head space within 5 feet of the biddrina. If the biddrina dies, a
split wide to reveal rows of sharp teeth. It prowls the wetlands swallowed creature is no longer restrained by it and can
and adjacent areas, concealing itself in water or tall grass as escape from the corpse using 10 feet of movement, exiting
it can, hunting for prey. It will often target settled areas near prone.
its lair, preferring the ease of herd animals and humanoids
Tail Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
found in one place than hunting wild game.
Hit: 14 (2d10 + 3) bludgeoning damage, and the target must
Prized Scales. Adventurers sometimes brave a biddrina’s succeed on a DC 14 Strength saving throw or be knocked
territory to hunt and slay the beast. The scales and hide of the
prone.
creature are prized as components in construction of armor of
invulnerability. Emerging Rush. If the biddrina starts its turn in water and
makes a move of at least 20 feet, ending on land, it can
make one bite attack against a creature within range with
B iddrina advantage on the attack roll.
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 18 (+4) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing
damage from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
Languages --
Challenge 6 (2,300 XP) Proficiency Bonus +3
Keen Eyesight and Smell. The biddrina gains advantage on
Wisdom (Perception) rolls that rely on sight or smell.
Actions
Multiattack. The biddrina makes one bite attack and one tail
slap attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 3) piercing damage. If the
target is a Small or smaller creature, it must
succeed on a DC 14 Dexterity saving throw or be
swallowed by the biddrina. A swallowed creature
is blinded and restrained, it has total cover against
attacks and other effects outside the worm, and
it takes 7 (2d6) acid damage at the start of
each of the biddrina’s turns.

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Centaur, Chiron
do eat meat on occasion. Though they can subsist on meager
fare at need, they enjoy finely crafted wine and delicate cuisine
Chirons are a noble and ancient subrace of centaurs, dedicated when they can obtain it. Many chirons are gardeners and
and devoted to the tutelage of mortal heroes and the overthrow beekeepers, as they savor the taste of honey and use it to create
of monstrous races and threats. They are skilled in the sciences, mythic ambrosia, which they often give as a parting gift to
masters of music, disciples of the healing arts, and marvelous heroic proteges setting off on dangerous quests.
mentors. A typical chiron is 7 feet tall and weighs between 1500 Though able to interbreed with common centaurs, few
and 2000 pounds. chirons do so (which may account for their relative rarity).
Chirons rarely live among their centaur kin, and in fact tend Their immortal lifespans preclude a deep sense of attachment
to consider themselves a tribe apart, referring to their less with those among their short-lived kin, and those among their
civilized relatives as “wild centaurs,” “wildlings,” or “mavericks.” kind that sire children must often watch them grow old and
They favor pastoral forests, grasslands, and hills for their homes, die while the immortal chiron lives on, as only rarely is their
and unlike the nomadic centaurs chirons are generally staid divine spark passed on by heredity. Most prefer to reserve
and content to live in and around just one place where they their paternal instincts for the heroes that seek them out, as
can find peace and solitude. Many chirons find isolated and they teach each new generation the lessons and leagcies of the
remote valleys while others dwell in simple caves surrounded past.
by natural springs and windswept heights. A few even take to Chirons can have a strong impact on the local environment,
the sea to find a home on a lonely island, and those who have
been a long time alone may take a good deal of convincing to
provide instruction to an aspiring hero. Chiron proteges are
often very young, with instruction in the simple rudiments of
literacy and numeracy providing a foundation for later learning.
Older students may focus on one or more specific disciplines
in which the chiron can guide them.
Not all chirons follow such a hermetic path, however. Many
actively seek out proteges to mentor and teach in the old codes
and ancient traditions of the land. Others work as tutors for
the children of royalty, or those that are nominated to their
tutelage by the acclamation of those they trust. Chirons
rarely abide in palaces even when working with kings, but
they may find contentment in grand gardens, or in the
temple compounds of prophetic oracles.
Even chirons that enjoy the company of others rarely
associate for long with other chirons. Whether it is from
professional jealousy or rivalry, or perhaps a genuine sense
that their efforts would be better spent nurturing many
different heroes, only rarely will chirons convene a council of
members. In such councils, the eldest and wisest of the chirons
present typically carry the most weight in debate and discussion.
In the event of an impasse, one of the chirons will typically
surrender the point rather than create bad blood between them
or their proteges. Even when no such disagreements surface,
chiron councils of up to 4 rarely last more than a week or two
before each party goes its own separate way.
Chirons are primarily herbivorous, though they can and

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Jack Black (Order #40391339)
as they often contemplate the auguries and oracles before during combat, producing as many as needed. A chiron’s
making decisions to see what omens they reveal. Acts that bow attacks ignore damage resistance and count as magical.
would compromise the beauty and balance of the natural As an action, a chiron create a longbow (this causes a
world are avoided whenever possible, and they may help previously created bow to vanish). A chiron’s bow attacks
coordinate disorganized fey creatures and even the wild deal an additional 1d8 damage (included in the stats below).
things of the wood to rise up and drive out those that would Magic Resistance. The chiron has advantage on saving throws
despoil their homes. against spells and other magical effects.
Chiron Actions
Large monstrosity, neutral good Multiattack. The chiron makes three attacks with its longbow.
Armor Class 14 Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit Points 135 (18d10 + 36) Hit: 11 (2d6 + 4) bludgeoning damage.
Speed 50 ft. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
STR DEX CON INT WIS CHA
Leadership (Recharges after a Short or Long Rest). For 1 minute,
18 (+4) 18 (+4) 15 (+2) 15 (+2) 17 (+3) 16 (+3)
the chiron can utter a special command or warning
Saving Throws Dex +8, Cha +7 whenever a nonhostile creature that it can see within 30 feet
Damage Resistances bludgeoning, piercing, and slashing of it makes an attack roll or a saving throw. The creature can
from non-magical attacks add a d4 to its roll provided it can hear and understand the
chiron. A creature can benefit from only one Leadership die
Skills Arcana +6, History +6, Medicine +7, Nature +6, Religion
at a time. This effect ends if the chiron is incapacitated.
+6, Perception +11, Performance +7
Senses passive Perception 21, Survival +7
Languages Common, Elvish, Sylvan, and likely others as well
Challenge 9 (5,000 XP), Proficiency Bonus +4
Innate Spellcasting. The chiron’s innate spellcasting ability is
Charisma (spell save DC 15). It can innately cast the following
spells, requiring no material components:
At will: guidance, minor illusion, true strike
3/day each: augury, cure wounds, speak with animals, tongues
1/day each: bless, divination, heroism, legend lore, speak with plants
Ageless and Ancient (Ex) A chiron never suffers ill effects from
aging and cannot die of old age. Magical aging effects have
no effect against them, and they gain advantage on saving
throws against spells and effects that cause death.
Archery. A chiron gains a +2 bonus with attacks it makes with
ranged weapons.
Bow of Victory. A chiron’s quiver never runs out of arrows

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Drakainia
When an infested creature succumbs to the black-green
phage a spawn-of-drakainia emerges. The creature spawned
A drakainia is a true mother of monsters, an otherworldly by means of this disease effect is any creature of the draka-
abomination of legend that seeds the universe with her foul inia’s choice that is at least one size category smaller than
and monstrous brood. Her upper body is humanoid, shapely the creature she infested. The creature uses the base statis-
and beautiful, but her lower body is bloated, with pulsating tics of the chosen monster but always appears as a mockery
tumors and writhing tentacles. She is always encountered of the creature that hosted it – multiple eyes, faceless, three
with at least a handful of her favored children, as well as arms and so on. All of the spawn’s attacks do necrotic dam-
other progeny she can sacrifice to protect herself. With their age and the target must succeed on a DC 14 Constitution
help, she seeds worlds she visits with twisted, monstrous life. saving throw or its hit point maximum is reduced by an
These spawn, usually gestated within the drakainia herself amount equal to the damage taken. This reduction lasts un-
but also inflicted on others by means of the horrific plague til the target finishes a long rest. The target dies if this effect
she imparts with her infectious phage, and any creature born reduces its hit point maximum to 0.
of such horrific means is inevitably a mutated abomination The drakainia may have up to 24 CR worth of spawn ac-
bearing only a terrifying remnant of its other parent’s spe- tive. For example, a drakainia could have 24 CR 1 spawn, 12
cies. CR 2 spawn, 6 CR 4 spawn and so on or any combination
thereof so long as it does not exceed her CR pool. Spawn-
Drakainia of-drakainia rarely live longer than 24 hours as their defor-
Huge aberration, neutral evil mities and mutations eventually kill them.
Armor Class 19 (natural armor) A drakania is always encountered with half her 12 CR
Hit Points 637 (51d10 + 357) worth of spawn.
Speed 50 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
Skills Persuasion +16, Deception +16, Intimidate +16, History
+13
Saving Throws Dex +9, Con +14, Wis +11
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Condition Immunities poisoned, immobilized, restrained
Senses truesight 120 ft., passive Perception 14
Languages Abyssal, Deep Speech, Aquan, Auran, Celestial,
Common, Draconic, Ignan, Infernal, Terran
Challenge 24 (62,000 XP)
Black-Green Phage. If the target is a living creature, it must
succeed on a DC 22 Constitution saving throw or be infect-
ed with a disease – an immature spawn-of-drakainia.
A host can carry multiple spawn to term at a time. Over
one week, the spawn moves to the abdomen, gestates, and
forms a spawn-of-drakainia. In the 24-hour period be-
fore giving birth, the host starts to feel unwell, its speed
is halved, and it has disadvantage on attack rolls, ability
checks, and saving throws. At birth, the spawn bursts from
the hosts abdomen causing 35 (10d6) points of necrotic
damage. This process takes 1 round. Any armor worn at
the time has its AC reduced by 1d6 points becoming ru-
ined if reduced to 10 AC.
If the disease is cured before the spawn’s emergence,
the spawn-of-drakainia is disintegrated.

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Crawling with Spawn. The drakainia’s body is covered with Regurgitator (Recharge 5-6). The drakainia exhales a stream of
spawn which writhe like a carpet over her. Any creature immature spawn in a 90-foot line that is 5 feet wide. Each
that attacks the drakainia within 5 feet is automatically ex- creature in that line must succeed on a DC 16 Dexterity
posed to black-green phage. saving throw, taking 21 (6d6) radiant and 21 (6d6) necrot-
Magic Resistance. The drakainia has advantage on saving ic damage on a failed save, or half as much damage on a
throws against spells and other magical effects. successful one. Creatures damaged by this attack are also
exposed to black-green phage.
Magic Weapons. The drakainia’s weapon attacks are magical.
Malignant Life Aura. Any creature infected with black-green Reaction
phage that starts its turn within 30 feet of her must suc- Transfer Suffering. As a reaction, a drakainia can transfer a
ceed on a DC 24 Constitution saving throw. On a failed single harmful spell effect or condition from herself to
save, all spawn-of-drakainia currently infecting the host one of her spawn-of-drakainia that is currently within her
immediately matures and bursts from the host as de- malignant life aura or to any creature infected with black-
scribed under the black-green phage trait. If a creature’s green phage.
saving throw is successful, the spawn-of-drakainia doesn’t
mature and continues to incubate normally until the in- Legendary Actions
fected creature is forced to make a saving throw again. This The drakainia can take 3 legendary actions, choosing from
aura may force the target creature to make multiple saving the options below. Only one legendary action option can be
throws and force multiple spawn-of-drakainia to mature used at a time and only at the end of another creature’s turn.
and burst forth. She regains spent legendary actions at the start of her turn.
Regeneration. The drakainia regains 10 hit points at the start • Tentacle Lash. The drakainia makes a tentacle attack.
of her turn. If she takes necrotic damage, this trait doesn’t • Gory Arrival. This ability allows the drakainia to teleport
function at the start of her next turn. She dies only if she herself from her current location to any other spot within
starts her turn with 0 hit points and doesn’t regenerate. 500 feet or to any spawn that is within 1 mile of her. She
Innate Spellcasting. The drakainia’s spellcasting ability is Cha- arrives at exactly the spot desired. On arrival, she explodes
risma (spell save DC 22). She can innately cast the following out from her spawn, destroying it entirely.
spells, requiring no material components: • Well of Life (Costs 2 Actions). A drakainia can unleash the
3/day—antilife shell, dispel evil and good, contagion, cure primal life energy within her body to either heal herself or
wounds (as a 6th level spell) an ally she touches for 21 (6d6) hit points. Alternatively, the
1/day—antimagic field, disintegrate, regenerate drakainia pulses with the primal energy of corrupted life
causing 21 (6d6) radiant damage to all creatures within 30
A ctions feet of her, or half as much damage on a successful one.
Multiattack. The drakainia makes four attacks: one with with
gore, one with its claw, and two with its tentacles.
L A
air ctions
On initiative count 20 (losing initiative ties), a drakainia takes
Gore. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. a lair action to cause one of the following effects; a drakainia
Hit: 22 (4d6 + 8) piercing damage. The target must succeed can’t use the same effect two rounds in a row:
on a DC 21 Constitution saving throw or become poisoned.
While poisoned in this way, the target can’t regain hit • The drakainia causes four CR 1 spawn-of-drakainia (or less)
points, and it takes 21 (6d6) poison damage at the start of to appear in an unoccupied space that she chooses within
each of its turns. The poisoned target can repeat the saving the lair. They vanish after 1 hour and do not count against
throw at the end of each of its turns, ending the effect on her CR limit.
itself on a success. Poisoned targets also have disadvantage • Up to four creatures infested with black-green phage that
on saving throws against black-green phage. she can see must succeed on a DC 22 Wisdom saving throw
Razor Claws. Melee Weapon Attack. +14 to hit, reach 10 ft., one or use their reactions to move up to their speed and make
target. Hit: 17 (2d8 + 8) slashing damage or 68 slashing one weapon attack against any hostile-to-drakainia crea-
damage on a critical. This attack scores a critical hit on 17- ture within range.
20. • The drakainia uses her malignant aura centered on any
Tentacle. Melee Weapon Attack. +14 to hit, reach 15 ft., one tar- single creature within her lair infested with black-green
get. Hit: 24 (3d10 + 8) bludgeoning damage and the target is phage. This effect occurs instantly.
exposed to black-green phage.

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Gegenees
Clobber. As a bonus action, when the giant damages a
creature with three or more successful melee attacks in the
The gegenees are a race of six-armed  giants  who dwell in same round, the giant can perform an awesome blow, the
lands far from civilization. They prefer weapons such as target of his third attack must make a DC 23 Constitution
clubs and spears, dress in skins and furs, and embellish their saving throw or be stunned for the next 1 minute. The
bodies with elaborate tattoos and ritual scarification. Though target can repeat the saving throw at the end of its turn to
not malevolent, gegenees are territorial, superstitious, and end the stunned condition.
exceptionally xenophobic. They have an innate distrust for
Legendary Resistance (1/Day). If the gegenees fails a saving
arcane spellcasters in particular, and gegenees with innate
throw, it can choose to succeed instead.
sorcerous talents are quickly exiled from their clans. Their
skin is a deep indigo and large tusks jut from their lower jaws. A ctions
Gegenees are 21 feet tall, have blue skin and weigh 14,000
Six-Armed. The giant can make six melee attacks.
pounds.
Alternatively, he can make two ranged attacks with his
Tattoed. Gegenees tattoos are stylized patterns that tell the boulders.
story of the individual as well as the histories of that gegenees’s
most honored forebears. Consequently, gegenees are Club. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
particularly infuriated by creatures that attempt to copy their Hit: 30 (4d12 + 7) bludgeoning damage.
tattoo patterns for aesthetic purposes, as this is tantamount to Heavy Longsword. Melee Weapon Attack: +18 to hit, reach 10 ft.,
laying claim to the family legacies of the gegenees. one target. Hit: 22 (3d10 + 7) slashing damage.
Blind Wisdom. Each gegenees clan is guided by a chieftain, Heavy Pick. Melee Weapon Attack: +18 to hit, reach 10 ft., one
who is advised by the venerable mothers— the clan’s three target. Hit: 25 (3d12 + 7) piercing damage.
oldest and most revered women. Possessing great wisdom
Boulder. Ranged Weapon Attack: +13 to hit, range 120/480 ft.,
and supernatural gifts, the venerable mothers are also blind,
one target. Hit: 35 (6d10 + 3) bludgeoning damage. If the
for they pluck out their eyes to prove their devotion to the
clan. Their every word is considered sacrosanct. target is a creature, it must succeed on a DC 23 Strength
saving throw or be knocked prone.

Gegenees
Huge giant, chaotic neutral
Armor Class 20 (natural armor)
Hit Points 330 (20d20+120)
Speed 50 ft.
STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 22 (+6) 12 (+1) 14 (+2) 10 (+0)
Skills Athletics +18, Intimidation +6, Perception +10
Senses darkvision 120 ft., passive Perception 20
Languages Giant

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H’awouahoua
Charge. If the h’awouahoua moves at least 10 feet straight
toward a target and then hits it with a ram attack on the
This fiend is a chimeric collection of animal parts fused same turn, the target takes an extra 4 (1d8) bludgeoning
together in a vaguely humanoid form, mostly hidden under damage. If the target is a creature, it must succeed on a DC
a draping patchwork coat. Its torso is like a turtle, complete ## Strength saving throw or be pushed up to 10 feet away
with a hard shell. It is bipedal, standing on one cloven-hoofed and knocked prone.
goat leg, and the leg of a panther. One arm ends in a monkey’s Magic Resistance. The h’awouahoua has advantage on saving
paw, the other a crab-like claw. Its head is apish, with flaming
throws against spells and other magical effects.
eyes and curling, ram’s horns. Instead of hair, asps drape
down over its head and shoulders. A segmented tail bearing a Soul Snare. A humanoid killed by the h’awouahoua cannot
scorpion’s sting extends out of the bottom of its shell, arcing be brought back to life by any means until its skin coat is
up to hover over the h’awouahoua’s head. destroyed by fire or radiant damage.
The h’awouahoua is deceptively swift, despite the awkward, A ctions
hodgepodge makeup of its body. It quickly rushes prey to kill Multiattack. The h’awouahoua makes three melee attacks—
them, flaying the body afterwards and adding the skin to its only one of which can be with its snake hair or ram attack.
grotesque coat, then feasting upon the flesh and bones.
Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Soul Collector. The souls of those whose skin is sewn into the creature. Hit: 6 (1d4 + 4) piercing damage, plus 14 (4d6)
h’awouahoua’s coat are bound to those mortal remains. The poison damage.
h’awouahoua uses them to power its magical abilities, and
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
also trades them to other fiends for goods and services. They
8 (1d8 + 4) bludgeoning damage.
regularly traffick souls to night hags. When a soul leaves the
h’awouahoua’s possession, the skin to which it was bound falls Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
away from the coat and crumbles to dust. 6 (1d4 + 4) bludgeoning damage, and the target is grappled
(escape DC 15).
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
H’awouahoua 7 (1d6 + 4) bludgeoning damage.
Medium fiend, chaotic evil Fiery Gaze (Recharge 6). Ranged Spell
Armor Class 15 (natural armor) Attack: +5 to hit, range 60 ft., one
Hit Points 102 (12d8 + 48) target. Hit: 21 (6d6) fire damage.
Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 19 (+4) 10 (+0) 14 (+2) 10 (+0)
Saving Throws Str +6, Dex +4, Cha +3
Skills Perception +5, Persuasion +3, Stealth +7
Damage Resistances cold, fire, lightning;
bludgeoning, piercing and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive
Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP) Proficiency Bonus +3

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Mazapégul Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
These tiny fiends were once benevolent fey, brownies or 5 (1d4 + 3) slashing damage.
sprites, captured by demonic forces and twisted into their
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
cruel forms by abyssal rituals. They enjoy terrorizing animals
5 (1d4 + 3) piercing damage and the target must make a DC
and humanoids, especially those in remote, rural areas. A
11 Constitution saving throw. On a failed save, the target
mazapégul will often choose or “adopt” a humanoid or family
is poisoned for 1 minute. While poisoned in this way, the
of humanoids, committing all sorts of mischief to them, their
target falls unconscious. On a successful save, the target is
household, goods, and livestock, and feeding upon the dreams
not poisoned. A sleeping victim can repeat the saving throw
of the humanoids at night.
at the end of each of its turns, ending the effect on a success.
A mazapégul is about the size of an average house cat,
Dream Invasion. The mazapégul climbs upon an unconscious
with similar fur and markings, and curved retractable claws.
humanoid creature and inserts its mind into their dreams,
Its actual form resembles a monkey, with prehensile tail,
feasting on the psychic energy of its victim. Each round, the
and long, dexterous fingers and toes. Its face is humanoid,
mazapégul heals 5 (2d4) hit points. Once the mazapégul is at
wrinkled and old, looking, with bright, yellow eyes.
full hit points, any further points are gained as temporary hit
Haunters of Sleep. The mazapégul can gain sustenance from points, to a maximum of 8. Once the mazapégul has enacted
the dreams of humanoid creatures. The mazapégul climbs this ability, it can maintain the effects on subsequent rounds
on a sleeping victim’s torso, sits, and gazes at the sleeping as a bonus action. When a humanoid affected by this ability
humanoid, allowing its mind to enter the victim’s dreams, awakens, it gains 1 level of exhaustion.
feeding on their psychic energy and giving the humanoid
nightmares. Even if its victim awakens, the mazapégul can Reactions
force its will onto the victim, holding it in place in a waking Sleep Paralysis. If the victim of the mazapégul’s Dream
nightmare while it continues to feed. Invasion ability awakens, the mazapégul can meet their
Fey Tendencies. Despite their fiendish nature, some gaze, if both the mazapégul and the humanoid can see
mazapégul cling to the traditions of their ancestors. Like each other. The victim must succeed at a DC 12 Charisma
brownies, they may assist their “adopted” humanoids in saving throw or be paralyzed for 1 minute. A paralyzed
exchange for the food they receive (even though it is taken victim can repeat the saving throw at the end of each of its
without consent). A humanoid may find its sleep terrorized by turns, ending the effect on a success. While a humanoid is
the presence of a mazapégul, only to wake and find the house
paralyzed by this ability, the mazapégul can use its Dream
swept and cleaned, or other chores completed for them.
Invasion ability on them.

Mazapégul
Tiny fiend, chaotic evil
Armor Class 13
Hit Points 14 (4d4 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 12 (+1) 9 (-1) 10 (+0) 14 (+2)
Skills Perception +3, Stealth +8
Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Magic Resistance. The mazapégul has advantage on saving
throws against spells and other magical effects.

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Omek Tannou Actions
Multiattack. The omek tannou makes two melee attacks.
These angels serve a warrior goddess of fertility, the sky, and
Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
weather. They serve the will of the goddess, bringing blessings
Hit: 14 (2d8 + 5) slashing damage plus 18 (4d8) lightning
of rain to the faithful and drought to those who anger their
damage.
mistress. In battle against the goddess’s enemies, the omek
tannou also form the front lines of her troops, leading the Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
charge and bringing the fury of the storm against her foes. 9 (1d8 + 5) piercing damage plus 18 (4d8) lightning damage.
Ritual Attendants. The faithful of the goddess perform Spellcasting. The omek tannou casts one of the following spells,
an elaborate ceremony after the planting season, with requiring no material components and using Charisma as
ritual costumes and dancing, to show their devotion. This the spellcasting ability (spell save DC 17):
ritual, named for the omek tannou, is done in the hopes of 3/day each: gust of wind, lightning bolt
summoning one of the servants of the goddess to bless their
community with rainfall and ensure a good crop for the 1/day: control weather
coming harvest.
Storm Wardens. An omek tannou is typically assigned a
region to oversee and is the one who will regularly respond
to the planting ritual of the faithful in that region and carry
out the goddess’s commands in that area. A particular omek
tannou may develop protective feelings for the faithful people
of the region, responding directly to any attacks or calamities
that befall them.

Omek Tannou
Large celestial, lawful good
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 90 ft.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 21 (+5) 14 (+2) 19 (+4) 21 (+5)
Saving Throws Con +9, Wis +8, Cha +9
Skills Insight +8, Perception +8
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 18
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Magic Resistance. The omek tannou has advantage on saving
throws against spells and other magical effects.
Storm-Touched Weapons. The omek tannou’s weapon attacks
are magical. When the omek tannou hits with any weapon,
the weapon deals an extra 18 (4d8) lightning damage
(included in the attack).

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Pettenedda
Saving Throws Con +4, Wis +4
Skills Deception +6, Perception +4, Stealth +3
Pettenedda are identifiable among their sister hags for their Damage Resistances cold
hair, a wild, tangled mess often longer than the pettenedda
is tall, and for their wicked claws the size of daggers, which Senses darkvision 60 ft., passive Perception 14
are forever running through their hair, attempting in vain to Languages Aquan, Common, Sylvan
remove all the knots and snarls. Legend says that pettenedda
Challenge 4 (1,100 XP) Proficiency Bonus +2
were once human, cursed with their current state for the sin
of vanity. Amphibious. The pettenedda can breathe air and water.
Sowing Dissent. Pettenedda enjoy disrupting others routines Actions
and inconveniencing them, and will manipulate those around Multiattack. The pettenedda makes 2 attacks with her claws.
her to work against the self-interests of themselves and their
communities. The sounds of people arguing and lamenting Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
their problems is sweet music to the ears of a pettenedda. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled
(escape DC 13). The pettenedda can the automatically hit the
Well Dweller. Pettenedda prefer to lair in wells. A pettenedda grappled target with her claws. The pettenedda can grapple
will inflict all manner of misery on those that use her well. She up to two targets at a time, and cannot make attacks with
will snatch an unsuspecting person attempting to draw water, her claws against any targets she is not grappling while
sometimes enslaving them, but always eventually devouring grappling two targets.
them when she gets too hungry. A pettenedda might pretend
to be some benevolent elemental spirit inhabiting the well, Spellcasting. The pettenedda’s spellcasting ability is Charisma
encouraging coins or other valuables to be dropped down (spell save DC 12). She can innately cast the following spells,
the well in exchange for wisdom or prophecies, typically lies requiring no material components:
dreamed up by the pettenedda to cause further trouble. The 3/day: scrying (a creature in possession of one of the pettenedda’s
only good thing to come from a pettenedda lairing in a well is hair effigies is considered familiar to her, and connected as
that it will never be damaged or fouled. A pettenedda is very if she possessed a body part of the creature, for purposes of
protective of her well and the water in it, and will murderously saving throws).
retaliate against anyone that attempts to harm it in any way.
1/day: bestow curse

Hair Effigy
A pettenedda can cut some of her hair and spend 1 minute
braiding and tying it into the form of a small doll, bracelet,
or other decorative thing. A creature in possession of a hair
effigy can roll 1d4 and add the result to any ability check made.
However, any creatures within 30 feet of the possessor must
roll 1d4 and subtract the result from any ability checks or
saving throws.
A pettenedda can have up to three hair effigies active at
one time. As an action, she can discern the direction and
approximate distance to all her active effigies. She can
instantaneously deactivate any effigies at any distance
(no action required), turning them into mundane items.

Pettenedda
Medium fey, neutral evil
Armor Class 14 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., climb 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 12 (+1) 14 (+2) 15 (+2)

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