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BEASTS CR 0

APRIG BABOON
Small beast, unaligned Small beast, unaligned
Source, Stats: DMG 274 – 281 LAST SEA ONLY
Source, Creature: 2E DS MC Appendix II This creature can only be found in the area of the Last Sea.
Armor Class 14 (natural armor) To the rest of Athas, it does not exist.
Hit Points 4 (1d6+1) Source: MM 318
Speed 40 ft. Armor Class 12
STR DEX CON INT WIS CHA Hit Points 3 (1d6)
8 (-1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3) Speed 30 ft., climb 30 ft.
Senses passive Perception 10 STR DEX CON INT WIS CHA
Languages - 8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)
Challenge 0 (10 XP) Senses passive Perception 11
Keen Hearing and Smell. The aprig has advantage on Languages -
Wisdom (Perception) checks that rely on hearing or smell. Challenge 0 (10 XP)
ACTIONS Pack Tactics. The baboon has advantage on an attack roll
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. against a creature if at least one of the baboon's allies is within
Hit: 2 (1d4) bludgeoning damage. 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
These small piglike creatures have hard shells that provide Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
them with protection from the elements and predators. Aprigs Hit: 1 (1d4-1) piercing damage.
vary in color from gray to reddish brown. They have round
faces and flat snouts that are good for snuffling through piles
of vegetation. They have keen senses of smell and hearing, but
BADGER
Tiny beast, unaligned
are very short-sighted.
Aprigs prefer to flee, but if forced to fight they LAST SEA ONLY
attempt to bite an opponent and then run away. Aprigs‘ teeth This creature can only be found in the area of the Last Sea.
are not sharp and inflict little damage, but the bite wound can To the rest of Athas, it does not exist.
become infected if not properly cleaned. When they fight, Source: MM 318
aprigs rush into battle squealing loudly. Armor Class 10
Aprigs need little care and can eat almost any form Hit Points 3 (1d4+1)
plant life, even scraps. A herd consists of one boar (the Speed 20 ft., burrow 5 ft.
leader), several sows, and some young. Once a young boar STR DEX CON INT WIS CHA
matures the owner must sell one of the boars or they will fight 4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
to the death for the right to mate with the sows. Aprig sows Senses darkvision 30 ft., passive Perception 11
mate twice a year, producing as many as 10 young per litter. Languages -
Aprigs communicate by a series of grunts and squeals Challenge 0 (10 XP)
that are limited to signals of danger, food, and pleasure. Keen Smell. The badger has advantage on Wisdom
As a domesticated farm animal. aprigs are near the (Perception) checks that rely on smell.
bottom of the food chain. They provide a succulent meat with ACTIONS
a faint nutty flavor. Sows can be milked but the milk is not Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
good quality. The shells of aprigs can be used as bowls for Hit: 1 piercing damage.
carrying water or grain, or to make rudimentary greaves, but
cannot be worked in any way.
Full-grown aprigs are worth about 50 cp live or 20 cp
as a carcass. The shell is worth as much as 10 cp if it is
undamaged.
BAT CRITIC
Tiny beast, unaligned Tiny beast, unaligned
Source: MM 318 Source, Stats: MM 332, UA Mystic, & PHB 448 & 231
Armor Class 12 Source, Creature: 2E DS MC Appendix I
Hit Points 1 (1d4-1) Armor Class 10
Speed 5 ft., fly 30 ft. Hit Points 2 (1d4)
STR DEX CON INT WIS CHA Speed 20 ft., climb 20 ft.
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) STR DEX CON INT WIS CHA
Senses blindsight 60 ft., passive Perception 11 2 (-4) 11 (+0) 10 (+0) 2 (-4) 12 (+1) 7 (-2)
Languages - Skills Perception +3, Stealth +2
Challenge 0 (10 XP) Senses darkvision 30 ft., passive Perception 13
Echolocation. The bat can‘t use blindsight while deafened. Languages -
Challenge 0 (10 XP)
Keen Hearing. The bat has advantage on Wisdom Innate Psionics, Danger Sense. The critic has advantage on
(Perception) checks that rely on hearing. Wisdom (Perception) checks to detect traps, hidden dangers,
ACTIONS ambushes, and hidden creatures. The critic also has advantage
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. on Dexterity saving throws against effects that can be avoided
Hit: 1 piercing damage. such as traps and spells. To gain this benefit, the critic can‘t be
incapacitated.
CAT
Tiny beast, unaligned Innate Psionics, Precognition. The critic cannot be surprised
Source: MM 320 and has advantage on initiative checks. In addition, once per
day as an action the critic can gain the benefits of the augury
Armor Class 12
spell.
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.
Innate Psionics, Threat Detection. The critic is constantly
STR DEX CON INT WIS CHA
under the effects of the detect poison and disease and detect
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
good and evil spells.
Skills Perception+3, Stealth+4
ACTIONS
Senses passive Perception 13
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Languages -
Hit: 1 piercing damage.
Challenge 0 (10 XP)
NOTES:
Keen Smell. The cat has advantage on Wisdom (Perception)
Lizard with mods
checks that rely on smell.
No change to CR
ACTIONS
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Multi-colored, spiny-backed lizards, critics are frequently
Hit: 1 slashing damage.
reluctant house guests in Athas. They are innately psionic and
tune themselves to their feeders. Some say critics are the
CRAB prettiest lizards on Athas. Often mottled in brightly-colored
Tiny beast, unaligned hues, they change color each year when they molt. Critics
Source: MM 320 average 12 to 17 inches in length and weigh from 2 to 5
Armor Class 11 (natural armor) pounds.
Hit Points 2 (1d4) Critics use rudimentary body language to
Speed 20 ft., swim 20 ft. communicate with others of their species. Communication via
STR DEX CON INT WIS CHA magical or other means is possible; however, the creature
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) often reacts and answers in a paranoid or anxious manner. The
Skills Stealth+2 value of the creature comes from its psionic abilities. Critics
Senses blindsight 30 ft., passive Perception 9 sense trouble. When they abruptly scurry for cover, so do most
Languages - owners.
Challenge 0 (10 XP) Critics are feral even when born in captivity and
Amphibious. The crab can breathe air and water. cannot truly be domesticated. Very stealthily, the lizard-like
ACTIONS creature preys on insects and small rodents. Critics attune
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. themselves to a single location and will tolerate a small group
Hit: 1 bludgeoning damage. of people if fed on a regular basis. Attuning means the lizard
will look after the area and alert all nearby if any danger is
perceived. Critics have a nasty independent streak and will not
send warning signals if they have been abused or mistreated.
Critics are considered to be good luck in a household
or storage area. They are lazy and prefer to be fed rather than
hunt on their own. Generally young critics are captured and
brought to a residence. They must be allowed to adjust to their
new surroundings at their own pace. Within a week, the GOAT
feeder/owner will know if the creature has decided to adopt Medium beast, unaligned
the location or has run away. The critic will remain in a Source: MM 330
constant state of alarm if caged or chained. Armor Class 10
Hit Points 4 (1d8)
EAGLE Speed 40 ft.
Small beast, unaligned STR DEX CON INT WIS CHA
Source: MM 322 12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
Armor Class 12 Senses passive Perception 10
Hit Points 3 (1d6) Languages -
Speed 10 ft., fly 60 ft. Challenge 0 (10 XP)
STR DEX CON INT WIS CHA Charge. If the goat moves at least 20 feet straight toward a
6 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 7 (-2) target and then hits it with a ram attack on the same turn, the
Skills Perception+4 target takes an extra 2 (1d4) bludgeoning damage. If the target
Senses passive Perception 14 is a creature, it must succeed on a DC 10 Strength saving
Languages - throw or be knocked prone.
Challenge 0 (10 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) Sure-Footed. The goat has advantage on Strength and
checks that rely on sight. Dexterity saving throws made against effects that would
ACTIONS knock it prone.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one ACTIONS
target. Hit: 4 (1d4+2) slashing damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4+1) bludgeoning damage.
GIANT FIRE BEETLE
Small beast, unaligned Goats and giant goats are often kept as food stock by giants.
Source: MM 325
Armor Class 13 (natural armor) HAWK
Hit Points 4 (1d6+1) Tiny beast, unaligned
Speed 30 ft. Source: MM 330
STR DEX CON INT WIS CHA Armor Class 13
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4) Hit Points 1 (1d4-1)
Senses blindsight 30ft., passive Perception 8 Speed 10 ft., fly 60 ft.
Languages - STR DEX CON INT WIS CHA
Challenge 0 (10 XP) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
Illumination. The beetle sheds bright light in a 10-foot radius Skills Perception +4
and dim light for an additional 10 feet. Senses passive Perception 14
ACTIONS Languages -
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Challenge 0 (10 XP)
Hit: 2 (1d6-1) slashing damage. Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
The smallest of the giant beetles, fire beetles are found both ACTIONS
above and below ground, and are primarily nocturnal. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Despite its name, the fire beetle has no fire attacks, target. Hit: 1 slashing damage.
relying instead on its powerful mandibles for defense. Fire
beetles have two special glands above their eyes and one near
the back of their abdomens. These glands produce a luminous
red glow, and for this reason they are highly prized by miners
and adventurers. This luminosity persists for 1d6 days after
the glands are removed from the beetle, and the light shed will
illuminate a radius of 10 feet. The light from these glands is
cold; it produces no heat. Many mages and alchemists are
eager to discover the secret of this cold light, which could be
not only safe, but economical, with no parts to heat up and
burn out. In theory, they say, such a light source could last
forever.
JACKAL OCTOPUS
Small beast, unaligned Small beast, unaligned
LAST SEA ONLY LAST SEA ONLY
This creature can only be found in the area of the Last Sea. This creature can only be found in the area of the Last Sea.
To the rest of Athas, it does not exist. To the rest of Athas, it does not exist.
Source: MM 331 Source: MM 333
Armor Class 12 Armor Class 12
Hit Points 3 (1d6) Hit Points 3 (1d6)
Speed 40 ft. Speed 5 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2) 4 (-3) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)
Skills Perception +3 Skills Perception +2, Stealth +4
Senses passive Perception 13 Senses darkvision 30 ft., passive Perception 12
Languages - Languages -
Challenge 0 (10 XP) Challenge 0 (10 XP)
Keen Hearing and Smell. The jackal has advantage on Hold Breath. While out of water, the octopus can hold its
Wisdom (Perception) checks that rely on hearing or smell. breath for 1 hour.

Pack Tactics. The jackal has advantage on an attack roll Underwater Camouflage. The octopus has advantage on
against a creature if at least one of the jackal's allies is within 5 Dexterity (Stealth) checks made while underwater.
feet of the creature and the ally isn't incapacitated.
ACTIONS Water Breathing. The octopus can breathe only underwater.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. ACTIONS
Hit: 1 (1d4-1) piercing damage. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage, and the target is grappled
LIZARD (escape DC 10). Until this grapple ends, the target is
Tiny beast, unaligned restrained, and the octopus can't use its tentacles on another
Source: MM 332 target.
Armor Class 10
Hit Points 2 (1d4) Ink Cloud (Recharges after a Short or Long Rest). A 5-foot
Speed 20 ft., climb 20 ft. radius cloud of ink extends all around the octopus if its
underwater. The area is heavily obscured for 1 minute,
STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
Senses darkvision 30 ft., passive Perception 9
bonus action.
Languages -
Challenge 0 (10 XP)
ACTIONS OWL
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Tiny beast, unaligned
Hit: 1 piercing damage. Source: MM 333
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +3
Senses darkvision 120ft., passive Perception 13
Languages -
Challenge 0 (10 XP)
Flyby. The owl doesn't provoke opportunity attacks when it
flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom


(Perception) checks that rely on hearing or sight.
ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
QUIPPER RAT, PSIONIC
Tiny beast, unaligned Tiny beast, unaligned
Source: MM 335 Source: VGtM 133
Armor Class 13 Armor Class 12
Hit Points 1 (1d4-1) Hit Points 2 (1d4)
Speed 0 ft., swim 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) 2 (-4) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 8 (-1)
Senses darkvision 60 ft., passive Perception 8 Senses darkvision 30 ft., passive Perception 10
Languages - Languages telepathy 30 ft.
Challenge 0 (10 XP) Challenge 0 (10 XP)
Blood Frenzy. The quipper has advantage on melee attack Illumination. As a bonus action, the rat can shed dim light
rolls against any creature that doesn't have all its hit points. from its brain in a 5-foot radius or extinguish the light.

Water Breathing. The quipper can breathe only underwater. Telepathic Shroud. The rat is immune to any effect that would
ACTIONS sense its emotions or read its thoughts, as well as to all
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. divination spells.
Hit: 1 piercing damage. ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
A quipper is a carnivorous fish with sharp teeth. Quippers can Hit: 1 piercing damage.
adapt to any aquatic environment, including cold subterranean NOTES
lakes. They frequently gather in swarms. Cranium Rat

RAT Psionic rodents are no smarter than ordinary rats and behave
Tiny beast, unaligned as such. However, if enough psionic rats come together to
Source: MM 335 form a swarm, they merge their minds into a single
Armor Class 10 intelligence with the accumulated memories of all the swarm's
Hit Points 1 (1d4-1) constituents.
Speed 20 ft.
STR DEX CON INT WIS CHA RAVEN
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Tiny beast, unaligned
Senses darkvision 30 ft., passive Perception 10 Source: MM 335
Languages - Armor Class 12
Challenge 0 (10 XP) Hit Points 1 (1d4-1)
Keen Smell. The rat has advantage on Wisdom (Perception) Speed 10 ft., fly 50 ft.
checks that rely on smell. STR DEX CON INT WIS CHA
ACTIONS 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Skills Perception +3
Hit: 1 piercing damage. Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Mimicry. The raven can mimic simple sounds it has heard,
such as a person whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
SCORPION SITAK
Tiny beast, unaligned Tiny beast, unaligned
Source: MM 337 Source, Stats: MM 335 & DMG 274 – 281
Armor Class 11 (natural armor) Source, Creature: 2E DS Asticlian Gambit
Hit Points 1 (1d4-1) Armor Class 12
Speed 10 ft. Hit Points 1 (1d4-1)
STR DEX CON INT WIS CHA Speed 10 ft., fly 50 ft.
2 (-4) 11 (+0) 8 (-1) 1 (-5) 8 (-1) 2 (-4) STR DEX CON INT WIS CHA
Senses blindsight 10 ft., passive Perception 9 2 (-4) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 6 (-2)
Languages - Skills Perception +3
Challenge 0 (10 XP) Senses passive Perception 13
ACTIONS Languages -
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one Challenge 0 (10 XP)
creature. Hit: 1 piercing damage, and the target must make a Innate Psionics, Mimicry. The sitak can use its psionics to
DC 9 Constitution saving throw, taking 4 (1d8) poison create a near-perfect illusionary sound in the mind of one
damage on a failed save, or half as much damage on a creature that the sitak can see. As sitak‘s possess no
successful one. imagination, these sounds are limited to sounds the sitak has
heard. If a creature uses its action to examine the sound, the
SEA HORSE creature can determine that it is an illusion with a successful
Tiny beast, unaligned DC 11 Intelligence (Investigation) check. If a creature discerns
the illusion for what it is, the sound becomes faint to the
LAST SEA ONLY creature.
This creature can only be found in the area of the Last Sea.
To the rest of Athas, it does not exist. Innate Psionics, Mindlink. The sitak can use its psionic sound
Source: MM 337 manipulation to enable to telepathic communication between
Armor Class 11 two willing creatures within visible range.
Hit Points 1 (1d4-1) ACTIONS
Speed 10 ft. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 1 piercing damage.
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4) NOTES:
Senses passive Perception 10 CR 0 Raven with flavor mods
Languages - No change to CR
Challenge 0 (0 XP)
Water Breathing. The sea horse can breathe only underwater. The sitak is a forest bird of Athas. Its bears a close relation to
ACTIONS the parrot and cockatoo (both of which also exist on Athas),
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one evident in its sharp, curved beak, wicked talons, and bright
creature. Hit: 1 piercing damage, and the target must make a feathers, as well as its gift for mimicry. However, the sitak
DC 9 Constitution saving throw, taking 4 (1d8) poison imitates sounds telepathically, not audibly.
damage on a failed save, or half as much damage on a Sitak coloring varies across the spectrum. Many are
successful one. bright green or red with yellow throats, but light blue, gray,
white, and black varieties are almost as common. Feathers
SILT CRAB grow in a spiky crest atop the head, and observers may
Tiny beast, unaligned mistake a white sitak for a cockatoo until it begins chattering
Source: MM 320 psionically.
Armor Class 11 (natural armor) The sitak has psionic abilities that allow it to contact
Hit Points 2 (1d4) and mindlink with other creatures, though in a unique and
Speed 20 ft., swim 20 ft. limited form. Any resistance by the target automatically
STR DEX CON INT WIS CHA breaks contact.
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Although sitaks frighten easily and seldom attack
Skills Stealth+2 unless cornered, a pet sitak defending its owner, or a parent
Senses blindsight 30 ft., passive Perception 9 defending its nest can be quite brave.
Languages - Sitaks can make good pets. If confined in isolation,
Challenge 0 (10 XP) they go mad, but otherwise they are loyal (if rather
Silt Swimmer. The silt crab can swim through silt. demanding) companions. The pet always learns the word for
ACTIONS food quickly and may understand up to 20 other simple words
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. such as ―no,‖ ―danger,‖ animal names, and the like.
Hit: 1 bludgeoning damage. Trained sitaks can relay mindlink communication
NOTES: between two people telepathically. This silent dialogue works
Crab, but silty. by directly imitating the sounds of language, not necessarily
the meaning, and thus it cannot cross language barriers. Also,
the bird cannot handle more than two voices at a time, and it
quickly tires-especially when hungry or quarrelsome, as it VULTURE
usually is. Medium beast, unaligned
Sitaks are thought to mate for life, though Source: MM 339
information is scarce. The female lays one egg a year, in a Armor Class 10
huge nest of branches far larger than one would think Hit Points 5 (1d8+1)
necessary. A communal sitak nest may house several pairs in Speed 10 ft., fly 50 ft.
different rooms, which can be large enough to harbor a STR DEX CON INT WIS CHA
halfling or dwarf. 7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
Few predators attack sitaks, for their flesh tastes foul Skills Perception+3
and stringy, but they are prone to both disease and parasites. Senses passive Perception 13
Sitak fever can be passed to humans and demihumans, and Languages -
resembles severe influenza. The fever can recur in one-week Challenge 0 (10 XP)
episodes indefinitely whenever the victim enters a forest or
Keen Sight and Smell. The vulture has advantage on Wisdom
jungle habitat.
(Perception) checks that rely on sight or smell.
Sitaks live throughout the Forest Ridge and (in much
smaller numbers) in the Crescent Forest between Gulg and
Pack Tactics. The vulture has advantage on an attack roll
Nibenay. For some tribes of halflings, sitaks represent bad
against a creature if at least one of the vulture's allies is within
luck, and explorers with pet sitaks are looked on unfavorably.
5 feet of the creature and the ally isn't incapacitated.
Other tribes regard sitaks as harmless, but few take them for
ACTIONS
pets and none for food.
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
The hunters of Nibenay prize sitak feathers, and they
Hit: 2 (1d4) piercing damage.
have hunted the bird almost to extinction in the Crescent
Forest. Nibeni merchants pay 1 – 3 ceramic pieces per crest
feather. In contrast, Gulg‘s hunters value sitaks as pets, and
they regard killing a sitak as an omen of bad luck.

SPIDER
Tiny beast, unaligned
Source: MM 337
Armor Class 12
Hit Points 1 (1d4-1)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
Skills Stealth +4
Senses darkvision 30 ft., passive Perception 10
Languages -
Challenge 0 (10 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.

Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
web.

Web Walker. The spider ignores movement restrictions caused


by webbing.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 1 piercing damage, and the target must make a
DC 9 Constitution saving throw or take 2 (1d4) poison
damage.
BEASTS CR ⅛
AGONY BEETLE beetle psionically absorbs and stores the energy released by
Tiny beast, unaligned the victim. The beetle will remain attached even after fully
Source: MM 320 sated, basking in the flow of energy until the victim dies.
Armor Class 10 Although the beetle‘s primary locomotion is
Hit Points 1 (1d4-1) crawling, the creature‘s small wings allow short distance
Speed 5 ft., climb 5 ft., fly 15 ft. flight. Agony beetles tend to live near water sources where
STR DEX CON INT WIS CHA they hope to encounter prey. A pain-devouring creature, the
1 (-5) 11 (+0) 8 (-1) 1 (-5) 7 (-2) 2 (-4) agony beetle never ingests solid food for sustenance, only an
Skills Stealth+2 occasional sip of water. They will not hesitate to attack
Senses blindsight 30 ft., passive Perception 8 members of their own species, but are often no match for other
Languages – insects more evolved for combat.
Challenge ⅛ (25 XP) Old stories claim that agony beetles originally
escaped from a sorcerer-king‘s torture chamber. It is more
Inconspicuous. An agony beetle attempting to crawl onto an
likely that they were (and are) drawn there for obvious
unaware target makes a Stealth check as though hidden from
reasons. They are not edible and serve only the darkest needs.
the target.
Halflings sometimes use the beetles in slings and throw them
ACTIONS
into trespassers‘ clothing; it shortens the hunt without harming
Spinal Tap. Melee Weapon Attack: +2 to hit, reach 0 ft., one
the meal.
Medium or smaller vertebrate creature the agony beetle has
successfully crawled onto. Hit: The agony beetle attaches to
the target. A creature can use an action to remove the attached BLOOD HAWK
agony beetle from the target. Small beast, unaligned
Source: MM 319
Cannibalize Other. A creature the agony beetle is attached to Armor Class 12
has its Constitution score reduced by 1, falls Prone, and is Hit Points 7 (2d6)
Stunned—writhing and screaming in pain, until the end of the Speed 10 ft., fly 60 ft.
agony beetle‘s next turn. The target dies if its Constitution is STR DEX CON INT WIS CHA
reduced to 0. Otherwise, the reduction lasts until the target 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)
finishes a short or long rest. The agony beetle repeats this Skills Perception+4
action every turn until it is removed or the target dies. Senses passive Perception 14
NOTES: Languages -
DCR/OCR: I have no idea, this kind of creature is not really a Challenge ⅛ (25 XP)
concept that the mechanics of 5E can easily support. A single Keen Sight. The hawk has advantage on Wisdom (Perception)
agony beetle has a chance of being a threat for a single checks that rely on sight.
character, but they pose almost no threat to a group of
characters. Pack Tactics. The hawk has advantage on an attack roll
against a creature if at least one of the hawk 's allies is within
This harmless looking, black scarab beetle psionically lives off 5 feet of the creature and the ally isn't incapacitated.
the pain and agony of its victims, hence its name. The agony ACTIONS
beetle has a hard, black-veined, chitinous shell that is marked Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
by dark, transverse lines. The shell protects a pair of wings. Hit: 4 (1d4+2) piercing damage.
Six hooked legs are used by the beetle to attach itself to the
skin of humanoid or beast. An elongated snout contains a Taking its name from its crimson feathers and aggressive
retractable tendril. The agony beetle uses a pair of stubby nature, the blood hawk fearlessly attacks almost any animal,
antennae to sense vibrations as it does not have eyes. stabbing it with its daggerlike beak. Blood hawks flock
When an agony beetle attempts or is forced to come together in large numbers, attacking as a pack to take down
in contact with a victim, a contested Stealth check should be prey.
made to see if the creature feels something crawling on him;
failure means the beetle goes unnoticed. If the players are
asleep, magically held, in the midst of melee, or engaged in
any other action that involves intense concentration (i.e.,
spellcasting, psionics, etc.), there is no roll as the agony beetle
automatically goes unnoticed. When the agony beetle locates
the victim‘s spinal column, a bile-coated tendril emerges from
the beetle‘s snout. The bile anesthetizes the skin so the victim
does not feel the tendril enter. Once inside the skin, the tendril
is inserted into the spine. The victim is suddenly racked with
excruciating pain, so intense that the victim can do nothing
else but writhe and scream in agony. During this time the
DUNECRAB GIANT RAT
Medium beast, unaligned Small beast, unaligned
Source, Stats: MM 324 Source: MM 327
Source, Creature: Terrors of Athas Armor Class 12
Armor Class 15 (natural armor) Hit Points 7 (2d6)
Hit Points 13 (3d8) Speed 30 ft.
Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4) Senses darkvision 60 ft., passive Perception 10
Skills Stealth+4 Languages -
Senses blindsight 30ft., passive Perception 9 Challenge ⅛ (25 XP)
Languages - Keen Smell. The rat has advantage on Wisdom (Perception)
Challenge ⅛ (25 XP) checks that rely on smell.
Silt Swimmer. The dunecrab can swim through silt.
ACTIONS Pack Tactics. The rat has advantage on an attack roll against a
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. creature if at least one of the rat‘s allies is within 5 feet of the
Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled creature and the ally isn‘t incapacitated.
(escape DC 11). The dunecrab has two claws, each of which ACTIONS
can grapple only one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
NOTES: Hit: 4 (1d4+2) piercing damage.
Giant Crab, but silt.
GIANT RAT, DISEASED
Dunecrabs inhabit the shoals of the Sea of Silt and hunt Small beast, unaligned
animals and people. Giants and some Balicans hunt the tasty Source: MM 327
crabs for food. A dunecrab stands four feet tall and measures Armor Class 12
five feet across. Hit Points 7 (2d6)
Speed 30 ft.
FLYING SNAKE STR DEX CON INT WIS CHA
Tiny beast, unaligned 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
Source: MM 322 Senses darkvision 60 ft., passive Perception 10
Armor Class 14 Languages -
Hit Points 5 (2d4) Challenge ⅛ (25 XP)
Speed 30 ft., fly 60 ft., swim 30ft. Keen Smell. The rat has advantage on Wisdom (Perception)
STR DEX CON INT WIS CHA checks that rely on smell.
4 (-3) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
Senses blindsight 10ft., passive Perception 11 Pack Tactics. The rat has advantage on an attack roll against a
Languages - creature if at least one of the rat‘s allies is within 5 feet of the
Challenge ⅛ (25 XP) creature and the ally isn‘t incapacitated.
Flyby. The snake doesn't provoke opportunity attacks when it ACTIONS
flies out of an enemy's reach. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
ACTIONS Hit: 3 (1d4+2) piercing damage. If the target is a creature, it
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. must succeed on a DC 10 Constitution saving throw or
Hit: 1 piercing damage plus 7 (3d4) poison damage. contract a disease. Until the disease is cured, the target can't
regain hit points except by magical means, and the target's hit
A flying snake is a brightly colored, winged serpent found in point maximum decreases by 3 (1d6) every 24 hours. If the
remote jungles. Tribespeople and cultists sometimes target's hit point maximum drops to 0 as a result of this
domesticate flying snakes to serve as messengers that deliver disease, the target dies.
scrolls wrapped in their coils.
Some giant rats carry vile diseases that they spread with their
bites.
KES’TREKEL temporary, used but once per set of offspring. When defending
Tiny beast, unaligned their home regions, kes‘trekel cooperate as a flock, raining a
Source, Stats: MM 319 veritable torrent of pecks and scratches upon any who dare
Source, Creature: 2E DS MC Appendix II invade.
Armor Class 12 Wild kes‘trekel are impossible to domesticate,
Hit Points 7 (2d4+2) however those hatched from stolen eggs make excellent watch
Speed 10 ft., fly 50 ft. birds. In such cases, the kes‘trekels cowardly nature loses out
STR DEX CON INT WIS CHA to their defensive nature. Many merchants rely on the
4 (-3) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2) squawked warnings of their avian sentinels. In Nibenay,
Skills Perception +3 kes‘trekel eggs are considered a delicacy, provided the eggs
Senses passive Perception 13 are procured and eaten within two weeks of being laid. As
Languages - expected, such versatility makes kes‘trekel eggs an expensive
Challenge ⅛ (25 XP) commodity.
Kes‘trekel detect prey with a dual combination of
Flyby. The kes‘trekel doesn‘t provoke opportunity attacks
senses. The stench of death carries far across the blistering
when it flies out of an enemy‘s reach.
desert winds. Kes‘trekel olfactory glands are more than
adequate to pick up the scent. Once airborne, they depend on
Keen Sight and Smell. The kes‘trekel has advantage on
keen eyesight to locate their decaying meals. Some barbaric
Wisdom (Perception) checks that rely on sight or smell.
customs in the Ringing Mountains involve eating the eyes of
recently dead kes‘trekel to imbue the consumer with better
Pack Tactics. The kes‘trekel has advantage on an attack roll
vision. Such rituals are ineffective, but sometimes myth and
against a creature if at least one of the kes‘trekel‘s allies is
tradition are stronger than logic.
within 5 feet of the creature and the ally isn‘t incapacitated.
Feral kes‘trekel have a life span of approximately 15
ACTIONS
years. Domestic kes‘trekel sometimes live as long as 25 years.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) piercing damage.
NOTES: KIP
Modded Blood Hawk Small beast, unaligned
Source, Stats: MM 318 & DMG 274 – 281
Scourges of the Tablelands, kes‘trekel are vile avian creatures Source, Creature: 2E DS MC Appendix I
that feast upon desert carrion. Although they are weak and Armor Class 14 (natural armor)
cowardly in small groups, kes‘trekel can become a devastating Hit Points 11 (2d6+4)
force in larger numbers. Kes‘trekel are fairly scrawny in Speed 20 ft., burrow 10 ft.
appearance, with black plumage graying from the constant STR DEX CON INT WIS CHA
exposure. The only spot of appreciable color is found on the 6 (-2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
head, where the vivid crimson stands out like the blood it Senses passive Perception 10
resembles. Standing barely a foot tall on short, taloned feet, Languages –
kes‘trekel are extremely vulnerable on the ground. In the air Challenge ⅛ (25 XP)
however, their 3-foot wing span is more than enough to carry Keen Smell. The kip has advantage on Wisdom (Perception)
it aloft. checks that rely on smell.
Kes‘trekel communicate among themselves through ACTIONS
calls and guttural squawks. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Alone, kes‘trekel are more nuisance than threat. Their Hit: 3 (1d4+1) slashing damage.
beaks and claws are made more for rending already rotting
flesh than fresh meat, and opponents who are moving tend to Pheromones (Recharges after a Long Rest). Each creature
scare them off. within 10‘ must succeed on a DC 12 Constitution saving
In groups kes‘trekel are more fearsome, often throw or become poisoned for 1d8 hours. A creature that fails
swarming and attacking as single unit. In groups of 20 or this saving throw is Stunned while it is poisoned in this way,
more, the kes‘trekels‘ minuscule brains can link together to and can repeat the saving throw at the end of each of its turns
produce the telepathic psionic effect of aversion. The flock during combat, or once every 10 minutes when out of combat.
maintains this power as a group, with larger groups able to NOTES:
generate more powerful and long-lasting effects. Kes‘trekel DCR ⅛, OCR ⅛
are extremely territorial, and use their aversion power to scare
trespassers away from their nest areas. The kip is a shy, six-legged, armored creature that digs and
Kes‘trekel congregate in flocks, adopting mates only eats the roots of plants and trees. Their supple, armor-like
long enough to reproduce. A female lays 3 – 6 eggs each year. covering makes excellent durable leather goods. The leathered
She stays with the nest for until the eggs hatch, which takes kip grows from 2 – 4 in length. Kips are covered with a horny
one month, and then only stays two more months until the armor that is segmented into nine separate plates. They have
young mature. elongated, pointed snouts and very small, beady eyes located
Kes‘trekel flocks are not migratory, preferring to on each side of their snouts. The eyes are protected by a glass-
inhabit their particular region for centuries if the elements like covering that protects them while digging. The sharp,
allow. The nests they build in the available crags and trees are
strong foreclaws enable the creature to dig. Their short, SILT SPIDER
stubby, hind legs only allow them to amble around slowly. Tiny beast, unaligned
Kips communicate via a series of low grunts. Source, Stats: MM 337 & DMG 274 – 281
Although not a true language, dwarven kip-herders have Source, Creature: 2E DS MC Appendix II
learned to mimic the sounds in order to better control the herd. Armor Class 12
Kips are generally non-combatant and prefer to amble away Hit Points 3 (1d4+1)
when approached. Thus, they are easily herded. They will only Speed 20 ft., climb 20 ft., swim 20 ft.
fight if cornered or to protect their young. Kips use STR DEX CON INT WIS CHA
pheromones to protect themselves. Pheromones are secreted 2 (-4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 2 (-4)
chemicals that produce an emotional response in the victim. Skills Stealth +4
Once a day a kip can release a cloud of invisible, gaseous Senses darkvision 30 ft., passive Perception 10
chemicals that cause creatures to suffer apathy. If effected, the Languages -
victim will cease caring about anything, including drinking Challenge ⅛ (25 XP)
water, for a period of time. Exposed creatures or individuals
Silt Swimmer. The silt spider can swim through silt.
can be herded along or made to drink, but they really don‘t
care if they live or die.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
MASTIFF an ability check.
Medium beast, unaligned
Source: MM 332 Web Sense. While in contact with a web, the spider knows the
Armor Class 12 exact location of any other creature in contact with the same
Hit Points 5 (1d8+1) web.
Speed 40 ft.
STR DEX CON INT WIS CHA Web Walker. The spider ignores movement restrictions caused
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2) by webbing.
Skills Perception +3 ACTIONS
Senses passive Perception 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages - creature. Hit: 1 piercing damage, and the target must make a
Challenge ⅛ (25 XP) DC 11 Constitution saving throw or be poisoned for 1 minute.
Keen Hearing and Smell. The mastiff has advantage on The poisoned target is paralyzed, and it can repeat the saving
Wisdom (Perception) checks that rely on hearing or smell. throw at the end of each of its turns, ending the effect on itself
ACTIONS on a success.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. NOTES:
Hit: 1 (1d6+1) piercing damage. If the target is a creature, it Spiderish
must succeed on a DC 11 Strength saving throw or be knocked
prone. Silt spiders are small spiders that easily blend into silt-filled
areas. They can swim through silt easily and often attack
Mastiffs are impressive hounds prized by humanoids for their unseen, deep within the silt. They swarm all over anything that
loyalty and keen senses, Mastiffs can be trained as guard dogs, comes within their area. Worse than their bites is their poison.
hunting dogs, and war dogs. Halflings and other Small The poison causes no damage, but unless a victim resists the
humanoids ride them as mounts. poison, he becomes paralyzed and cannot move.
Paralyzed victims are easily preyed upon by the
POISONOUS SNAKE swarming silt spiders. While the poison‘s effects wear off
Tiny beast, unaligned relatively quickly, most victims are bitten so many times they
Source: MM 334 become food for the spiders long before the paralysis wears
Armor Class 13 off.
Hit Points 2 (1d4)
Speed 30ft., swim 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
Senses blindsight 10 ft., passive Perception 10
Languages -
Challenge ⅛ (25 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
BEASTS CR ¼
AXE BEAK CONSTRICTOR SNAKE
Large beast, unaligned Large beast, unaligned
Source: MM 317 Source: MM 320
Armor Class 11 Armor Class 12
Hit Points 19 (3d10+3) Hit Points 13 (2d10+2)
Speed 50 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3) 15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Senses passive Perception 10 Senses blindsight 10 ft., passive Perception 10
Languages - Languages -
Challenge ¼ (50 XP) Challenge ¼ (50 XP)
ACTIONS ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) slashing damage. Hit: 5 (1d6+2) piercing damage.

An axe beak is a tall flightless bird with strong legs and a Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one
heavy, wedge-shaped beak. It has a nasty disposition and tends creature. Hit: (ld8+2) bludgeoning damage and the target is
to attack any unfamiliar creature that wanders too close. grappled (escape DC 14). Until this grapple ends, the creature
is restrained, and the snake can't constrict another target.
BOAR
Medium beast, unaligned ERDLU
Source: MM 319 Large beast, unaligned
Armor Class 11 (natural armor) Source, Stats: Riding Horse MM 336
Hit Points 11 (2d8+2) Source, Creature: 2E Dark Sun Campaign Setting
Speed 40 ft. Armor Class 10
STR DEX CON INT WIS CHA Hit Points 13 (2d10+2)
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) Speed 60 ft.
Senses passive Perception 9 STR DEX CON INT WIS CHA
Languages - 16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
Challenge ¼ (50 XP) Senses passive Perception 10
Charge. If the boar moves at least 20 feet straight toward a · Languages -
target and then hits it with a tusk attack on the same turn, the Challenge ¼ (50 XP)
target takes an extra 3 (1d6) slashing damage. If the target is a ACTIONS
creature, it must succeed on a DC 11 Strength saving throw or Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
be knocked prone. Hit: 8 (2d4+3) piercing damage.
NOTES:
Relentless (Recharges after a Short or Long Rest). If the boar Used Riding Horse, changed damage type
takes 7 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead. Erdlus, the fastest of the common Athasian mounts, are large
ACTIONS flightless, featherless birds covered with flaky gray or red
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. scales. They weigh as much as 200 pounds and stand up to
Hit: 4 (1d6+1) slashing damage. seven feet tall. They have powerful, lanky legs ending in four-
toed feet with razor-sharp claws, and can run at great speeds
over short distances (no more than half-a-mile). Their bodies
are massive and round, with a pair of useless wings folded at
their sides. Attached to their yellow, snake-like necks are
small round heads with huge wedge-shaped beaks.
Erdlus make ideal herd animals, as they can eat many
forms of tough vegetation, as well as snakes, lizards, and other
small reptiles. They instinctively band together in flocks for
protection. When threatened, their first impulse is to flee. If
this is not possible, the entire flock will turn and give battle as
a group. When they fight, they strike at their attackers with
their sharp beaks.
Erdlu eggs are an excellent food, containing all the
nutrients that a human or demihuman needs to survive for
months at a time. If eaten raw, they can even substitute for
water (1 gallon per egg) for periods of up to one week. In with some larger nests having up to eight members. These
addition, the hard scales of their wings make excellent shields creatures group in nests for protective purposes, as they are
or armor, their beaks can be used to make fine spearheads, and often attacked by razorwings.
their claws are often crafted into daggers or tools. Floaters bear their young one at a time. For a period
of six months after a birth, the mother will leave the nest for
FLOATER only brief periods of time, and then only to find food for its
Small beast, unaligned young. By the time a young floater reaches six months of age
Source, Stats: DMG 274 – 281 it will be on its own, seeking others to nest with.
Source, Creature: 2E DS MC Appendix I Floaters survive largely on the ferns and roots that
Armor Class 14 (psionics) grow in the wetter areas of the mudflats. When a mother
Hit Points 27 (5d6+10) gathers food for its young, it will often take leaves and roots of
Speed fly 30 ft. nearby plants, but will occasionally gather berries and seeds
STR DEX CON INT WIS CHA from the few fruit-bearing plants that grow on the mudflats.
8 (-1) 14 (+2) 14 (+2) 1 (-5) 10 (+0) 3 (-4) Floaters also occasionally eat esperweed, boosting their
Damage Vulnerabilities Fire existing natural psionic powers
Senses blindsight 120ft., passive Perception 10 Floaters are the favorite prey of razorwings, who
Languages - make their home beneath the Sea of Silt. Floaters boast no
Challenge ¼ (50 XP) usable byproducts, though many researchers have tried to
make use of the gas-producing glands of this creature as a
Death Burst. If fire damage reduces the floater to 0 hit points,
source of flammable gas. None have had success.
it explodes in a burst of fire. Each creature within 10 feet of it
must make a DC 13 Dexterity saving throw, taking 7 (2d6)
fire damage on a failed save, or half as much damage on a GIANT BAT
successful one. Flammable objects that aren't being worn or Large beast, unaligned
carried in that area are ignited. Source: MM 323
ACTIONS Armor Class 13
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 22 (4d10)
target. Hit: 7 (2d6) poison damage, and the target must Speed 10 ft., fly 60 ft.
succeed on a DC 13 Constitution saving throw or be poisoned STR DEX CON INT WIS CHA
for 1 minute. The poisoned target is paralyzed, and it can 15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
repeat the saving throw at the end of each of its turns, ending Senses blindsight 60ft., passive Perception 11
the effect on itself on a success. Languages –
Challenge ¼ (50 XP)
Innate Psionics, Life Draining. One creature the floater can Echolocation. The bat can‘t use its blindsight while deafened.
see within 5 ft. must make a DC 13 Wisdom saving throw,
taking 7 (2d6) psychic damage on a failed save, or half as Keen Hearing. The bat has advantage on Wisdom
much damage on a successful one. If the target fails this (Perception) checks that rely on hearing.
saving throw, the floater regains hit points equal to the damage ACTIONS
taken by the target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
NOTES: Hit: 5 (1d6+2) piercing damage.
DCR ⅛, OCR ½
GIANT CENTIPEDE
Floaters are small, aerial, jelly fish that drift above the Sea of Small beast, unaligned
Silt. They are often found at the edges of the silt sea, near the Source: MM 323
mudflats that form its perimeter. Floaters resemble jelly fish in Armor Class 13 (natural armor)
all ways save that they exist out of water. Their bodies are Hit Points 4 (1d6+1)
bulbous and translucent, and have a diameter of about 2 feet. Speed 30 ft., climb 30 ft.
They also sport a large number of poisoned tentacles, up to 3 STR DEX CON INT WIS CHA
feet in length. Coloration is the only way by which males and 5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)
females can be distinguished from each other. Males generally Senses blindsight 30ft., passive Perception 8
have a reddish tint to them, while females are more often tan Languages –
or yellowish in tint. Challenge ¼ (50 XP)
Floaters fly via hydrogen filled gas bladders located
ACTIONS
on their underside. By expelling small bursts of gas, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creatures are able to propel themselves about, using their
creature. Hit: 4 (ld4+2) piercing damage, and the target must
bodies and tentacles for navigation. Being herbivores, floaters
succeed on a DC 11 Constitution saving throw or take 10
do not usually engage in combat with other creatures, unless
(3d6) poison damage. If the poison damage reduces the target
startled or threatened.
to 0 hit points, the target is stable but poisoned for 1 hour,
Floaters make their homes on the mudflats located at
even after regaining hit points, and is paralyzed while
the edges of the Sea of Silt. They often make nests from dead
poisoned in this way.
bushes and trees, but occasionally form nests within live trees
as well. A nest commonly contains from three to five floaters,
GIANT FROG GIANT OWL
Medium beast, unaligned Large beast, neutral
Source: MM 325 Source: MM 327
Armor Class 11 Armor Class 12
Hit Points 18 (4d8) Hit Points 19 (3d10+3)
Speed 30 ft., swim 30 ft. Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) 13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)
Skills Perception+2, Stealth+3 Skills Perception+5, Stealth+4
Senses darkvision 30ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 15
Languages – Languages Giant Owl, understands Common, Elvish, and
Challenge ¼ (50 XP) Sylvan but can‘t speak them
Amphibious. The frog can breathe air and water. Challenge ¼ (50 XP)
Flyby. The owl doesn‘t provoke opportunity attacks when it
Standing Leap. The frog‘s long jump is up to 20 feet and its flies out of an enemy‘s reach.
high jump is up to 10 feet, with or without a running start.
ACTIONS Keen Hearing and Sight. The owl has advantage on Wisdom
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. (Perception) checks that rely on hearing or sight.
Hit: 4 (1d6+1) piercing damage, and the target is grappled ACTIONS
(escape DC 11). Until this grapple ends, the target is Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
restrained, and the frog can‘t bite another target. target. Hit: 8 (2d6+1) slashing damage.

Swallow. The frog makes one bite attack against a Small or GIANT POISONOUS SNAKE
smaller target it is grappling. If the attack hits, the target is Medium beast, unaligned
swallowed, and the grapple ends. The swallowed target is Source: MM 327
blinded and restrained, it has total cover against attacks and Armor Class 14
other effects outside the frog, and it takes 5 (2d4) acid damage Hit Points 11 (2d8+2)
at the start of each of the frog‘s turns. The frog can have only Speed 30 ft., swim 30 ft.
one target swallowed at a time. If the frog dies, a swallowed
STR DEX CON INT WIS CHA
creature is no longer restrained by it and can escape from the 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
corpse using 5 feet of movement, exiting prone.
Skills Perception+2
Senses blindsight 10 ft., passive Perception 12
GIANT LIZARD Languages –
Large beast, unaligned Challenge ¼ (50 XP)
Source: MM 326 ACTIONS
Armor Class 12 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit Points 19 (3d10+3) Hit: 6 (1d4+4) piercing damage, and the target must make a
Speed 30 ft., climb 30 ft. DC 11 Constitution saving throw, taking 10 (3d6) poison
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on a
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) successful one.
Senses darkvision 30ft., passive Perception 10
Languages –
Challenge ¼ (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) piercing damage.
VARIANT: GIANT LIZARD TRAITS
Some giant lizards have one or both of the following traits.

Hold Breath. The lizard can hold its breath for 15 minutes. (A
lizard that has this trait also has a swimming speed of 30 feet.)

Spider Climb. The lizard can climb difficult surfaces,


including upside down on ceilings, without needing to make
an ability check.

A tamed giant lizard can be ridden or used as a draft animal.


GIANT WOLF SPIDER GORAK
Medium beast, unaligned Tiny beast, unaligned
Source: MM 330 Source, Stats: VGtM 140
Armor Class 13 Source, Creature: 2E DS MC Appendix II
Hit Points 11 (2d8+2) Armor Class 13 (natural armor)
Speed 40 ft., climb 40 ft. Hit Points 10 (3d4+3)
STR DEX CON INT WIS CHA Speed 30 ft.
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) STR DEX CON INT WIS CHA
Skills Perception +3, Stealth +7 6 (-2) 14 (+2) 13 (+1) 2 (-4) 12 (+1) 6 (-2)
Senses blindsight 10 ft., darkvision 60ft., passive Perception Skills Perception+3
13 Senses passive Perception 13
Languages – Languages -
Challenge ¼ (50 XP) Challenge ¼ (50 XP)
Spider Climb. The spider can climb difficult surfaces, Keen Sight and Smell. The gorak has advantage on Wisdom
including upside down on ceilings, without needing to make (Perception) checks that rely on sight or smell.
an ability check.
Pack Tactics. The gorak has advantage on an attack roll
Web Sense. While in contact with a web, the spider knows the against a creature if at least one of the gorak's allies is within 5
exact location of any other creature in contact with the same feet of the creature and the ally isn't incapacitated.
web. ACTIONS
Multiattack. The gorak makes two attacks: one with its bite
Web Walker. The spider ignores movement restrictions caused and one with its claws.
by webbing.
ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. creature. Hit: 5 (ld6+2) piercing damage.
Hit: 4 (1d6+1) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 7 (2d6) poison Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage on a failed save, or half as much damage on a Hit: 4 (ld4+2) slashing damage.
successful one. If the poison damage reduces the target to 0 hit NOTES:
points, the target is stable but poisoned for 1 hour, even after Velociraptor, added keen senses
regaining hit points, and is paralyzed while poisoned in this No change in CR
way.
Goraks are herd beasts that are valued by most of the
Smaller than a giant spider, a giant wolf spider hunts prey intelligent, meat-eating races of Athas for their flesh, their
across open ground or hides in a burrow or crevice, or in a colorful hide, and their keen sense of smell. They are fairly
hidden cavity beneath debris. common and can be found in any desert area.
Goraks are reptilian beasts that are 3 feet long and
weigh approximately 150 pounds. Their skin ranges in color
from redbrown to sandy-beige and they have a colorful fanlike
dorsal fin that they extend to cool their bodies in the hot
Athasian sun. Another less colorful fin surrounds the heads of
the goraks. Their legs are short and end in small feet with
extremely large claws for their size. The gorak‘s claws can be
as long as 3 inches. Their eyes are slightly oversized for their
relatively small heads. They are known for their good eyesight
as well as their sense of smell. When excited they emit a loud
hissing noise as a warning.
These creatures are relatively passive and prefer to
avoid conflict if possible They can, however, pose a
significant threat to the unwary and antagonistic. If threatened,
goraks fan out their dorsal fin and the fin that surrounds their
head. These are natural reactions intended to make the beast
look bigger and more formidable. The creatures are
deceptively fast and agile, and attack with both their bite and
their oversized claws. A pack of goraks attacks in a manner
similar to a swarm of bees, darting in and out, with multiple
goraks working together to focus on a single enemy.
Goraks are found both in the wild and in
domesticated herds. Domesticated herds have been known to
be as large as 50 beasts. However, in the wild they rarely have
more than 20 individuals because of the scarcity of food food or clothing, most people think they are too dangerous to
throughout most of Athas. bother, as the deadly, dangerous poison of a jankx is capable
Each herd of goraks is led by an alpha male who is of incapacitating much larger creatures.
identical to all other male goraks except for its unusual size. Standing about 1‘ tall on their hind legs, jankx have a
The alpha can grow to 4 feet and weigh as much as 300 small, pointy head and internal cheek pouches that allow them
pounds. Challenges for dominance are fairly common in wild to carry food or water when they run. Jankx have long, sleek
herds and less common in the domesticated herds. These bodies and four short, muscular legs. Golden in color, their
contests are savage and are always fought to the death. pelts are highly prized for trade. Jankx have spurs and poison
Usually the alpha wins such contests because of its larger size, sacs located on the underside of each limb near the paw. In
unless the dominant male is sick or infirm. combat a jankx will attempt to hook its adversary with a spur,
Wild herds have no permanent homes, but roam over attempting to inject their target with their painful, potent
areas as large as 100 square miles. They travel by day, turning venom.
over rocks and digging into the desert sand in search of insects Jankx communicate in a series of ultrasonic squeaks
that make up the staple of the goraks‘ diet. Their keen sense of and barks that are inaudible to humanoid ears. Jankx live in a
smell makes their foraging fairly fruitful and, as long as the complex community of underground passageways. Their
herd is small enough, there is rarely starvation among its burrows contain different living, storage, and sleeping areas.
members. If food becomes scarce for some reason, the alpha Food storage and deep water supplies are always closely
male culls the herd of other males. Herds do not accept goraks guarded. Traditional family units‘ tunnels always interconnect
from outside the herd and attack and kill outsiders on first with other jankx families. Jankx sleep through the day and
contact emerge at dusk for a night of foraging. Their small paws are
Goraks are an integral part of the food chain on Athas very well evolved for digging and handling small items.
and are hunted by most flesh eaters. Animal handlers have Those who consider themselves jankx ―herders‖ are
been known to train goraks to track using their uncanny sense more trappers than anything. Jankx are usually snared when
of smell. Therefore, gorak eggs are treasured as both a food they are on their nightly forays. A herder hovel is always built
source and as a source of tracking beasts. either above ground or on solid stone to prevent jankx from
burrowing underneath the hovel and killing the herder. Jankx
JANKX meat is considered gamey but palatable. Due to the difficult
Tiny beast, unaligned position of the poison sacs, caution should be taken in
Source, Stats: MM 335 & DMG 274 – 281 preparing jankx meat. A general rule is one jankx for elves
Source, Creature: 2E DS MC Appendix I and humans, more for others. Caution must always be
Armor Class 12 exercised when cooking jankx meat. When cooked, the
Hit Points 3 (1d4+1) burning flesh emits an odor that sends any nearby jankx into a
Speed 20 ft., burrow 5 ft. rage. If cooked too close to a jankx community, a horde of
STR DEX CON INT WIS CHA jankx will invariably find the source of the odor and attack the
3 (-4) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 4 (-3) diners.
Skills Perception +3
Senses passive Perception 13 MOLE BOAR
Languages – Medium beast, unaligned
Challenge ¼ (50 XP) Source: MM 323
Keen Hearing and Smell. The jankx has advantage on Armor Class 10
Wisdom (Perception) checks that rely on hearing or smell. Hit Points 13 (2d8+4)
ACTIONS Speed 30 ft., burrow 10 ft.
Spur. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 1 piercing damage, and the target must make a DC 11 13 (+1) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
Constitution saving throw, taking 14 (4d6) poison damage on Senses darkvision 30ft., passive Perception 11
a failed save, or half as much damage on a successful one. In Languages –
addition, creatures that fail this saving throw have their Challenge ¼ (50 XP)
Strength score reduced by 1d4 as the poisoned area withers. Keen Smell. The mole boar has advantage on Wisdom
Lost Strength can be healed through magical means or special (Perception) checks that rely on smell.
jankx poison antidotes. A creature that has its Strength score ACTIONS
reduced to 0 by this poison passes out from the pain, and has Multiattack. The mole boar makes two attacks: one with its
likely permanently lost a limb or appendage. bite and one with its claws.
Use of the Recuperating downtime activity allows the
recovery of 1 point of Strength lost to jankx poison for each Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
successful DC 15 Constitution saving throw made at the end Hit: 4 (1d6+1) piercing damage.
of a three day period of recuperation.
NOTES Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
DCR 0, OCR 1 Hit: 6 (2d4+1) slashing damage.
NOTES:
These furred mammals live in burrow communities in the Giant Badger, stats unchanged
desert. Although they represent a possible prime source of
The mole boar is a cross between a weasel and a boar, Pulp bees are large wasps which inhabit the plains along the
although it is more the size of the former. These small edges of the Athasian deserts. Pulp bees secrete a pasty
creatures are indigenous to the fields around the Pristine substance which hardens into a material similar in texture and
Tower, and likely began as mutated invaders centuries ago. consistency to wood. Pulp bees are usually two feet long, have
All mole boars are immune to the mutating effects of the four legs, and a sharp, stinger tail. Pulp bees are capable of
Pristine Tower. These creatures are short and squat, much like flight, due to the two pairs of foot-long wings located on the
a badger, with large, boar-like fangs and long claws used for creature‘s back. Like many insects, pulp bees have the natural
both digging and attacking prey. ability to cling to vertical surfaces (walls, rock ledges, etc.).
The chitinous body of a pulp bee is black in color and is
PANTHER segmented from its head to its abdomen. The thorax and limbs
Medium beast, unaligned of a pulp bee are colored bright red, making identification of
Source: MM 333 this creature fairly easy.
Armor Class 12 Pulp bees attack any who threaten their hives, where
Hit Points 13 (3d8) the queen and her eggs live. When threatened, pulp bees attack
Speed 50ft., climb 40 ft. with their stinger, through which they are able to inject a
STR DEX CON INT WIS CHA paralytic poison into their victims.
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Like most insects, pulp bees gather in hives. Pulp bee
Skills Perception+4, Stealth +6 nests are made of a substance which they secrete. It is a paste-
Senses passive Perception 14 like material which hardens to a near wooden consistency. The
Languages – bees use this material to form their nests. Nests made of this
Challenge ¼ (50 XP) material offer very good protection against any intruders.
Within a hive, there are three different types of pulp
Keen Smell. The panther has advantage on Wisdom
bees: fighters/builders, food gatherers/producers, and the
(Perception) checks that rely on smell.
queens. The queens are responsible for laying and hatching
eggs, which produce more members of the hive. Food
Pounce. If the panther moves at least 20 feet straight toward a
gatherers/producers are responsible for providing food for the
creature and then hits it with a claw attack on the same turn,
hive. They go out and gather food from nearby plants and
that target must succeed on a DC 12 Strength saving throw or
flowers, and return with it to the nest. Once there, they break
be knocked prone. If the target is prone, the panther can make
down the food into a mushy paste, which they ingest. This
one bite attack against it as a bonus action.
paste serves as raw material for the food-producing bees, who
ACTIONS
then secrete a sweet liquid which, when it hardens, is the main
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
source of food for the hive. Fighters/builders perform the same
Hit: 5 (ld6+2) piercing damage.
functions as soldiers and workers in other insect hives. They
guard the nest while the queens‘ eggs are incubating, and they
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. 1 one
are the ones who build the nest itself. All members of the hive
target. Hit: 4 (ld4+2) slashing damage.
are identical in appearance, though the queen is generally a
much larger specimen.
PULP BEE Aside from living in the wild, pulp bees are also
Small beast, unaligned cultivated by some Athasian cultures as a source of building
Source, Stats: MM 329 & DMG 274 – 281 material. Clans of both humans and elves have been known to
Source, Creature: 2E DS MC Appendix I raise pulp bees, often within a city or oasis village.
Armor Class 12 The wood-like substance secreted by pulp bees is
Hit Points 6 (1d6+2) sought after by many cultures as a source of building
Speed 10 ft., climb 10 ft., fly 50 ft. materials. Also, the liquid secreted by food-producing bees is
STR DEX CON INT WIS CHA very tasty and nutritious. One quart of this liquid alone is
8 (-1) 15 (+2) 15 (+2) 1 (-5) 10 (+0) 3 (-4) capable of sustaining an adult in the desert for two days. When
Senses passive Perception 10 hardened, it looses some of its nutrition, but can still sustain an
Languages – adult for up to one day.
Challenge ¼ (50 XP)
ACTIONS
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4+2) piercing damage, and the target must make a
DC 12 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this
way.
NOTES:
Giant Wasp, downscaled CR
RASCLINN is necessary to the pack, and the females are the ones to drop
Small beast, unaligned back and fight first. Only if the pack is cornered does the male
Source, Stats: MM 331 & 341, DMG 274 – 281 attack. Otherwise, all but one of the females drop back to
Source, Creature: 2E DS MC Appendix I defend the pack, while the rest flee. It is not easy to corner a
Armor Class 16 (natural armor) rasclinn, since its speed and cunning allow it to outrun or
Hit Points 26 (4d6+12) outwit most foes.
Speed 50 ft. A rasclinn female gives birth to 1d3 live young every
STR DEX CON INT WIS CHA spring. Most rasclinn puppies are female (90%), so the rare
8 (-1) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 6 (-2) male is protected even more than the females. When the pups
Skills Perception +3, Stealth +4 reach maturity, at about one year of age, most of the females
Damage Resistances poison, psychic are taken into the pack, and the males leave with at least one
Senses passive Perception 13 female. If two rasclinn are encountered they are always a
Languages - young male and female. A single rasclinn encountered is
Challenge ¼ (50 XP) usually a male that has lost his mate. Such creatures can
actually be tamed, but they must be captured first.
Innate Psionics, Tower of Iron Will. The rasclinn has
Rasclinn are the natural enemy of almost all plant
advantage on saving throws to resist charm, domination,
life. They can eat any type of vegetation; even cactus needles
mind-reading, mind-altering, or mind-controlling effects.
are a scrumptious snack for a rasclinn. Few animals hunt
them, since their metallic hide makes them unpalatable for
Keen Hearing and Smell. The rasclinn has advantage on
most creatures. They are the only creature known that can get
Wisdom (Perception) checks that rely on hearing or smell.
the traces of metal from the plants that they consume.
The rasclinn‘s only natural enemies are humans and
Pack Tactics. The rasclinn has advantage on an attack roll
demi-humans. The rasclinn is avidly hunted for its hide. A
against a creature if at least one of the rasclinn's allies is
person skilled in armor making and tanning can make a set of
within 5 feet of the creature and the ally isn't incapacitated.
tough hide armor from two adult rasclinn skins (treat as
breastplate). It is even possible to smelt out actual iron from
Poison Resistance. The rasclinn has advantage on saving
the hide, but the forge required is only possessed by a few of
throws against poison.
the more powerful merchant houses. Should access to such a
ACTIONS
forge be gained, up to 5 coins weight of iron (worth 50 cp) can
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
be smelted from a single hide.
Hit: 5 (1d6+2) piercing damage.
NOTES:
Jackal & Wolf, modded RAZORWING
DCR ¼, OCR ¼ Medium beast, unaligned
Source, Stats: MM 80 & DMG 274 – 281
The rasclinn is a small dog-like creature that feeds on almost Source, Creature: 2E DS MC Appendix I
any vegetation that grows in the Athasian badlands. They Armor Class 13 (natural armor)
extract trace metals from the plants, which gives them an Hit Points 13 (3d8)
almost metallic hide. They are avidly hunted for their hides, Speed 10 ft., fly 80 ft.
but they are tough to kill. STR DEX CON INT WIS CHA
The rasclinn is a small animal, growing only 3 feet at 12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)
the shoulder and weighing up to 50 pounds. Its metallic hide Skills Perception +1
gives it a silvery color, although the pups are usually brown, Senses passive Perception 11
white, or a combination of the two. Languages –
Rasclinn have no language of their own, but they do Challenge ¼ (50 XP)
communicate by barks and yelps. These warn the young to Dive Attack. If the razorwing is flying and dives at least 30
flee or indicate if a rasclinn has found food or water. feet straight toward a target and then hits it with a wing attack,
Rasclinn fight only if cornered or to defend their the attack deals an extra 4 (1d8) damage to the target.
young, and only if they cannot flee. A rasclinn leader makes
full use of its cunning, and a rasclinn pack is quite likely to Flyby. The razorwing doesn‘t provoke opportunity attacks
hide in a patch of spider or sand cacti, if one is available. when it flies out of an enemy‘s reach.
Because of their diet, rasclinn are nearly immune to ACTIONS
most poisons, and adults project a continual tower of iron will, Wing (can only be used while flying). Melee Weapon Attack:
that makes them almost immune to psionics. +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing
They have a fox-like cunning when it comes to losing damage.
a pursuer. The metallic pads on their feet allow them to run
through terrain and vegetation that can rip up a pursuer‘s feet. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
The rasclinn is a family animal. When found, a pack Hit: 7 (2d4+2) piercing damage.
of rasclinn always consists of one male and up to five females. NOTES:
If more than six are found, the extras will be pups. Pups fight Modded Pteranodon & Aarakocra
only to defend themselves and are trained to run away at the DCR ⅛, OCR ½
first yelp of danger from an adult. Rasclinn know that the male
The razorwing is a small-bodied slate gray creature that looks SAND HOWLER
a bit like a small pterrax. It has razor-sharp boney edges on its Medium beast, unaligned
wings. Source, Stats: MM 341
The razorwing lies in wait for its prey just under the Source, Creature: 2E DS MC Appendix II
silt. It is very light weight, and when it spreads its wings out it Armor Class 13 (natural armor)
can actually rest on, or just below, the surface of the silt. Hit Points 11 (2d8+2)
When it senses prey, it explodes out of the silt and climbs to Speed 40 ft.
slash at its prey. The razorwing uses a form of telekinetic STR DEX CON INT WIS CHA
flight to achieve its great speed and lightning-quick attack. 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
The razorwings fight well in small packs, taking Skills Perception+3, Stealth+4
advantage of the confusion caused by their numbers to glide in Senses passive Perception 13
and attack from behind whenever possible. Indeed, a Languages –
razorwing pack can be overwhelming, as they swoop in for Challenge ¼ (50 XP)
attack after attack. Only if over half of the pack is downed will
Keen Hearing and Smell. The sand howler has advantage on
the rest fly off.
Wisdom (Perception) checks that rely on hearing or smell.
Razorwing young are born alive, high in the air. They
immediately learn to glide or they do not survive. Razorwings
Pack Tactics. The sand howler has advantage on an attack roll
are found in the Sea of Silt almost exclusively. There are
against a creature if at least one of the sand howler‘s allies is
reports of packs being sighted in the inland silt basins. The
within 5 feet of the creature and the ally isn‘t incapacitated.
razorwing prefers to eat floaters above all else.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
RIDING HORSE Hit: 7 (2d4+2) piercing damage. If the target is a creature, it
Large beast, unaligned must succeed on a DC 11 Strength saving throw or be knocked
LAST SEA ONLY prone.
This creature can only be found in the area of the Last Sea.
To the rest of Athas, it does not exist. Paralyzing gaze. The sand howler targets one creature it can
Source: MM 336 see within 30 feet of it. The target must succeed on a DC 12
Armor Class 10 Wisdom saving throw or be paralyzed until the end of the sand
Hit Points 13 (2d10+2) howler‘s next turn.
Speed 60 ft. NOTES:
STR DEX CON INT WIS CHA Wolf, added paralyzing gaze
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2) No change in CR
Senses passive Perception 10
Languages – Sand howlers are desert-dwelling creatures that hunt in packs.
Challenge ¼ (50 XP) They are known for their terrible howls that they use to signal
ACTIONS each other when tracking down their prey. Worse than their
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one howls are their eight terrible eyes that are capable of
target. Hit: 8 (2d4+3) bludgeoning damage. paralyzing anyone who gazes upon them.
Sand howlers are lizardlike creatures who resemble
dogs except for their eight eyes. They have oversized heads in
order to support their many eyes. They have large yellow
tusks. Sand howlers are dark brown to light brown in color,
though the rare ones have white skin.
Sand howlers try to remain unseen until they are all
ready to close in on their prey by surprise. They circle their
victims and close in on them, trying to wear them down.
Those who look into their many eyes often become paralyzed.
Sand howlers prefer smaller prey, but when hungry they attack
creatures as large as themselves. They prefer single victims
rather than groups and only attack a group of intended victims
if they outnumber the victims two to one and have the benefit
of surprise over them.
Often single sand howlers go out on their own to
track down food. Once they find potential prey, they let out a
series of howls that signal the other members of their pack.
The pack signals back and joins the scout. Victims almost
never see the individual scouts, as sand howlers are adept at
stalking and remaining out of sight, but they can hear the
howls and might be able to follow their tracks should they find
them.
Sand howlers live and hunt in packs. Each pack is led SILT HORROR, BLACK
by a single, large, dominant male sand howler, with all the Medium beast, unaligned
other sand howlers holding specific positions within the Source, Stats: MM 326, & DMG 274 – 281
pack‘s hierarchy of dominance. Sand howlers are rarely Source, Creature: Valley of Dust & Fire & MC Appendix II
encountered alone and are seldom seen except by their Armor Class 12
intended prey. Hit Points 37 (5d8+15)
Sand howlers make their dens in desolate areas since Speed 10 ft., swim 40 ft.
they do not like to compete with other predators for food. STR DEX CON INT WIS CHA
Their dens are deep, labyrinthine tunnel systems where they 15 (+2) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 4 (-3)
hide from the surface heat and where they hibernate for short Skills Perception+4, Stealth+6
periods of time. They often Senses darkvision 60 ft., passive Perception 14
drag their prey back to their dens. Occasionally there is Languages –
treasure among the remains of past victims. Challenge ¼ (50 XP)
If captured as pups, sand howlers can be trained and
Silt Swimmer. The silt horror can swim through silt.
often serve as war beasts, hunting animals, guards, or trackers.
ACTIONS
Their hunting skills are remarkable and their keen sense of
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one
smell makes them among the best desert trackers available.
target. Hit: 5 (1d6+2) bludgeoning damage. If the target is a
Many mercenaries in Athas capture them and train them to
creature, it is grappled (escape DC 14). Until this grapple
chase down runaway slaves. In the Tableland they have been
ends, the target is restrained, and the silt horror can‘t use its
hunted to near extinction in the last few years by those who
tentacles on another target.
fear them and those who would domesticate them.
The pelts of white sand howlers often bring an
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature
excellent price because of their rarity, beauty, and protection
grappled by the silt horror. Hit: 4 (1d4+2) piercing damage
they provide from heat.
and the target must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. The poisoned target is
paralyzed, and it can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

Sand Cloud (Recharges after a Short or Long Rest). A 20-


foot radius cloud of silt or sand extends all around the silt
horror. The area is heavily obscured for 2 rounds. After
releasing the cloud, the silt horror can use the Dash action as a
bonus action. The silt horror can only use this ability in silt or
sand, and it has no effect if it is raining or if there is a strong
wind.
NOTES:
Scaled down red silt horror
DCR ¼, OCR ¼

The black silt horror is the smallest and most common of the
silt horrors. Resembling a black, dusty octopus or squid with a
writhing mass of eight barbed tentacles, the black horror is
obviously related to the other horrors. It is much smaller than
other silt horrors and roams in groups called clutches. The
black silt horror aggressively hunts anything it can catch.
Large clutches have attacked white horrors and wading giants.
Black silt horrors attack with pack tactics, dividing
into a pursuing group and an ambushing group. The pursuers
rapidly jet toward the prey to drive the victims toward their
clutch-mates, who wait beneath the sand in an attempt to
ambush them.
When fleeing combat the black silt horror can direct
its air jet to create an impenetrable cloud of dust, covering its
escape.
The alphas of the black silt horror clutches are the
largest female, who almost always has developed rudimentary
psionic abilities that aid in capturing prey.
Black silt horrors are found in the Sea of Silt and
many smaller silt basins. Once a year the black silt horrors of
the Sea of Silt migrate to the same spot they were born. Here,
a mating ritual lasting two weeks takes place. When the
mating season is over, the horrors separate into their clutches STEEDER, MALE
and return to their home areas. Medium beast, unaligned
Source: OotA 231
SILT SERPENT Armor Class 12 (natural armor)
Medium beast, unaligned Hit Points 13 (2d8+4)
Source: MM 327 Speed 30 ft., climb 30 ft.
Armor Class 14 STR DEX CON INT WIS CHA
Hit Points 11 (2d8+2) 15 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 3 (-4)
Speed 30 ft., swim 30 ft. Skills Stealth +5
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 10
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) Languages –
Skills Perception+2 Challenge ¼ (50 XP)
Senses blindsight 10 ft., passive Perception 12 Spider Climb. The steeder can climb difficult surfaces,
Languages – including upside down on ceilings, without needing to make
Challenge ¼ (50 XP) an ability check.
Silt Swimmer. The silt serpent can swim through silt.
ACTIONS Leap. The steeder can expend all its movement on its turn to
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. jump up to 60 feet vertically or horizontally, provided that its
Hit: 6 (1d4+4) piercing damage, and the target must make a speed is at least 30 feet.
DC 11 Constitution saving throw, taking 10 (3d6) poison ACTIONS
damage on a failed save, or half as much damage on a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
successful one. Hit: 7 (1d8+2) piercing damage, and the target must make a
NOTES DC 12 Constitution saving throw, taking 4 (1d8) acid damage
Giant Poisonous Snake, but silt on a failed save, or half as much damage on a successful one.

Silt serpents are simply snakes that have adapted to the dusty Sticky Leg (Recharges when the Steeder Has No Creatures
shoals of the Silt Sea. They use the silt as camouflage and Grappled). Melee Weapon Attack: +4 to hit, reach ft., one
cover as they sneak up on their prey, and it is this tactic that Small or Tiny creature. Hit: The target is stuck to the steeder‘s
gives them their name. Their venomous bite can bring down a leg and grappled until it escapes (escape DC 12).
hearty mul in seconds.
Giant tarantulas, most commonly found underground. Male
steeders are as big as ponies and can be used as beasts of
burden.
Steeders don‘t spin webs, but they exude a sticky
substance from their legs that lets them walk on walls and
ceilings without trouble, as well as snare prey.
SYGRA Z’TAL
Large beast, unaligned Small beast, unaligned
Source, Stats: Elk MM 322 Source, Stats: VGtM 140 & DMG 27 – 281
Source, Creature: 2E Monstrous Compendium Dark Sun II Source, Creature: 2E DS MC Appendix I
Armor Class 10 Armor Class 12
Hit Points 13 (2d10+2) Hit Points 16 (3d6+3)
Speed 50 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) 6 (-2) 14 (+2) 13 (+1) 1 (-5) 10 (+0) 6 (-2)
Senses passive Perception 10 Senses passive Perception 10
Languages – Languages –
Challenge ¼ (50 XP) Challenge ¼ (50 XP)
Charge: If the sygra moves at least 20 feet straight toward a Standing Leap. The z‘tal‘s long jump is up to 20 feet and its
target and then bits it with a ram attack on the same turn, the high jump is up to 10 feet, with or without a running start.
target takes an extra 7 (2d6) damage. If the target is a creature, ACTIONS
it must succeed on a DC 13 Strength saving throw or be Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
knocked prone. Hit: 6 (ld8+2) slashing damage.
ACTIONS
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Sonic Scream. All non-z‘tal creatures within 100‘ with normal
Hit: 6 (1d6+3) bludgeoning damage. hearing must make a DC 11 Constitution saving throw or fall
prone. Creatures that fail this saving throw automatically lose
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one Concentration, and until the end of their next turn they cannot
prone creature. Hit: 8 (2d4+3) bludgeoning damage. cast spells or use psionics, and they have disadvantage on all
NOTES: attack rolls and ability checks.
Used Elk, stats unchanged NOTES:
Heavily modded velociraptor
Sygra are cloven-hooved quadrupeds with short, hairy coats DCR ⅛, OCR ½
and sensitive noses. They can be any mixture of black, brown,
and white. Their heads sport two horns and resemble that of a Z‘tal are small, upright lizards that hop in shepherded leaps
horse with horns. Males have larger horns than females. They across Athas. They are very stupid and are known to stampede
have beady black eyes set behind and above the nose, which when panicked. Z‘tal jump wherever they go on powerful hind
give them good peripheral vision. legs that end in sharp talons. Their small head is rounded in
The sygra is a vicious fighter, and are wild animals the back with a sharp, hard point on the end. Their long, thick
that have been semi-domesticated by some farmers. If well fed tail is used for balance when they hop. The vestigial forearms
(they eat almost anything) and not mistreated, a flock will stay and claws are seldom used. Varying in shades of tans and
around a farm rather than trying to find their own food. Flocks browns, z‘tal are covered by sharp, feather-like scales.
that live on or around a farm are not truly domesticated. Z‘tal constantly make a series of chirps, squeaks, and
A flock is about one-quarter adult males, one-half squawks. These noises are intended predominantly to keep the
adult females, and one-quarter young. Wild flocks run away herd within a single area. When threatened or frightened, z‘tal
from any bipedal creatures. Offers of food might overcome scream and run. The sonic intensity of the z‘tal‘s piercing
their initial inclination to flee, but might also frighten the flock scream is so great that any being with normal hearing within a
more. Several of the males keep watch through the night for 100‘ range must resist being overcome by vertigo. The
predators. Sygra are very light sleepers and have excellent screams of the z‘tal can make combat, psionics, and
hearing, so they are hard to surprise. spellcasting impossible until the creatures stop screaming or
Sygra are toward the bottom of the food chain. Their move out of range. The deaf are unaffected.
meat is palatable and their milk quite tasty. They also eat most In desperate situations, the z‘tal will defend itself by
things, including offal, making them excellent disposal units. rapidly bouncing or rubbing against its adversary, scraping its
Sygra skins are durable and make good clothing or they can be razorsharp scales against its opponent.
made into low grade leather. Sygra carcasses bring 1 cp per Z‘tals are well suited for life in the desert. They
three pounds of meat, plus as much as 5 cp for the hide. require little water and can sustain themselves through
Although sygra are omnivorous, they prefer vegetable matter foraging. Z‘tal travel in groups called leaps and are
or offal to fresh meat. They do not kill for food and do not eat acknowledged as perhaps the most stupid and timid of
an opponent they have killed unless they are very hungry. creatures on Athas. They sometimes accidentally die by
running off cliffs or into the Sea of Silt if chased.
About once a month the female digs a small hole and
lays a clutch of 1 – 3 eggs. The eggs are immediately forgotten
and left to fend for themselves. The eggs are not edible by any
known creature because a z‘tal‘s scales develop almost
immediately after conception.
The rear talons of z‘tal are used to dig out small
insects and seedlings, which the z‘tal crushes with its beak.
Docile creatures except when frightened, one screaming z‘tal Zhackals are small brown or gray creatures with thick
will soon stampede the entire leap of lizards. fur. They are four-legged, have small, very sharp teeth, and
Z‘tal meat is dense and coarse, though the hind eyes of deep blue. A zhackal makes no sound, although it can
quarters (drumsticks) and tail of an adult z‘tal make excellent communicate with others of its kind by means of its telepathy.
eating (once the scales have been carefully removed). Roasted, A zhackal pack roams about, looking for a dying
the three pieces will feed six hungry individuals or one half- victim. A weakened or dying victim is followed until he is
giant. Z‘tal meat makes an excellent base for soup; a single very near death. The pack then closes in and turns its full
z‘tal cooked this way will easily feed a dozen hungry, man- psionic powers on the victim. The dying prey is attacked
sized creatures. The sharp, flexible feather-scales are psionically until he ceases clinging to life. The victim‘s
frequently used as small knives and razors. The scales dull expiring emotions constitute a feast for the zhackal pack.
after a week of regular use and cannot be resharpened. A zhackal pack uses their cunning and telepathic
linking to attack in an organized and tactical manner. The pack
ZHACKAL usually attempts to hide themselves, using invisibility if
Small beast, unaligned necessary, and then makes contact with the victim, assaulting
Source: MM 331 it psionically until it is sure that it has no reason or chance to
Armor Class 13 survive. A zhackal pack typically prioritizes victims that are
Hit Points 27 (5d6+10) helpless or near death. A pack can exist very well on
Speed 50 ft. vegetation, seeds, berries, and small rodents, but it needs
STR DEX CON INT WIS CHA dying emotions to really feast.
8 (-1) 16 (+3) 15 (+2) 2 (-4) 12 (+1) 5 (-3) If cornered and attacked physically, the pack
Skills Perception +3, Stealth +4 responds with their sharp bites. Victims killed in battle this
Senses passive Perception 13 way yield very few of the proper emotions for a pack; the pack
Languages telepathy 30 ft. would rather run away than stay to fight.
Challenge ¼ (50 XP) Zhackal packs roam any areas except the silt basins
and the Sea of Silt. A zhackal pack is always led by the largest
Innate Psionics, Feed on Pain. When a creature within 60
member, who is also usually the most intelligent. A zhackal
feet of the zhackal dies, suffers a critical hit, or takes psychic
pack can be contacted mentally. However, since they do not
damage, the zhackal regains 1 hit point.
speak a language, only basic emotions can be sensed. The
emotion most often sensed is a lust for the death of the being
Pack Tactics. The zhackal has advantage on an attack roll
who contacts them.
against a creature if at least one of the zhackal's allies is within
Any dying creature is potential food, including other
5 feet of the creature and the ally isn't incapacitated.
zhackals. Note that zhackals do not feast on members of their
ACTIONS
own pack, leaving a dying member behind to fend for itself. A
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
zhackal pack may even be found in a city, but they only come
Hit: 5 (1d4+3) piercing damage.
out at night. They never stay long in a village or city because,
if they do, they are almost sure to be found out and hunted
Innate Psionics, Ego Whip. One creature within 100 feet of
down. This usually involves psionic searching, since they are
the zhackal must make a DC 13 Wisdom saving throw, taking
very good at concealing themselves. Certain jaded nobles even
5 (1d10) psychic damage on a failed save, or half as much on
keep single zhackals as pets, feeding them from the emotions
a successful one. In addition, if the target fails this saving
of dying slaves and gladiators. A zhackal fed this way will be
throw it has disadvantage on all attack rolls, ability checks,
quite loyal to the noble, said noble becoming its ―pack leader,‖
and saving throws until the end of the zhackal‘s next turn.
so to speak. A zhackal is very expensive to keep, for slaves
and gladiators that might otherwise live die off much sooner
Innate Psionics, Invisibility. The zhackal turns invisible until
with a zhackal around.
it attacks or until its concentration ends (as if concentrating on
Zhackal fur is fairly valuable, but it takes quite a few
a spell). Any equipment the zhackal wears or carries is
zhackal skins to make anything that could be sold. In most
invisible with it.
markets, zhackal fur is worth 100 cp a square yard, but ten
NOTES: unmarked zhackal are needed to produce that much fur. The
Hyena, Imp, modded, etc. fur is used in the manufacture of clothing. Such clothing
DCR ⅛, OCR ¼ resembles cotton in its ability to breath, and also wears very
well.
Zhackals are small pack animals that travel about feeding off
of the emotions of those about to die. The pack gathers and
feeds on the dying victim‘s emotions, using psionics to get the
victim to give up his hold on life.
BEASTS CR ½
APE DAGORRAN
Medium beast,unaligned Medium beast, unaligned
LAST SEA ONLY Source, Stats: DMG 274 – 281
This creature can only be found in the area of the Last Sea. Source, Creature: 2E DS MC Appendix II
To the rest of Athas, it does not exist. Armor Class 13 (natural armor)
Source: MM 317 Hit Points 39 (6d8+12)
Armor Class 12 Speed 30 ft.
Hit Points 19 (3d8+6) STR DEX CON INT WIS CHA
Speed 30 ft., climb 30 ft. 12 (+1) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA Senses darkvision 30ft., passive Perception 12
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) Languages telepathy 30 ft.
Skills Athletics+5, Perception+3 Challenge ¼ (50 XP)
Senses passive Perception 13 Innate Psionics, Psionic Detection. The dagorran can detect
Languages – the presence and relative strength of active psionics or
Challenge ½ (100 XP) creatures with psionic ability within 30 feet of it.
ACTIONS
Multiattack. The ape makes two fist attacks Pack Tactics. The dagorran has advantage on an attack roll
against a creature if at least one of the dagorran's allies is
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. within 5 feet of the creature and the ally isn't incapacitated.
Hit: 6 (1d6+3) bludgeoning damage.
Standing Leap. The dagorran‘s long jump is up to 20 feet and
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one its high jump is up to 10 feet, with or without a running start.
target. Hit: 6 (1d6+3) bludgeoning damage. ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4+2) piercing damage.
CROCODILE
Large beast, unaligned Innate Psionics, Detonate (recharges on a Long Rest). One
LAST SEA ONLY size Tiny or smaller inanimate object that is not being held
This creature can only be found in the area of the Last Sea. that the dagorran can see within 100‘ of the dagorran
To the rest of Athas, it does not exist. explodes. Creatures within a 10‘ radius of the exploding object
Source: MM 320 must make a DC 13 Dexterity saving throw, taking 5 (1d10)
Armor Class 12 (natural armor) piercing damage on a failed save, or half as much damage on a
Hit Points 19 (3d10+3) successful one.
Speed 20 ft., swim 30 ft. NOTES:
STR DEX CON INT WIS CHA DCR ¼, OCR 1
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Skills Stealth+2 A dagorran is a froglike beast with golden-hued skin, green
Senses passive Perception 10 eyes, and a green crystalline growth between its shoulders.
Languages – The skin is valued for its protective qualities by warriors as
Challenge ½ (100 XP) armor, and by wizards as a material component for casting
Hold Breath. The crocodile can hold its breath for 15 minutes. protective spells. The green crystalline growth is the source of
ACTIONS these creatures psionic abilities and is valued by alchemists. It
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one has large razorsharp teeth that it uses in hunting and eating its
creature. Hit: 7 (1d10+2) piercing damage, and the target is prey. Its large, muscular legs are used for jumping, running,
grappled (escape DC 12). Until this grapple ends, the target is and walking. The dominant dagorran or leader has a larger
restrained, and the crocodile can‘t bite another target. crystalline growth.
Dagorrans hunt in packs and usually launch their
attack with their detonate ability. The attack is aimed at the
ground near a victim, injuring and often killing their prey with
the shrapnel from the explosion. If the target survives the
detonation, the dagorrans leap to battle, attacking with their
bites.
The dagorrans have an ancient hatred of thri-kreen. If
a thri-kreen is among the opponents, all attacks are directed at
it and if more than one is present, the individual with the
weakest psionic ability is targeted.
The dagorran is a social creature that lives and hunts
in packs. The hierarchy within the pack is strict and the
strongest dagorran is the leader. When a dagorran wishes to white. The sun reflects brilliantly off of its surface, keeping
vie for the position of leader, he approaches the leader and the dolphins cool during even the height of the day‘s heat.
initiates a dance that involves the two contestants circling one Few sights are more beautiful on Athas—or more rare—than a
another, which signals a challenge. The pack forms a circle pod (school) of dolphins racing along the surface of Marnita,
around the combatants and a battle to the death ensues. The arching in and out of the water in sparkling brilliance.
victor becomes the lead dagorran while the loser becomes a Also, the nose of an Athasian dolphin is a bit thicker
meal for the rest of the pack. If the challenger is the winner and harder than that of a normal dolphin. This is a result of the
and new leader, the crystalline growth on its back expands to species‘ constant war with Athasian sharks as they have
the larger size typical of the lead dagorran in 5 to 10 days. evolved down through the millennia. A nose punch from an
While packs of dagorrans can be encountered at any Athasian dolphin is something that few creatures can attempt
time, they prefer to sleep during the hot daylight hours and to laugh off.
hunt during the cooler evening and night hours. If the pack has Other than these differences, however, Athasian
recently fed, they bury themselves in the sand during the day dolphins are nearly identical to any others. Their bodies are
with just their bulging eyes and nostrils emerging from the long, compact, and muscular. They have a large dorsal fin, a
earth. They generally sleep throughout the day unless an powerful tail, and a blowhole atop their heads. When near to
unknowing creature intrudes upon them. If an intruder one another, Athasian dolphins communicate via a series of
approaches, the leader signals an attack using its psionic high-pitched squeals, some of which are beyond the upper
communication ability. range of human hearing. When further apart, the dolphins use
Dagorrans were once common on Athas, but their their innate telepathy to keep in constant contact.
value as components for potions and spells, their leatherlike While innately peaceful by nature, Athasian dolphins
hide, and that thri-kreen consider dagorran flesh a delicacy, have grown to be more warlike than their ancestors, as a result
have caused them to reach near extinction. They are still of their ongoing war with Marnita‘s native shark population.
common in the deserts near Draj and are often used as trackers They generally attack only when threatened, but unless they
by Drajian guards because of their sensitivity to psionics. are outnumbered at least two to one, dolphins will always
They are also sought by nobles and the patriarchs and attack sharks. Dolphins fight as an organized unit, taking
matriarchs of the merchant houses to help keep their gardens commands telepathically from a leader of their group. They
free of rodents and other small animals. are especially ferocious when protecting their young, doing
anything necessary—even sacrificing their own lives—to
DOLPHIN, ATHASIAN ensure their safety.
Medium beast, unaligned In addition to their telepathic powers, all dolphins are
psionic wild talents. They simply don‘t have the discipline to
LAST SEA ONLY
study the Way and become full psionicists, but they are more
This creature can only be found in the area of the Last Sea.
than happy to use their natural mental abilities to fight for their
To the rest of Athas, it does not exist.
pod.
Source, Stats: VGtM 208 & DMG 274
Source, Creature: 2E Mindlords of the Last Sea
Armor Class 14 (natural armor)
Hit Points 22 (4d8+4)
Speed 0 ft., swim 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 7 (-2)
Skills Perception+3
Senses blindsight 60 ft., passive Perception 13
Languages telepathy 120 ft.
Challenge ½ (100 XP)
Charge. If the dolphin moves at least 30 feet straight toward a
target and then hits it with a slam attack on the same turn, the
target takes an extra 5 (1d10) bludgeoning damage.

Hold Breath. The dolphin can hold its breath for 20 minutes.
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) bludgeoning damage.
NOTES:
Dolphin
raised CR

Just as on other worlds, dolphins on Athas are intelligent,


seagoing mammals. But Athasian dolphins, however, do have
a few unique differences.
For one thing, the skin of an Athasian dolphin is
thicker than usual for other dolphins, and it is entirely silvery
ERDLAND who eat it. Though they normally possess no psionic ability,
Large beast, unaligned when they eat esperweed, erdlands gain minor psionic abilities
Habitat Any that last only for a short time, just one turn, and thus, it is very
Source, Stats: Warhorse MM 340 rare that adventurers will encounter a psionic erdland.
Source, Creature: 2E Dark Sun Monstrous Compendium I Erdlands, like erdlus, produce young by laying eggs,
Armor Class 13 (natural armor) the size of which can often be as large as 3 feet in diameter.
Hit Points 25 (3d10+9) Erdland eggs are somewhat less tasty than erdlu eggs, but can
Speed 40 ft. provide food for as many as three adult human or demi-
humans. Erdland eggs are incubated underground, in small
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 2 (-4) 11 (+0) 7 (-2) wells dug by the egg-bearer. During the day, the dirt and mud
walls of these wells grow very moist and hot, due to the
Senses passive Perception 10
searing heat of the Athasian sun. Egg-bearing erdlands will
Languages –
often dig three or four of these wells, all within an area
Challenge ½ (100 XP)
approximately 30 feet in diameter. Whenever one of these egg
Trampling Charge. If the erdland moves at least 20 feet
wells is threatened by another creature (man or otherwise), the
straight toward a creature and then hits it with a beak attack on
egg bearer will attack the threat viciously in order to protect its
the same turn, that target must succeed on a DC 14 Strength
young.
saving throw or be knocked prone. If the target is prone, the
Erdlands do not provide much in terms of usable
erdland can make another attack with its claws against it as a
material for such things as weapons or magical components.
bonus action.
The one resource they do provide is food for some of the
ACTIONS
savage Halfling tribes that inhabit the jungles of Athas. An
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. average erdland can provide up to 700 pounds of meat.
Hit: 11 (2d6+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone GIANT GOAT
target. Hit: 11 (2d6+4) slashing damage. Large beast, unaligned
NOTES: Source: MM 326
Warhorse, flavor mods Armor Class 11 (natural armor)
No change in CR Hit Points 19 (3d10+3)
Speed 40 ft.
Erdlands are a larger, heavier variant of the erdlus and are STR DEX CON INT WIS CHA
commonly encountered in herds on the Athasian plains. Used 17 (+3) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
as mounts or to pull caravans, erdland are a common sight Senses passive Perception 11
along the trader routes through the deserts of Athas. Languages –
Erdlands, like their smaller cousins, are flightless, Challenge ½ (100 XP)
featherless birds which are covered with red to grey scales. Charge. If the goat moves at least 20 feet straight toward a
Erdlands can weigh up to 2,000 pounds and often stand nearly target and then hits it with a ram attack on the same turn , the
15 feet tall. The legs of an erdland are powerful and strong, target takes an extra 5 (2d4) bludgeoning damage. If the target
sporting large four-clawed feet. Unlike erdlus, erdlands are not is a creature, it must succeed on a DC 13 Strength saving
capable of fast speeds and are used more for their endurance throw or be knocked prone.
than their speed. Aside from the difference in size and speed,
erdlands very closely resemble the smaller and quicker erdlus. Sure-Footed. The goat has advantage on Strength and
Erdlands do not initiate combat often, but when Dexterity saving throws made against effects that would
attacked are capable of defending themselves. When erdlands knock it prone.
do engage in combat, they attack with their large wedge ACTIONS
shaped beak. The scaly hide of the erdland provides it with Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
adequate protection. Hit: 8 (2d4+3) bludgeoning damage.
Erdlands live in the low-lying vegetation areas found
in the tablelands of Athas. They often make their shelter of Goats and giant goats are often kept as food stock by giants.
some of the larger bushes and trees that grow near the edge of
the Ringing Mountains, where the tablelands reach the
mountains‘ base.
Erdlands gather in much smaller groups than erdlus,
usually varying from 10 to 30 in number. Erdlands are
omnivorous, eating both animals and vegetables, usually
whichever is more readily available. Erdlands rarely hunt for
food and so most often eat vegetation for survival, enjoying
meat when another animal or creature is found dead. On
occasion, erdlands will hunt; they are fairly competent when
doing so.
Erdland greatly enjoy eating esperweed, a flowering
plant that causes an increase in the psionic powers of those
GIANT SEA HORSE skin of the jaculi is coveted for use in crafting boots of striding
Large beast, unaligned and springing and cloaks of invisibility.
LAST SEA ONLY
This creature can only be found in the area of the Last Sea. KANK
To the rest of Athas, it does not exist. Large beast, unaligned
Source: MM 328 Source, Stats: VGtM 207, & DMG 274 – 281
Armor Class 13 (natural armor) Source, Creature: 2E DS Campaign Setting & MC Appendix I
Hit Points 16 (3d10) Armor Class 15 (natural armor)
Speed 0 ft., swim 40 ft. Hit Points 22 (3d10+6)
STR DEX CON INT WIS CHA Speed 50 ft.
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3) STR DEX CON INT WIS CHA
Senses passive Perception 11 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Languages – Senses passive Perception 10
Challenge ½ (100 XP) Languages –
Charge. If the sea horse moves at least 20 feet straight toward Challenge ½ (100 XP)
a target and then hits it with a ram attack on the same turn, the Beast of Burden. The kank is considered to be a Huge animal
target takes an extra 7 (2d6) bludgeoning damage. It the target for the purpose of determining its carrying capacity.
is a creature, it must succeed on a DC 11 Strength saving ACTIONS
throw or be knocked prone. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6+4) piercing damage, and if the target is a Medium
Water Breathing. The sea horse can breathe only underwater. or smaller creature, it is also grappled (escape DC 14) and
ACTIONS restrained until this grapple ends. While grappling the target,
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. the kank has advantage on attack rolls against it and can‘t bite
Hit: 4 (1d6+1) bludgeoning damage. other targets. When the kank moves, the target it is grappling
moves with it.
Like their smaller kin, giant sea horses are shy, colorful fish NOTES:
with elongated bodies and curled tails. See Kank, Soldier
DCR ¼, OCR 1
JACULI
Kanks are large, docile insects with black, segmented,
Large beast, unaligned
chitinous exoskeletons, covering their head, thorax and
Source: ToA 225
abdomen, Kanks grow up to eight feet in length, four feet in
Armor Class 14 (natural armor) height, and can weigh as much as 400 pounds. At the front of
Hit Points 16 (3d10) their head, kanks sport a pair of sharp pincers which they use
Speed 30 ft., climb 20 ft. to carry objects as well as for feeding and fighting. The thorax
STR DEX CON INT WIS CHA of a kank has six legs. Each leg has a strong claw at its end,
15 (+2) 14 (+2) 11 (+0) 2 (-4) 8 (-1) 3 (-4) allowing the creature to grip the surfaces it walks upon. Like
Skills Athletics +4, Perception +1, Stealth +4 most insects, the kank‘s abdomen has no appendages and is
Senses blindsight 30 ft., passive Perception 11 supported by the rest of its body.
Languages – Most kanks are food producers that secrete melon-
Challenge ½ (100 XP) sized globules of green honey that they store on the their
Camouflage. The jaculi has advantage on Dexterity (Stealth) abdomens to feed the young and, when food is scarce, the rest
checks made to hide. of the hive. Humans and demihumans can live on this nectar
alone for periods of up to three weeks, but must supplement
Keen Smell. The jaculi has advantage on Wisdom (Perception) their diets with meat and/or vegetation after longer periods.
checks that rely on smell. The sweet taste of this nectar makes it very valuable, and it is
ACTIONS this that has caused the kank to be domesticated. It should be
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. noted that wild kanks produce far fewer globules than their
Hit: 9 (2d6+2) piercing damage. carefully breed cousins.
Domesticated kanks are often used as caravan
Spring. The jaculi springs up to 30 feet in a straight line and mounts, as they can travel for a full day at their top speed,
makes a bite attack against a target within its reach. This carrying a two-hundred pound passenger and two-hundred
attack has advantage if the jaculi springs at least 10 feet. If the pounds of cargo. They also make decent herd animals and are
attack hits, the bite deals an extra 7 (2d6) piercing damage. especially valued by elves. Because they can digest nearly any
sort of organic matter, these hardy beasts will thrive in almost
A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake any environment. In addition, they require little attention, for a
that can alter the color and texture or its scales to camouflage group of kanks instinctively organize themselves into a hive.
itself. Altering its appearance to resemble wood or stone, it Both wild and domestic kank hives consist of
coils around pillars and tree trunks from which it launches soldiers, food producers, and brood queens. The soldiers serve
itself like a javelin, striking with great force and accuracy. as the hive workers, collecting materials which can be used to
Jaculis are found in damp climates, and their build nests for the brood queens, as well as the protectors of
preferred habitats are rainforests and cool dungeons. The shed
the queens and food producers. Soldiers also gather food for body. Its scales are small and fine, almost like those of a
the adult members of the hive. This food takes the form of snake‘s. Around its neck and at the end of its tail sit rings of a
most types of leaves and fronds, and an occasional animal. weblike membrane. Colored brilliant red, yellow, and orange,
Wild kanks generally choose an area for egg laying these rings normally lie flat against the creature‘s scales.
where there is an abundant amount of available vegetation for When prey is sighted, however, the membrane fills with air,
food, while the brood queen of a domesticated kanks hive will puffing up to alert other lirr that quarry is nearby. The lirr‘s
often lay a clutch of eggs when the herders stop in an area that four muscular legs grant a powerful spring, giving it the ability
looks suitable. In either case, once a clutch of eggs has been to outrun most prey.
laid, the soldier kanks, along with the rest of the hive, The lirr‘s first offensive move is not to slice its target
ferociously defend the area from all predators, and will not with claws or teeth, but to render its victims immobile. Once
leave until the eggs hatch. Herders must delay their migrations aware of a potential meal, the lirr lets go with a forceful roar
or abandon the hive when this conflicts with their plans. that is capable of stunning prey. Once the lirr is close enough
Although predators may attack kanks for the food to strike, it lashes out with its bite and claws. When needed,
producers honey globules, only the foulest carrion eaters will the lirr is capable of leaping great distances, over ridges and
eat kank flesh. As soon as a kank dies, its meat emits a foul- up to ledges.
smelling odor that not even a starving man can stomach. Kank Lirr live and hunt in packs. Males hunt and females
exoskeleton can be used as armor when cleaned, but it raise the young, but both genders protect the pack as a whole.
becomes very brittle and has a 20% chance of breaking When food and water are scarce, though, the lirr are intelligent
whenever hit by a weapon. A much more common use of kank enough to split up. Lirr that are not currently parenting
exoskeleton is in the construction of chitin golems, offspring leave the region in search of better sources of
automatons created by powerful defiler wizards. sustenance.
Lirr packs are exceptionally quarrelsome. Particularly
LIRR intelligent quarry might be able to escape one pack by leading
Medium beast, unaligned pursuers into the lair of another.
Source, Stats: MM 331 & DMG 274 – 281 A female lirr produces 2 – 8 eggs every two years,
Source, Creature: 2E DS MC Appendix II which hatch in approximately three months. Lirr spend about
Armor Class 14 (natural armor) nine months developing into adults and can live as long as 45
Hit Points 27 (5d8+5) years. Though only the birth mother is concerned for her eggs,
Speed 40 ft. any female will protect the pack‘s young once they have
STR DEX CON INT WIS CHA hatched.
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) Some smaller lirr packs seem to prefer the rockier
Senses passive Perception 13 terrain of the mountain ranges, finding a modicum of comfort
Languages – in the cooler cave temperatures. There is little physiological
Challenge ½ (100 XP) difference between the lirr and its mountainous cousins. The
only deviation is that the lirr‘s characteristically bright colors
Pounce. If the lirr moves at least 20 feet straight toward a
are absent from this variation‘s ringed membrane. The muted
creature and then hits it with a bite attack on the same turn,
coloring and smaller hunting packs can make mountain lirrs
that target must succeed on a DC 13 Strength saving throw or
more difficult to spot.
be knocked prone. If the target is prone, the lirr can make one
claw attack against it as a bonus action.
WEZER
Running Leap. With a 10-foot running start, the lirr can long Medium beast, unaligned
jump up to 25 feet. Source: MM 329
ACTIONS Armor Class 12
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit Points 13 (3d8)
Hit: 6 (1d6+3) piercing damage. Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)
Hit: 5 (1d4+3) slashing damage. Senses passive Perception 10
Languages –
Roar: The lirr lets loose a fearsome roar in a 15-foot cone. Challenge ½ (100 XP)
Each creature in that area that is capable of hearing must ACTIONS
succeed on a DC 13 Constitution saving throw or be deafened Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
and stunned for 1 minute. A creature can repeat the saving Hit: 5 (1d6+2) piercing damage, and the target must make a
throw at the end of each of its turns, ending the effect on itself DC 11 Constitution saving throw, taking 10 (3d6) poison
on a success. damage on a failed save, or half as much damage on a
NOTES: successful one. If the poison damage reduces the target to 0 hit
DCR ⅛, OCR 1 points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this
The lirr is a large, warm-blooded reptile that resembles a large way.
lion. It possesses bright, multi-colored plumage that it uses for NOTES:
silent communication. The lirr has a long, sleek, dark gray Giant Wasp, stats unchanged
Wezers are enormous flying insects that make underground bloated and foul, with an ulcerous wound in the abdomen. A
hives in the desert tablelands. Though of animal intelligence, single white wezer larva feeds on the body. Every chamber
they are highly social creatures, structured into several distinct has a four-foot tunnel leading down, hidden beneath a six-inch
classes by both social function and physical characteristics. plug of sand and wax (treated as a hidden door).
Water fetcher, worker, and soldier wezers all have wings, The colony tunnels are cool, humid, and six feet in
multifaceted eyes, and six thin limbs extending from their diameter, just large enough for half-giants to crawl through.
abdomen. Soldiers are slightly larger than the menials, and are Beneath the ground is a series of chambers connected by these
colored a shade of yellow brighter than their fellows. The tunnels. Chambers are used to store larva and additional food.
brood queen is much larger, and she too has wings, but they The brood queen spends all of her time in the brood
are insufficient to lift her into flight. The brood queen has a chamber. Water gatherers fly in the vicinity of the colony in
huge abdomen for laying the hive‘s eggs. search of water. They either store water directly in wax balls,
In addition to the standard poison and paralysis, the or they use water to create honey that they store the same way.
sting of the queen will inject eggs into the abdomen of a living They hang both types of wax balls in the colony chambers to
creature. Unless it is removed surgically or a cure disease spell feed the rest of the adults and to nurture the young. Each
is cast upon the victim, the egg hatches in five days. As the sphere contains one gallon of either honey or water. The
emerging larva feeds, it permanently reduces its host‘s contents are apparent by the shade of the sphere (water is
Constitution score by 1d4 points each day. Once the victim light, honey is dark).
dies, or the larva has fed for ten days, it leaves its host‘s body In addition to any other treasure found in a wezer lair,
via the ulcerous injection wound, and attempts to continue there are usually about 35 one-gallon wax balls of water and
feeding on him from without. Eggs and larva have no defenses 20 balls of honey hanging from the honey-combed ceiling of
and can easily be destroyed. the brood chamber. The wax lasts one full day outside the hive
Wezer‘s build colonies beneath the sands where they before melting and spilling.
protect the brood queen and allow her to lay eggs. From the Workers are charged with construction and
surface, their hives appear to be a series of domes that vary maintenance of the domes, chambers, and tunnels of the
from three to eight feet tall, but that are all about five feet in colony. Water fetchers must collect water and store it as either
diameter. The domes are constructed by the workers, made water or honey for the others. The soldiers use poison to fetch
from sand glued together with a bonding resin they secrete. live creatures for the queen to lay eggs in. The brood queen
Only one dome actually has an entrance from the surface that herself is the matriarch of the colony. She is mother to all the
leads into the rest of the tunnels. colony‘s members, and as such is protected to the bitter end. If
There is 50% chance that the inside of any dome the colony moves, it moves on the brood queen‘s command
reeks of decay and contains a slain creature. The dead beast is only.
BEASTS CR 1
CRODLU GIANT EAGLE
Large beast, unaligned Large beast, neutral good
Source, Stats: VGtM 139 & DMG 274 – 281 Source: MM 324
Source, Creature: 2E DS Dune Trader & MC Appendixx II Armor Class 13
Armor Class 13 (natural armor) Hit Points 26 (4d10+4)
Hit Points 30 (4d10+8) Speed 10 ft., fly 80 ft.
Speed 40ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
16 (+3) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2) Skills Perception+4
Skills Perception+3 Senses passive Perception 14
Senses passive Perception 13 Languages Giant Eagle, also understands Common and Auran
Languages – but can‘t speak them.
Challenge 1 (200 XP) Challenge 1 (200 XP)
Keen Smell. The crodlu has advantage on Wisdom Keen Sight. The eagle has advantage on Wisdom (Perception)
(Perception) checks that rely on smell. checks that rely on sight.
ACTIONS
Pounce. If the crodlu moves at least 20 feet straight toward a Multiattack. The eagle makes two attacks: one with its beak
creature and then hits it with a claw attack on the same turn, and one with its talons.
that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the crodlu can make Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
one bite attack against it as a bonus action. Hit: 6 (1d6+3) piercing damage.
ACTIONS
Multiattack. The crodlu makes three attacks: one with its bite Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
and two with its claws. target. Hit: 10 (2d6+3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A giant eagle is a noble creature that speaks its own language
Hit: 7 (ld8+3) piercing damage. and understands speech in the Common tongue. A mated pair
of giant eagles typically has up to four eggs or young in their
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. nest (treat the young as normal eagles).
Hit: 7 (ld8+3) slashing damage.
NOTES:
Deinonychus, changed size and strength
No change to CR

Crodlu are large, raptor-like, bipedal reptiles that roam the


deserts and scrubland in herds. A crodlu‘s arms and legs end
in wicked claws and their tough, scaly hides are yellow to red,
with other colors along their sides and belly. They have poor
eyesight but an excellent sense of smell. They can run at high
speed for long periods of time. The predatory crodlu kills by
gripping its target with its claws and feeding while its prey is
still alive.
If captured as young, crodlu can be trained. Adults,
especially the dominant males, cannot be tamed.
Each female lays one egg per year. The chicks are
ready to run and fight within minutes. Crodlu are omnivorous,
feeding off anything edible they find, sometimes even
resorting to pack hunting techniques against smaller animals.
When used as riding beasts, crodlu are unparalleled,
carrying their riders with great speed and endurance. While
crodlu normally flee rather than fight if carrying a rider or
cargo, war crodlu may be trained to use their substantial
combat abilities in battle.
GIANT OCTOPUS GIANT SPIDER
Large beast, unaligned Large beast, unaligned
LAST SEA ONLY Source: MM 328
This creature can only be found in the area of the Last Sea. Armor Class 14 (natural armor)
To the rest of Athas, it does not exist. Hit Points 26 (4d10+4)
Source: MM 326 Speed 30 ft., climb 30 ft.
Armor Class 11 STR DEX CON INT WIS CHA
Hit Points 52 (8d10+8) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
Speed 10 ft., swim 60 ft. Skills Stealth +7
STR DEX CON INT WIS CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3) 10
Skills Perception+4, Stealth+5 Languages –
Senses darkvision 60 ft., passive Perception 14 Challenge 1 (200 XP)
Languages – Spider Climb. The spider can climb difficult surfaces,
Challenge 1 (200 XP) including upside down on ceilings, without needing to make
Hold Breath. While out of water, the octopus can hold its an ability check.
breath for 1 hour.
Web Sense. While in contact with a web, the spider knows the
Underwater Camouflage. The octopus has advantage on exact location of any other creature in contact with the same
Dexterity (Stealth) checks made while underwater. web.

Water Breathing. The octopus can breathe only underwater. Web Walker. The spider ignores movement restrictions caused
ACTIONS by webbing.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one ACTIONS
target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
creature, it is grappled (escape DC 16). Until this grapple Hit: 7 (1d8+3) piercing damage, and the target must make a
ends, the target is restrained, and the octopus can‘t use its DC 11 Constitution saving throw, taking 9 (2d8) poison
tentacles on another target. damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot points, the target is stable but poisoned for 1 hour, even after
radius cloud of ink extends all around the octopus if it is regaining hit points, and is paralyzed while poisoned in this
underwater. The area is heavily obscured for 1 minute, way.
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range
bonus action. 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC 12
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

To snare its prey, a giant spider spins elaborate webs or shoots


sticky strands of webbing from its abdomen. Giant spiders are
most commonly found underground, making their lairs on
ceilings or in dark, web-filled crevices. Such lairs are often
festooned with web cocoons holding past victims.
GIANT TOAD GIANT VULTURE
Large beast, unaligned Large beast, neutral evil
Source: MM 329 Source: MM 329
Armor Class 11 Armor Class 10
Hit Points 39 (6d10+6) Hit Points 22 (3d10+6)
Speed 20 ft., swim 40 ft. Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4) 15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
Senses darkvision 30 ft., passive Perception 10 Skills Perception +3
Languages – Senses passive Perception 13
Challenge 1 (200 XP) Languages understands Common but can‘t speak
Amphibious. The toad can breathe air and water. Challenge 1 (200 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom
Standing Leap. The toad‘s long jump is up to 20 feet and its (Perception) checks that rely on sight or smell.
high jump is up to 10 feet, with or without a running start.
ACTIONS Pack Tactics. The vulture has advantage on an attack roll
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. against a creature if at least one of the vulture‘s allies is within
Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison 5 feet of the creature and the ally isn‘t incapacitated.
damage, and the target is grappled (escape DC 13). Until this ACTIONS
grapple ends, the target is restrained, and the toad can‘t bite Multiattack. The vulture makes two attacks: one with its beak
another target. and one with its talons.

Swallow. The toad makes one bite attack against a Medium or Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
smaller target it is grappling. If the attack hits, the target is Hit: 7 (2d4+2) piercing damage.
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
other effects outside the toad, and it takes 10 (3d6) acid target. Hit: 9 (2d6+2) slashing damage.
damage at the start of each of the toad‘s turns. The toad can
have only one target swallowed at a time. A giant vulture has advanced intelligence and a malevolent
If the toad dies, a swallowed creature is no longer bent. Unlike its smaller kin, it will attack a wounded creature
restrained by it and can escape from the corpse using 5 feet of to hasten its end. Giant vultures have been known to haunt a
movement, exiting prone. thirsty, starving creature for days to enjoy its suffering.
JHAKAR However, it is an excellent tracker, and once on the scent, it
Medium beast, unaligned never gives up the chase.
Source, Stats: MM 321 A wild pack of jhakar hunts a man or an elf as readily
Source, Creature: 2E Valley of Dust & Fire, MC Appendix II as any wild creature. Once they have scented prey, they never
Armor Class 14 (natural armor) give up. Jhakar attack in one bounding rush, hissing like
Hit Points 37 (5d8+15) steam-kettles when they catch sight of their prey.
Speed 50 ft. The jhakar is a dangerous predator that is not
STR DEX CON INT WIS CHA particularly strong as an individual, but extraordinarily
17 (+3) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 7 (-2) dangerous in a pack. Most creatures of the desert give a jhakar
Skills Perception+3, Stealth+4 pack a wide berth. Tembo are mortal enemies of the jhakar.
Senses passive Perception 13
Languages – KANK, SOLDIER
Challenge 1 (200 XP) Large beast, unaligned
Grappler. The jhakar has advantage on attack rolls against any Source, Stats: MM 148 & 172, VGtM 207, & DMG 274 – 281
creature grappled by it. Source, Creature: 2E DS Campaign Setting & MC Appendix I
Armor Class 15 (natural armor)
Keen Hearing and Smell. The jhakar has advantage on Hit Points 22 (3d10+6)
Wisdom (Perception) checks that rely on hearing or smell. Speed 50 ft.
STR DEX CON INT WIS CHA
Pack Tactics. The jhakar has advantage on an attack roll 18 (+4) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
against a creature if at least one of the jhakar‘s allies is within Senses passive Perception 10
5 feet of the creature and the ally isn‘t incapacitated. Languages –
ACTIONS Challenge 1 (200 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Beast of Burden. The kank is considered to be a Huge animal
Hit: 10 (2d6+3) piercing damage, and if the target is a creature for the purpose of determining its carrying capacity.
it is grappled (escape DC 13). Until this grapple ends, the ACTIONS
jhakar can‘t bite another target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6+4) piercing damage, and if the target is a creature
Drag Down. Melee Weapon Attack: +5 to hit, reach 5 ft., one it must succeed on a DC 12 Constitution saving throw or be
creature. Hit: 10 (2d6+3) piercing damage, and the target must poisoned for 1 minute. The poisoned target is paralyzed, and it
succeed on a DC 13 Strength saving throw or be knocked can repeat the saving throw at the end of each of its turns,
prone. ending the effect on itself on a success.
NOTES: If the target is a Medium or smaller creature, it is also
Dire Wolf, changed size and modded grappled (escape DC 14) and restrained until this grapple
No change to CR ends. While grappling the target, the kank can‘t bite other
targets. When the kank moves, the target it is grappling moves
The jhakar (singular and plural) is a powerful reptilian with it.
predator resembling a scaled bulldog. Its hide is thick and NOTES:
wrinkled, and it has four short, muscular legs and a short, Oxen, Ghoul (the lowest CR monster that paralyzes), and
stumpy tail. The jhakar‘s head is mostly mouth, with a blunt Grell (a low CR monster that has an damage-grapple-restrain-
snout and a gaping, powerful maw. Its ears and eyes are well- paralyze/poison ability) for inspiration and adjusted numbers
protected beneath heavy ridges of bone and double sets of lids. as per DMG monster creation
The jhakar is sandy brown in color, with a darker snout and DCR ¼, OCR 2
claws.
In the wild, the jhakar hunts in small packs that Kanks are large, docile insects with black, segmented,
fiercely attack to pull down all but the most formidable prey. chitinous exoskeletons, covering their head, thorax and
However, the creature is better known in cities as a abdomen, Kanks grow up to eight feet in length, four feet in
domesticated guard-beast and tracker of escaped slaves. height, and can weigh as much as 400 pounds. At the front of
Domestic jhakar are savage and unpredictable creatures, their head, kanks sport a pair of sharp pincers which they use
greatly feared by would-be thieves and escaping slaves. to carry objects as well as for feeding and fighting. The thorax
Jhakar are notorious for their tenacity and of a kank has six legs. Each leg has a strong claw at its end,
singleminded attacks. If the jhakar scores a hit during melee, it allowing the creature to grip the surfaces it walks upon. Like
seizes its opponent in its jaws, refusing to release the prey most insects, the kank‘s abdomen has no appendages and is
until either the victim or the jhakar is dead. A jhakar that has supported by the rest of its body.
clamped onto an opponent will attempt to pull it down. A Unlike standard kanks, soldier kanks produce no
downed opponent is easy prey for the rest of the pack, who honey, but instead have a venom they use in fighting and
will swarm as soon as a foe falls. defending the hive.
The jhakar is often domesticated as a blood-hound or Domesticated kanks are often used as caravan
guard-beast. It is an aggressive and stupid creature and has mounts, as they can travel for a full day at their top speed,
difficulty recognizing its handler from one day to the next. carrying a two-hundred pound passenger and two-hundred
pounds of cargo. They also make decent herd animals and are
especially valued by elves. Because they can digest nearly any feet in diameter. They can swallow a grown man whole,
sort of organic matter, these hardy beasts will thrive in almost although this results in a strange, almost comical, bulge in the
any environment. In addition, they require little attention, for a center of their bodies.
group of kanks instinctively organize themselves into a hive. Male kluzd have a distinctive turquoise and white
Both wild and domestic kank hives consist of coloration about their head and neck area. Females do not
soldiers, food producers, and brood queens. The soldiers serve share these bright colors; their bodies are sandy brown flecked
as the hive workers, collecting materials which can be used to with black along their entire length. All kluzd have a series of
build nests for the brood queens, as well as the protectors of elongated, feather-like scales around the back of their heads.
the queens and food producers. Soldiers also gather food for These flare out to form a large fan when the creature is
the adult members of the hive. This food takes the form of angered, a primitive mechanism to make it appear larger to its
most types of leaves and fronds, and an occasional animal. animal opponents.
Wild kanks generally choose an area for egg laying Kluzd have mere animal intelligence. They can
where there is an abundant amount of available vegetation for communicate with each other only in a most rudimentary
food, while the brood queen of a domesticated kanks hive will fashion or through magical or psionic means.
often lay a clutch of eggs when the herders stop in an area that When a kluzd senses something moving along the
looks suitable. In either case, once a clutch of eggs has been surface of its mud-patch, it swims toward the object,
laid, the soldier kanks, along with the rest of the hive, burrowing quickly through the mud, and attacks with needle-
ferociously defend the area from all predators, and will not sharp, barbed teeth or attempt to grapple, attacking whatever
leave until the eggs hatch. Herders must delay their migrations portion of the target is beneath the surface of the mud .In the
or abandon the hive when this conflicts with their plans. case of a man, this is usually a leg. Once grappled, the victim
Although predators may attack kanks for the food is pulled or kept under the surface of the mud until it
producers honey globules, only the foulest carrion eaters will suffocates, at which point the kluzd will usually swallow it
eat kank flesh. As soon as a kank dies, its meat emits a foul- whole.
smelling odor that not even a starving man can stomach. Kank Most often, the kluzd is well-protected by its muddy
exoskeleton can be used as armor when cleaned, but it environment; few native predators can submerge themselves
becomes very brittle and has a 20% chance of breaking in the thick muck to hunt them. Kluzd will only leave the
whenever hit by a weapon. A much more common use of kank safety of their mud pools when these areas dry out completely.
exoskeleton is in the construction of chitin golems, The creatures are far more vulnerable when forced onto the
automatons created by powerful defiler wizards. surface of the mud flat. A kluzd will travel in a straight line
away from its evaporated burrow in search of a new one-those
KLUZD that don‘t locate a new mud hole within four days will
Large beast, unaligned themselves dry out and perish.
Source, Stats: MM 320 & DMG 275 – 281 Kluzd mate when their mudflats dry across the
Source, Creature: 2E Dark Sun Campaign Setting surface to become a broken, hard crust. The female lays a
Armor Class 14 (natural armor) clutch of eggs (1d8 in number) that will hatch and grow to full
Hit Points 34 (4d10+12) size in six weeks. Until the young leave the mud pond, their
Speed 30 ft., burrow 30 ft. parents will protect them. The young do not hunt. Rather the
STR DEX CON INT WIS CHA parents attack creatures that cross the dried surface of the mud
18 (+4) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 3 (-4) flat, dragging them under to feed their children.
Skills Athletics +6, Stealth +4
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception
10
Languages –
Challenge 1 (200 XP)
Ambush Predator. The kluzd has advantage on Dexterity
(Stealth) checks made while burrowing.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6+4) piercing damage.

Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one


creature. Hit: 13 (2d8+4) bludgeoning damage and the target
is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the kluzd can‘t constrict another
target.
NOTES:
Constrictor Snake + Jaculi-ish
DCR ¼, OCR 2

Kluzd are snake-like reptiles that inhabit mudflats and other


muddy areas. They are about ten feet long and two to three
LION SHARK, ATHASIAN
Large beast, unaligned Large beast, unaligned
Source: MM 331 Source: MM 336
Armor Class 12 Armor Class 13 (natural armor)
Hit Points 26 (4d10+4) Hit Points 30 (4d10+8)
Speed 50 ft. Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) 18 (+4) 13 (+1) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Skills Perception +3, Stealth +6 Skills Perception +2
Senses passive Perception 13 Senses blindsight 30 ft., passive Perception 12
Languages – Languages -
Challenge 1 (200 XP) Challenge 1 (200 XP)
Keen Smell. The lion has advantage on Wisdom (Perception) Keen Smell. The shark has advantage on Wisdom (Perception)
checks that rely on smell. checks that rely on smell.

Pack Tactics. The lion has advantage on an attack roll against Mobile Hunter. The shark can take the disengage action as a
a creature if at least one of the lion‘s allies is within 5 feet of bonus action.
the creature and the ally isn‘t incapacitated.
Pack Tactics. The shark has advantage on an attack roll
Pounce. If the lion moves at least 20 feet straight toward a against a creature if at least one of the shark's allies is within 5
creature and then hits it with a claw attack on the same turn, feet of the creature and the ally isn't incapacitated.
that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the lion can make one Water Breathing. The shark can breathe only underwater.
bite attack against it as a bonus action. ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Running Leap. With a 10-foot running start, the lion can long Hit: 11 (2d6+4) piercing damage.
jump up to 25 feet. NOTES:
ACTIONS Reef/Hunter shark, mods
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. DCR ⅛, OCR 2
Hit: 7 (1d8+3) piercing damage.
Athasian sharks are similar to sharks of other worlds in many
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ways. They are large, cartilaginous, seagoing creatures that are
Hit: 6 (1d6+3) slashing damage. basically cold-hearted eating machines. They are long and
gray, and their mouths are filled with row after row of sharp,
vicious teeth. The skin of an Athasian shark is fairly tough,
and it is from this material that most lizard man shields are
made.
In a battle, sharks are deadly foes. They tend to hunt
in packs, and a person floundering about in the water is
usually easy prey. They are fast, striking like lightning, often
hitting and darting away before the victim is even aware of
what has happened. Because of this, up to 10 sharks can attack
a man-sized opponent in a single round.
Sharks tend to travel in packs for purposes of both
hunting and safety. There is very little that can stand up to a
school of hungry sharks in their element. The one thing that
poises a certain danger for them, though, is a dolphin. When a
group of sharks is outnumbered by dolphins, they typically
scatter and flee, leaving their wounded behind in their single-
minded desire to escape the dolphins‘ wrath.
Athasian sharks (of which only a single species
remains) are brighter than other sharks, but this translates
more into animal cunning than any raw intelligence. They
have been in constant conflict with the Last Sea‘s dolphin
population since the valley‘s isolation nine millennia ago.
Although they are bigger and stronger than their mammalian
foes, they have no psionic abilities. Due mostly to this fact and
their inability to formulate and stick to a decent battle plan,
they have remained on the losing side of the majority of their
battles with the dolphins. Occasionally they manage to
victimize a lone dolphin, but rarely if ever are they able to The red silt horror is the most mobile of the horrors, able to
sustain a serious attack against an entire pod. propel itself across the surface of Athas using four tentacles
Little matters to sharks except where their next meal that can support its weight. The red slit horror is one of the
is coming from. While their favorite meal is undoubtedly smaller horrors, measuring about 12 feet long. The creature
dolphin, they are the ultimate omnivores, willing to eat pretty gets its name from the scarlet hue of its leathery hide.
much anything. They can smell blood in the sea from up to a The red silt horror tries to lure prey to it using its
mile away, and once they get its scent, they will pursue it until psionic abilities to discover what the victim desires most.
either they find the source or discover that it has somehow Once this desire is determined, the red silt horror uses false
gotten away sensory input to create a complete sensory image of the
desired object. Once the red horror lures the creature close,
SILT HORROR, RED this aggressive creature launches its attack.
Large beast, unaligned Typically when the red slit horror is badly wounded,
Source, Stats: OotA 28, MM 326, & DMG 274 – 281 it will use its let out jets of air to create a cloud of silt or sand
Source, Creature: 2E DS MC Appendix II before making its escape.
Armor Class 11 The red silt horror prefers to live in the Sea of Silt
Hit Points 52 (8d10+8) and stays there as long as it can maintain a regular diet. If
Speed 30 ft., burrow 20 ft., swim 60 ft. traffic should slow to the point that the horror can‘t feed itself,
STR DEX CON INT WIS CHA it moves to another silt basin, a mudflat, or even the desert.
17 (+3) 13 (+1) 13 (+1) 4 (-3) 10 (+0) 4 (-3) This journey is always made at night to limit the chances that
Skills Perception+4, Stealth+5 it is seen and attacked. While on the surface, the red silt horror
Senses darkvision 60 ft., passive Perception 14 has decreased movement speed. Once a suitable lair is found,
Languages – the red silt horror uses its air jet to dig into the ground where it
Challenge 1 (200 XP) awaits its next victim.
The red silt horror has a voracious appetite. It has
Innate Psionics, Camouflage. The silt horror can change the
been known to devour creatures twice its size, only to catch
coloration and texture of its body, and has advantage on
another creature hours later. Giants are the favored food of the
Dexterity (Stealth) checks.
red silt horror.
Innate Psionics, Minor Illusion. As per the cantrip, but only
affecting one creature. STEEDER, FEMALE
Large beast, unaligned
Innate Psionics, Read Thoughts. The silt horror psionically Source: OotA 231
reads the surface thoughts of one creature within 60 feet of it. Armor Class 14 (natural armor)
The effect can penetrate barriers, but 3 feet of wood or dirt, 2 Hit Points 30 (2d10+8)
feet of stone, 2 inches of metal, or a thin sheet of lead blocks Speed 30 ft., climb 30 ft.
it. While the target is in range, the silt horror can continue STR DEX CON INT WIS CHA
reading its thoughts, as long as the silt horror‘s concentration 15 (+2) 16 (+3) 14 (+2) 2 (-4) 10 (+0) 3 (-4)
isn‘t broken (as if concentrating on a spell). While reading the Skills Stealth +7
target‘s mind, the silt horror has advantage on Wisdom Senses darkvision 120 ft., passive Perception 10
(Insight) and Charisma (Deception, Intimidation, and Languages –
Persuasion) checks against the target. Challenge 1 (200 XP)
Spider Climb. The steeder can climb difficult surfaces,
Silt Swimmer. The silt horror can swim through silt. including upside down on ceilings, without needing to make
ACTIONS an ability check.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a Leap. The steeder can expend all its movement on its turn to
creature, it is grappled (escape DC 16). Until this grapple jump up to 90 feet vertically or horizontally, provided that its
ends, the target is restrained, and the silt horror can‘t use its speed is at least 30 feet.
tentacles on another target. ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Sand Cloud (Recharges after a Short or Long Rest). A 20- Hit: 7 (1d8+3) piercing damage, and the target must make a
foot radius cloud of silt or sand extends all around the silt DC 12 Constitution saving throw, taking 9 (2d8) acid damage
horror. The area is heavily obscured for 2 rounds. After on a failed save, or half as much damage on a successful one.
releasing the cloud, the silt horror can use the Dash action as a
bonus action. The silt horror can only use this ability in silt or Sticky Leg (Recharges when the Steeder Has No Creatures
sand, and it has no effect if it is raining or if there is a strong Grappled). Melee Weapon Attack: +5 to hit, reach ft., one
wind. Medium or smaller creature. Hit: The target is stuck to the
NOTES: steeder‘s leg and grappled until it escapes (escape DC 12).
Used the ―rocktopus‖ variant of the giant octopus. Reflavored
the camo as a psionic ability. Changed speeds. Added minor Steeders are giant, underground-dwelling tarantulas. Female
illusion and read thoughts steeders are larger than males and are trained and used as
No change in CR mounts.
Steeders don‘t spin webs, but they exude a sticky The tagster is a great cat with short yellowish-brown fur with
substance from their legs that lets them walk on walls and whitish underparts. Sometimes spotted, tagsters always have
ceilings without trouble, as well as snare prey. some type of a distinctive dark marking (spot on tail, foot,
etc.). Like the other psionic great cats, tagsters use powerful
TAGSTER natural psionic abilities for defense, to stealth and ambush, and
Large beast, unaligned for locating and traking prey.
Source, Stats: ―Crag Cat‖ SKT 240, DMG 274 – 281 These solitary creatures roam desert trade routes and
Source, Creature: 2E DS MC Appendix II the tablelands, establishing territories. During the yearly
Armor Class 13 mating season, tagsters are known to congregate. Two male
Hit Points 34 (4d10+12) tagsters often fight to the death for the affection of a female.
Speed 40 ft. This fight can be heard for miles. If interrupted, the two cats
STR DEX CON INT WIS CHA will slay the intruder together before attempting to finish off
16 (+3) 17 (+3) 16 (+3) 4 (-3) 14 (+2) 8 (-1) each other.
Skills Perception+4, Stealth +7 These predators illustrate the ―only the strong
Senses darkvision 60 ft., passive Perception 14 survive‖ rule of life on Athas. Slow, ill, or injured herd
Languages – animals are sometimes abandoned by herders so that the
Challenge 1 (200 XP) tagster does not attack the main flock or herd.
Innate Psionics, Otherworldly Perception. The tagster can
sense the presence of any creature within 30 feet of it that is TIGER
invisible or on the Ethereal Plane. It can pinpoint such a Large beast, neutral evil
creature that is moving. Source: MM 339
Armor Class 12
Innate Psionics, Nondetection. The tagster can‘t be targeted Hit Points 37 (5d10+10)
or detected by any divination magic or perceived through Speed 40 ft.
magical scrying sensors. STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
Innate Psionics, Spell Turning. The tagster has advantage on Skills Perception +3, Stealth +6
saving throws against any spell that targets only the tagster Senses darkvision 60 ft., passive Perception 13
(not an area). If the tagster‘s saving throw succeeds and the Languages –
spell is of 7th level or lower, the spell has no effect on the Challenge 1 (200 XP)
tagster and instead targets the caster. Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell.
Keen Smell. The tagster has advantage on Wisdom
(Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
Pounce. If the tagster moves at least 20 feet straight toward a that target must succeed on a DC 13 Strength saving throw or
creature and then hits it with a claw attack on the same turn, be knocked prone. If the target is prone, the lion can make one
that target must succeed on a DC 13 Strength saving throw or bite attack against it as a bonus action.
be knocked prone. If the target is prone, the tagster can make ACTIONS
one bite attack against it as a bonus action. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
ACTIONS Hit: 8 (1d10+3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) slashing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) slashing damage.
NOTES:
Crag cat. Added Otherworldly Perception and Keen Smell.
No change in CR
BEASTS CR 2
CARRU FLAILER
Large beast, unaligned Small beast, unaligned
Source, Stats: MM 336 Source, Stats: DMG 274 – 281
Source, Creature: 2E DS MC Appendix II Source, Creature: 2E DS MC Appendix I
Armor Class 11 (natural armor) Armor Class 17 (natural armor), 12 while prone
Hit Points 45 (6d10+12) Hit Points 45 (7d6+21)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 17 (+3) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages – Languages –
Challenge 2 (200 XP) Challenge 2 (200 XP)
Charge. If the carru moves at least 20 feet straight toward a Innate Psionics, Double Pain. Once per turn, when dealing
target and then hits it with a gore attack on the same turn, the damage to a creature it can see, the flailer can deal an extra 3
target takes an extra 9 (2d8) bludgeoning damage. If the target (1d6) psychic damage to that creature.
is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone. Shell Camouflage. While the flailer remains motionless, with
ACTIONS its legs and head tucked into its shell, it resembles a patch of
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. bamboo. A creature within 30 feet of it can discern its true
Hit: 14 (2d8+5) bludgeoning damage. nature with a successful DC 15 Intelligence (Nature) check.
NOTES: ACTIONS
Rhinocerous, stats unchanged Multiattack. The flailer makes two attacks: one with its bite
and one with its claws.
Carru are a type of humped cattle, ten feet long and weighing
as much as 400 pounds. Their soft hide is furred and colored Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
in varying shades of dun grey or brown. Hit: 7 (1d8+3) slashing damage.
With many products and resources being derived
from it, the carru is a staple of Athasian life. The females Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
produce a nourishing, creamy milk (as much as three gallons Hit: 16 (3d8+3) slashing damage.
per day), and both sexes are slaughtered for their meat. A male NOTES:
can yield as much as 250 lbs of meat. This is less for females DCR 1, OCR 3
(only 200 lbs), but they are seldom killed for their meat, as
they are potentially much more valuable as milk producers. Flailers are solitary creatures that live in the rocky terrain near
Carru make excellent beasts of burden, dragging the tablelands of Athas. To frequent travelers of these areas,
plows and turning water and grain mills. Carru hide is soft and flailers serve as a constant reminder of the harsh dangers of
supple and holds a dye well, so it is used in the making of life on Athas.
clothing, furniture, tents and the like. The thicker hide of the Flailers are similar is shape to giant tortoises, but
skull is a component in many leather and hide armors and is sport six legs instead of four. These limbs are often concealed
also highly suited as a shield covering. beneath their large, hardened torsos. The shell of a flailer is
The carru‗s hump, though used for water storage, similar in color and texture to that of most rocky terrains,
does not inflate or deflate like a camel‗s. The average hump allowing them to appear as stones or rocks until they strike.
holds 1d6+2 pints of water at any given time and can be used Typical flailers grow up to four feet in length.
to make a waterskin of similar capacity. The leather will rot in Flailers generally wait until suitable prey approaches
contact with alcohol, however, so carru hide is unsuitable for close enough to be attacked. Because of their natural
the fashioning of wineskins. camouflage, flailers often surprise their victims, but a flailer
Carru are not aggressive creatures on the whole, will usually wait for its victim to pass by so that it may attack
although the males can be quite hostile when the herd is from behind.
threatened. Their standard tactic is to charge, then gore an When they attack, flailers do so with the claws of
opponent. If they are able to, male carru will use their horns to their four frontal limbs and their bite. The hard, tortoise-like
grapple and then toss targets to the ground, where they are shell of a flailer provides excellent defense against attacks, but
trampled by other carru. So often used is this tactic that most the underside of the creature is softer and more vulnerable.
carru herders agree that it is an instinct of the species. When not waiting for a victim, flailers live in small
caves and crevices characteristic of the rocky terrains of
Athas. Flailers feed on nearly any animal, ranging from small
rodents to large mammals, such as humans and demi-humans.
After a victim has been killed, a flailer will often bring the
carcass to its lair where it can enjoy its meal.
Born in litters of four to six young, flailers remain GIANT BOMBARDIER BEETLE
with their sire for a period of up to one year. Their solitary Medium beast, unaligned
existence begins after this first year and ends only when the Source, Stats: DMG 274 – 281
creatures are near death. At this time, adult flailers seek out Source, Creature: 2E DS Black Spine
mates and bear offspring. Adult male flailers die naturally Armor Class 16 (natural armor)
soon after their yearlong sojourn with the offspring; the Hit Points 68 (8d8+32)
females are devoured by the young immediately after giving Speed 30 ft.
birth. STR DEX CON INT WIS CHA
The hard shell of flailers is unsuitable for purposes of 18 (+4) 10 (+0) 18 (+4) 1 (-5) 7 (-2) 3 (-4)
making armor due to its unusual shape and texture. However, Senses blindsight 30 ft., passive Perception 8
Athasian weaponsmiths have been able to use it to form small Languages –
bladed weapons such as dirks, daggers, and arrowheads, as Challenge 2 (450 XP)
well as small, buckler-sized shields.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one creature.
GIANT BOAR Hit: 8 (1d8+4) piercing damage.
Large beast, unaligned
Source: MM 323 Bombard (Recharges 5–6). The beetle sprays a 15-foot cone
Armor Class 12 (natural armor) of superheated caustic vapor from its abdomen. Each creature
Hit Points 42 (5d10+15) in that area must make a DC 14 Dexterity saving throw. On a
Speed 40 ft. failed save, a creature takes 21 (6d6) acid damage and is
STR DEX CON INT WIS CHA deafened until the end of the beetle‘s next turn. On a
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) successful save, the creature takes half as much damage and
Senses passive Perception 8 isn‘t deafened.
Languages – NOTES:
Challenge 2 (450 XP) DCR 1, OCR 3
Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a gore attack on the same turn, the The giant bombardier beetle is usually found above ground in
target takes an extra 7 (2d6) slashing damage. If the target is a wooded areas. It primarily feeds on offal and carrion,
creature, it must succeed on a DC 13 Strength saving throw or gathering huge heaps of the stuff in which to lay its eggs.
be knocked prone. The bombardier action of this beetle is caused by the
explosive mixture of two substances that are produced
Relentless (Recharges after a Short or Long Rest). If the boar internally and combined in a third organ. If a bombardier is, it
takes 10 damage or less that would reduce it to 0 hit points, it is possible to cut the creature open and retrieve the chemicals.
is reduced to 1 hit point instead. These chemicals can then be combined to produce a small
ACTIONS explosive, or fire a projectile, with the proper equipment. The
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one chemicals are also of value to alchemists, who can use them in
creature. Hit: 10 (2d6+3) slashing damage. various preparations.

GIANT CONSTRICTOR SNAKE


Huge beast, unaligned
Source: MM 325
Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Skills Perception+2
Senses blindsight 10 ft., passive Perception 12
Languages –
Challenge 2 (450 XP)
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one
creature. Hit: 11 (2d6+4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one


creature. Hit: 13 (2d8+4) bludgeoning damage, and the target
is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the snake can‘t constrict another
target.
GIANT KLUZD GIANT SYGRA
Huge beast, unaligned Huge beast, unaligned
Source, Stats: MM 320 & DMG 275 – 281 Source: Giant Elk MM 325
Source, Creature: 2E Dark Sun Campaign Setting Source, Creature: 2E Monstrous Compendium Dark Sun II
Armor Class 14 (natural armor) Armor Class 14 (natural armor)
Hit Points 66 (7d12+21) Hit Points 42 (5d12+10)
Speed 30 ft., burrow 30 ft. Speed 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 3 (-4) 19 (+4) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+0)
Skills Athletics +7, Stealth +4 Skills Perception+4
Senses blindsight 10 ft., tremorsense 30 ft., passive Perception Senses passive Perception 14
10 Languages Giant Sygra, understands Common, Elvish, and
Languages – Sylvan but can‘t speak them
Challenge 1 (200 XP) Challenge 2 (450 XP)
Ambush Predator. The kluzd has advantage on Dexterity Charge. If the sygra moves at least 20 feet straight toward a
(Stealth) checks made while burrowing. target and then hits it with a ram attack on the same turn, the
ACTIONS target takes an extra 7 (2d6) damage. If the target is a creature,
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. it must succeed on a DC 14 Strength saving throw or be
Hit: 12 (2d6+5) piercing damage. knocked prone.
ACTIONS
Constrict: Melee Weapon Attack: +7 to hit, reach 5 ft., one Ram. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
creature. Hit: 14 (2d8+5) bludgeoning damage and the target Hit: 11 (2d6+4) bludgeoning damage.
is grappled (escape DC 17). Until this grapple ends, the
creature is restrained, and the kluzd can‘t constrict another Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft , one
target. prone creature. Hit: 22 (4d8+4) bludgeoning damage.
NOTES: NOTES:
Scaled up Kluzd Used Giant Elk, stats unchanged.
DCR 1, OCR 3
The majestic giant sygra is rare to the point that its appearance
See CR 1 Kluzd. Giant kluzd are not a separate species, is often taken as a foreshadowing of an important event, such
merely kluzd that have grown to an extreme size. as the birth of a king. Legends tell of Spirits of the Land that
take the form of giant sygra when visiting Athas. Many
GIANT SILT CRAYFISH cultures therefore believe that to hunt these creatures is to
Large beast, unaligned invite nature‘s wrath. (See Sygra CR ¼)
Source, Stats: TftYP 235 & DMG 274 – 281
Source, Creature: Terrors of Athas
Armor Class 15 (natural armor)
Hit Points 45 (7d10+7)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)
Skills Stealth +3
Senses blindsight 30 ft., passive Perception 9
Languages –
Challenge 2 (450 XP)
Amphibious. The crayfish can breathe air, silt, and water.

Silt Swimmer. The crayfish can swim through silt.


ACTIONS
Multiattack. The giant crayfish makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 8 (1d10+3) bludgeoning damage, and the target
is grappled (escape DC 13). The crayfish has two claws, each
of which can grapple only one target.
NOTES:
Giant Crayfish, modded
DCR ½, OCR 3
GOLD SCORPION KALIN
Small beast, unaligned Large beast, unaligned
Source, Stats: DMG 274 – 281 Source, Stats: MM 328, DMG 274 – 281
Source, Creature: 2E DS MC Appendix II Source, Creature: 2E City by the Silt Sea
Armor Class 16 (natural armor) Armor Class 15 (natural armor)
Hit Points 30 (4d6+16) Hit Points 37 (5d10+10)
Speed 30 ft. Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 1 (-5) 9 (-1) 3 (-4) 18 (+4) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 4 (-3)
Skills Stealth +5 Skills Stealth +7
Senses blindsight 60 ft., passive Perception 9 Senses blindsight 10 ft., darkvision 60 ft., passive Perception
Languages – 10
Challenge 2 (450 XP) Languages –
ACTIONS Challenge 2 (450 XP)
Multiattack. The scorpion makes two attacks: one with its Spider Climb. The kalin can climb difficult surfaces, including
claws and one with its sting. upside down on ceilings, without needing to make an ability
check.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) bludgeoning damage. Web Sense. While in contact with a web, the kalin knows the
exact location of any other creature in contact with the same
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one web.
creature. Hit: 5 (1d4+3) piercing damage, and the target must
make a DC 14 Constitution saving throw, taking 22 (4d10) Web Walker. The kalin ignores movement restrictions caused
poison damage on a failed save, or half as much damage on a by webbing.
successful one. ACTIONS
NOTES: Multiattack. The kalin makes two attacks: one with its bite
DCR ¼, OCR 4 and one with its claws.

Gold scorpions are small scorpions found throughout Athas. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Their name comes from their gold carapace that shines Hit: 11 (2d6+4) piercing damage, and the target is grappled
brigthtly in the sun. Because of their size, they can crawl into (escape DC 14). Until this grapple ends, the kalin can‘t use its
anything and are often unnoticed until it is too late. bite on another target.
Despite their small stature, gold scorpions are
considered a deadly threat, for they have some of the most Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
potent venom on Athas. Hit: 9 (1d10+4) slashing damage.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range


30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC 14
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).
NOTES
Mostly a modded CR 2 version of the CR 1 Giant Spider.
DCR 1, OCR 3

Kalin are large insectoid creatures that appear to be a


monstrous mix of spider and ant. Mottled brown to yellow
chitinous plates cover their long bodies. Oversized, glowing
eyes jut out over tremendous mandibles that look to be able to
snap a dray in half. Its sharp-edged forward limbs can make
deadly slashing attack, and the kalin are equally at home on
horizontal or vertical surfaces.
Dray keep and train kalin for use as mounts.
PTERRAX The eggs of pterrax are a very valuable source of
Huge beast, unaligned food, and each one, along with water, can sustain a man for a
Source, Stats: VGtM 140 & DMG 274 – 281 period of two days without difficulty. The teeth of pterrax are
Source, Creature used by pterrans in the creation the thanak, a weapon used by
Armor Class 13 (natural armor) many of that species‘ warriors. Also, pterrax skin is sometimes
Hit Points 30 (4d12+4) used in making ceremonial drums employed by pterrans in
Speed 10 ft., fly 60 ft. many rituals and yearly celebrations.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) SLOTH, ATHASIAN
Skills Perception+2 Large beast, unaligned
Senses passive Perception 12 Source, Stats: MM 334 & DMG 274 – 281
Languages – Source, Creature: 2E DS MC Appendix I
Challenge 2 (450 XP) Armor Class 13 (natural armor)
Dive Attack. If the pterrax is flying and dives at least 30 feet Hit Points 42 (5d10+15)
toward a target and then hits with a bite attack, the attack deals Speed 40 ft., climb 40 ft.
an extra 13 (3d8) damage to the target. STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Flyby. The pterrax doesn‘t provoke an opportunity attack Skills Stealth +3, Perception+3
when it flies out of an enemy‘s reach. Damage Resistances poison
ACTIONS Senses Darkvision 60 ft., passive Perception 13
Multiattack (cannot use while flying). If the pterrax is on the Languages Athasian Sloth
ground, it can make two attacks: one with its bite, and one Challenge 2 (200 XP)
with its claws. Keen Smell. The sloth has advantage on Wisdom (Perception)
checks that rely on smell.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 17 (3d8+4) piercing damage. Camouflage. The sloth has advantage on Dexterity (Stealth)
checks made to hide.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one ACTIONS
creature. Hit: 14 (3d6+4) slashing damage. Multiattack. The sloth makes two attacks: one with its bite
NOTES: and one with its claws.
Modded Quetzalcoatlus
DCR ⅛, OCR 4 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8+5) piercing damage.
These large flying pteradon-like creatures are prized mounts
for pterrans. Pterrax are 6 long, slender reptiles with a massive Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
wingspan. Pterrax have arms that are attached to their wings, Hit: 12 (2d6+5) slashing damage.
as well as legs, all of which sport sharp claws at the end. Their NOTES:
head—which resembles a pterran‘s—is elongated, with a Cave Bear, minor flavor mods
sharp beak filled with long, wicked teeth, and a pointed bony CR unchanged
ridge at the back.
Pterrax are quite capable in combat, and a great many The Athasian sloth is a fast, cunning, and bloodthirsty
of them are strongly psionic. Pterrax are most commonly nocturnal predator. A family of sloths can eat a whole
found in the rocky barrens of the Athasian Tablelands. They 42alfling village in one night and is usually not afraid to try.
make nests in the cracks and crevices in the rocky terrain that The Athasian sloth is a large creature with brown fur. It
is characteristic of the plains of this desert world. Most are usually has light tan and brown, or light grey and green spots
solitary, but occasionally they gather in groups of up to six making it easy for the sloth to blend in with the foliage of the
members. Their nests are made from dead branches and sticks Forest Ridge.
found in the nearby forests and oasis that lie scattered across Athasian sloths make no sounds that anyone else can
the deserts. hear. Despite this, they seem to communicate very well with
A pair of pterrax will mate in the fall season, and the each other, making well-coordinated attacks. The Athasian
female will usually produce three to four eggs. The eggs are sloth attacks with two sets of curved talons and a vicious bite
incubated by the mother for a period of three months. Young backed by the sloth‘s considerable strength.
pterrax are cared for by the mother for another two months The sloth is a territorial animal and defends its
before they are cast out on their own. While their eggs are territory fiercely. A small forest may only have one or two
incubating, pterrax are very protective of their nest and will families of Athasian sloths. Athasian sloths never attack one
attack any who threaten it or their eggs. another, and if the parents are killed, the young sloths are
As stated above, pterrax are often used by pterrans as likely to be adopted by the first adult sloths they can find.
flying mounts. By the time a pterrax is two years old, it is Athasian sloths prefer trees as lairs and as their method of
strong enough to be used as a mount. The capture and training travel. They have very good judgement when it comes to
of a pterrax mount is a part of one of the significant Life Path selecting branches that support their considerable weight.
rituals among the pterrans. They are very fast both in the trees and on the ground. They
can leap up to 30‘ from one branch to another. They also TIGONE
retract their claws to allow them to move just as fast on the Large beast, unaligned
ground as they do in the trees. Source, Stats: MM 336, DMG 274 – 281, SKT 240
A sloth is constantly on the move, settling down only Source, Creature: 2E DS MC Appendix I
when the female gives birth. One or two young are born, and Armor Class 13
they mature quickly. The male generally hunts for the family Hit Points 42 (5d10+15)
for the first few months, until the young are old enough to Speed 40 ft.
look out for themselves. By the time they reach the age of six STR DEX CON INT WIS CHA
months, the young are old enough to go out and help catch 18 (+4) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 8 (-1)
prey. Skills Perception +3, Stealth +7
The Athasian sloth has one natural enemy—halflings. Senses passive Perception 13
Coincidentally, it also has one favorite food—again, halflings. Languages –
A 43alfling is likely to be attacked in preference to Challenge 2 (450 XP)
anyone else in a group of adventurers. In fact, by the time a
Innate Psionics, Otherworldly Perception. The tigone can
sloth reaches adulthood it has almost certainly killed and eaten
sense the presence of any creature within 30 feet of it that is
many of the little folk. For this reason, among others, the sloth
invisible or on the Ethereal Plane. It can pinpoint such a
is hunted down by Halfling tribes whenever there is one
creature that is moving.
reported in the area.
The hide of a single sloth can provide a whole family
Innate Psionics, Nondetection. The tigone can‘t be targeted
of halflings with warm cloaks. The curved talons are mounted
or detected by any divination magic or perceived through
on hilts and make effective daggers. A 43alfling who single-
magical scrying sensors.
handedly kills an Athasian sloth is hailed as a hero by his
tribe. Even being part of a group that has slain a sloth is a sure
Innate Psionics, Spell Turning. The tigone has advantage on
way to honor among the little folk of the Forest Ridge.
saving throws against any spell that targets only the tigone
(not an area). If the tigone‘s saving throw succeeds and the
spell is of 7th level or lower, the spell has no effect on the
tigone and instead targets the caster.

Keen Smell. The tigone has advantage on Wisdom


(Perception) checks that rely on smell.

Pounce. If the tigone moves at least 20 feet straight toward a


creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tigone can make
one bite attack against it as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d10+5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 12 (2d6+5) slashing damage.
NOTES:
Started with Sabre-Toothed Tiger, made the same changes as
between Tiger and Crag Cat (bumped Dex, lowered HP, gave
nondetection and spell turning), added Otherworldly
Perception
No change in CR

Similar to tagsters, tigones are naturally psionic great cats who


use their mental abilities for stealth, defense, and hunting.
Tigones are large, feline creatures which are dark green in
color and have black or yellowish-brown vertical striping.
Growing to a length of 7‘, they can weigh over 250 pounds.
Psionically endowed, tigones use a mix of stealth and
power to slay foes and prey. Tigones hunt in concentric circles
using their radial navigation ability; they start at a spot on the
fringe of their territory and working around toward the center.
When attacking, they prefer to leap onto their victim from
above, driving their victim to a prone position where they can
use their size to keep their opponent pinned.
Native of the Hinterlands, tigones have been known Kragmorta, who observed the wall-walkers‘ climbing ability
to roam the Ringing Mountains. They are fearful predators and and named them accordingly. Wall-walkers combine many of
will attack almost any creature violating their territory. the characteristics of spiders and large reptiles. They have
Because of their coloration, a tigone is almost impossible to armored scales instead of chitinous plates, eight clawed legs,
see when holding perfectly still in the underbrush. They also sharp fangs, and a stinging tail.
move very quietly through any terrain. They dislike warm Wall-walkers communicate among themselves via
environments and soon die if forced into the desert. sounds made by rubbing their legs together. The cavern of
Highly sought for gladiatorial games, most tigones do Kragmorta, for example, echoes with the haunting sounds well
not survive the trip across the desert. They bring a handsome into the sleep period of the area‘s other inhabitants. No other
price if successfully transported to a sorcerer-king‘s city. intelligent creatures have yet learned to communicate with the
Halflings prize tigones as hunting partners because of their wall-walkers or figured out how to interpret the sounds they
psionic tracking and hunting skills. make.
With its psionic powers, a wall-walker can blend into
WALL-WALKER the scenery. Its scales take on the texture and color of any
Large beast, unaligned nearby rock surfaces, ruined walls, or fungi caps. It can take
Source, Stats: MM 37, DMG 274 – 281 on the form of a shadow and move invisibly through the
Source, Creature: 2E City by the Silt Sea darkness of the underregion. Wall-walkers tend to hunt in
Armor Class 13 (natural armor) pairs, and delight in frightening and playing with their prey
Hit Points 51 (6d10+18) before moving in for the kill. A wall-walker will skillfully use
Speed 30 ft., climb 30 ft. all of its powers and abilities in hunting and combat. A wall-
STR DEX CON INT WIS CHA walker typically attempts to ambush and poison and paralyze
14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3) their prey first, only resorting to direct combat if the poison
Skills Stealth +3 fails.
Senses darkvision 60 ft., passive Perception 11 Wall-walkers build hives inside the walls of caverns.
Languages Wall-walker They use their powerful claws to scoop out rock and dirt,
Challenge 2 (450 XP) which then is deposited in great heaps at the base of the wall.
They range far and wide through the under-regions, seeking
Spider Climb. The wall-walker can climb difficult surfaces,
prey to feast upon and bring back to their hives. Wall-walkers
including upside down on ceilings, without needing to make
can be encountered not only in the larger caverns, but in the
an ability check.
tunnels connecting the caverns to each other as well. All of the
under-region is their home and hunting ground, and they
Innate Psionics, Catfall. The wall-walker can cast feather fall
consider everything that passes near them to be prey.
at will.
One hive is known to exist in Kragmorta. The wall-
walkers of this hive make constant trouble for the first
Innate Psionics, Shadowform and Chameleon Power. The
generation dray who live within the cavern. The two species
wall-walker can take the form of a shadow or change its
are almost in a state of war with each other, each looking on
coloration and texture to match its surroundings. The wall-
the other as prey.
walker has advantage on Dexterity (Stealth) checks.
Like all predators, the wall-walker seeks to survive. It
ACTIONS
constantly looks for a steady supply of food, and it takes great
Multiattack. The wall-walker makes two attacks: one with its
pains to protect its hive and its young from other predators. Its
bite and one with its stinger.
one true competitor for the same ecological niche is the kalin.
If a wall-walker and kalin come within sight of each other, a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
terrible battle usually breaks out. In fact, a pair of wall-
Hit: 7 (2d4+2) piercing damage.
walkers will go out of their way to attack a nearby kalin.
The subterranean world beneath Athas is home to a
Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one
wide variety of creatures. The wall-walker feasts on them all.
target. Hit: 4 (1d4+2) piercing damage, and the target must
It relies on stealth, cunning, and its natural weapons to
succeed on a DC 13 Constitution saving throw or be poisoned
survive. It prefers to be predator, but sometimes finds itself in
for 1 minute. Until this poison ends, the target is paralyzed.
the role of prey. If faced by a foe it cannot defeat, a wall-
The target can repeat the saving throw at the end of its turns,
walker will flee to find other, more easily bested prey.
ending the poison on itself on a success.
The scaly hide of the wall-walker can be used to craft
NOTES armor and weapons, and is a primary source of materials for
Started with a Carrion Crawler, traded Perception advantage the dray of Kragmorta. In many ways, the scaly hide of a wall-
for Stealth advantage and gave it feather fall walker is superior to many other hides due to its toughness,
No change in CR suppleness, and relatively light weight.
Wall-walkers are subterranean hunters that live in the caverns
and passages beneath Athas‘s burning surface. These insectoid
creatures were named by the first generation dray that live in
BEASTS CR 3
ANTLOID, WORKER ground, frequently to a small subterranean water source.
Large beast, unaligned Antloids will abandon a warren for many reasons: lack of
Source, Stats: MM 327 & DMG 274 – 281 water or food, accidental death of all of their queens, or to
Source, Creature: 2E DS MC Appendix I attack another antloid warren. Infrequently, a rogue dynamis
Armor Class 15 (natural armor) will lead a young queen, some workers, and a couple of
Hit Points 60 (8d10+16) soldier antloids from an established warren and attempt to set
Speed 40 ft. up a competing warren. More often than not this attempt fails.
STR DEX CON INT WIS CHA If the warren has any shiny or pretty objects (treasure), those
23 (+6) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 3 (-4) items will always be in the queen‘s chamber, placed there for
Skills Perception +2 her pleasure.
Senses blindsight 30 ft., darkvision 60 ft., passive Perception Whether occupied or not, great caution should be
12 taken whenever entering an antloid warren. Abandoned
Languages – warrens seldom offer safe haven for desert travellers since
Challenge 3 (700 XP) dangerous desert dwellers tend to take refuge in the
unoccupied labyrinth as well. Because of the constantly
Keen Sight. The antloid has advantage on Wisdom
changing desert sands, a warren is in constant danger of
(Perception) checks that rely on sight.
collapsing. Water can be found in the deepest part of an
ACTIONS
abandoned warren 15% of the time, but it, too, is often
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
guarded by some new inhabitant.
Hit: 22 (3d10+6) bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple ends, the target is
restrained, and the antloid can‘t bite another target.
NOTES:
DCR 1, OCR 5

Antloids are giant ants that inhabit huge warrens in the


Athasian desert. Their species has evolved through adaptive
specialization—individual antloids are specifically built for
fulfilling a specialized task within antloid society.
Antloids have a heavy exoskeleton that provides
excellent protection from weapon attack and dehydration. All
antloids have segmented bodies and six legs. They also have
sharp mandibles used for cutting, carrying, or combat. All
sensory organs are located on the front of their head.
Compound eyes give them 180-degree regular vision, plus
darkvision for 60‘. A segmented pair of antennas are used for
communication and allow antloids to sense almost any
vibration within 30‘.
Worker antloids have three, easily-defined, sapphire-
blue segments: head, torso, and a metasoma segment. They
average 8‘ in length with stocky broad bodies. Workers spend
their lives doing specific jobs: carrying water, carrying
foodstuffs, caring for their queen, repairing or continuing
construction on the warren, etc. Workers are the strongest of
the antloids with almost giant-like strength. Their mandibles
are designed for lifting and carrying rather than combat.
Workers only fight if something tries to take away whatever
they are carrying or the queen is threatened. In combat they
use their mandibles and their incredible strength to crush their
opponent.
Worker antloids digest desert sand along with their
normal food and excrete a concrete-like material that they use
to build the warren. The material will withstand 100 points of
damage over a 5-cubic-foot area before crumbling.
The antloid warrens appear as large mounds in the
desert, up to 250‘ across and 25‘ in height. Underground
warrens are conical in shape, widest at the surface and
narrowing toward the bottom. They extend deep into the
CHA’THRANG The cha‘thrang is a tortoise-shaped creature with a
Large beast, unaligned multitude of short, reed-like appendages protruding from its
Source, Stats: ToA 222, MM 261, & DMG 274 – 281 shell. Dirty
Source, Creature: 2E DS MC Appendix I brown in color, the cha‘thrang is frequently mistaken for a
Armor Class 17 (natural armor), 12 while prone patch of dead plant growth. It has four strong limbs and
Hit Points 68 (9d10+24) curved foreclaws for digging and hugging the ground. The
Speed 20 ft., burrow 10ft. protrusions on the cha‘thrang‘s shell are actually hollow,
STR DEX CON INT WIS CHA bone-like appendages. The creature secretes an alkaline lime
20 (+5) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 5 (-3) from its back that creates its shell, which grows in size with
Senses darkvision 60 ft., passive Perception 11 the creature. A thin, sinewy fiber is also produced that enables
Languages – the creature to adhere to the underside of the shell.
Challenge 3 (700 XP) Cha‘thrang typically prey on flying creatures. The
cha‘thrang will lie motionless for several hours until a low-
Grasping Tendrils. The cha‘thrang‘s tendrils can be attacked
flying creature passes overhead. While waiting, the cha‘thrang
(AC 20; 10 hit points; immunity to poison and psychic
forces an air pocket between its body and its shell. When an
damage, resistance to bludgeoning damage). Destroying a
appropriate target flies within 50 yards, it expels that air up
tendril deals no damage to the cha‘thrang. Lost tendrils are
through the hollow, bone protrusions with a tremendous blast
replaced at the end of a Short or Long Rest. A tendril can also
and fires tethered, lime-coated projectiles at its prey.
be broken if a creature takes an action and succeeds on a DC
If the cha‘thrang‘s snared prey is too strong to be
15 Strength check against it.
pulled down immediately, the cha‘thrang will often burrow
into the ground to keep from being pulled or dragged by it,
Reel. As a bonus action the cha‘thrang can force each creature
and the wait patiently for its victim to tire and land. Once the
grappled by it to succeed on a DC 15 Strength saving throw,
target lands, the cha‘thrang turns and crawls along its own
or be pulled up to 25 feet straight toward it.
cord toward the prey.
Cha‘thrang travel in clusters of three called trines.
Shell Camouflage. While the cha‘thrang remains motionless
Trines are usually composed of two females and one male.
and partially buried, it resembles a patch of bamboo. A
They live in loose-knit extended families, adopting other
creature within 30 feet of it can discern its true nature with a
cha‘thrang that they meet, and later breaking off into trines.
successful DC 15 Intelligence (Nature) check.
Cha‘thrang have difficulty mating and often die in the process.
A single female will lay a single clutch of 1 – 6 eggs
Stable. Whenever an effect knocks the cha‘thrang prone, it can
each year. Small predators devour most of the offspring before
make a DC 10 Constitution saving throw to avoid being
they are old enough to defend themselves. Cha‘thrang can live
knocked prone. A prone cha‘thrang is upside down. To stand
hundreds of years, but they are usually killed by hungry
up, it must succeed on a DC 10 Dexterity check on its turn and
enemies.
then use all its movement for that turn.
The sinewy cord the cha‘thrang uses to tether its prey
ACTIONS
is highly sought after to make rope. A single, dry strand will
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
easily hold 50 pounds of weight. By braiding several cords, a
Hit: 23 (4d8+5) slashing damage.
thin but very strong rope can be crafted. Discarded strands
vary in length from 20 – 50 yards each. Some desert traders
Tendrils (Recharges after a Short or Long Rest). Melee
will move between two or more separate trines of cha‘thrang,
Weapon Attack: +7 to hit, reach 50 ft., four separate attacks
collecting the spent cord.
against 1 to 4 targets. Hit: The target is grappled by a tendril
Cha‘thrang can be eaten if special care is taken in the
(escape DC 15). Until this grapple ends, the target is
preparation of the creature‘s flesh. If lime from the shell
restrained. In addition, the target must succeed on a DC 15
undercoating is used to cover the meat, that meat can be
Constitution saving throw or be poisoned for 10 minutes
preserved for weeks without fear of spoilage. However, great
(multiple applications of the poison do not stack). At the end
care must be exercised in washing and cleaning the meat
of the first 10-minute period, and every 10 minutes after that,
before eating it to insure that all of the toxic lime has been
the poisoned creature must make another DC 15 Constitution
removed.
saving throw. Failure on the second and subsequent saving
throws extends the duration of the poison for another 10
minutes and causes 10 (3d6) poison damage. A success on the
second saving throw or any subsequent saving throws against
this poison ends the effect.
NOTES:
Giant Snapping Turtle, a dash of Roper, a pinch of Hulking
Crab, add mods to taste. (I know that in original DS, the
cha‘thrang was only a threat to aerial creatures, I went with
the newer, more universally scary interpretation.)
DCR 2, OCR 4

At first glance a cha‘thrang appears to be a patch of broken


bamboo until it moves.
CILOPS protective coloration that reflects their native terrain. The
Huge beast, unaligned cilops of the salt flats often display a chalky blue-white to
Source, Stats: DMG 274 – 281 steel gray color while the cilops of the rocky badlands vary
Source, Creature: 2E DS MC Appendix II from rust orange to dark brown.
Armor Class 17 (natural armor) Cilops seem to require no sleep and will track their
Hit Points 66 (7d12+21) prey for weeks without stopping. Their unique object reading
Speed 40 ft., climb 40 ft. ability allows them to touch an object and then associate that
STR DEX CON INT WIS CHA object with an individual. While they ordinarily track by scent,
20 (+5) 16 (+3) 16 (+3) 1 (-5) 14 (+2) 3 (-4) if they are in danger of losing a trail, they will use psionics to
Skills Perception +4, Stealth +5, Survival +6 detect the psychic residue of its prey and to resume tracking.
Senses blindsight 30 ft., darkvision 60 ft., passive Perception Its danger sense ability generally prevents the cilops from
12 being ambushed or surprised by its prey.
Languages – When the cilops engages in combat, it uses its
Challenge 3 (700 XP) antennae to stun its opponent, and its rows of pincers to
deliver a vicious series of bites. The cilops will concentrate its
Innate Psionics, Danger Sense. The cilops has advantage on
attacks on one individual until it is disabled before turning its
Wisdom (Perception) checks to detect traps, hidden dangers,
attention to another threat
ambushes, and hidden creatures. The cilops also has advantage
Cilops have no lairs or consistent nesting areas, but
on Dexterity saving throws against effects that can be avoided
constantly roam in search of food. They will occasionally hunt
such as traps and spells. To gain this benefit, the cilops can‘t
in small packs, but there appears to be no clear structure to the
be incapacitated.
group. The cilops can be captured and trained. The creature
seems to become familiar with its handler and can be used to
Keen Smell. The cilops has advantage on Wisdom
hunt individuals if it is provided a fresh trail or an object that
(Perception) checks that rely on smell.
has been handled by the victim.
Cilops have not been successfully bred in captivity
Unerring Tracker. The cilops uses psychic and mundane
and must be captured. Templars from the city-states usually
means while tracking prey. The cilops can follow the psychic
try to find cilops in the salt flats, where it is easier to spot
residue of any non-mindless creature, and can make Wisdom
them. Cilops have even been used to track others of their kind.
(Survival) checks to track the creature using this psychic trail
Native to the salt flats of Athas, the cilops have
even if there are no physical tracks or a scent. Additionally,
developed their extraordinary tracking abilities in order to find
the cilops has advantage on Wisdom (Survival) checks made
food in the barren wastes. Their protective coloration helps
to follow a creature if there are physical tracks or a scent in
them to avoid predators, but they are particularly vulnerable to
addition to the psychic trail.
attacks to attacks from flying creatures. Their poor depth of
vision makes them rely upon their innate psionics to warm
Spider Climb. The cilops can climb difficult surfaces,
them of predators.
including upside down on ceilings, without needing to make
Cilops will pick up the trail of their prey and track the
an ability check.
victim relentlessly, even as they come across more vulnerable
ACTIONS
and more attractive targets. The cilops will fixate on a
Multiattack. The cilops makes two attacks: one with its
particular target for as long as a week before selecting a new
antenna and one with its bite.
trail. Cilops will feed on just about any moving creature—they
prefer live prey. A cilops requires one dwarf-sized meal per
Antenna. Melee Weapon Attack: +7 to hit, reach 10 ft., one
week
target. Hit: The target must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 minute. Until this poison
ends, the target is stunned. The target can repeat the saving
throw at the end of its turns, ending the poison on itself on a
success.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 21 (3d10+5) piercing damage.
NOTES:
DCR 2, OCR 4

Cilops are relentless hunters who are prized by the templars of


all the city-states for their unique tracking abilities. The
creatures look like enormous centipedes that reach lengths
exceeding 15‘. Their segmented bodies are long and flat and
form a hard exoskeleton. Their hooked legs allow them to
crawl onto virtually any surface and to scale walls with ease.
Their oval heads have a large single compound eye and three
pairs of pincerlike jaws. Two prehensile antennae grow from
either side and reach lengths of 3‘ to 5‘. Cilops have a
GIANT SCORPION JASTRAK
Large beast, unaligned Large beast, unaligned
Source: MM 327 Source, Stats: DMG 274 – 281
Armor Class 15 (natural armor) Source, Creature: 2E DS Campaign Setting (revised), Terrors
Hit Points 52 (7d10+14) of Athas
Speed 40 ft. Armor Class 13 (natural armor)
STR DEX CON INT WIS CHA Hit Points 85 (9d10+36)
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4) Speed 30 ft., burrow 10 ft.
Senses blindsight 60 ft., passive Perception 9 STR DEX CON INT WIS CHA
Languages – 20 (+5) 10 (+0) 18 (+4) 2 (-4) 10 (+0) 5 (-3)
Challenge 3 (700 XP) Skills Perception +2
ACTIONS Condition Immunities blinded
Multiattack. The scorpion makes three attacks: two with its Senses blindsight 60 ft., passive Perception 12
claws and one with its sting. Languages –
Challenge 3 (700 XP)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Blind Senses. The jastrak can‘t use its blindsight while
Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled deafened and unable to smell.
(escape DC 12). The scorpion has two claws, each of which
can grapple only one target. Keen Hearing and Smell. The jastrak has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target Two Heads. The jastrak has advantage on saving throws
must make a DC 12 Constitution saving throw, taking 22 against being charmed, deafened, frightened, stunned, and
(4d10) poison damage on a failed save, or half as much knocked unconscious.
damage on a successful one. ACTIONS
Multiattack. The jastrak makes three attacks: two with its bite
GIANT SNAPPING TURTLE and one with its tail.
Large beast, unaligned
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
LAST SEA ONLY
Hit: 11 (1d12+5) piercing damage, and the target is grappled
This creature can only be found in the area of the Last Sea.
(escape DC 15). The jastrak has two mouths, each of which
To the rest of Athas, it does not exist.
can grapple only one target.
Source: ToA 222
Armor Class 17 (natural armor), 12 while prone Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit Points 75 (10d10+20) not grappled by the jastrak. Hit: 15 (3d6+5) bludgeoning
Speed 30 ft., swim 40ft. damage. If the target is a creature, it must succeed on a DC 15
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone.
19 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3) NOTES:
Senses darkvision 60 ft., passive Perception 11 DCR 1, OCR 5
Languages –
Challenge 3 (700 XP) The jastrak is a large, two-headed, subterranean lizard with
Amphibious. The turtle can breathe air and water. two massive jaws, and a heavy, spiked, club-like tail.
Although jastraks rarely, if ever, venture to the surface, they
Stable. Whenever an effect knocks the turtle prone, it can are curious and belligerent creatures, confident in their
make a DC 10 Constitution saving throw to avoid being formidable array of natural weapons. Unexpected encounters
knocked prone. A prone turtle is upside down. To stand up, it with wandering jastraks usually end badly. Jastraks are
must succeed on a DC 10 Dexterity check on its turn and then completely blind and possess no visual organs whatsoever.
use all its movement for that turn. Their senses of hearing and scent, however, are exceptionally
ACTIONS well developed.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Jastraks live beneath the earth, burrowing through it
Hit: 18 (4d6+4) slashing damage. with their claws. Their unpleasant dispositions mean that other
inhabitants of the Athasian underdark have learned to give
Giant snapping turtles can grow to be 12 feet in diameter. them a wide berth. An adult jastrak is nine feet long and
Although they appear slow and ponderous, they are capable of weighs 800 pounds.
startling bursts of speed and will aggressively attack smaller Jastraks are aggressive and are quite willing to
creatures that approach them. One snap of a giant turtle‘s jaws initiate combat with unknown foes as a way of testing their
can cut a human in half, and these creatures aren‘t fussy about opponent‗s strength. Their blindness often works to their
what they eat. advantage as they ignore distractions, obstacles, and tactical
concepts that are dependent upon sight.
A jastrak will leap to the attack and then commence a
savage flurry of attacks in order to bring its foe low as swiftly
as possible. It uses its tail primarily to deal with threats to its KIRRE
rear but will strike at enemies along its flank if necessary. Large beast, unaligned
Source, Stats: MM 336, DMG 274 – 281, SKT 240
KILLER WHALE Source, Creature: 2E DS MC Appendix I
Huge beast, unaligned Armor Class 14
Source: MM 331 Hit Points 68 (8d10+24)
LAST SEA ONLY Speed 40 ft.
This creature can only be found in the area of the Last Sea. STR DEX CON INT WIS CHA
To the rest of Athas, it does not exist. 18 (+4) 18 (+4) 16 (+3) 3 (-4) 12 (+1) 8 (-1)
Armor Class 12 (natural armor) Skills Perception +3, Stealth +8
Hit Points 90 (12d12+12) Senses passive Perception 13
Speed 0 ft., swim 60 ft. Languages -
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
19 (+4) 10 (+0) 13 (+1) 3 (-4) 12 (+1) 7 (-2) Innate Psionics, Otherworldly Perception. The kirre can
Skills Perception +3 sense the presence of any creature within 30 feet of it that is
Senses blindsight 120 ft., passive Perception 13 invisible or on the Ethereal Plane. It can pinpoint such a
Languages – creature that is moving.
Challenge 3 (700 XP)
Echolocation. The whale can‘t use its blindsight while Innate Psionics, Nondetection. The kirre can't be targeted or
deafened. detected by any divination magic or perceived through
magical scrying sensors.
Hold Breath. The whale can hold its breath for 30 minutes.
Innate Psionics, Spell Turning. The kirre has advantage on
Keen Hearing. The whale has advantage on Wisdom saving throws against any spell that targets only the kirre (not
(Perception) checks that rely on hearing. an area). If the kirre‘s saving throw succeeds and the spell is
ACTIONS of 7th level or lower, the spell has no effect on the kirre and
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. instead targets the caster.
Hit: 21 (5d6+4) piercing damage.
Keen Smell. The kirre has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Multiattack. The kirre makes four attacks: one with its bite,
one with its claws, one with its horns, and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 9 (1d10+4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 17 (3d8+4) slashing damage.

Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 9 (1d10+4) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 9 (1d10+4) piercing damage.
NOTES:
For ease of 5E compatibility, I treated the kirre as a step up on
a tagster/tigone/kirre ladder
DCR ½, OCR 6

The kirre is one of the more vicious animals of the forests and
jungles of Athas. Resembling a tiger in many ways, the kirre is
a beast not to be trifled with.
At first glance, the kirre looks like a great cat, but
upon closer examination, the differences quickly become
clear. The
kirre is eight feet in length and has eight legs, each ending in
paws which sport very sharp claws. The kirre also has large
horns on either sides of its head and a sharp barbed tail spike
often used as a weapon. The mouth of the kirre is large and
has sharp, canine teeth, which are used mostly for tearing food
that has been killed. The kirre is a fur-covered animal with SILK WYRM
coloration similar to a tiger (both are striped). But where are a Huge beast, unaligned
tiger is striped in black and orange, the kirre is striped in Source, Stats: MM 325 & DMG 274 – 281
brown and grey. This coloration is consistent all over the Source, Creature: 22E DS Campaign Setting
kirre‘s body, with the exception of its face, which is all grey. Armor Class 16 (natural armor)
The yellow eyes of this creature against the dark grey fur of its Hit Points 69 (6d12+30)
face create a fearsome appearance. Speed 30 ft., fly 40 ft.
Being predators by nature, kirre are very well STR DEX CON INT WIS CHA
equipped for combat. This creature is viciously fast in combat 22 (+6) 16 (+3) 18 (+5) 3 (-4) 12 (+1) 3 (-4)
and attacks with a ferocious flurry, using its limbs, teeth, Skills Perception+3, Stealth +5
horns, and tail as weapons. Senses blindsight 10 ft., darkvision 60 ft., passive Perception
Like many of the creatures of the Athas, kirres have 12
natural psionic powers. In addition to increasing its threat as a Languages –
predator, these provide the creature with a powerful defense Challenge 3 (700 XP)
against psionic opponents.
Flyby. The silk wyrm doesn‘t provoke opportunity attacks
Kirres are normally solitary creatures until the
when it flies out of an enemy‘s reach.
approach of their mating season, at which time a male and
female will join and produce offspring. Kirre litters number
Innate Psionics, Shadowform. The silk wyrm can take the
from three to five young. Kirres are mammals, and females
form of a shadow to gain advantage on Dexterity (Stealth)
produce milk for their young. Young kirres survive on milk
checks made in darkness, dim light, or areas of shadow.
for the first five months, at which point they begin to eat solid
food such as small forest animals and other mammals.
Silk Spinner. The silk wyrm can weave strands of silk. It takes
When the female is ready to give birth, both she and
a minute to fully cocoon a paralyzed or incapacitated Medium
her mate will make a den in a remote area of the forest where
size creature. A creature cocooned in this way can use its
they will be unlikely to be disturbed. During the first five
action to make a DC 15 Strength check, escaping from the
months after birth, both the male and female protect their den
cocoon on a success. The silk has AC 10, 10 hit points,
ferociously, attempting to kill any creature who threatens their
resistance to piercing and fire damage, and immunity to
young.
bludgeoning, poison, and psychic damage.
Kirre are a favorite game of many hunting tribes of
ACTIONS
races who live in the forests of Athas. The meat from kirres is
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
some of the finest on all of Athas, and it is sought after by
Hit: 16 (3d6+6) piercing damage, and if the target is a creature
many.
it must succeed on a DC 15 Constitution saving throw or be
Aside from a source of food, the kirre also has other
poisoned for 1d4 days. Until this poison ends, the target is
uses when killed. The creature‘s horns can be cut off and used
paralyzed. The target can repeat the saving throw every 8
as spear heads; in some cases, they can be carved into ornate
hours, ending the effect on itself on a success.
daggers. Also, the tail of a kirre has a sharp, bone spike at its
end that can be fashioned into either an arrow head or a dart.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 19 (3d8+6) bludgeoning damage, and the target
is grappled (escape DC 18). Until this grapple ends, the
creature is restrained, and the snake can‘t constrict another
target.
NOTES:
Giant Constrictor Snake-ish
DCR 2, OCR 4

The silk wyrm is a large flying snake with a hard, chitinous


shell. Although they are quite proportionately slender, the
average adult silk wyrm measures up to 50‘ in length. They
are commonly seen flying through the air during the day
searching for prey, but rarely attack until dusk, when they
assume their shadowform and sneak into a camp to attack.
Creatures paralyzed by the silk wyrm‘s bite remain
conscious. The silk wyrm will drag its paralyzed prey away
and encase it in a sheath of silk, inside which the unfortunate
victim will linger for up to two weeks. During this time, the
silk wyrm will occasionally stick its head into the protective
cocoon and bite the victim, feeding a little and re-paralyzing
it.
The silk casing manufactured by the silk wyrm is
valued in many cities for use in expensive clothing, as it is
flame resistant and very tough. Cutting a captured victim free
can be quite time consuming
BEASTS CR 4
ANTLOID, SOLDIER INIX
Large beast, unaligned Huge beast, unaligned
Source, Stats: MM 21 & DMG 274 – 281 Source, Stats: TftYP 236 & DMG 274 – 281
Source, Creature: 2E DS MC Appendix I Source, Creature: 2E DS Campaign Setting
Armor Class 16 (natural armor) Armor Class 15 (natural armor)
Hit Points 84 (8d10+40) Hit Points 84 (8d12+32)
Speed 40 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 21 (+5) 1 (-5) 12 (+1) 3 (-4) 22 (+6) 12 (+1) 18 (+4) 2 (-4) 10 (+0) 7 (-2)
Skills Perception +3 Senses passive Perception 10
Senses blindsight 30 ft., darkvision 60 ft., passive Perception Languages -
13 Challenge 4 (1,100 XP)
Languages – ACTIONS
Challenge 4 (1,100 XP) Multiattack. The inix makes two attacks: one with its bite and
Keen Sight. The antloid has advantage on Wisdom one with its tail. One attack can be replaced by Swallow.
(Perception) checks that rely on sight.
ACTIONS Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage, and the target is grappled
Hit: 24 (3d12+5) bludgeoning damage, and the target is (escape DC 16). Until this grapple ends, the target is
grappled (escape DC 15). Until this grapple ends, the target is restrained, and the inix can‘t bite another target.
restrained, and the antloid can‘t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one not grappled by the inix. Hit: 13 (2d6+6) bludgeoning
creature. Hit: 9 (1d8+5) piercing damage, and the target must damage. If the target is a creature, it must succeed on a DC 16
make a DC 15 Constitution saving throw, taking 33 (6d10) Strength saving throw or be knocked prone.
poison damage on a failed save, or half as much damage on a
successful one. Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Medium or smaller creature the inix is grappling. Hit: 17
Poison Spray (Recharge 6). The antloid spits poison in a line (2d10+6) piercing damage, the target is swallowed, and the
that is 30 feet long and 5 feet wide, provided that it has no grapple ends. The swallowed target is blinded and restrained,
creature grappled. Each creature in that line must make a DC it has total cover against attacks and other effects outside the
15 Constitution saving throw, taking 24 (7d6) poison damage inix and it takes 10 (3d6) acid damage at the start of each of
on a failed save, or half as much damage on a successful one. the inix‘s turns. The inix can have only one target swallowed
NOTES: at a time.
Semi-inspired by ankheg If the inix dies, a swallowed creature is no longer restrained
DCR 2, OCR 6 by it and can escape from the corpse using 10 feet of
movement, exiting prone.
(See CR 3 Antloid, Worker). NOTES
Soldier antloids grow to be 10‘ in length and have a mottled, The Giant Subterranean Lizard was a great starting point for
dark blue-green-grey exoskeleton. Their large, sharp, the Inix.
oversized mandibles are more specialized for combat. Longer DCR 2, OCR 6
and sleeker than workers, soldiers are also venomous.
Exploration, defense of the warren (and its water The inix is a large lizard midway in size between a kank and
supply) and mating with the queen are the chief jobs of soldier mekillot. It weighs about two tons and grows up to sixteen feet
antloids. They constantly raid surrounding areas for food. long. Its back is protected by a thick shell, while its belly is
covered with a layer of flexible scales.
Inix make spirited mounts, and are capable of
carrying up to seven-hundred and fifty pounds. They move at
steady pace for hours on end, and over short distances, their
charge is as fast as that of a kank. Inix riders often travel in
howdahs, small box-like carriages that are strapped to the
beast‘s back.
The one major drawback to traveling by inix is that
these large herbivores need vast amounts of forage. If they
don‘t get enough to eat they are nearly impossible to control.
Thus, they are seldom used in regions where forage is at a
premium.
In combat, inix slap with their immense tail and bite. packs or communities. These beasts are believed to have
Their bites are capable of grasping man-sized or smaller originally been separated from their kin and survived
opponents and doing additional damage. Their shells are underground for thousands of years. They are blind and have
useful for making armor and their scaly underbellies can be no apparent visual organs. Their color ranges from black to
used to make a type of fine leather armor. light brown. The carapace of the black mastyrial is ridged and
bony, and when completely motionless and low to the ground,
MASTYRIAL, BLACK it resembles rock. There are enormous, gnarled mandibles to
Small beast, unaligned either side of the black mastyrials‘ mouths. So strong are these
Source, Stats: DMG 274 – 281 appendages that they can be used to cut stone and rock. These
Source, Creature: 2E DS MC Appendix II beasts can tunnel into stone and rock to protect themselves
Armor Class 20 (natural armor) from the elements and the few creatures that are their enemies.
Hit Points 45 (6d6+24) When a creature stumbles upon a pack of these beasts
Speed 30 ft., burrow 20 ft. that is on the surface and the intruder seems to be fairly
STR DEX CON INT WIS CHA helpless, the mastyrials attack using their potent natural
20 (+5) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 3 (-4) weaponry. Once a black mastyrial has latched onto its prey,
Skills Perception +2, Stealth +6 typically only the death of the creature or the mastyrial will
Condition Immunities blinded cause it to let go.
Senses blindsight 120 ft. (blind beyond this radius), passive Black mastyrials spend most of their time hibernating
Perception 12 beneath the surface of the rock with only the top of their head
Languages telepathy 120 ft. exposed to view. Mastyrials so concealed are nearly invisible.
Challenge 3 (700 XP) If a creature wanders within 100 feet of a pack of concealed
black mastyrials, it is detected by one of the beasts. Black
Camouflage. The mastyrial has advantage on Dexterity
mastyrials then use their psionic abilities to communicate and
(Stealth) checks made to hide.
prepare an ambush.
The blindsight of the black mastyrial is the result of a
Grappler. The mastyrial has advantage on attack rolls against
combination of echolocation and innate psionic senses.
any creature grappled by it.
Mastyrial packs use a form of natural telepathy to
communicate with themselves. If several members of the pack
Keen Hearing. The mastyrial has advantage on Wisdom
are bested, the remaining members will sound a retreat and
(Perception) checks that rely on hearing.
scatter, each burrowing to its own escape.
Black mastyrials live in a communal environment but
Pack Tactics. The mastyrial has advantage on an attack roll
are confined by their solitary nature. Each beast tunnels its
against a creature if at least one of the mastyrial's allies is
own dwelling within the community and they are all members
within 5 feet of the creature and the ally isn't incapacitated.
of the same family or pack. All other beasts, including black
ACTIONS
mastyrials from outside of the pack, are considered to be prey.
Multiattack. The mastyrial makes two attacks: one with its
Because of sparse food supplies in their ecosystem, mastyrials
claws and one with its sting.
attack almost any creature wandering into their midst. The
pack is intimidated by creatures larger than giant-sized, and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
only attacks such foes during periods of severe famine.
Hit: 12 (2d6+5) piercing damage.
Black mastyrials are far more intelligent than the
desert mastyrials and have developed a group intelligence.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
They are in constant psionic contact with one another.
Hit: 8 (1d6+5) bludgeoning damage, and the target is grappled
Therefore, there is a sense of history and learning that far
(escape DC 15). The mastyrial attacks and grapples with both
exceeds their animal intelligence. Each black mastyrial has the
claws at the same time. If the mastyrial has a creature
knowledge of its ancestors. If part of the pack survives an
grappled, it can use its bite as a bonus action.
encounter with a creature, any weakness experienced is
incorporated into the pack and exploited in any future
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one
encounters with this type of being.
creature. Hit: 8 (1d6+5) piercing damage, and the target must
The black mastyrial is carnivorous, but it also serves
make a DC 14 Constitution saving throw, taking 10 (3d6)
as a scavenger and clears nearby dead. The claws and pincers
poison damage on a failed save, or half as much damage on a
of the black mastyrial are highly sought for use in weapon
successful one.
crafting.
NOTES:
DCR 2 , OCR 6
(CR 4 also happens to be the lowest CR where an AC 20
monster appears in vanilla 5E)

The black mastyrial makes its home in the mountainous


regions of Athas. The creature spends most of its time in a
state of stasis resembling hibernation.
Black mastyrials are similar to mastyrials, but they
are only 3 feet long. They are social creatures, living in small
REZHATTA BEETLE SPINEWYRM
Huge beast, unaligned Large beast, unaligned
Source, Stats: DMG 274 – 281 Source, Stats: MM 325 & DMG 274 – 281
Source, Creature: 2E DS Black Spine & Dragon Kings Source, Creature: 2E DS MC Appendix II
Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Hit Points 100 (9d12+48) Hit Points 69 (8d10+24)
Speed 30 ft. Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 23 (+6) 1 (-5) 7 (-2) 3 (-4) 24 (+7) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 3 (-4)
Senses blindsight 30 ft., passive Perception 8 Skills Stealth +4, Perception+3
Languages - Senses blindsight 10 ft., darkvision 60 ft., passive Perception
Challenge 4 (1,100 XP) 13
ACTIONS Languages -
Horns. Melee Weapon Attack: +8 to hit, reach 10 ft., one Challenge 4 (1,100 XP)
target. Hit: 28 (5d8+6) bludgeoning damage. If the target is a Flyby. The spinewyrm doesn't provoke opportunity attacks
creature, it must succeed on a DC 16 Strength saving throw or when it flies out of an enemy's reach.
be knocked prone.
NOTES Spined Hide. At the start of each of its turns, the spinewyrm
DCR 3, OCR 5 deals 4 (1d8) piercing damage to any creature grappling or
grappled by it.
Smaller cousins to the giant rezhatta beetles that are typically ACTIONS
used by the armies of the sorcerer kings as undead siege Multiattack. The spinewyrm makes two attacks: one with its
engines, the rezhatta beetle—a sort of giant rhinoceros bite and one with constrict.
beetle—is a massive, durable, terrifying beast.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one
creature. Hit: 14 (2d6+7) piercing damage.

Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one


creature. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8)
piercing damage, and the target is grappled (escape DC 19).
Until this grapple ends, the creature is restrained, and the
snake can‘t constrict another target.

Innate Psionics, Invisibility. The spinewyrm turns invisible


until it attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the spinewyrm
wears or carries is invisible with it.
NOTES:
Giant Constrictor Snake ish, some devil and imp
DCR 2, OCR 6

The spinewyrm is a 30-foot-long, more heavily armored


relative of the silk wyrm, that kills its victims by constriction.
Like the silk wyrm, the spinewyrm has a hard, chitinous shell
of bony plates that run from head to tail. This natural armor
makes it very difficult to damage these creatures, and rows of
cruel spikes adorn the plates, providing additional protection
as well as offense. These spines impale a victim caught by the
vice-like grip of the spinewyrm‘s constriction. Though these
serpents have no wings, they can fly because of a special
organ unique to the wyrms of Athas.
This creature is a psionic predator that flies over the
Tablelands of Athas in search of unwary prey. When a
spinewyrm spots a likely candidate for its next meal, it favors
using its innate psionics to become invisible. Thus hidden, the
creature dives, attempting to wrap around and constrict its
prey before it is aware of the danger.
Like the teeth of a shark, the hundreds of spines
adorning a spinewyrm are constantly growing and being
replaced.
The spinewyrm is a solitary creature that roams the
countryside searching for food. Occasionally groups of two to
six spinewyrms are seen traveling together. Since this
generally happens during the same time of year, it is believed
to be some type of mating migration.
The spinewyrm is fascinated by any shiny objects
and collects these things in its lair. Often gems, coins, jewelry,
and any other object that glistens can be found in the
spinewyrm‘s nest.
Spinewyrm nest are usually kept on some remote
peak, and are typically built into a shallow cave that allows the
spinewyrm to hide when they sleep and feed. When feeding,
the spinewyrm disconnects its lower jaw and envelopes its
prey whole. Depending on the size of the meal, it could take
from 1 to 6 hours to ingest the entire being. Sufficient
digestion to allow flight could take another one to six hours.
BEASTS CR 5
ANTLOID, DYNAMIS metasoma segment. Dynamis‘ bodies house large brains,
Large beast, unaligned which give this species its intellect and psionic abilities.
Source, Stats: MM (various) & DMG 274 – 281 Dynamis stay in contact with other dynamis within
Source, Creature: 2E DS MC Appendix I their warren via a natural ability to mindlink with one another.
Armor Class 17 (natural armor, psionics) Dynamis prefer to combine their powers when attacking.
Hit Points 84 (8d10+40) Dynamis will not hesitate to use all of their powers in
Speed 40 ft. skirmishes, and they will sacrifice themselves to protect the
STR DEX CON INT WIS CHA queen.
20 (+5) 13 (+1) 20 (+5) 6 (-2) 18 (+4) 3 (-4) As masters of the warren, dynamis make sure soldiers
Skills Perception +7, Stealth +4 explore for food, workers keep busy, and that the queen is
Senses blindsight 30 ft., darkvision 60 ft., passive Perception protected and comfortable at all times.
17
Languages telepathy 120 ft. BARBED SCORPION
Challenge 5 (1,800 XP) Large beast, unaligned
Innate Psionics, Double Pain. Once per turn, when dealing Source, Stats: DMG 274 – 281
damage to a creature it can see, the dynamis can deal an extra Source, Creature: 2E DS MC Appendix II
10 (3d6) psychic damage to that creature. Armor Class 18 (natural armor)
Hit Points 66 (7d10+28)
Innate Psionics, Cause Decay. The dynamis deals double Speed 40 ft.
damage to objects and structures. STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 1 (-5) 9 (-1) 3 (-4)
Innate Psionics, Chemical Simulation. The dynamis can Senses blindsight 60 ft., passive Perception 9
secrete acid (included in bite attack). Languages –
Challenge 5 (1,800 XP)
Innate Psionics, Shadowform. The dynamis can take the form Spined Hide. At the start of each of its turns, the scorpion
of a shadow to gain advantage on Dexterity (Stealth) checks deals 4 (1d8) piercing damage to any creature grappling or
made in darkness, dim light, or areas of shadow. grappled by it.
ACTIONS
Keen Sight. The dynamis has advantage on Wisdom Multiattack. The scorpion makes three attacks: two with its
(Perception) checks that rely on sight. claws and one with its sting.
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8+5) bludgeoning damage plus 10 (3d6) acid Hit: 9 (1d8+5) bludgeoning damage, and the target is grappled
damage, and the target is grappled (escape DC 15). Until this (escape DC 15). The scorpion has two claws, each of which
grapple ends, the target is restrained, and the dynamis can‘t can grapple only one target.
bite another target.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Innate Psionics, Deathfield (Recharge 6). Each creature creature. Hit: 10 (1d10+5) piercing damage, and the target
within 30 feet of the dynamis must make a DC 15 Wisdom must make a DC 14 Constitution saving throw, taking 22
saving throw, taking 24 (7d6) necrotic damage on a failed (4d10) poison damage on a failed save, or half as much
save, or half as much damage on a successful one. damage on a successful one.
NOTES:
Innate Psionics, Leadership (Recharges after a Short or DCR 2, OCR 8
Long Rest). For 1 minute, the dynamis can give a telepathic
command or warning whenever a nonhostile creature that it Barbed scorpions are large creatures that prey on any living
can see within 30 feet of it makes an attack roll or a saving thing they find. They make their homes in caves among the
throw. The creature can add a d4 to its roll provided it is rocky badlands, but are found all over Athas, living wherever
conscious. A creature can benefit from only one Leadership they can find enough food to exist. Barbed scorpions average
die at a time. This effect ends if the dynamis is incapacitated. 10 feet long from pincher to tail. Their carapace is a dull gray
NOTES: to a dusty tan. They are covered with large, sharp, protruding
Stole from a number of MM creatures barbs that can cause terrible damage to anyone who gets close
DCR 3, OCR 7 to these creatures. Their long, segmented tail is as long as their
body and arcs overhead with a venomous stinger the size of a
(See CR 3 Antloid, Worker). short sword. They make a terrible clacking noise as they move
Dynamis are the strangest and most deadly of the antloids. about.
Their exoskeleton is grey-black in color. They have a greatly A barbed scorpion attacks any living being that
enlarged center body segment, a small head, and a vestigial approaches it. It moves about, wildly attacking with both of its
pinchers and its venomous tail. A barbed scorpion is not drik from behind the head all the way to the tail. This shell is a
immune to its own venom. dark gray, speckled white with bone chips. The scaly hide of
Barbed scorpions travel and hunt for food either the drik is a deep brown, though some appear light brown or
alone or in small swarms. Barbed scorpions prey on wild even yellow. The drik‘s heavy body is supported by four thick,
animals and weary travelers. Their dens often contain the stublike legs, each sporting four huge claws. The drik‘s head
indigestible remains of former prey. is enormous and has two black eyes. It has and a large mouth
capable of swallowing a human whole. Several jagged tusks
DRIK protrude menacingly from below the creature‘s mouth.
Gargantuan beast, unaligned The drik communicates with other driks through
Source, Stats: VGtM 139 & DMG 274 – 281 grunts and bellows.
Source, Creature: 2E DS MC Appendix II The drik‘s short legs and great weight make it a
Armor Class 15 (natural armor) ponderous beast, but this apparent lethargy conceals the
Hit Points 121 (9d20+27) beast‘s surprising prowess in melee. Its primary form of attack
Speed 30 ft. is its bite—a drik‘s head and neck are actually quite agile
STR DEX CON INT WIS CHA when it holds them away from the resin shell, almost as if its
23 (+6) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) head and neck weren‘t connected to its gargantuan body. A
Damage Immunities Poison casual observer might fall victim to the drik‘s unnatural
Senses passive Perception 10 quickness and reach. A drik can also attack with its clawed
Languages - forelegs, but the animal needs at least three legs on the ground
Challenge 5 (1,800 XP) to maintain balance and support its immense weight.
Therefore, only one foreleg attack can be made at a time.
Siege Monster. The drik deals double damage to objects and
Wild driks live in small family units dominated by a
structures.
single female. Other adult females are not welcome within a
family. They generally eat the grasses and shrubs of the
Stable. Whenever an effect knocks the drik prone, it can make
badlands or the slower animals they can catch. Feral driks
a DC 10 Constitution saving throw to avoid being knocked
often lie still and wait for unwary creatures to wander within
prone.
attack range. They drink from the Black Waters, making it
ACTIONS
fairly easy for trappers to locate them. Driks are the only
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
animals known that can ingest Hamanu‘s terrible poisons from
Hit: 28 (5d8+6) slashing damage, and the target must succeed
the Black Waters and survive.
on a DC 15 Strength saving throw or be knocked prone.
In captivity, driks are ideal animals for siege combat.
Their great size and natural protection are quite valuable and
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
useful. Some driks are used to pull massive siege towers or
Hit: 28 (5d8+6) piercing damage and the target is grappled
wagons, but often they are used as individual, mobile weapons
(escape DC16). Until this grapple ends, the target is restrained,
platforms, with their shells reshaped, and siege weapons and
and the drik can't bite another target.
fortifications built directly onto them.
A drik mother lays its eggs in the Black Waters every
Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one
three years. The young then find the nearest adult female (not
Large or smaller creature the drik is grappling. Hit: 28
necessarily its mother) and become part of that family. A drik
(5d8+6) piercing damage, the target is swallowed, and the
reaches adulthood in two years and can live to be 30 years old.
grapple ends. The swallowed target is blinded and restrained,
An adult drik weighs roughly 5 tons and can carry as much as
it has total cover against attacks and other effects outside the
2,000 pounds on its back before it simply refuses to move. A
drik and it takes 16 (3d10) acid damage at the start of each of
drik can pull as much as 10 tons on wheeled vehicles or drag 5
the drik‘s turns. The drik can have only one target swallowed
tons behind it on a litter or similar platform.
at a time.
A drik is particularly foul-tempered in captivity. In
If the drik dies, a swallowed creature is no longer
battle, each drik has its own psionic master who directs its
restrained by it and can escape from the corpse using 10 feet
activities. However, in the everyday life of a captive drik,
of movement, exiting prone.
trainers must deal with them without the benefit of psionicists.
NOTES: Casualties among drik trainers are high. No driks have been
Bronto-ish bred in captivity.
DCR 4, OCR 6

A drik is a powerful and massive herd lizard. Its sheer bulk


gives it an awesome might, making young driks targets for
beast masters from both Urik and Raam to serve in their
armies. The capture of the young driks has all but depleted the
wild drik.
A drik is a powerful animal, built low to the ground
and covered by a thick horn-encrusted shell. At birth the drik
has no shell. But while growing, the young drik secretes a
resin and bits of bone that form the beast‘s carapace. The shell
hardens as the creature matures to an adult and protects the
GIANT DUNECRAB HATORI
Huge beast, unaligned Huge beast, unaligned
Source, Stats: SKT 240 & DMG 274 – 281 Source, Stats: MM 324 & DMG 274 – 281
Source, Creature: Terrors of Athas Source, Creature: Terrors of Athas, 2E MM
Armor Class 17 (natural armor) Armor Class 15 (natural armor)
Hit Points 84 (8d12+32) Hit Points 85 (9d12+27)
Speed 30 ft., swim 30 ft. Speed 20 ft., swim (silt or sand) 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 18 (+4) 3 (-4) 11 (+0) 3 (-4) 24 (+7) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)
Skills Stealth +2 Skills Stealth+5
Senses blindsight 30 ft., passive Perception 10 Senses passive Perception 10
Languages - Languages -
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Shell Camouflage. While the crab remains motionless with its Sand Swimmer. The hatori can swim in silt or sand, but not
eyestalks and pincers tucked close to its body, it resembles a water.
natural rock formation or sand dune. A creature within 30 feet ACTIONS
of it can discern its true nature with a successful DC 15 Multiattack. The hatori makes two attacks: one with its bite
Intelligence (Nature) check. and one with its tail. One attack can be replaced by Swallow.

Silt Swimmer. The dunecrab can swim through silt. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
ACTIONS Hit: 20 (3d8+7) piercing damage, and the target is grappled
Multiattack. The dunecrab makes two attacks with its claws. (escape DC17). Until this grapple ends, the target is restrained,
and the hatori can't bite another target.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 22 (3d10+6) bludgeoning damage, and the target is Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target
grappled (escape DC 16). The dunecrab has two claws, each not grappled by the hatori. Hit: 17 (3d6+7) bludgeoning
of which can grapple only one target. damage. If the target is a creature, it must succeed on a DC 17
NOTES: Strength saving throw or be knocked prone.
Hulking Crab, but silt, changed stats
DCR 3, OCR 7 Swallow. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Large or smaller creature the hatori is grappling. Hit: 20
A giant dunecrab has a body 15 to 20 feet in diameter. Its shell (3d8+7) piercing damage, the target is swallowed, and the
can blend in with silt and sand, or look like a large rock grapple ends. The swallowed target is blinded and restrained,
formation. it has total cover against attacks and other effects outside the
hatori and it takes 16 (3d10) acid damage at the start of each
of the hatori‘s turns. The hatori can have only one target
swallowed at a time.
If the hatori dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using 10 feet
of movement, exiting prone.
NOTES:
Giant Crocodile, changed speeds and stats, gave it a swallow
DCR 2, OCR 8

Hatori are the crocodiles of the sands. They have a hard,


knobby hide that ranges through many colors and is
indistinguishable from stone. Hatori are shaped like
overgrown lizards with flipper-like appendages that they use
along with their tail to "swim" in the desert sands. Hatori
move awkwardly on any other surface but sand and silt.
JALATH’GAK jalath‘gak‘s abdomen stores blood and nectar. When the insect
Huge beast, unaligned has recently fed, the abdomen bulges, becoming a deep red or
Source, Stats: DMG 274 – 281 yellow. If the insect hasn‘t fed in a few weeks, the abdomen
Source, Creature: 2E Thri-Kreen of Athas sags, limp and gray. The rest of the insect‘s coloring is a
Armor Class 15 (natural armor) pattern of black and bright blue.
Hit Points 73 (7d12+28) Jalath‘gak communicate with each other with
Speed 20 ft., fly 60 ft. pheronomes. Thri-kreen and other insects can communicate
STR DEX CON INT WIS CHA with them in a rudimentary fashion with their own
22 (+6) 14 (+2) 18 (+4) 1 (-5) 10 (+0) 3 (-4) pheronomes, but complex ideas cannot be conveyed.
Senses passive Perception 10 The jalath‘gak can always attack with its mandibles
Languages – and claws. It can either hover and attack, or land and rear back
Challenge ½ (100 XP) on its abdomen. The round after the mandible hits, and each
round thereafter, the jalath‘gak drains blood. A jalath‘gak that
ACTIONS
slays a victim by blood drain will remain attached to the body
Multiattack. The jalath‘gak makes three attacks: two with its
for several more rounds before moving on.
claws and one with its bite or blood drain.
If severely wounded, a jalath‘gak will release its stink
cloud and try to escape.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
In the wild, these insects live in large swarms. Unlike
Hit: 19 (3d8+6) piercing damage, and the target is grappled
hive insects, jalath‘gak don‘t cooperate. Their eggs are simply
(escape DC 16). Until this grapple ends, the target is
dropped from the ever-flying swarm into the hot desert sends.
restrained, and the jalath‘gak can‘t bite another target.
Although only one egg in 1,000 hatches, this is sufficient to
maintain the numbers of the swarm.
Blood Drain. One creature grappled by the jalath‘gak loses 20
Some thri-kreen packs have domesticated the
(4d6+6) hit points due to blood loss and must make a DC 14
jalath‘gak, and use them to pull heavy loads during migration.
Constitution saving throw. On a failed save, the target's hit
At great need the abdomen can be cut off to provide food or
point maximum is reduced by the same ammount. If this effect
water, or to pull an exceptionally heavy load. Wthout its
reduces a creature's hit point maximum to 0, the creature dies.
abdomen, a jalath‘gak will function normally for 3 to 4 days
This reduction to a creature's hit point maximum lasts until the
and then die.
creature finishes a long rest or until it is affected by a spell like
Attempts to harness the jalath‘gak for flight have
greater restoration.
been unsuccessful. It cannot carry much weight, and its wings
and legs are prone to damage when harnessed. Also, the most
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
common domestication techniques render them flightless.
Hit: 15 (2d8+6) slashing damage.
The abdomen yields 16 gallons of water and enough
blood/nectar plasma for 32 common meals, for the hardy.
Stink Cloud (Recharges after a Short or Long Rest). A 15-
Jalath‘gak wings are sought by the artists of Raam and Draj as
foot-radius cloud of nauseating gas extends all around the
canvasses. An undamaged set of wings can be sold for 50cp.
jalath‘gak. Each creature that starts its turn within the cloud
must make a DC 15 Constitution saving throw against poison.
On a failed save, the creature is poisoned until the end of its
next turn and it spends its action that turn retching and reeling.
Creatures that don't need to breathe or are immune to poison
automatically succeed on this saving throw. A moderate wind
(at least 10 miles per hour) disperses the cloud after 4 rounds.
A strong wind (at least 20 miles per hour) disperses it after 1
round. Otherwise, the cloud lingers in the area for 1 minute.
Jalath‘gak are immune to these effects.
NOTES:
DCR 2 (71-85), OCR 8

First domesticated by the kreen of the distant North, wild


jalath‘gak are the scourge of herdsmen throughout the
Tablelands. It is an enormous winged insect, 13 feet long, with
a wingspan of nearly 20 feet. The head is long and narrow so
that it may fit into smell areas to collect blood or nectar. Its
mandibles are extremely strong, and are hollow to draw
nourishment. Long whiskers on the top of its heed detect
pheromones and other odors; these are always moist, and are
drawn beck against the head during combat. The creature‘s
exoskeleton is firm but brittle. The creature‘s six limbs join to
its thorax, and sport long dagger-like talons. The thin wings,
also attached to the thorax, fold close against the creature‘s
side when not in use, extending a few feet behind the creature.
When spread, the fragile-looking wings are transparent. The
SILT HORROR, BROWN The brown horror is a very feared form of silt horror, since it
Huge beast, unaligned can force its victims to come to it. It is not actually brown, its
Source, Stats: MM 36 & 326, & DMG 274 – 281 skin is more of a dirty white color. Against the pearly silt, the
Source, Creature: 2E DS MC Appendix I tentacles flailing in the air often appear brown.
Armor Class 13 (natural armor) The brown horror lies in wait beneath the silt, like
Hit Points 126 (12d12+48) most varieties of silt horror. Its unique features include using
Speed 20 ft., swim 60 ft. precognition to determine the strength of the opposition and
STR DEX CON INT WIS CHA the best time to attack. If it senses that the opponent is too
24 (+7) 13 (+1) 19 (+4) 4 (-3) 10 (+0) 4 (-3) strong for it, it tries to use its domination power to take over
Skills Perception+6 the victim. The brown horror is blind and deaf, but it can
Senses blindsight 120 ft., passive Perception 16 psionically detect light and sounds. A brown horror always
Languages – has at least one tentacle just a fraction below the surface. It
Challenge 1 (200 XP) uses this sensing tentacle to find out what is going on around
it. When it attacks, it attempts to grasp an opponent with its
Blind and Deaf. The silt horror is immune to any effects that
tentacles and drag them below the silt to suffocate.
require sight or hearing.
The brown horror is a solitary creature, found only in
the silt. It is the most active of the horrors, ranging far in
Innate Psionics, Precognition. The silt horror cannot be
search of food. A brown horror lives about 45 years, and must
surprised and has advantage on initiative checks. In addition,
eat at least once a month. Brown horrors are actually the
once per day as an action the silt horror can gain the benefits
products of cross breeding between two other types of horrors.
of the augury spell.
The brown horror is always hungry. It even attacks
other horrors. It always attempts to dominate other horrors,
Silt Swimmer. The silt horror can swim through silt.
being smaller and unable to stand up to the larger horrors in
ACTIONS
physical combat. The brown horror has no natural enemies
Multiattack. The silt horror attacks with its tentacles twice.
except the other horrors. It can be eaten, but the few giants
who have tried it said that the taste left much to be desired.
Tentacles. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Any severed tentacles take two weeks to grow back,
target. Hit: 18 (2d10+7) bludgeoning damage. If the target is a
each.
creature, it is grappled (escape DC 17). Until this grapple
ends, the target is restrained. The silt horror can grapple two
targets with its tentacles, or grapple one target twice.

Innate Psionics, Domination (Recharges after a Short or


Long Rest). One creature within 90 feet of the silt horror must
succeed on a DC 14 Wisdom saving throw or be magically
charmed for 1 day. The charmed target obeys the silt horror's
mental commands. If the target suffers any harm from the silt
horror or another creature or receives a suicidal command
from the silt horror, the target can repeat the saving throw,
ending the effect on itself on a success. If a target's saving
throw is successful, or if the effect ends for it, the creature is
immune to the silt horror's Domination for the next 24 hours.

Sand Cloud (Recharges after a Short or Long Rest). A 20-


foot radius cloud of silt or sand extends all around the silt
horror. The area is heavily obscured for 2 rounds. After
releasing the cloud, the silt horror can use the Dash action as a
bonus action. The silt horror can only use this ability in silt or
sand, and it has no effect if it is raining or if there is a strong
wind.
NOTES:
Scaled up and modded silt horror
DCR 4, OCR 6
BEASTS CR 6
BEAR, ATHASIAN NOTES:
Large beast, unaligned Inspired by Cave Bear stats
Source, Stats: MM 334, & DMG 274 – 281 Athasian bears should be the very pinnacle of stuff a Moon
Source, Creature: 2E DS MC appendix II, Terrors of Athas, Druid can turn into.
The Obsidian Oracle DCR 4, OCR 9
Armor Class 18 (natural armor)
Hit Points 84 (8d10+40) The noble shook his head clear, then raised his eyes
Speed 40 ft., climb 40 ft. to the creature that had so nearly used the Way to kill them.
STR DEX CON INT WIS CHA When he saw what had crawled into the passage after them,
26 (+8) 11 (+0) 20 (+5) 3 (-4) 13 (+1) 7 (-2) Agis almost wished that the passage had remained dark. He
Skills Perception+4 was staring at a fanged behemoth with a black nose the size of
Senses Darkvision 60 ft., passive Perception 14 his own head and a squarish snout longer than the skiff’s bow.
Languages Athasian Bear The beast’s enormous jaws hung parted in exhaustion, the tip
Challenge 6 (200 XP) of a scarlet tongue just showing from between its lips, streams
Grappler. The bear has advantage on attack rolls against any of drool running off the flews of its mouth. At the other end of
creature grappled by it. the muzzle were a pair of tiny, fatigued eyes, set into a round,
thick-boned skull covered by brown fur. Atop the head sat a
Keen Smell. The bear has advantage on Wisdom (Perception) pair of perky round ears, eerily gentle in their juxtaposition to
checks that rely on smell. the rest of the fearsome mien.
The rest of the creature was even more horrifying
Unyielding Fortitude. If damage reduces the bear to 0 hit than its head. Long tufts of brown fur rose from the joints of
points, it must make a Constitution saving throw with a DC of the articulated shell that covered its entire body. Its bulky
5+ the damage taken, unless the damage is psychic or from a shoulders touched the passage walls on both sides, its belly
critical hit. On a success, the bear drops to 1 hit point instead. rested on the stalagmites in the dust bed, and the ridge of its
spine pressed against the ceiling.
ACTIONS
“Ral protect us!” gasped Kester. “A bear!”
Multiattack. The bear makes two attacks: one with its bite and
-Troy Denning, The Obsidian Oracle
one with its claws or hug.
An apex predator on a planet of apex predators, Athasian bears
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
have massive bodies armored in articulated carapaces shot
Hit: 25 (5d6+8) piercing damage.
through with tufts of brown fur. Their furred, thick-boned
skulls have round ears, square snouts, and black noses the size
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
of a man‘s head. Those Athasians who have seen paintings of
target. Hit: 25 (5d6+8) slashing damage, and the target is
ancient bears assume the furry creatures to be dwarven pets;
grappled (escape DC 18). Until this grapple ends, the bear
the bears of today‗s Athas are massive beasts caught and
can't use its claws or hug on another target.
trained for arena fighting. Handlers are frequently needed to
subdue the beasts‘ potent psionic minds, which have
Hug. Melee Weapon Attack: +11 to hit, reach 5 ft., one
developed psychic attacks over the millennia.
creature grappled by the bear. Hit: 25 (5d6+8) bludgeoning
An Athasian bear resembles an armored version of
damage.
the dire bear, though even larger and more ferocious. It has
brown fur and a black snout and paws. A typical Athasian bear
Innate Psionics, Brain Lock (Recharges after a Short or
measures 18 feet long and weighs 14,000 pounds.
Long Rest). One visible sentient creature of the bear‘s choice
Most Athasian bears are strongly psionic, and
must make a DC 16 Wisdom saving throw or be stunned for 1
frequently use their powers to demoralize and stun their foes
minute. The target can repeat this saving throw at the end of
and prey, and drown out their sight behind psychic darkness.
each of its turns, ending the effect on a success.

Innate Psionics, Darkness (Recharges after a Short or Long


Rest). The bear radiates a 10 foot aura of psychic magical
darkness, which foils darkvision. This darkness has no effect
on the bear, and lasts for 1 minute or until dispelled. The light
produced by spells of 2nd level or less is suppressed in this
area, but a 3rd level or higher spell dispels the darkness. As an
action, a creature that can see the aura or is inside it may make
a DC 16 Wisdom saving throw, on a success the darkness is
dispelled.
MASTYRIAL, DESERT moving across the sand are easily detected by the mastyrials‘
Large beast, unaligned keen senses.
Source, Stats: DMG 274 – 281 The tough, chitinous shell of the mastyrial gives the
Source, Creature: 2E DS MC Appendix II beast formidable defenses and a near-immunity to any blunt or
Armor Class 20 (natural armor) crushing weapon. To make things worse, the beast
Hit Points 57 (6d10+24) regenerates, and if severely wounded it tunnels under the sand
Speed 40 ft., burrow 10 ft. to nurse its wounds and lie in wait. Needless to say, they are
STR DEX CON INT WIS CHA hard to kill.
22 (+6) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 3 (-4) Mastyrials are solitary creatures and are generally
Damage Resistances bludgeoning found in small groups of 1 – 3. They tend to live underground
Skills Perception +3, Stealth +6 or in crevasses or ruins. The male of the species is smaller
Senses blindsight 120 ft., passive Perception 13 than the female. Mastyrials mate just once in their lives. After
Languages – mating, the female stings the male with its venom and ingests
Challenge 6 (700 XP) him. The male makes no attempt to escape even if the sting
doesn‘t kill him outright. Each lair has 4 – 20 mastyrial eggs.
Echolocation. The mastyrial can‘t use blindsight while
The mastyrial‘s natural diet usually consists of giant
deafened.
spiders, giant ants, and other giant versions of Athasian insects
and arachnids. The mastyrial acts as a form of pest control in
Keen Hearing. The mastyrial has advantage on Wisdom
the deserts of Athas. The beast rarely eats anything that it
(Perception) checks that rely on hearing.
didn‘t kill and never eats the carcass of any animal that was
killed more than an hour prior.
Regeneration. The mastyrial regains 3 hit points at the start of
The chitinous shell of the mastyrial is valued by
its turn if it has at least 1 hit point.
warriors for its protective qualities and its ventilation. The
ACTIONS
shell is frequently used as material in shields and armor. The
Multiattack. The mastyrial makes three attacks: two with its
poison is also highly sought by both defilers and assassins.
claws and one with its sting.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 10 (1d8+6) bludgeoning damage, and the target is
grappled (escape DC 16). The mastyrial has two claws, each
of which can grapple only one target.

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one


creature. Hit: 11 (1d10+6) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 22
(4d10) poison damage on a failed save, or half as much
damage on a successful one.
NOTES:
DCR 3, OCR 9

The mastyrial lives in the desert regions of Athas, spending


most of its time hibernating beneath the sands. It resembles an
oversized scorpion. The creature propels itself using its six
legs and has large jagged claws and a tail that makes up most
of its length.
The mastyrial is deep brown to orange-red and has a
striped pattern on its back that resembles drifting sand when
viewed from a distance. This affords the beast a form of
camouflage if gusting wind uncovers its top while in a deep
state of sleep. However, some mastyrial lack any pigment at
all. The mastyrial has two areas of darker skin on its head that
resemble eyes. Its real eyes are smaller and farther forward on
the creature‘s head. The mastyrial spends most of its life
underground and relies on its other senses, particularly its
hearing. Similar to bats, the mastyrial emits clicking sounds
that allow it to determine the direction and distance of the
nearest prey. Other than the clicking sounds and the sounds
made when in motion, this fell beast is completely silent and
seems almost supernatural in combat.
Mostly, the mastyrial lies asleep in a state of
hiberation. But if the creature detects prey within striking
distance, it bursts from its resting place and attacks. Victims
MEKILLOT handlers. Because of the difficulties of controlling these
Gargantuan beast, unaligned beasts, most caravans rely on psionicists with the appropriate
Source, Stats: MM 332 & DMG 274 – 281 powers to drive them.
Source, Creature: 2E DS Campaign Setting In a fight, mekillots attack by striking with their long
Armor Class 15 (natural armor), 11 from underneath tongues and attempting to grasp the victim and draw it into
Hit Points 139 (9d20+45) their mouths. Swallowed victims are slowly killed by the great
Speed 30 ft. beast‘s digestive system.
STR DEX CON INT WIS CHA Mekillots protect their vulnerable undersides by
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 6 (-2) instinctively dropping to their bellies when anything moves
Senses passive Perception 10 beneath them. This tends to flatten creatures, but may injure
Languages - the mekillot, depending on what it is trying to flatten.
Challenge 6 (2,300 XP)
Sticky Tongue. If RUKTOI
ACTIONS Huge beast, unaligned
Sticky Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., Source, Stats: MM 328 & DMG 274 – 281
one Large or smaller creature. Hit: the target is grappled and Source, Creature: 2E DS MC Appendix II
must succeed on a DC 18 Strength saving throw, or be pulled Armor Class 14 (natural armor)
to a space adjacent to the mekillot. If the target is pulled, the Hit Points 126 (11d12+55)
mekillot can make a bite attack against it as a bonus action. Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (+6) 12 (+1) 21 (+5) 3 (-4) 10 (+0) 5 (-3)
Hit: 22 (3d10+7) piercing damage. If the target is a Large or Skills Perception +3, Stealth +4
smaller creature, it must succeed on a DC 18 Dexterity saving Senses blindsight 60 ft., passive Perception 13
throw or be swallowed by the mekillot. A swallowed creature Languages –
is blinded and restrained, it has total cover against attacks and Challenge 6 (2,300 XP)
other effects outside the mekillot, and it takes 21 (6d6) acid Keen Smell. The ruktoi has advantage on Wisdom
damage at the start of each of the mekillot's turns. (Perception) checks that rely on smell.
If the mekillot takes 30 damage or more on a single turn
from a creature inside it, the mekillot must succeed on a DC Silt Swimmer. The ruktoi can swim in silt.
21 Constitution saving throw at the end of that turn or ACTIONS
regurgitate all swallowed creatures, which fall prone in a Multiattack. The ruktoi makes two attacks: one with its bite
space within 10 feet of the mekillot. If the mekillot dies, a and one with its grab.
swallowed creature is no longer restrained by it and can
escape from the corpse by using 20 feet of movement, exiting Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
prone. Hit: 22 (3d10+6) piercing damage.

Crush. Melee Weapon Attack: +10 to hit, reach 0 ft., all Grab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
creatures underneath the mekillot. Hit: 29 (4d10+7) Hit: 28 (5d8+6) bludgeoning damage and the target is
bludgeoning damage, and the targets must succeed on a DC 18 grappled (escape DC 16). Until this grapple ends, the target is
Strength saving throw, or be knocked prone. restrained, and the ruktoi can't use its grab on another target.
REACTIONS NOTES:
Instinctive Crush. In response to a creature moving Giant Shark-ish
underneath the mekillot, the mekillot makes a crush attack. DCR 4, OCR 8
NOTES:
I needed a Dark Sun alternative to the Mammoth and the The rukoti is solitary sentinel of the silt sea, able to paddle
Bronto, and a Mekillot was actually a great fit. Custom along its surface or lurk just beneath patiently awaiting prey.
Monster with some help from Mammoth and Purple Worm Some rukoti have been captured and either domesticated or
DCR 5, OCR 7 controlled to ferry passengers or small cargos across the
endless silt basin.
Mekillots are mighty lizards weighing up to six-tons, with The ruktoi‘s limbs all end in three long, splayed
huge, mound-shaped bodies as long as 30 feet. Their backs digits, webbed for use as paddles. The tail ends in a broad flap
and heads are covered with a thick shell that serves as both a of skin that aids in navigating across the surface of the Sea of
sunshade and protection from attacks by other large creatures. Silt. When stationary, the ruktoi‘s light gray skin makes it
Their undersides are covered with much softer scales. almost impossible to see in the silt. Often the ruktoi hovers
Despite their vicious dispositions, mekillots are often lust below the surface with only its snout and eyes exposed.
used as caravan beasts. A hitched pair can pull a wagon Ruktoi have no spoken language. They communicate
weighing 10-20 tons at a slow, plodding pace. Mekillots are with each other through body motions and scent.
never truly tame, however; even when they are hitched to a The ruktoi uses its silt-borne mobility to chase down
wagon, the stubborn creatures have been known to turn off the less agile prey. The creature‘s broad body and limbs aren‘t
road and go wandering off for days without any apparent enough to keep the animal afloat in the silt. The ruktoi uses
reason. They are also noted for making snacks of their innate psionics to lighten itself and levitate within the silt. The
levitation ability does not allow it to rise above the surface of Ruktoi are denizens of the Sea of Silt and the various
the silt hoever. silt basins near its shore. In the wild, they are solitary hunters
In addition to its massive jaws, the ruktoi can use its that prey upon floaters and unsuspecting silt runners.
powerful limbs to crush and immobilize an opponent and Ruktoi associate with each other only to mate. The
smother it beneath the silt. If badly wounded the ruktoi will female lays a dispersed pattern of 10 – 30 eggs that sink to the
release its prey and escape into the silt, confident that are few, bottom of the silt—those that survive the rigors of the silt
if any, creatures capable of following it in its natural habbitat. hatch after six weeks and float to the surface. The young
ruktoi reach adult size in just six weeks.