Bestiary

Major and Minor Tweaks To The Monsters of Dungeons & Dragons 5e

Based in the World of Legon.

 

This page will have monsters of Legon. Some will just be a slight change from the original, some will be a complete new realization of the monster and then there will be brand new ones. During gameplay and preparation I felt I should change a few things. Many times it had to do with magic because for the longest time it was banned on Legon, others to just make more sense of a typical trope. Then there are the original ones that spawn from my mind, or seeing something in a movie / TV Shows, and emerging from a new enemy. There are some that have a more detailed description, so look for links in their description.
  • Teeter Wind Orc

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 12 ( +1 )

    CON : 16 ( +3 )

    INT : 7 ( -2 )

    WIS : 11 ( 0 )

    CHA : 10 ( 0 )

    Armor Class: 13    Hit Points: 15
     
    Movement: 30 ft    Challenge: 1/2
     
    Environment: Coastal, Grasslands, Hill, Swamp, Urban
     

    Teeter Wind Orcs have a yellow / tan hue to them, differing them from the usual green-brown common orcs. These orcs never travel alone and have a great pack mentality. It is common to find them under a warlords command (paid thugs). A good majority of them now under the rule of the current Warlord in the Teeter Wind Plains by the name of Baalrooga. (AC:18, HP:80, CH:5, Great Battle Axe 1d12+5, Silver Spears 1d8+5)

    ATTACKS / DEFENSE
    Teeter Wind Orcs have adapted to the plains and can keep themselves hidden for longer than most, +2 stealth 250ft or more. They usually carry crude long swords, polearms or battle axes. Each doing different damage. Swords (1d8+3), polearm (1d6+3) battle axes (1d10+3). They get a +5 to hit.

    When attacking with 3 or more orcs, at the same time they attack with advantage.

  • Splitjaws / Vampires

    beasts and monsters of Legon
    STR : 18 ( +4 )

    DEX : 16 ( +3 )

    CON : 10 ( 0 )

    INT : 12 ( +1 )

    WIS : 12 ( +1 )

    CHA : 11 ( 0 )

    Armor Class: 14    Hit Points: 90
     
    Movement: 60 ft    Challenge: 5
     
    Environment: All
     

    See the Full Description Here. A page dedicated to them.

    Vampires or Splitjaws on Legon are not the “undead.” They have been infected with a virus that breaks down the blood in the body. Because of the breakdown, it allows the infected to be very strong, have disjointed joints including the jaw and legs. Their mouth and jaw can “lower” and fangs come out. When it bites a victim, it inhales the blood like a siphon into their blood stream. They have 2 forms, one that is near indistinguishable from a humanoid, and another that turns the body into a Vampire when in fight or flight / smell or sense blood.

    ATTACKS / DEFENSE
    Weapons (standard to hit with +4 damage), Slashing (with clawed hands when in form) 2x1d8+4, Bite 1d4 (per round) – Bite has possibility of paralysis (against CON) Ability to leap long distances, hard to trap or corner. A frenzy attack that takes a lot out of the Splitjaw. It takes a round to recover. But they get an addition +2 to hit and an additional 1d10 of damage. With a bite, it will allow the poison to take affect, any CON savings throw has been waved.

  • Snow Driders

    beasts and monsters of Legon
    STR : 13 ( +1 )

    DEX : 15 ( +2 )

    CON : 12 ( +1 )

    INT : 17 ( +3 )

    WIS : 13 ( +1 )

    CHA : 9 ( -1 )

    Armor Class: 14    Hit Points: 54
     
    Movement: 60 ft    Challenge: 3
     
    Environment: Arctic, Mountain
     

    Half humanoid & half giant spider. They are extremely intelligent and insightful creatures. Spawn from a blackpatch (spell gone bad) they repopulate quickly, but due to their location a lot don’t survive the first 10 years of life. They have a sensitivity to heat, and will roll with disadvantage when in temperatures above 55 degrees. When in temperatures of 80 or more degrees, they roll / attack with a -3 for everything, and disadvantage to boot.

    They are not as “evil” in nature as you might think, there ambitions lie with self preservation, territorial and gaining land for there own kind. Most live in the north eastern Legon right before the glaciers. The Snow Driders despise White Hill Giants & Animax followers. They are in continually war with them. Unless you piss a Drider off they will most likely only communicate with you in common tongue, and not attack. But choose your words carefully.

    ATTACKS
    Weapon attack ranging from a long sword, spears and the like. They do not use any smaller weapons like daggers and the such, due to their structure, it would be very difficult to use. If they do, they attack with disadvantage.

    Sword – Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

    Their front tentacles can do piercing damage, +6 to hit, Hit: 7 (1d8 +3), many of their warriors are outfitted with enhancements on the front tentacles when going into battle, adding a 1d4+1 to any successful attack Hit: 1d8+3 & 1d4+1.

    Long bows, crossbows. About half of the warriors will carry a ranged weapon. They will almost always be laced with poison. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

  • Firebrand

    beasts and monsters of Legon
    STR : 15 ( +2 )

    DEX : 20* ( +5* )

    CON : 10 ( 0 )

    INT : 15 ( +2 )

    WIS : 15 ( +2 )

    CHA : 14 ( +2 )

    Armor Class: 18    Hit Points: 80
     
    Movement: 90 ft    Challenge: 8
     
    Environment: Any
     

    Firebrand is a very rare humanoid that has been infected by a kindlekind. Firebrands in a fight or flight situation will “flame out” meaning the outside of their body will harden (resulting in a 18 ac) and in a coating of fire. Otherwise they are indistinguishable from any other humanoid except the hair. As their body breaks down, their hair will slowly turn red, the more red, the closer they are to death; their life expectancy is greatly reduced. After a flame out they will be extremely weak and must rest to regain their strength.

    ATTACKS / DEFENSE
    Their speed is unnatural, 2 attacks per round. They can “exert” a blast radius of fire causing 2d10 of damage who ever is in a 20 ft diameter. Grabbing hold of a victim causes 1d12 of damage + further fire damage at 1d6 per round until put out. When in flameout mode they are *roughly 3x as fast as a normal humanoid, their skin turns to a hard leather and can frenzy when really pushed causing 3d12 of damage in a 10 foot area. Once they frenzy, they will burnout and revert to normal.

  • Teeter Wind Owl Bears

    beasts and monsters of Legon
    STR : 20 ( +5 )

    DEX : 12 ( +1 )

    CON : 17 ( +3 )

    INT : 4 ( -4 )

    WIS : 12 ( +1 )

    CHA : 7 ( -2 )

    Armor Class: 13    Hit Points: 47
     
    Movement: 45 ft    Challenge: 3 (600 xp)
     
    Environment: Coastal, Forest, Grasslands, Hill
     

    Owlbears have the bodies of bears with thick fur and feathers. Their heads were like those of owls, but with a serrated beak. Their claws are a deadly combination of Bear and Owl. These creatures in the plains like to nest during the night hours and prowl during the day. Their color, the loud wind from the teeter winds and the height of the wheat, weeds, floral makes them very hard to spot.

    ATTACKS / DEFENSE
    They are afforded dual attacks when in range; beak and one claw. +4 to hit on both. They have an initial attack “rush” that allows their AC to skyrocket to 18 for that round and a good chance at a knock down. Their screech can be disorientating, and a save on constitution to not lose a round. Beak 1d10+3 (+4 to hit), Claw 1d12+3 (+4 to hit)

  • Forest Kobolds

    beasts and monsters of Legon
    STR : 8 ( -2 )

    DEX : 15 ( +2 )

    CON : 10 ( 0 )

    INT : 9 ( -1 )

    WIS : 7 ( -2 )

    CHA : 8 ( -1 )

    Armor Class: 13*    Hit Points: 6
     
    Movement: 30 ft    Challenge: 1/8 (25 xp)
     
    Environment: Coastal, Forest, Gasslands, Hill
     

    These Kobolds are descendants of the Teeter Wind Kobolds. Being the lesser of the creatures they were forced out of the plains and into the forest. They have adapted quite well. Most of the Kobolds follow the chief Vruc Emberwound. They have a pack mentality and there will never be one less than 20. Forest Kobolds can be found through out the forest’s of the clan lands and no where else.

    ATTACKS / DEFENSE
    They will hide in the trees and shoot stones with their slingshots (1d4+2). Melee attacks are almost impossible in the pack and hidden. Bows, crossbows attack with the *kobolds AC at 18 (ONLY when hidden in the trees). If melee starts they will attack with a crude dagger (1d4+1)

  • Swamp Clicker

    beasts and monsters of Legon
    STR : 15 ( +2 )

    DEX : 13 ( +1 )

    CON : 15 ( +2 )

    INT : 5 ( -2 )

    WIS : 9 ( 0 )

    CHA : 3 ( -5 )

    Armor Class: 15    Hit Points: 42
     
    Movement: 60 ft    Challenge: 3
     
    Environment: Coastal, Swamp
     

    The Swamp Clicker looks much like a Praying Mantis, but more compact and lower to the ground. They have a hard shell for the body. The creature has two large claws that it attacks with, and 6 legs that power it giving it a 60ft movement. The clicking sound they make is a crude language. The creatures do not go far from their lair. They travel in a group of 3-5 and are always looking for food.
    ATTACK / DEFENSE
    The creature can cross his claws creating a shield. This will raise their AC +2. Multi-attack. The clicker makes two attacks: both with its claws. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The swamp clicker has two claws, each of which can grapple only one target. Bite. Melee Weapon Attack: +2 to hit, must be within 5 feet. Hit:8 (1d10+4) Strong jaws cause more damage. Ripping damage.

  • Cobble Troll

    beasts and monsters of Legon
    STR : 18 ( +4 )

    DEX : 13 ( +1 )

    CON : 20 ( +5 )

    INT : 7 ( -1 )

    WIS : 9 ( 0 )

    CHA : 7 ( -1 )

    Armor Class: 18    Hit Points: 84
     
    Movement: 30 ft    Challenge: 6
     
    Environment: Arctic, Desert, Hill, Mountains
     

    The Cobble Troll has keen smell, the ability to regenerate health and has advanced hidden talents allowing them to surprise opponents and guarantee top initiative during a fight.
    ATTACK / DEFENSE
    Multiattack. The troll can make two attacks with bite, bull rush and bite. The use of the claw is an automatic dual attack, so they can align it with a bite and have three attacks.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bull Rush. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 4) bludgeoning damage with skull and horns. Rock Throw. Melee Weapon Attack: +4 to hit, reach 60 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.

  • Giant Veil Fiend

    beasts and monsters of Legon
    STR : 22 ( +6 )

    DEX : 12 ( +1 )

    CON : 24 ( +7 )

    INT : 6 ( -2 )

    WIS : 10 ( 0 )

    CHA : 8 ( -1 )

    Armor Class: 12 (skin)    Hit Points: 245 (20d12+135)
     
    Movement: 40 ft    Challenge: 19 (22,000 xp)
     
    Environment: All
     

    Veil Fiends are the “undead” of the underearth. Most of them are humanoid size, and hard to control (they are usually created by man or lich or necromancer). There has only been one of Giant Veil Fiend before, so they are incredibly rare. They stand 20-24 feet in height, long and spindly with razor sharp hands and poison emanating from them.

    ATTACK / DEFENSE
    Multiattack. They can initial poison push (4d6 / if DC20 Con save), life power drain (1d4 per round within 5 feet), claws +12 (5d8+6), stomp +10 (6d8+6), poison push (Dc20 CON save 6d8+6 or 3d8+3 if save) and a reactionary attack when 20+ HP of damage is inflicted; scream(1d8, zero damage if DC20 Con save).

    Vision shutter (-2 to hit) the creature can shutter making it difficult to zero in on it. Regeneration (+1d6 per round) as long as there is something within 5-10 feet of the creature, it will draw 1d6 HP from it to regenerate. (In a dungeon or such, it would fail, unless a party member or living creature is within range, outdoors it can draw the HP from grass, trees, bushes, etc.)

  • Ecru Wyvern

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 16 ( +3 )

    CON : 16 ( +3 )

    INT : 6 ( -2 )

    WIS : 12 ( +1 )

    CHA : 10 ( 0 )

    Armor Class: 16 (Scales)    Hit Points: 10d10+40 (101)
     
    Movement: 30 ft / 120 ft (fly)    Challenge: 6 (2,400 xp)
     
    Environment: Desert, Grasslands, Hill, Mountains
     

    Rare creatures that find a home in the vast Teeter Winds Plains, usually farther north, closer to the Thoraxian Mountains. They are tan in color and blend in with the wheat and weeds, very hard to see if it is flat on the ground. They have tight knit lairs and “family” and only finding one is uncommon.

    Once a day it can bellow a dust cloud that is half poison, the other half paralyzing dust. The victim has to make 2 saves; one for DEX and avoiding the cloud all together,

    Multiattack. The Wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

    Claws. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

    Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 20 (6d6) poison damage on a failed save, or half as much damage on a successful one.

  • The Odius

    beasts and monsters of Legon
    STR : 15 ( +2 )

    DEX : 12 ( +1 )

    CON : 16 ( +3 )

    INT : 15 ( +2 )

    WIS : 10 ( 0 )

    CHA : 12 ( +1 )

    Armor Class: 18    Hit Points: 6d8+26 (56)
     
    Movement: 30 ft    Challenge: 3 (1,200 xp)
     
    Environment: Any
     

    An Odius is a spin on the Tiefling, where the “evil” blood that runs in their veins makes them, well evil. Most born to this affliction are either cast out, sent to a orphanages or sorts or worse yet; sold. They can be used as a PC, but limitations are used; they can only be evil, etc. Bottom line is the vast majority of them are brought into a faction and are used for nefarious purposes. They have dark vision up to 60ft. The sex of the creature is important. So some stats change between sexes.

    Read more here, including the break down between male and female.

  • Forest Hag

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 12 ( +1 )

    CON : 18 ( +4 )

    INT : 12 ( +1 )

    WIS : 14 ( +2 )

    CHA : 16* ( +3 )

    Armor Class: 15    Hit Points: 65 (8d8+20)
     
    Movement: 30 ft    Challenge: 3 (700 xp)
     
    Environment: Forest, Swamp
     

    Illusory Appearance. The hag has the ability to disguise herself, with a unique ability drawn from the earth. Upon approaching the hag, she will appear as a beautiful human druid (CHA 15). Players must make a DC 13 Wisdom savings throw, or be charmed by the creature. Each round they must make that savings throw to maintain it, or remove it.

    The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

    The charm spell is subtle but powerful, it will stop any PC from investigating, or attacking. Many times they will just follow the Hag to the lair where she and her Chokers will have their way with them. After 3 failed saves, they are charmed indefinitely. Other players can help the charmed character if they understand what is going on. If so roll the DC 13 Wisdom throw at an advantage.

    Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

    Quarter Staff. +5 to hit, reach 15ft., one target. Hit: 6 (1d6+2) bludgeoning damage.

    She usually has 2-4 chokers with her, depending on her power. Chokers, DnD Beyond

  • Air Dragon

    beasts and monsters of Legon
    STR : 20 ( +5 )

    DEX : 12 ( +1 )

    CON : 20 ( +5 )

    INT : 9 ( 0 )

    WIS : 12 ( +1 )

    CHA : 12 ( +1 )

    Armor Class: 16    Hit Points: 120 (9d12 +60)
     
    Movement: 50ft. / fly 180 ft.    Challenge: 11 (7,500 XP)
     
    Environment: Hill, Mountains
     

    Speed Invisibility. The dragon can fly at a speed that renders it invisible when reaching that speed (from 140ft – 180ft)

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

    Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

    Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

    Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

    Breath Weapons (Recharge 5–6). The dragon can use its breath weapon.

    Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
    Legendary Actions

    The dragon 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 dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.

    Tail Attack. The dragon makes a tail attack.

    Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
    Lair and Lair Actions
    Air Dragon’s Lair

    The Air Dragons abode is always inhabited by worshipers. 2d20 people, half of them are warriors, one will be a more powerful
    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
    A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

  • Crowbear

    beasts and monsters of Legon
    STR : 17 ( +3 )

    DEX : 14 ( +2 )

    CON : 15 ( +2 )

    INT : 13 ( +1 )

    WIS : 15 ( +2 )

    CHA : 10 ( 0 )

    Armor Class: 13    Hit Points: 50 (6d10 + 18)
     
    Movement: 40 ft    Challenge: 3 (650 xp)
     
    Environment: Coastal, Grass, Hill, Urban
     

    The Crowbears perception is outstanding, with it’s intelligence and keen sense. Perception +8, with that their Passive Perception is 20. They also have Darkvision 60 ft. To add on all of that, the Crowbear has advantage on Wisdom (Perception) checks that rely on sight or smell. It is an excecptionally bright creature that can be communicated with; it can learn hand language and simple words. They are lawful neutral, and are painfully slow predators. They seem to go over every angle and possibility before attacking. They are near impossible to sneak up on (enemy has to roll with disadvantage DC20). They can be domesticated and turnd into mounts. But they require a much more robust lifestyle than the average horse. Otherwise they will leave their owner at the first chance.
    Attacks
    Multiattack. The Crowbear makes two attacks: one with its beak and one with its claws when inside 10 feet, 10-20 feet it will attack with both it’s claws.
    Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
    Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage.

  • Earth Siren

    beasts and monsters of Legon
    STR : 8 ( -1 )

    DEX : 14 ( +2 )

    CON : 18 ( +4 )

    INT : 12 ( +1 )

    WIS : 16 ( +3 )

    CHA : 20 ( +5 )

    Armor Class: 13 (tough skin + Dex)    Hit Points: 55
     
    Movement: 30 ft    Challenge: 2
     
    Environment: Coastal, Forest, Grasslands, Hill, Swamp
     

    An Earth Siren is inherently a good creature that is reclusive and introverted. They like forests to live in primarily. Sometimes they inhabit Swamps and the like, but will clash with hags that seem to prefer those areas. Their reason for being is to nurture the nature around their home, and in some ways protecting it too. They will avoid contact with anyone at all costs, minus if they are cornered or if their home is being threatened.

    They are humanoids, in looks and just about everything else; ranging from 5 1/2 tall to 7 ft tall, weighing no more than 100-120 lbs. Hair is usually a color that blends well in a forest environment. Rags and make shift clothing, only the slight thicker skin and dexterity adds to their armor class.

    The Siren, with magic returned has the following spells available: At will: druidcraft, 3/day each: entangle, goodberry, 1/day each: barkskin, pass without trace, shillelagh

    ATTACKS
    It has a very powerful charm spell. It works on men almost exclusively, but it has been known to charm a female or two. (roll advantage on men, disadvantage on women). The creature will start to sing. To the intended target it is an amazing song and the voice hypnotic. To everyone else it is a screech / screaming sound. Target needs to make a WIS save of 14 to avoid the charm. Each round they can try and break it, but the advantage / disadvantage still remains.

    The Earth Siren will start off battle with the cantrip spell shillelagh. See below for it’s effects.

    They usually carry around a smaller club, it is spiked and has overgrown rose thorns on it. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

    They have a ear piercing scream attack. Targets must make a constitution save of 12, or receive 1d8+3 points of damage. If they make the save, the damage is reduced to half. A Earth Siren is limited to this every other turn. Once they scream, it takes a round for them to muster up enough power to yell again.

  • Death Priest

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 12 ( +1 )

    CON : 14 ( +2 )

    INT : 12 ( +1 )

    WIS : 15 ( +2 )

    CHA : 10 ( 0 )

    Armor Class: 18    Hit Points: 65 (10d8 + 20)
     
    Movement: 30ft moving & climbing    Challenge: 4 (1,100 xp)
     
    Environment: All
     

    Damage Vulnerabilities Radiant, Damage Resistances Necrotic, Condition Immunities Charmed, Poisoned
    Senses Darkvision 60 ft., Passive Perception 12
    Challenge 4 (1,100 XP)
    Proficiency Bonus +2

    Spider Climb. The Priests when pressed can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    Actions. Dual Workings. The Priest is immune to the charmed and frightened conditions while within 30 feet of at least one other priest. They can cast a spell with two or more within 60 feet of each other and the PC has to save for frightened – DC 15 Wisdom save. Failing it makes the individual run away. Innate Spellcasting. The Priest’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Death Priest can innately cast the following spells, requiring no material components, like a cleric:

    At will: chill touch, poison spray, 3/day each: ray of enfeeblement, ray of sickness, 1/day each: animate dead, blight, vampiric touch

    Multiattack. The priest makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.

    Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.

    Slash. Melee Weapon Attack: +5 to hit. 1d8+2 (7) damage, plus 1d8 (5) of necrotic damage. This is a claw attack on their grotesque elongated sharp fingers. A DC 15 wisdom save cancels the necrotic damage all together.

  • Scatter Lynx

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 18 ( +4 )

    CON : 18 ( +4 )

    INT : 8 ( -1 )

    WIS : 12 ( +1 )

    CHA : 10 ( 0 )

    Armor Class: 15 (natural Armor)    Hit Points: 92
     
    Movement: 40 ft    Challenge: 3 (750xp)
     
    Environment: Coastal, Desert, Forest, Grasslands, Hill,
     

    Senses Darkvision 60 ft., Passive Perception 11, Proficiency Bonus +2

    Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.
    Actions

    Multiattack. The displacer beast makes two attacks with its tentacles.

    Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.

  • Giant Skeleton Mutt

    beasts and monsters of Legon
    STR : 19 ( +5 )

    DEX : 10 ( 0 )

    CON : 14 ( +2 )

    INT : 4 ( -3 )

    WIS : 7 ( -2 )

    CHA : 5 ( -3 )

    Armor Class: 11    Hit Points: 59 (7d10 + 21)
     
    Movement: 30 ft    Challenge: 2 (450 xp)
     
    Environment: Any
     

    Vulnerabilities Bludgeoning, double damage. Slashing, Piercing damage is half damage. Immune to poison and exhaustion. Senses 60 ft. Passive perception 8. Proficiency Bonus +2

    Dual Attacks. The Mutts have dual attacks. One snap of his jaw and another swipe of their claws.

    Bite Melee Attack. +6 to hit, reach 5ft. Hit: 20 (3d8+4) piercing damage.

    Claw. +6 to hit, reach 5ft. Hit:18 (3d6+4) slashing damage.

    Undead pets that were once pets for Giants and larger humanoids.

  • Underearth Quicklings

    beasts and monsters of Legon
    STR : 4 ( -3 )

    DEX : 23 ( +6 )

    CON : 12 ( +1 )

    INT : 10 ( 0 )

    WIS : 12 ( +1 )

    CHA : 8 ( -1 )

    Armor Class: 16    Hit Points: 10
     
    Movement: 120 ft.    Challenge: 1 (200 xp)
     
    Environment: Underearth, Forests, Hills, Swamps
     

    Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8 | Senses Darkvision 60 ft., Passive Perception 15 | Proficiency Bonus +2

    Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.

    Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Actions
    Multiattack. The quickling makes three dagger attacks.

    Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

  • Shed Dog Mother

    beasts and monsters of Legon
    STR : 18 ( +4 )

    DEX : 14 ( +2 )

    CON : 17 ( +3 )

    INT : 4 ( -3 )

    WIS : 10 ( 0 )

    CHA : 8 ( -1 )

    Armor Class: 14 (Natural)    Hit Points: 136 (16d10+48)
     
    Movement: 30 ft *    Challenge: 8 (3,900xp)
     
    Environment: Underearth
     

    Saving Throws DEX +5, CON +6, WIS +3, Damage Resistances: Cold, Fire, Lightning. Damage Immunities: Poison, Condition Immunities Charmed, Frightened, Poisoned. Senses Darkvision 60 ft., Passive Perception 12

    The Shed Dog is a wolf like creature that escaped the depths of Ardor (hell) and has lived in the plains of the underearth for decades now. Quicklings have dealt with them for decades and have been calling them “Shed Dogs.” They have adapted to their surroundings, skin and/or fur turning colors over generations to match more with fields, grass, plants, caves, etc.

    The Shed Dog Mother is the leader of a pack, the most powerful. Their is an Alpha Scrum and just a Scrum in this beasts category.

    It has a giant mouth, with razor sharp teeth and a powerful grip. The tail is fast, long and dangerous. Again, the thick rough leather skin that helps protect it (natural ac 12 +2 dex) also blends in well. It does have bony spikes all around the body that can do extra damage if a character gets to close or runs into it. Their eyes are that of the abyss, a black swirling style that has been adapted to their home – changed from the beaming red demonic eyes.

    The oddities of the creature is the shortness of its legs. It helps keep them low to the ground, but reduces their speed. They also do not have much fur, in fact it is only at the lower portion of their paws. Some though have some around the head like a main, depends on the level of monster (Alpha Males, Shed Dog Mother).

    Rage Attack
    Once a battle she is able to rage, but can only do so after a large scale attack (more than 25hp damage for that round or the previous, or something major happens in battle). She will get 2 bite attacks and 2 sting attacks.

    Multiattack. The Shed Dog Mother makes one Bite attack and one Tail Stinger attack.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

    Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    * Normal speed for this type of creature is upwards of 60 feet per round, but due to its shorter legs and smaller paws it can’t go that fast.

  • Sludge Mound

    beasts and monsters of Legon
    STR : 14 ( +2 )

    DEX : 12 ( +1 )

    CON : 16 ( +3 )

    INT : 5 ( -3 )

    WIS : 14 ( +2 )

    CHA : 3 ( -4 )

    Armor Class: 12    Hit Points: 120 (15d10 + 45)
     
    Movement: 20ft. Climb 20 ft.    Challenge: 8 (3,900 xp)
     
    Environment: Underearth
     

    Condition Immunities Blinded, Deafened, Poisoned. Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 12 | Proficiency Bonus +3

    Corpses. When first encountered, there is only a small change in smell as they tend to keep that corralled. Otherwise the stench would drive away potential victims. It looks like a mound of dirt, with possible flowers or weeds on the top. In the underearth this is not unusual. It is very unusual to find one alone. These creatures mate and live together usually close to a “water” source, or a place with lose rich dirt (sometimes hard to find in the underearth).

    Stench of Death. Each creature that starts the battle within 10 feet of the corpse has to make a save to roll at a disadvantage for their first attack. Once the creature is down in health and threatened enough it will emit a massive cloud of stench and dirt / debris. 30ft surrounding area must make a CON save of 16 or take full damage 6d8 (40hp). Making the save with reduce it by half (20hp).

    Multiattack. The corpse flower makes three Tentacle attacks.

    Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage.

    Harvest the Dead; an opponent, unconscious, grappled or prone. The sludge mound digests one corpse in its body. This takes upwards of 2 rounds in which it can still attack, but only with one tentacle. Once finished it instantly regains 11 (2d10) hit points. Nothing of the digested corpse remains. Any equipment on the corpse is expelled from the mound in its space.

    The creature when “killed” lays dormant for days at a time. When then it will reanimate, regroup and find a safe place to get back to full health. To truly kill this creature you must dismantle it and there is a good chance you are making a CON save with the stench.

  • Cerburus Giant Younglings

    beasts and monsters of Legon
    STR : 21 ( +5 )

    DEX : 8 ( -1 )

    CON : 14 ( +2 )

    INT : 5 ( -3 )

    WIS : 8 ( -1 )

    CHA : 6 ( -2 )

    Armor Class: 13    Hit Points: 98 (10d12+32
     
    Movement: 40 ft.    Challenge: 5 (1,800 xp)
     
    Environment: Under-eath
     

    Multiattack. The giant makes two greatclub attacks.

    Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

    Description
    Cerburus Giant Younglings are selfish, dimwitted brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.

    Cerburus Giant Younglings are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.

    Primitive. Cerburus Giant Younglings dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs.

    Bigger Means Better. In a Cerburus Giant Younglings world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.

    Cerburus Giant Younglings don’t realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe’s chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order.

    Voracious Eaters. With nothing else to occupy them, Younglings giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn’t obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.

    Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too.

    Stupid and Deadly. The Cerburus Giant Younglings’ ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.

    With no culture of their own, Cerburus Giant Younglings ape the traditions of creatures they manage to observe for a time before eating them. They don’t think about their own size and strength, however. Tribes of Younglings giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.

    In conversation, Cerburus Giant Younglings are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with the Younglings is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them.

    Raging Bullies. A Cerburus Giant Younglings that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.

    If a Cerburus Giant Younglings proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim.

  • Umbra Bat

    beasts and monsters of Legon
    STR : 14 ( +2 )

    DEX : 16 ( +3 )

    CON : 12 ( +1 )

    INT : 3 ( -3 )

    WIS : 12 ( +1 )

    CHA : 4 ( -3 )

    Armor Class: 15    Hit Points: 48 (7d10)
     
    Movement: 15 ft. / 60 ft.    Challenge: 1
     
    Environment: Forest, Grassland, Hill, Mountain
     

    Dark fur, dark wings and with only some accents of orange and red. Very large fangs and red beady eyes. Body is roughly 1 1/2 to 2 feet in diameter and about 3 feet in length. Feet are wicked long claws that can deal a lot of damage but in turn they are a bit on the frigile side. When wing is expanded they can go as wide as 20 feet from one tip to the other.

    Echolocation. The bat can’t use its blindsight while deafened.

    Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage

  • Verwandelen

    beasts and monsters of Legon
    STR : 15 ( +2 )

    DEX : 14 ( +2 )

    CON : 15 ( +2 )

    INT : 10 ( 0 )

    WIS : 10 ( 0 )

    CHA : 8 ( -1 )

    Armor Class: 13 (Natural Armor)    Hit Points: 85 (9d10+40)
     
    Movement: 45 ft    Challenge: 4 (1,050 xp)
     
    Environment: Any
     

    Shapechanger. This Verwandelen can use its action to polymorph into a wolf-humanoid hybrid or into a humanoid. Its statistics, will vary in either form. Any equipment it is wearing or carrying isn’t transformed. Most clothes will rip considering the Hybrid form is much stronger. Any armor will be constrictive, or ruined after transformation. Most “veteran” Verwandelen’s know enough to undress prior to changing. It reverts to its true form if it dies.

    Nocturnal. This shape changer is at full power at sunken sun (sunset) to risen sun (sunrise). During the day the transformation is much more painful (takes 1d4 damage), and the bonus statistics are cut in half.

    Human Form. When in human form you can use the “thug” monster stat sheet for attacks, damage and the like.

    Keen Hearing and Smell. The Verwandelen has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    A Verwandelen is essentially a Werewolf, but with some statistical bonus’s, an extra special move. The individual was blessed, or cursed by Immyrillion (or a patron of your choosing) to have this ability to change over to a Verwandelen.

    In human form it is completely unremarkable, meaning they are no different from any other villager, thug or fighter.

    Attacks / Defenses
    It is immune to all non magical or attacks that aren’t silvered.

    Multiattack. The Verwandelen makes two attacks: Two swipes of their claws, or within 5 feet they can make a claw and a bite attack.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be paralyzed for a round.

    Claws. Melee Weapon Attack: +4 to hit, reach 5-10 ft., one creature. Hit: 9 (2d6 + 3) slashing damage.

    Grapple + Gnaw
    When a Claw & Bite both connect, it can “grapple” the opponent. Victim must save vs Dex (13). Fail grapples the opponent and a Gnaw will happen (2d6+3) & grappled for the current round, must make save to break free again the following.

  • Butcher Wraith

    beasts and monsters of Legon
    STR : 12 ( +1 )

    DEX : 20 ( +5 )

    CON : 18 ( +4 )

    INT : 10 ( 0 )

    WIS : 10 ( 0 )

    CHA : 12 ( +1 )

    Armor Class: 18    Hit Points: 95 (10d8+50)
     
    Movement: 30 ft.    Challenge: 9 (8,500xp)
     
    Environment:
     

    An undead creature that is a cross between a wraith and a ghoul. It’s base in ability is that of an Assassin or rogue.

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

    Actions – Multiattack (2 attacks per round)
    They carry daggers of different types, short swords, throwing daggers / items. They are always dipped in poison.

    Daggers, Short Sword. Melee Weapon Attack: +9 to hit, one target. Hit: 8 (1d6+4) Slashing or Piercing damage, 2 (1d4) Poison damage and plus 14 (3d8) necrotic damage.

    Throwing daggers. Ranged attack (40ft max) Hit: 2 (1d4) piercing, 2 (1d4) Poison damage and plus 14 (3d8) necrotic damage.

    Stealth move. If they chose to be stealth, they can come out of the shadows, make one attack, then go back into the shadows without disadvantage. If they stay in the shadows, all attacks on them will be with disadvantage due to the visual issues.

    More soon

  • Fire Hyla

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 12 ( +1 )

    CON : 16 ( +3 )

    INT : 6 ( -2 )

    WIS : 10 ( 0 )

    CHA : 7 ( -1 )

    Armor Class: 18    Hit Points: 8d10 +32 (97)
     
    Movement: 30 ft.    Challenge: 6 (2,700 xp)
     
    Environment: Underearth, Desert, Mountains
     

    Damage Immunities Fire, Poison,
    Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
    Senses Darkvision 60 ft., Passive Perception 10
    Proficiency Bonus +3

    Dual Attack.

    Fire Claw. +7 Hit (2d6+4) Slashing + (2d6) Fire Damage.

    Tail Whip. +7 Hit (1d10+4) Slashing + (2d6) Fire Damage.

    Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

    Any cold or water attacks with advantage and doubles damage.

    Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

  • Jabber-Wock

    beasts and monsters of Legon
    STR : 20 ( +5 )

    DEX : 12 ( +1 )

    CON : 20 ( +5 )

    INT : 4 ( -3 )

    WIS : 7 ( -2 )

    CHA : 11 ( 0 )

    Armor Class: 18 (natural armor)    Hit Points: 115 (10d12 + 50)
     
    Movement: Speed 30 ft. / fly 60 ft.    Challenge: 13
     
    Environment: Under Earth, Grassland, Hills
     

    Saving Throws STR +10, DEX +6, CON +10, INT +2, WIS +3, CHA +5
    Skills Perception +8
    Damage Vulnerabilities Slashing from silver or magical weapons
    Damage Immunities Poison
    Condition Immunities Charmed, Frightened, Poisoned
    Senses Truesight 120 ft., Passive Perception 18
    Challenge 13 (10,000 XP)
    Proficiency Bonus +5

  • Stitch Togethers (Stitchers)

    beasts and monsters of Legon
    STR : 16 ( +3 )

    DEX : 10 ( 0 )

    CON : 12 ( +1 )

    INT : 6 ( -2 )

    WIS : 4 ( -3 )

    CHA : 8 ( -1 )

    Armor Class: 12    Hit Points: 27 (3d12+3)
     
    Movement: 30 ft.    Challenge: 1/2
     
    Environment: Artic, Dungeon, City
     

    These creatures have been created by Varrow. They are “beings” endowed with empty souls, and pieced together with body parts of other humanoids. They are similar to a ghoul or a faster zombie. These creatures were meant to be an overwhelming force, a horde, that can continue to go after the opponent even if they fell.

    If they are lead by a leader of sorts, if these stitchers fall in battle and still have the means to stand, they can be resurrected. But if they do it is at half the HP. The Overlock Stitchers will rise with 75% of their HP. The secret unknown Stitcher can be resurrected to 100% of it’s HP.

    There are three versions of them.The common is what is here.

    Overlock Stitchers which is an up grade. Larger, stronger and a few better skills. (STR: 18, DEX:12, AC:14, HP:38 CH: 1)

    The third is still unknown.

  • Terror Stings

    beasts and monsters of Legon
    STR : 15 ( +2 )

    DEX : 13 ( +1 )

    CON : 15 ( +2 )

    INT : 3 ( -3 )

    WIS : 5 ( -2 )

    CHA : 3 ( -3 )

    Armor Class: 16    Hit Points: 7d10+14 (55 hp)
     
    Movement: 40 ft / 25ft burrow    Challenge: 3 (700 xp)
     
    Environment: Grasslands
     

    LORE
    Creatures that have evolved over centuries are about 2 feet wide, 2 feet high and about 4 feet in length (not counting the tail). The tail is usually conveniently wrapped up and tucked away and will spring out when threatened. They do not feed on flesh, though in desperate times they would. They eat the roots of the Blackened Wheat Stalks, any bugs or grubs that have survived the blackening. With the wheat it is a symbiotic relationship that strengthens the wheat over time and feeds these monsters. They are very territorial and been known to attack each other’s hive, for lack of better terms, when they get too close to each other. They can live underground for weeks on end.

    Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

    Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

    The first sting for the creature in any battle can be a devastating one. Hit: 7 (1d10 + 2) piercing damage, target must make a DC 10 or be paralyzed and take an additional 22 (4d10) of poison damage on failed save, or half on success. The victim must continue to make savings throws to get out of paralyzation and what is called the Sting Cocoon. dc 10, dc 12, dc 14 and the final one DC 16. If they miss all of those (4d10 damage per), the victim has all but transformed into a cocoon which the Terror Sting will take underground with them. Much more prevalent when there is only 1 or 2 victims where they would continue to sting it over and over again until it succumbs.

    After first sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

    Can burrow underground that takes 1 turn. Once the creature is burrowed it can not be attacked without investigation and luck.

The World of Legon