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Large Fey, Chaotic Evil 2,300 xp Multiattack. An annis hag can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit 2d6+7 slashing damage.
40
20 70 Rend. If both of the hag's claws hit they do double damage.
(natural) (7d10+28)
Caigreal 6 Actions
Large Fey, Chaotic Evil 2,300 xp Multiattack. Caigreal can attack with both claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Armor class Hit points Speed target. Hit 2d6+7 slashing damage.
40
20 124 Rend. If both of the hag's claws hit they do double damage.
(natural) (7d10+6d8+52)
Spellcasting. Caigreal is a 6th level cleric of Mestama. Her
spellcasting ability is Wisdom (spell save DC 17, +9 to hit
STR DEX CON INT WIS CHA with spell attacks). She has the following spells prepared:
24 (+7) 15 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) Cantrips (at will): guidance, resistance, thaumaturgy
1st Level (4 slots): charm person, disguise self, cure
Save Throws: Con +7 wounds, guiding bolt, sanctuary, command
2nd Level (3 slots): hold person, enhance ability, silence
Skills: Arcana +4, Deception +4, Perception +4, Stealth +4 3rd Level (3 slots): mirror image, pass without trace, meld
into stone, magic circle, protection from energy
Damage Resistances: bludgeoning, slashing, piercing
nonmagical weapons that are not cold iron Channel Divinity. Twice between rests the hag can Channel
Divinity to create a perfect illusion of herself or to vanish
Senses: darkvision 60 ft., passive Perception 14 until the end of her next turn.
Languages: Common, Draconic, Sylvan
Challenge: 6 (2,300 xp)
Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 13). She can innately cast the
following spells, requiring no materiel components:
3/day: alter self, fog cloud,,
Ceustodaemon, Greater 4 Actions
Large Fiend, Neutral Evil 1,100 xp Multiattack. A daemon can make three attacks: one with its
bite and two with its claws.
Armor class Hit points Speed Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
30 ft. target.
19 88 Hit: 2d6+6 piercing damage.
(natural 6) (8d10+40)
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target.
STR DEX CON INT WIS CHA Hit: 1d6+6 slashing damage.
22 (+6) 17 (+3) 20 (+5) 15 (+2) 18 (+4) 19 (+4) Breath Weapon (Recharge 5-6). The daemon can exhale
electricity in a 30 ft. cone. This attack does 6d6 damage and
Save Throws: Con +8, Wis +7 has a DC 14 Dex save for half.
Skills: perception +7, stealth +6 Innate Spellcasting. The daemon's innate spellcasting ability
is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
Damage Resistances: cold, electricity, re, slashing, piercing can innately cast the following spells, requiring no material
or bludgeoning damage from nonmagical weapons that aren't components:
silver
Constant: detect evil and good, detect magic, see invisibility
Damage Immunities: acid, necrotic, At will: dimension door
3/day: dispel magic, fly
Condition Immunities: paralysis, poison, polymorph sleep 1/day: hold monster
Senses: darkvision 60 ft., passive perception 17
Languages: Abyssal, Infernal, telepathy 100 ft.
Challenge: 4 (1,100 xp)
Drawn to Service. Daemons have Disadvantage when
attempting to resist binding.,,
Icewalking. A cold rider and any creature it rides can move Susceptible to Shatter. A cold rider automatically fails the
across snowy and icy surfaces without a movement penalty saving throw versus shatter spells. In addition, a shatter
and do not need to make Dexterity checks to avoid falling spell affects the cold rider's armor and all attack rolls against
prone. The may climb icy surfaces as if under the effects of the cold rider are made at advantage for the next 1 minute.
the spider climb spell.
Implements of Ice. A cold rider wears +2 full plate armor and
wields a +2 frost brand glaive made of magical ice as hard as
steel. Its armor has no armor stealth disadvantage and allow
the wearer his full Dexterity bonus to AC. When a cold rider
dies, it's armor and glaive melt into water in 1d6 rounds.,,
Dark Fey Nymph 9 Actions
Medium Fey, Chaotic Evil 5,000 xp Multiattack. The dark nymph makes two attacks with her
claws.
Armor class Hit points Speed Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
40 ft., swim 20 ft. target. Hit: 1d8+2 slashing damage.
22 96
(deflection) (12d6+48) Stunning Glance. As an action, a nymph can stun a creature
within 30 feet with a look. The target must succeed on a DC
15 Con save or be stunned for 2d4 rounds.
STR DEX CON INT WIS CHA
Spellcasting. Dark nymphs are 9th level druids. Her
14 (+2) 25 (+7) 18 (+4) 16 (+3) 17 (+3) 21 (+5) spellcasting ability is Wisdom (spell save DC 16, +9 to hit
with spell attacks). She has the following spells prepared:
Save Throws: Dexterity +16, Ability +4 to all other
Cantrips (at will): guidance, produce flame, thorn whip
Skills: Acrobatics +11, Perception +7, Stealth +11 1st Level (4 slots): entangle, longstrider, charm person, cure
wounds
Damage Resistances: bludgeoning, slashing, or piercing 2nd Level (3 slots): enhance ability, flaming sphere, heat
nonmagical weapons that are not cold iron metal
3rd level (3 slots): call lightning, dispel magic, sleet storm
Senses: darkvision 60 ft., passive Perception 17 4th level (3 slots): wall of fire, confusion, blight
Languages: Aklo, Auran, Iobarian, Sylvan 5th level (1 slot): contagion
1/day: dimension door
Challenge: 9 (5,000 xp)
Blinding Beauty. All humanoids within 30 feet of a nymph who
look directly at her must succeed on a DC 15 Con save or be
blinded permanently. A nymph can suppress or resume this
ability as a bonus action.
Anathema. Normal plants within 20 ft. of a dark nymph wither
and die. Plant creatures must make a DC 15 Con save or
take 1d2 damage each round.
Defiling Touch. Damage dealt by a dark fey's claws cannot be
healed by magic unless the caster makes a DC 16
spellcasting ability check. Otherwise, the damage can only be
healed with a long rest.
Unearthly Grace. A dark nymph adds her Charisma modifier
as a racial bonus on all her saving throws, and as a deflection
bonus to her Armor Class.,,
Save Throws: Dex +4, Con +7 Cold Breath (Recharge 5-6). The andrazku exhales a blast
of freezing wind in a 15-foot cone. Each creature in that
Skills: Perception +3, Athletics +8 area must make a DC 13 Dexterity saving throw, taking 3d6
cold damage on a failed save, or half as much damage on a
Damage Resistances: re successful one.
Damage Immunities: cold, lightning, poison
Charge. If the andrazku moves at least 20 feet straight
Condition Immunities: poisoned toward a target and then hits with a slam attack, the target
Senses: darkvison 60 ft. passive Perception 13 takes an extra 3d6 bludgeoning damage and must succeed
on a DC 15 Strength saving throw or be knocked prone.
Languages: Abyssal, Giant, Telepathy 100 ft.
Challenge: 5 (1,800 xp)
Innate Spellcasting. The andrazku's spellcasting ability is
Wisdom (spell save DC 13). The andrazku can innately cast
the following spells, requiring no material components:
3/day - fear, locate creature, teleport (self plus 50 lbs. of
objects only)
1/day - enlarge (self only)
Icewalking. A andrazu can move across snowy and icy
surfaces without a movement penalty and do not need to
make Dexterity checks to avoid falling prone. The may climb
icy surfaces as if under the effects of the spider climb spell.,,
Dracolisk, Black 7 Actions
Large Dragon, Neutral 2,900 xp Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target.
Hit: 2d6+6 piercing damage plus 2d6 poison damage.
Armor class Hit points Speed
20 ft. Breath Weapon (Recharge 5-6). The dracolisk can exhale
18 121 60-ft. line of acid for 4d8 points of damage and has a DC 14
(natural armor 6) (11d12+44) Dex save for half.
Petrifying Gaze. If a creature starts its turn within 30 ft. of
STR DEX CON INT WIS CHA the basilisk and the two of them can see each other, the
basilisk can force the creature to make a DC 12 Con save.
23 (+6) 14 (+2) 19 (+4) 6 (-2) 12 (+1) 13 (+1) On a failed save, the creature magically begins to turn to
stone and is restrained. It must repeat the saving throw at
Save Throws: Con +8 the end of its next turn. On a success, the effect ends. On a
failure, the creature is petrified until freed by the greater
Skills: athletics +10, perception +5 restoration spell or other magic. A creature that isn't
surprised can avert its eyes to avoid the saving throw at the
Damage Immunities: acid start of its turn. If it does so, it can't see the basilisk until the
Condition Immunities: sleep, paralysis start of its next turn, when it can avert its eyes again. If it
looks at the basilisk in the meantime, it must immediately
Senses: darkvision 60 ft., passive Perception 15 make the save. If the basilisk sees its reflection within 30 ft.
Languages: of it in bright light, it mistakes itself for a rival and targets
itself with its gaze.
Challenge: 7 (2,900 xp)
This creature resembles a young six-legged dragon with
glistening scales and gleaming eyes. The vicious dracolisk is
a rare crossbreed of dragon and basilisk.
,,
Dragonkin 7 Actions
Large Dragon, Any 2,900 xp Multiattack. A dragonkin can make three attacks: one with
its bite and two with its claws, or one with its bite and two
with its weapon.
Armor class Hit points Speed
20 ft., fly 120 ft. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
16 120 target.
(natural armor 4) (10d12+50) Hit: 1d8+6 piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target.
Hit: 1d6+6 slashing damage.
22 (+6) 15 (+2) 20 (+5) 11 (0) 12 (+1) 17 (+3)
Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Save Throws: Dex +6, Con +9, Wis +5, Cha +7 target.
Hit: 1d10+6 slashing damage.
Skills: Perception +5, Stealth +6
Breath Weapon (Recharge 5-6). The dragonkin uses one of
Damage Immunities: see below the following breath weapons, determined by scale color,
Condition Immunities: paralysis, sleep which does 9d6 damage of the appropriate energy type and
has a DC 15 Dex save for half:
Senses: darkvision 60 ft., passive Perception 15
Languages: Draconic, Triaxian Gold - fire, 30 ft. cone
Blue, Bronze - lightning, 60 ft. line
Challenge: 7 (2,900 xp) Black, Copper - acid, 60 ft. line
Green - poison, 30 ft. cone
Energy Immunity. Dragonkin are immune to the energy type White, Silver - cold, 30 ft. cone
of their breath weapon. Brass - fire, 60 ft. line
Rider Bond. A dragonkin can form a permanent bond with its
rider. Once this bond is made, a dragonkin cannot form
another rider bond until its current rider dies. A dragonkin and
its rider share an empathic bond and can feel each other's
emotions if they are on the same plane of existence. In
addition they can communicate with each other as if they
both had telepathy 100 ft. In combat, when a rider is mounted
on his dragonkin, they both act at the same time. They use
highest the initiative bonus between them to determine when
they act.,,
Ettin Witch 5 Actions
Large Giant, Chaotic Evil 1,800 xp Mulitattack. The ettin can make two attacks with his pact
weapon and casts a spell in the same round.
Armor class Hit points Speed Pact Battleaxe. Melee Weapon Attack: +10 to hit, reach 5
40 ft. ft., one target. Hit 2d8+5 slashing damage.
15 171
(mage armor) (7d8+56+85) Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target per bolt. Hit: 1d10+2 force damage and push the
target back 10 feet in a straight line.
STR DEX CON INT WIS CHA
Pact of the Blade. As an action, the warlock can create a
21 (+5) 8 (-1) 17 (+3) 6 (-2) 10 (0) 14 (+2) pact weapon in her empty hand. This weapon counts as
magical for the purposes of overcoming resistance and
Save Throws: Wisdom +5, Charisma +7 immunity to nonmagical attacks and damage.
Skills: Perception +4 Spellcasting. The ettin witch is a 7th level spellcaster. Her
spellcasting ability is Charisma (spell save DC 13, +5 to hit
Senses: darkvision 60 ft., passive Perception 14 with spell attacks). All spells are cast using a 4th level spell
Languages: Giant, Orc slot. She has the following spells prepared:
Challenge: 5 (1,800 xp) Cantrips (at will): eldritch blast, ray of frost, chill touch
This ettin is a 7th level Pact of the Blade warlock.
Spells (2 slots):
Two Heads. The ettin has advantage on Wisdom (Perception) 1) expeditious retreat, witch bolt,
checks and on saving throws against being blinded, charmed, 2) burning hands, misty step, scorching ray, invisibility
deafened, frightened, stunned, and knocked unconscious. 3) fireball
4) wall of fire
Wakeful. When one of the ettin's heads is asleep, its other
head is awake.
Dark One's Blessing. When the ettin reduces a creature to 0
hit points, she gains 2 temporary hit point.
Dark One's Own Luck. When the warlock makes and ability
check or saving throw, she can use this feature to add 1d10
to the roll. Requires a short rest to recharge.,,
Forlarren 4 Actions
Medium Fey, Neutral Evil 1,100 xp Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 1d6+6 slashing damage.
Armor class Hit points Speed Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one
30 ft. target. Hit: 1d6+6 bludgeoning damage.
18 72
(natural) (8d8+32) Innate Spellcasting. The forlarren's innate spellcasting
ability is Wisdom (spell save DC 16, +6 to hit with spell
attacks). It can innately cast the following spells, requiring
STR DEX CON INT WIS CHA no material components:
22 (+6) 22 (+6) 19 (+4) 12 (+1) 16 (+3) 10 (0) At will: poison spray
1/day: entangle, invisibility (self only)
Save Throws: Dex +9 3/day: heat metal, faerie fire
Skills: acrobatics +9, perception +6, stealth +9
Damage Resistances: bludgeoning, slashing, piercing
nonmagical weapons that are not cold iron
Senses: darkvision 30 ft., passive Perception 16
Languages: Common, Sylvan
Challenge: 4 (1,100 xp)
The bastard offspring of a nymph and an fiend.
Charge. If the forlarren moves at least 20 feet toward a target
and then hits it with a ram attack on the same turn, the taget
takes and extra 2d6 bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw
or be knocked prone.,,
Frost Drake 5 Actions
Large Dragon, Chaotic Evil 1,800 xp Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target.
Hit: 2d6+6 piercing damage plus 1d6 cold damage.
Armor class Hit points Speed
20 ft., burrow 20 ft. Tail Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one
16 88 target.
(natural armor 5) (8d12+32)
(snow), fly 60 ft. Hit: 1d8+6 bludgeoning damage.
Freezing Mist Breath (Recharge 6). A frost drake can spit a
STR DEX CON INT WIS CHA ball of liquid that bursts into a cloud of freezing mist. This
attack has a range of 60 feet and deals 7d6 points of cold
22 (+6) 13 (+1) 18 (+4) 8 (-1) 9 (-1) 13 (+1) damage (DC 14 Dex half) to all creatures in a 20-foot-radius
spread. The mist cakes all surfaces in the area with a sheet
Save Throws: Dex +4, Con +7, Wis +2, Cha +4 of slippery ice that turns the area into difficult terrain for 2d4
rounds.
Skills: Perception +2, Stealth +4
Damage Immunities: cold
Condition Immunities: paralysis, sleep
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: 5 (1,800 xp)
Vulnerabilities: Fire
Snow Vision. A frost drake never takes penalties on
Perception checks for snowy conditions.
Icewalking. This ability works like spider climb, but the
surfaces the drake climbs must be icy. It can move across icy
surfaces without penalty.
Speed Surge. 3/day the drake may use its bonus action to
take a Dash action.,,
Skills: Perception +1
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 11
Languages: Giant
Challenge: 5 (1,800 xp)
Damage Vulnerability. fire
Keen Smell. The ice troll has advantage on Wisdom
(Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at he start of its
turn. If the troll takes acid or fire damage, this trait doesn't
function at the start of the troll's next turn. The troll dies only if
it starts its turn with 0 hit points and doesn't regenerate.,,
Korred 4 Actions
Small Fey, Chaotic Neutral 1,100 xp Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 1d4+4 bludgeoning damage.
Armor class Hit points Speed Rock. Ranged Attack: +7 to hit, range 20/60 ft., one target.
30 ft. Hit: 1d6+4 bludgeoning damage.
13 36
(6d6+12) Animated Hair. As a bonus action, a korred can cause its
long hair to reach out and interfere with all adjacent
creatures-tugging at clothes and weapons, tangling feet and
STR DEX CON INT WIS CHA arms, tickling, and generally making a nuisance of itself. The
korred can choose which adjacent targets are affected,
19 (+4) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 13 (+1) these targets are at Disadvantage on attacks against the
korred.
Save Throws: Dex +6
Stone Stride. As an action, the korred may step into any
Skills: Perception +5, Stealth +6 stone at least as large as itself and instantly teleport to any
other appropriately sized stone within 30 feet. The korred
Damage Resistances: bludgeoning, slashing, and piercing from may then continue its movement as normal.
nonmagic weapons that are not cold iron
Stunning Laugh. 3/day, as a bonus action, the korred can
Senses: darkvision 30 ft., passive Perception 15 unleash a strange laugh that stuns all creatures within a 30-
Languages: Iobarian, Sylvan ft. radius for 1 rounds (DC 12 Constitution negates). This is
sonic, mind-affecting effect. Fey are immune to this ability.
Challenge: 4 (1,100 xp)
,,
Skills: Perception +4
Senses: passive Perception 14
Languages: Giant Elk, understands Skald, Elvish, and Sylvan
but can't speak them
Challenge: 2 (450 xp)
These creatures serve as mounts for Baba Yaga's Three
Riders. Originally these magnificent beasts were giant elks
captured by a cold rider. When the cold rider is elevated to
one of the Three Riders, their giant elk gains additional
strength and power.
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the
target takes an extra 2d6 damage. If the target is a creature,
it must succeed on a a DC 15 Strength saving throw or be
knocked prone. If the creature is knocked prone the elk may
immediately make an attack with its hooves as a bonus
action.
Air Walk. A Rider's Mount in under the effect of a permanent
air walk spell, except that it can move at full speed, even
when changing elevation. This spell cannot be dispelled,
though it will cease to function in an anti-magic field.,,
Svathurim 11 Actions
Huge Humanoid, Chaotic Evil 7,200 xp Multiattack. A svathurim can attack with his lance and two
hooves.
Armor class Hit points Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one
prone target. Hit 2d6+9 bludgeoning damage.
29 154
(+4 armor, +2 shield, +2 dex, +10 natural) (14d10+70) Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one
prone target. Hit 1d8+9 bludgeoning damage.
Speed
Trample. Melee Weapon Attack: +14 to hit, reach 5 ft., one
50 ft. prone target. Hit 3d10+9 bludgeoning damage.
Witch re 9 Actions
Medium Undead, Chaotic Evil 5,000 xp Incorporeal Touch. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 8d6 fire damage plus witchflame.
Armor class Hit points Speed Witchflame Bolt. Ranged Attack: +11 to hit, range 60 ft., one
fly 50 ft. target. Hit: 8d6 fire damage plus witchflame.
23 120
(deflection) (10d8+70) Witchflame. Any creature damaged by the witchfire's
incorporeal touch and witchflame bolt must succeed on a
DC 19 Wisdom save or become engulfed in sickly green
STR DEX CON INT WIS CHA flames as if effected by the faerie fire spell and becomes
poisoned. The victim also gains vulnerability to fire. This
- (-5) 22 (+6) - (-5) 17 (+3) 16 (+3) 25 (+7) effect persists for 10 minutes and can only be extinguished
before this duration by a remove curse or wish spell. Any
Save Throws: Dex +10, Wis +7 creature entering or passing through the same square as
witchflame, or attacking the witchfire or a creature affected
Skills: Intimidate +11, Stealth +10, Perception +7 by witchflame with a melee attack must succeed on a DC 19
Wisdom save or become likewise affected, even if the attack
Damage Resistances: bludgeoning, piercing, or slashing from would have missed or have done no damage.
magic weapons
Innate Spellcasting. The witchfire's innate spellcasting ability
Damage Immunities: necrotic, poison, bludgeoning, piercing, is Charisma (spell save DC 19, +11 to hit with spell attacks).
or slashing from nonmagical weapons It can innately cast the following spells, requiring no material
components:
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petri ed, poisoned, prone, restrained At will: dancing lights, disguise self, minor illusion (sound
Senses: darkvision 60 ft., passive Perception 17 only)
1/day: conjure undead (spell slot 6, 2 will-o-wisps)
Languages: Auran, Common, Giant
Challenge: 9 (5,000 xp)
Incorporeal Movement. The witchfire can move through other
creatures and objects as if they were difficult terrain. It takes
1d10 force damage if it ends its turn inside an object. The
creature passed through must make a DC 16 Wisdom save
or be affected by witchflame.,,
Zima Volk 4 Actions
Large Monstrosity, Neutral Evil 1,100 xp Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 2d6+6 piercing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be
Armor class Hit points Speed knocked prone.
15 108 Cold Breath (Recharge 5-6). The Zima Volk exhales a blast
(natural armor) (12d10+36) of freezing wind in a 15-foot cone. Each creature in that
area must make a DC 15 Dexterity saving throw, taking 8d8
cold damage on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA successful one.
20 (+5) 14 (+2) 16 (+3) 10 (0) 14 (+2) 10 (0)
Kokogiak 12 Actions
Huge Magical Beast, Neutral Evil 8,400 xp Multiattack. A kokogiak makes seven attacks: six claw
attacks and one bite attack.
Armor class Hit points Speed Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one
40 ft., burrow 20 ft., target.
19 180 Hit: 2d6+10 piercing damage.
(natural 8) (15d10+90)
climb 20 ft., swim
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one
20 ft. target.
Hit: 2d6+10 slashing damage.
STR DEX CON INT WIS CHA
Blizzard Breath (Recharge 5-6). A kokogiak can exhale 60-
31 (+10) 13 (+1) 22 (+6) 13 (+1) 14 (+2) 16 (+3) ft. cone of cold for 8d6 points of cold damage and has a DC
16 Dex save for half. Any creature damaged by this attack
must then make a DC 16 Con save or gain one level of
Save Throws: Str +15, Dex +11, Wis +7 exhaustion.
Skills: Athletics +15, Perception +7, Deception +7, Stealth +6
Forlorn Gaze. As an action the kokogiak can lock eyes on a
(Adv. in snow) target within 60 ft. to fascinate teh creature. A DC 15 Wis
Damage Immunities: cold, illusions save negates this effect. Creatures that fail see the kokogiak
as a friend in need and the kokogiak can comple the
Senses: darkvision 60 ft., passive Perception 17 creature to move toward it. The kokogiak has advantage on
Languages: Aquan, Common attacks against the creature. Taking damage breaks the
effect.
Challenge: 12 (8,400 xp)
Innate Spellcasting. The kokogiak's innate spellcasting
Ice Walker. A kokogiak takes no penalty to speed or on ability is Wisdom (spell save DC 15, +7 to hit with spell
athletics or stealth checks in snowy or icy terrain. It can walk attacks). It can innately cast the following spells, requiring
across snow crusts or thin ice without breaking through and no material components:
can choose not to leave tracks when moving in this type of
terrain. At will: fog cloud
3/day: major image
Penetrating Sight. A kokogiak's sigt is not affected by its own
fog cloud spell-like ability. In addition, a kokogiak does not
take any penalties on Perception checks while its snowing.
Sound Imitation. A kokogiak can mimic any voice or sound it
has heard by making a successful Deception check against a
listener's passive Insight.,,
Akhlut 13 Actions
Huge Magical Beast, Neutral 10,000 xp Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 4d8+10 piercing damage plus 3d6 cold damage
and the target is grappled (escape DC 20).
Armor class Hit points Speed
40 ft., swim 60 ft. Swallow Whole. if the akhlut begins the round with an
20 198 opponent grappled it can swallow the creature inflicting
(natural 8) (18d10+90) 2d8+10 bludgeoning damage plus 4d6 cold damage each
round. The creature's interior is has an AC of 19 and 18 HP.
STR DEX CON INT WIS CHA Innate Spellcasting. The akhlut's innate spellcasting ability is
Wisdom (spell save DC 18, +8 to hit with spell attacks). It
31 (+10) 15 (+2) 20 (+5) 4 (-3) 15 (+2) 6 (-2) can innately cast the following spells, requiring no material
components:
Save Throws: Str 15, Con +11
1/day: control weather
Skills: Athletics +16, Perception +8, Stealth +8
Damage Resistances: bludgeoning, slashing or piercing non-
magical weapons
Damage Immunities: cold
Senses: darkvision 60 ft., passive Perception 18
Languages: Aquan (cannot speak)
Challenge: 13 (10,000 xp)
Damage Vulnerabilities: fire
Savage Bite. The akhlut's bite critical hits on a roll of 18-20.
Shore Storming. As a bonus action, an akhlut transforms into
an orca when fully immersed in water, losing its legs and fur.
Likewise, on land it transforms into its wolf-orca hybied form.
Snow Vision. An akhlut can see perfectly well in snowy
conditions and does not take any penalties on Perception
checks in snowy weather.
Snow Walking. An akhlut can walk on snow or thin ice as
though affected by water walk. It only leaves a trail on such
surfaces when it wants to.,,