Inkwell Ideas 5e - Fiendopedia Exotic Aberrations

Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

5e Fiendopedia: Aberrations of the Deep

Monsters compatible with the 5th edition of the world's most famous fantasy role-playing game.

Credits
Monster Conversions: Joe Wetzel
Editing: Charles Green, Jesse Morgan
Artwork: Choker: Bruno Balixa; Eye of the Deep: Eric Quigley;
Froghemoth: Eric Quigley; Gug: Mark Hyzer; Neothelid: Simon Buckroyd

Copyright 2015 Inkwell Ideas, Inc.


Inkwell Ideas is not affiliated with Wizard of the Coast TM and makes no claim or challenge to any of their trademarks.

About the 5e Fiendopedia


The 5e Fiendopedia is designed to augment the monsters available to a game master. Each monster
has its own page including a wonderful color illustration. Print them out, hole-punch them, and place
them in a binder. Keep a binder of just those used in your campaign. Sort them by name, challenge,
environment, or any other way you need them. More 5e Fiendopedia are forthcoming with even more
creatures!

Feedback/Notice a Mistake?
If you see something that seems off, or a way to enhance a creature, please send the comment to
support@inkwellideas.com. We have the opportunity to fix it and put out an update for everyone's
benefit.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Choker
Small Aberration, Chaotic Evil
Challenge 1 (200 XP)
This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.

Str Dex Con Int Wis Cha


16 (+3) 14 (+2) 13 (+1) 4 (-3) 13 (+1) 7 (-1)
Speed 20 ft., Climb 10 ft.
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Undercommon
Actions
Multiattack. A choker may attack with both of its tentacles
in the same round.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
creature. Hit: 1d8+3 bludgeoning damage, and the target is
grappled (escape DC 13). Until this grapple ends, the
creature is restrained, and the choker can't constrict or
attack another target.
Traits
Quickness. A choker is supernaturally quick. It can take an
extra move action during its turn each round.
Strangle. Chokers have an unerring talent for seizing their
victims by the neck. A creature that is grappled by a choker
cannot speak or cast spells with verbal components.
Ecology
Environment any underground
Organization solitary, pair, or clutch (3-8)
Treasure standard
Armor Class 13 (natural armor)
Hit Points 22 (5d6+5)
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless
cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by.
They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.
Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and
standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves
into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any
size, but prefers lone prey of its size or smaller.
Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger
spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the
trappings of society, even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a
difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins
gathered from devoured victims.
This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's
many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing
themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep
hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel
pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop,
attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food
within grasping distance.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Eye of the Deep
Medium Aberration, Lawful Evil
Challenge 5 (1,800 XP)
This 5-foot diameter underwater orb features a dominant central eye, two eyestalks on top, seaweed-like bristles below
and two crab-like pincer arms.

Str Dex Con Int Wis Cha


16 (+3) 10 (+0) 14 (+2) 12 (+1) 13 (+1) 13 (+1)
Speed 5 ft., swim 30 ft.
Skills Perception +7, Stealth +6
Senses darkvision 60 ft., passive Perception 16
Languages Aklo, Aquan, Common
Actions
Multiattack. An eye of the deep may attack with its bite and
both pincers.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d6+3 piercing damage.
Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1d8+3 bludgeoning damage. If the target is
Medium or smaller, it is grappled (escape DC 15) and
restrained until the grapple ends.
Paralyzing Ray. The targeted creature must succeed on a DC
15 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Stun Cone. A 30 ft. cone emanates from the central eye.
Creatures in the cone must succeed on a DC 15 Constitution
saving throw or be stunned for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Armor Class 15 (natural armor) Mythic Actions


Hit Points 94 (15d8+30) An eye of the deep can take three mythic actions, using the
paralyzing ray or stun cone options above. It can only take
Ecology one mythic action at a time and only at the end of another
Environment aquatic creatures turn. The eye of the deep recovers spent mythic
Organization solitary, pair, or cluster (3-6) actions at the start of its turn.
Treasure standard
Traits
All-Around Vision. Its eyestalks allow it to see in all
directions at one time. Therefore opponents do not gain
advantage by surrounding it.
Eyes of the Deep are found only in the lowest parts of the ocean, though on occasion one moves too close to the shoreline
and ends up beaching on the sands. An eye of the deep stranded in this manner dies in 2d4 minutes unless placed back in
salt water.
An eye of the deep floats slowly through the oceans searching for its prey. It attacks using its eye rays; then it grasps an
opponent with its pincers and subjects the victim to its bite attack.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Froghemoth
Huge Aberration, Unaligned
Challenge 15 (13,000 XP)
This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash
and writhe.

Actions
Multiattack. The froghemoth may attack with either
its bite and four tentacles, or tongue and four
tentacles.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 3d6+8 piercing damage. If the target is
a Large or smaller creature, it must succeed on a DC 18
Dexterity saving throw or be swallowed by the
froghemoth. A swallowed creature is blinded and
restrained, has total cover against attacks and other
effects originating outside the froghemoth, and takes
2d6 acid damage at the start of each of the
froghemoth's turns.
If the froghemoth takes 30 damage or more on a
single turn from a creature inside it, the froghemoth
must succeed on a DC 22 Constitution saving throw at
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of
the froghemoth. If it dies, a swallowed creature is no
Armor Class 19 (natural) longer restrained by it and can escape from the corpse
Hit Points 283 (21d12+147) by using 20 feet of movement, exiting prone.
Resistances (Damage) Fire. Tentacle. Melee Weapon Attack: +13 to hit, reach 15
Immunities (Damage) Electricity (see below). ft., one target. Hit: 2d8+8 bludgeoning damage. If the
Str Dex Con Int Wis Cha target is Large or smaller, it is grappled (escape DC 18)
and restrained until the grapple ends. The froghemoth
26 (+8) 15 (+2) 24 (+7) 4 (-3) 13 (+1) 11 (+1) has four tentacles, each of which can grapple one
Speed 20 ft. target.
Skills Perception +11, Stealth +7 (+12 in swamps) Tongue. Melee Weapon Attack: +13 to hit, reach 30 ft.,
Senses darkvision 60ft., passive Perception 11 one target. Hit: 1d4+8 bludgeoning damage. If the
Languages – target is Large or smaller, it is grappled (escape DC 18)
Ecology and restrained until the grapple ends.

Environment temperate marsh Traits


Organization solitary All-Around Vision. A froghemoth's eyestalks allow it to
Treasure standard see in all directions at one time. Therefore opponents
do not gain advantage by surrounding it.
Keen Smell. The froghemoth has advantage on
Wisdom (Perception) checks that rely on smell.
Slowed by Electricity. Although it is immune to
electrical damage, in any round where it would have
taken electrical damage it can't use reactions, its speed
is halved, and the creature can use either an action or
a bonus action on its turn, but not both. (No
multiattack.)

(continued next page)


5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.
Thankfully rare, the froghemoth is one of the dark swampland's most ferocious and monstrous predators. Capable of catching
and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey,
the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface.
The froghemoth's eyes are incredibly keen, but even more impressive is the monster's tongue. Like a snake, a froghemoth can
"taste" its surroundings with extraordinary accuracy.
Scholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and
resistances make it something more than an animal. Druids and other servants of the natural world agree—the froghemoth
may act like an animal, but it never seems fully "comfortable" in its environs. Perpetually ill-tempered, a froghemoth often
seems to kill simply for the sake of killing—vomiting up partially digested meals in favor of new prey when it encounters such.
It's not unheard of to find these strange creatures far from their normal habitations, as if the marsh didn't agree with them and
sent them wandering in search of a new home. Some sages argue that the froghemoth isn't from this world at all, and that
these wanderings are instinctual urges to seek out its true home—a home not represented by the strange world in which the
beast finds itself trapped.
A froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Gug
Large Aberration, Chaotic Evil
Challenge 7 (2,900 XP)
This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.

Str Dex Con Int Wis Cha


25 (+7) 12 (+1) 18 (+4) 11 (+0) 16 (+3) 11 (+0)
Speed 40 ft., climb 20 ft.
Skills Athletics +10, Perception +9, Stealth +7, Survival +7
Senses darkvision 60ft., passive Perception 19
Languages Undercommon
Actions
Multiattack. The Gug makes one bite and four claw attacks
each round.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 1d8+7 piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 1d6+7 slashing damage.
Traits
Rend. If two claw attacks hit one target, they do an
additional 2d6 points of damage.
Compression. A gug may move through a space up to ¼ its
size without squeezing and up to one-eighth its size if
squeezing.
Escape Artist. When trying to slip bonds or escape grapples
a gug has advantage.
Ecology
Environment any underground
Organization solitary, pair, or camp (3-10)
Armor Class 18 (natural armor) Treasure standard
Hit Points 104 (11d10+44)
Immunities (Damage) poison
Immunities (Condition) poisoned
Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark
lands by ancient gods, the light-loving races they terrorized, or were brought to the deep realms by dark powers from
some even more inhuman nightmare realm is unknown. In any case, gugs are loathed by other races for their carnal rites
of slaughter.
Gugs are 16 feet tall and weigh nearly 2,000 pounds, but they move with an eerie, unnatural gait as though their limbs
contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through
impossibly small passages. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for
prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who
catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright
lands of the surface in search of tasty meat to drag back for their horrific sacrifices.
Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their
hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as
carrion and even undead flesh—particularly that of ghouls.
Some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants. They
have a Charisma of 18 and can use blight, invisibility, passwall, and spike growth once per day each as spell-like abilities
(DC 16). Some become actual clerics or oracles of their mad gods—strange powers of darkness, insanity, and blood. Gug
savants add +1 to their Challenge level.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Neothelid
Gargantuan Aberration, Chaotic Evil
Challenge 20 (25,000 XP)
This huge worm's slimy length is coiled up like shuddering mountain and its tentacled head rises like a snake's.

Str Dex Con Int Wis Cha


30 (+10) 7 (-2) 24 (+7) 16 (+3) 15 (+2) 19 (+4)
Speed 30 ft., fly 60 ft., climb 20 ft.
Skills Arcana +9, Deception +16, Intimidate +16, Perception
+16, Persuasion +10
Senses blindsight, passive Perception 26
Languages Aklo, Terran, Undercommon; telepathy 120 ft.
Actions
Multiattack. The neothelid may make 4 tongue attacks and
a bite in one round.
Tongue. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 3d6+10 piercing damage. If the target is Large or
smaller, it is grappled (escape DC 18) and restrained until
the grapple ends. The neothelid has four tentacles, each of
which can grapple one target.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 2d6+10 piercing damage. If the target is a Large
or smaller creature, it must succeed on a DC 19 Dexterity
saving throw or be swallowed by the neothelid. A swallowed
creature is blinded and restrained, has total cover against
attacks and other effects originating outside the worm, and
Armor Class 20 (natural armor) takes 2d6 acid damage at the start of the neothelid's turns.
Hit Points 350 (20d20+140) If the neothelid takes 30 damage or more on a single turn
Immunities (Damage) nonmagical weapons that aren't from a creature inside it, the neothelid must succeed on a
adamantine. DC 23 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
Ecology space within 10 feet of the neothelid. If it dies, a swallowed
creature is no longer restrained by it and can escape from
Environment any underground the corpse by using 20 feet of movement, exiting prone.
Organization solitary, pair, or cult (3–5 plus 4–12 charmed
slaves of various races) Mythic Actions
Treasure standard A neothelid can take three mythic actions, using any option
below. It can only take one mythic action at a time and only
at the end of another creatures turn. The neothelid recovers
spent mythic actions at the start of its turn.
Mind Thrust (3/day). Within a range of 60 ft., the neothelid
blasts a target with 15d6 points of psychic damage unless
the target makes a DC 19 Charisma save. Those with
Intelligence of 5 or less are immune.
Psychic Crush (3/day). The neothelid can crush the mind of
a single creature within 60 ft. The target must make a DC 19
Wisdom save or become unconscious and dying at 0 hit
points. If the save succeeds, the target still takes 6d6 points
of psychic damage and is poisoned for one round. Those
with Intelligence of 5 or less are immune.
Breath Weapon (Recharge 5-6). The neothelid exhales a
60ft. cone of acid. Each creature in the cone must make a
DC 19 Dexterity save or else take 14d10 points of damage;
(continued next page) half if the save is successful.
5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.
Traits
Innate Spellcasting. The neothelid's innate spellcasting
ability is Charisma (spell save DC 24). It can innately cast the
following spells, requiring no material components:
Constant: fly
At will: charm monster, clairvoyance, detect thoughts,
suggestion, telekinesis, teleport
Trace Teleport. A neothelid telepathically and reflexively
learns the mental coordinates of the destination, of all
creatures that teleport within 60 feet of it, gaining an
awareness of the location equivalent to “seen casually.” This
knowledge fades and is lost after 1 minute. This power does
not grant any environmental information about the
conditions of the destination.
Spider Climb. A neothelid can climb difficult surfaces,
including along ceilings, without needing an ability check.
Mental Magic Resistance. The neothelid has advantage on
saving throws against spells and other magical effects that
affect the mind.
Dwelling only in the deepest reaches of the underworld, the immense neothelids once ruled empires in the depths, yet
their numbers have been vastly reduced as other races have proven swifter to breed and adapt. Today, the neothelid is a
legend, the subject of tales of horror among those few to have experienced the creature's wrath in person and lived to
tell about it.
Neothelids are served by all manner of strange worm-like creatures, minions they use to observe and wage war against
their enemies. The neothelids themselves were spawned by even more horrific entities, ageless horrors from strange
dimensions beyond the edge of known reality—the neothelids see themselves as the chosen agents of these malevolent
forces, working to ready the world for their return.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the
Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
"Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee
in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J.
Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F.
Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.
The Book of Experimental Might. © 2008 Monte J. Cook. All rights reserved.
Advanced Player's Guide. © 2010 Paizo Publishing, LLC; Author: Jason Buhlman.
Pathfinder Rolepalying Game: Bonus Bestiary, © 2009 Paizo Publishing LLC; Author: Jason Buhlman.
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam
Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan,
Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip
Williams, Teeuwynn Woodruff.
Pathfinder Campaign Setting: Misfit Monsters Redeemed © 2010, Paizo Publushing, LLC; Authors: Adam Daigle, Crystal Frasier, Colin McComb, Rob McCreary, Jason
Nelson, and James L. Sutter.
5e Fiendopedia: Exotic Aberrations, © 2015, Inkwell Ideas, Inc.; Author: Joe Wetzel.
Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Dermot Jackson.
Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.


Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E.
Gary Gygax.
Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.
Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley.
Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Eye of the Deep from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original
material by Gary Gygax.
Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone.
Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
based on original material by Gary Gygax.
Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Peter Brown.
Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.
Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White.
Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.
Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary
Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts.
Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Russell Cole.
Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Product Identity: The following items are hereby declared by Inkwell Ideas as product identity as defined in the Open Game
License version 1.0a Section 1(e) and are not Open Content: all artwork, logos and identifying marks including trade dress.
Designation of Open Content: all monster names, stats & written descriptions.

5e Fiendopedia: Exotic Aberrations - © 2015 Inkwell Ideas, Inc.

You might also like