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Table Of Contents

Preface 6 Asian Mythology 89


Mythological Phase 7 Monster Table 99
10 Amikiri 100
Greek Mythology
Asuras 101
Monster Table 18 Azure Dragon 103
Aeternae 19 Baaks 106

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Amphisbaena 20 Bakenekos 107
Ancient Hydra 21 Baku 108
Arae 23 Basan 109
Bronze Automatons 25 Dokkaebis 110
Calydonian Boar 27 Gandharva 112

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Centaurs 28 Garuda 113
Cerastes 30 Gashadokuro 115
Cerberus 31 Guardian Lions 117
Cercopes 34 Immortal Cultivators 119
Ceti 35 Jiangshis 124
Chimeras 37 Kappas 127
Cretan Bull 39 Kitsunes 129
Cynolycus 40 Kun Pengs 132
Eurynomos 41 Longmas 134
Golden Animals
Gorgons
Harpies
Hecatoncheires
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44
46
47
Monkey King
Nagas
Namazu
Naraka, The Embodiment of Darkness
138
140
142
143
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Hippalectryons 48 Nian 146
Hippocampi 49 Nishi Daak 147
Hippogri s 51 Nues 148
Hoplites 53 Nuppeppos 149
Kobaloi 54 Onis 150
Nymphs 55 Pixius 152
Olympian Heroes 64 Raiju 153
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Ophiotaurus 70 Samurai 155


Oracle of Delphi 71 Taoties 157
Satyrs 72 Tengus 158
Shades 74 Terracotta Army 159
Sirens 75 Tikbalangs 161
Spartoi 76 Yuki-onna 162
Stymphalian Birds 77
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Tarandos 78
The Minotaur 79
Triton and Tritons 81
Typhon, Father of all Monsters 86
Norse Mythology 163 Egyptian Mythology 296
Monster Table 171 Monster Table 300
Draugar 172 Anubis 301
Einherjar 174 Anubis Jackals 303
Fenrir 176 Anubites 304
Hafgufa 179 Egyptian Nomads 307
Hel 181 Medjay 309
Spirits of Helheim 184 War Camel 310
Jormungandr 185 War Chariot 310

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Lindworms 188 Petsuchos 311
Ljósálfar 195 Pharaohs 312
Mokkurkal 198 Phoenixes 317
Nidhogg 199 Rocs 321

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Nisser 202 Sand Elementals 323
Northmen 203 Scarabs 324
Ratatoskr 206 Serpopard 325
Skalds 207 Sobek 326
Svartálfar 211 Sobek Crocodiles 328
Trolls 214 Uraeus 329
Ulfhednar 222 Wadjet 330
Valkyries 226
Other Mythologies 332
Divine Steed 229
American Mythology

Monster Table
Aluxob
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240
241
Monster Table
Bunyips
Gallus
Jengu
332
333
334
336
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Anchanchus 243 La Dame aux Glaïeuls 338
Bigfoots 244 Lu Nannorcu 339
Cadejos 246 Ninki Nanka 340
Camazotz 248 Odontotyrannos 341
Canotila 250 Progenitus, Progenitor of All Monsters 342
Cipactli 253 Scorpion Men 345
Cipitio 255 Tikoloshe 347
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Cosmic Shamans 256 Werehyenas 348


Hodags 261 Werewolves 349
La Llorona 263
Piasa Birds 265
Pukwudgies 267
Spirit of the Forest 269
Quetzalcoatl, The Feathered Serpent 270
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Skinwalkers 273
Stone Coat Giants 274
Supay 276
Teihiihan 278
Thunderbirds 281
Tzitzimimeh 283
Uktena 285
Wampus Cat 286
Wendigo 287
Xolotl, The Underworld’s Fire 288
Yacumama and Sachamama 291
Yacurunas 293
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Preface Why Mythology?

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This manual o ers an extensive collection of mythological
creatures that can be incorporated into any campaign,
regardless of its connection to speci c mythological
themes. The statblocks presented in this manual, drawn
from a multitude of global mythologies, are envisioned to
In the annals of human history, mythology has always been
the foundation to our collective imagination and quest for
understanding and explaining the world around us. It’s in
this spirit that we crafted this manual, dedicated to adapting
the rich and varied mythological creatures from various
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enhance the diversity and depth of any fantasy world. This cultures into the 5E format. Our decision to focus on
eclectic array mirrors the inherent blending of elements in mythology stems from its undeniable signi cance in
many worlds and settings, where in uences from various shaping human thought, art, and culture across the
cultures and mythologies coexist harmoniously. For centuries. Mythological tales, with their pantheon of gods,
instance, a Cetus can prove to be a formidable foe in a naval heroic mortals, and mythic beasts, have always been an
adventure, while a Tengu could be a mysterious ally in an important tool not only to provide entertainment, but also
urban intrigue. impart moral lessons, explain natural phenomena, and o er
Mythological Creatures also provides a solid foundation for
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insight into the human condition.


campaigns that wish to delve deeper into the realms of a While many 5E settings already incorporate elements
speci c mythology or even blend multiple mythologies. A inspired by mythology, we noticed that many aspects and
campaign set in a world inspired by Greek mythology could creatures from these traditions often remain unexplored or
have players embarking on odysseys akin to those of underrepresented in the game’s content. Recognizing this
ancient heroes, facing creatures like the Minotaur or gap, we felt compelled to create a manual that not only lls
Medusa, while a campaign drawing from Hindu mythology this void but also expands the scope of what mythological
could involve epic battles against Asuras and encounters elements can o er to any campaign world. By integrating
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with erce Nagas. For a more comprehensive approach, these mythical beings into the game, we aim to o er players
Game Masters can craft a world where mythologies collide, and Game Masters alike a chance to experience the awe,
creating a setting where a Norse Valkyrie might clash with wonder, and moral complexity that these stories
the Aztec god Quetzalcoatl, or where heroes need to unite encapsulated for our ancestors, now retooled for epic
forces from di erent pantheons to combat a universal adventures and unforgettable campaign narratives. Our
threat, following an approach that does not only enrich the commitment to this theme is not a one-o endeavor; we
gaming experience, but also foster a deeper appreciation of envision creating more manuals in the future that continue
the diverse mythologies that have shaped human to explore the uncharted territories of mythology within the
storytelling. 5E framework and beyond, bringing a wealth of new
In essence, our manual is designed to o er maximum content, inspirations, and challenges to tables around the
exibility and creative freedom, allowing Game Masters and world. Embark on this journey with us, and let the myths of
players to explore and bene t from di erent myths and tales old inspire the legends of tomorrow.
originating from a wide array of cultures and folklores.
With Mythological Love and Enthusiasm,
DMSlash and JonnyDM
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11 Greek Mythology

Introduction Archaic and Classical Periods


Greek mythology is an extensive and in uential body of The Archaic (circa 800-480 BC) and Classical (480-323 BC)
myths and legends belonging to the ancient Greeks, periods witnessed the codi cation of Greek myths. The
concerning their gods, heroes, and their view on the world. works of Homer (author of the <Iliad= and the <Odyssey=)
With its origins in the oral traditions of the ancient Greek and Hesiod (famous for the <Theogony= and <Works and
world, this mythology has had a profound impact on Days=) were instrumental in shaping the canonical versions
Western culture and remains a subject of enduring interest of these myths.
and study. This era solidi ed the pantheon of Olympian gods and the
Central to Greek mythology is a vast pantheon of gods and tales of heroes. These stories were not only part of the oral
goddesses, each embodying di erent aspects of the natural tradition but were also represented in art, such as vase

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world and human experience. Residing atop Mount paintings and sculptures.
Olympus, these deities, including Zeus, the king of the gods;
Hera, his wife and goddess of marriage; Poseidon, god of Hellenistic Period
the sea; and Athena, goddess of wisdom and war, played a The Hellenistic period (323-31 BC), following Alexander the
signi cant role in the lives of mortals. Unlike it happens in Great’s conquests, saw the spread of Greek culture and

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many other cultures, these gods were not all-powerful or mythology across a vast area. Greek gods were often
morally perfect; they had human-like qualities, aws, and identi ed with local deities in other cultures, leading to a
emotions, making their stories relatable and dramatically form of syncretism.
compelling. This era also saw the development of new literary forms,
Heroes and legendary gures are also integral to Greek including the writings of Apollodorus and Apollonius of
mythology. Tales of Hercules and his labors, the adventures Rhodes, which further disseminated mythological stories.
of Odysseus, the trials of Perseus, and the exploits of
Theseus intertwine with the actions of the gods, blurring the Roman Empire
lines between divinity and humanity. These stories often
The Romans adopted much of Greek mythology,
explore themes of heroism, morality, and the human
assimilating it into their own religious system. The Greek
culture.
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condition, re ecting the values and beliefs of ancient Greek

Mythological narratives in ancient Greece were usually


forms of entertainment, but also served as a way to explain
the natural world and human society. They provided a
gods were identi ed with their Roman counterparts (e.g.,
Zeus with Jupiter, Hera with Juno, and so on), and the
myths were retold with Roman names and contexts.
Roman writers like Ovid (in <Metamorphoses=) played a key
role in preserving and transmitting these myths to future
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framework for understanding the mysteries of nature, such
generations.
as the changing seasons, and o ered explanations for
societal customs and rituals.
Middle Ages and Renaissance
Greek mythology was also intricately linked to the religion of
ancient Greece. The gods and goddesses were worshipped During the Middle Ages, interest in Greek mythology brie y
at temples throughout the Greek world, and myths were an waned, but it was preserved in some texts and
essential part of religious practice, featuring prominently in encyclopedias.
festivals and ceremonies. The Renaissance saw a resurgence of interest in classical
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Over time, these myths were recorded in literary works by antiquity, including Greek mythology. Myths were
ancient poets and authors, such as Homer’s <Iliad= and reinterpreted and widely depicted in art and literature,
<Odyssey= and Hesiod’s <Theogony=. These texts have in uencing the cultural landscape of Europe.
preserved the rich mythological tradition of the Greeks and
have been a constant source of inspiration for literature and Modern Era
art throughout the centuries. Greek mythology continues to be a subject of study and a
key in uence in modern literature, art, and science. Greek
Greek Mythology Through the Ages
myths have had a profound in uence on various elds,
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Greek mythology, a cornerstone of ancient Greek culture, including psychology, particularly through the works of
has evolved and adapted through various historical periods, Sigmund Freud and Carl Jung. Freud used mythological
each contributing to its enduring legacy. gures like Oedipus to articulate his concepts of the
Oedipus complex, highlighting unconscious desires within
Mycenaean and Minoan Civilizations family dynamics. Carl Jung, on the other hand, saw dreams
The roots of Greek mythology can be traced back to the and myths as expressions of the collective unconscious,
Mycenaean civilization (circa 1600-1100 BC) and the earlier with gods and heroes embodying universal archetypes and
Minoan culture on Crete. Elements of these pre-Greek human experiences.
traditions, such as the worship of mother goddesses and Greek mythology, through its journey across ages, has not
nature deities, laid the groundwork for later Greek myths. only shaped the cultural and artistic heritage of the world,
Archaeological ndings from this period, including the but has also o ered timeless stories that continue to
<Linear B= tablets, provide evidence of early Greek deities resonate with audiences to this day. For all these reasons,
like Zeus, Hera, and Poseidon, indicating that the core its themes and archetypes are prevalent in many
pantheon was already in place during the Mycenaean age. contemporary forms of literature, movies, and television.
Greek Mythology 12

Fate deaths.
The pursuit of Kleos often drove Greek heroes to undertake
In Greek mythology, the concept of fate, known as <Moira=, perilous quests and participate in monumental events, such
played a crucial and often inexorable role in the lives of gods as the Trojan War. For example, Achilles chose a short,
and mortals alike. Central to this concept were the Moirai, glorious life that would ensure his eternal fame over a long,
or Fates, three sisters who personi ed the destiny of all uneventful life. The epic poems of Homer, particularly the
beings. These sisters - Clotho, who spun the thread of life; <Iliad= and the <Odyssey=, are centered on the pursuit of
Lachesis, who measured it; and Atropos, who cut the thread Kleos, depicting how heroes navigate the challenges and
at death - determined the lifespan and destiny of individuals moral dilemmas of their lives in their quest for eternal glory.
from the moment of their birth. The inescapability of fate is a Kleos was closely linked with the concept of honor, or
recurring theme in Greek mythology and literature, <Time ̄=, which was often awarded or recognized by others,

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indicating that no one, not even the gods, could alter the especially one’s peers and society. Achieving Time ̄ meant
course predetermined by the Fates. securing a legacy that transcended mortality, ensuring that
The Greeks believed that fate was a predetermined series of one’s name and deeds would be woven into history and
events that would inevitably happen and that these events myth. This legacy was often preserved and propagated
were xed, and no amount of intervention could alter their through oral traditions, such as storytelling and epic poetry,

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course. This belief permeated their mythology, where which played a crucial role in ancient Greek society.
heroes and gods were often shown grappling with the The desire for Kleos also had its pitfalls, as it could lead to
knowledge of their destined fates. For example, the story of excessive pride or <Hubris=, which often brought tragic
Oedipus revolves around the inevitability of his doomed consequences. Many Greek myths and tragedies revolve
prophecy, despite e orts to avoid it. Similarly, Achilles’ fate around characters whose overreaching ambition or desire
in the Trojan War was predestined, and no action on his part for fame leads to their downfall, serving as moral lessons on
could change his premature death. the dangers of excessive pride and the futility of human
Amidst this deterministic worldview, the concept of endeavors against the inevitability of fate.
<Ananke=, or <Necessity=, introduces a broader cosmic force In sum, fame in Greek mythology was not just a desire for
that underscores the inevitability present in the universe. recognition but a pursuit of something eternal and divine. It

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Ananke represents the fundamental constraints and the
deterministic nature that binds the cosmos. While Moira, as
administered by the Fates, dictates the speci c destinies of
individuals and gods, Ananke signi es the underlying force
of inevitability that encompasses the existence of the entire
was a driving force for heroes and a central theme in Greek
mythological and literary works, re ecting the values,
aspirations, and beliefs of the ancient Greeks.

Heroism
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world and universe. This distinction between Moira and The concept of heroism, or <Arete ̄=, occupies a central place
Ananke highlights the layered nature of fate and necessity in
across many Greek myths, embodying the ideals, virtues,
Greek thought - the inevitability of Moira only applies to the
and the complex interplay between divine favor and human
destinies within the cosmic order governed by Ananke.
endeavor. Greek heroes, often born from the union of a
Fate was considered by the ancient Greeks not just a
mortal and a deity, stood at the intersection of the human
passive series of events but an active, binding force. It was and divine worlds. These gures were celebrated not just for
often depicted as being more powerful than the gods
their physical strength but also for their courage, honor, and
themselves, as even they, despite their immense power,
intelligence, navigating the challenges posed by gods,
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could not contravene the path set for them. In some myths,
monsters, and often fate itself.
gods are shown as interacting with or attempting to
The narratives of heroes like Hercules, Perseus, and
manipulate fate, but ultimately, they too were subject to its Theseus illustrate the multifaceted nature of heroism,
power. involving arduous quests, battles with formidable foes, and
This portrayal of fate re ected the ancient Greeks’
the pursuit of noble objectives, often for the bene t of
understanding of the world as being governed by a higher
society. Hercules, for example, performed twelve labors,
power of order and destiny, to which all beings, divine or
feats so di cult and dangerous they a rmed his status as
mortal, were subject. The role of fate in Greek mythology
the epitome of bravery and perseverance. Perseus, wielding
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highlights the belief in the existence of a natural order and a divine gifts such as Hermes’ sandals and Hades’ helmet,
predetermined path that governs the cosmos, re ecting the
defeated Medusa, showcasing the hero’s reliance on wit and
ancients’ attempts to make sense of human su ering,
celestial aid. Theseus’ journey through the Labyrinth to slay
triumphs, and the mysteries of existence.
the Minotaur highlighted themes of cunning and the hero’s
Fame role as a liberator of Athens, his home city, from the
oppressive human tributes demanded by King Minos of
In Greek mythology, the concept of fame, or <Kleos=, is a Crete, as a consequence of a previous defeat.
fundamental and pervasive theme, representing enduring Greek heroism was also characterized by a hero’s journey, a
glory or renown achieved through great deeds. Kleos was motif involving departure, initiation, and return, where the
more than mere fame as understood in a modern context; it hero would embark on a quest, face trials, and return with
was an immortalization of one’s name and legacy, an knowledge or boon that would bene t their entire
integral part of the heroic ideal in ancient Greek culture. community. This journey was both a physical and a spiritual
Heroes like Achilles, Odysseus, and Heracles pursued Kleos rite of passage, signifying the hero’s growth and
through their extraordinary actions, with the belief that their transformation through adversity.
deeds would be remembered and celebrated long after their However, Greek mythology also presents a nuanced view of
Hippalectryons

Hippalectryons are fascinating creatures in Greek


mythology, standing as a cross between a horse and a
rooster. Their equine features blend seamlessly with the
wings, tail, and head of a rooster. While not as prominent or
celebrated as other mythological creatures, the
hippalectryon occupies a signi cant niche in Greek
mythology. The origins of this creature are somewhat
obscure, with hippalectryons often surfacing in ancient
pottery and artworks. Here, they serve primarily as

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decorative elements, accentuating the aesthetic appeal of
the pieces while concurrently injecting a sense of vibrancy
and life into the depictions. This creature does not play a
central role in the myths but is rather employed as a
supportive symbol or talisman, believed to bestow

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protection and good luck upon its possessor. While not
directly tied to speci c legends, hippalectryons contribute to
the overall mystical and mythical tones of mythology.
Ancient Greeks, known for their penchant for ideating hybrid
creatures, envisioned the hippalectryon as a manifestation
of the traits inherent to its constituent animals. The union
between horses - symbols of strength, nobility, and valor -
Hippalectryon
Large monstrosity, neutral
and roosters, which herald the dawn with vigilance and
alertness, embodies a harmonious balance of might and Armor Class 12 (natural armor)
awareness, power and foresight. Hit Points 52 (7d10 + 14)

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Hybrid creatures in Greek mythology
The vast and enthralling landscape of Greek myths and
legends is populated by a myriad of hybrid creatures, often
Speed 40 ft., y 60 ft.

STR

17 (+3)
DEX

14 (+2)
CON

14 (+2)
INT

6 (-2)
WIS

12 (+1)
CHA

8 (-1)
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amalgamations of various animals and sometimes human Skills Acrobatics +4, Perception +5
parts, embodying both the fears and aspirations of humanity. Senses passive Perception 15
These fantastical beings serve as powerful symbols and Languages understands Common and Sylvan but can’t
archetypes in the tales that have been handed down through speak
the ages. The Hippalectryon is just a fascinating example of Challenge 2 (450 XP) Proficiency Bonus +2
these mixed creatures. A multitude of other hybrid creatures
from Greek mythology have already found their way into Keen Smell and Sight. The hippalectryon has advantage on
popular culture and various forms of media, embodying Wisdom (Perception) checks that rely on smell or sight.
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complexities and contradictions and mirroring the


multifaceted nature of humanity. Here9s some examples: Flyby. The hippalectryon doesn’t provoke opportunity
1. Chimera: The fearsome Chimera is a fire-breathing attacks when it ies out of an enemy’s reach.
monster with the body and head of a lion, a goat head arising
from its back, and a serpent as a tail. Magic Resistance. The hippalectryon has advantage on
2. Harpies: With the bodies of birds and the heads of women,
saving throws against spells and other magical e ects.
Harpies are known for their hypnotic songs and their ability Actions
to snatch away individuals.
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3. Minotaur: Possessing the body of a human and the head of


Multiattack. The hippalectryon makes two attacks: one with
a bull, the minotaur is a symbol of raw power and ferocity. its beak and one with its hooves.
4. Pegasus: The iconic winged horse, born from the blood of
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
the slain Medusa, is a symbol of purity and grace. target. Hit: 9 (1d12 + 3) piercing damage.
5. Hippogriff: A magnificent creature that combines the

features of a horse and an eagle, the hippogriff is known for Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
its speed and flight capabilities. target. Hit: 10 (2d6 + 3) bludgeoning damage.
6. Centaurs: With the upper body of a human and the lower
Reactions
body of a horse, centaurs are renowned for their dual nature,
embodying both the civilized and the wild. Sudden Screech. The hippalectryon emits a sudden screech
7. Ipotane: Although less common, Ipotanes are humanoid when targeted by an attack made by a creature within 60
creatures with horsine heads, somewhat similar but distinct feet of it. The attacker must make a DC 13 Wisdom saving
from centaurs at the same time. throw or su er disadvantage on the attack roll.
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The Minotaur confront the creature and put an end to the practice of
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sending Athenian youths as tribute to the Minotaur. Armed


The Minotaur is a formidable creature with a unique
with his courage and aided by his lover Ariadne, King
amalgamation of a man’s body and a bull’s head that was
Minos’s daughter, who provided him with a ball of thread to
born in the city of Crete. One day the god Poseidon sent a
help him navigating the complex maze, Theseus ventured
magni cent bull to King Minos as a sign of support.
into the labyrinth. In a climactic encounter within the
However, when Minos failed to sacri ce the bull as
winding corridors, Theseus succeeded in slaying the
intended, Poseidon, in retaliation, caused Pasiphae, Minos’
Minotaur, thus liberating Athens from its obligation.
wife, to fall deeply in love with the creature, leading to the
birth of the Minotaur. Ashamed of this aberration, King The Labyrinth of the Minotaur
Minos commissioned the construction of an intricate
labyrinth, designed by the master craftsman Daedalus, to Deep within the island of Crete lies the Labyrinth of the
con ne the beast, concealing it from the eyes of the world. Minotaur, a maze of convoluted pathways and dead ends,
For years, young Athenians were periodically sent into the constructed by Daedalus to con ne the monstrous
labyrinth to be devoured by the Minotaur as part of a harsh Minotaur. This sprawling maze, a masterpiece of
tribute imposed upon Athens after its defeat by Crete. But at architectural complexity, is designed to disorient and trap
one point the Athenian prince Theseus volunteered to anyone who enters. Shadows seem to move and twist
Greek Mythology 80

within the labyrinth, and the distant roar of the Minotaur to Wisdom (Perception) checks and Intelligence
echoes through its corridors, creating an atmosphere of (Investigation) checks to navigate the maze.
perpetual dread.
Regional Effects
Lair Actions The presence of the Minotaur in uences the Labyrinth and
On initiative count 20 (losing initiative ties), the Minotaur the surrounding region:
can take a lair action to cause one of the following e ects;
the Minotaur can’t use the same e ect two rounds in a row: Whispers of the Lost: Soft whispers and footfalls ll the
air, seemingly coming from just around the corner,
Maze of Shadows: The walls of the Labyrinth shift, disorienting intruders and imposing disadvantage on
rearranging its layout. Each creature within the lair must Wisdom (Perception) checks to navigate the maze.
succeed on a DC 15 Intelligence saving throw or become Ominous Tremors: The ground within and around the

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lost, su ering the e ects of the confusion spell until the labyrinth occasionally trembles, as if reacting to the
end of its next turn. Minotaur’s movements, creating a sense of unease and
Echoing Roar: The Minotaur lets out a bellowing roar that alertness.
reverberates through the labyrinth. Each creature within Shifting Passages: The very structure of the labyrinth
120 feet of the Minotaur must succeed on a DC 15 seems to change and adapt, making maps and

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Constitution saving throw or be stunned until the end of memorized paths unreliable. Even experienced
its next turn. navigators nd themselves second-guessing their
Labyrinthine Illusions: Illusory walls and creatures spring choices and direction.
up within the labyrinth. For the next minute, the labyrinth
is lled with deceptive mirages, imposing a -5 modi er If the Minotaur dies, these e ects end immediately.

The Minotaur that turn, but attack rolls against it have advantage until the
start of its next turn.
Huge monstrosity, chaotic evil
Actions
Armor Class 16 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 50 ft. e Multiattack. The Minotaur makes three attacks: two with its
greataxe and one with its horns.

Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one


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target. Hit: 26 (3d12 + 7) slashing damage.
STR DEX CON INT WIS CHA

25 (+7) 14 (+2) 22 (+6) 12 (+1) 16 (+3) 10 (0)


Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Saving Throws Str +12, Con +11, Wis +8 target. Hit: 20 (3d8 + 7) piercing damage. If the target is a
Skills Athletics +12, Perception +8 creature, it must succeed on a DC 18 Strength saving throw
Damage Immunities poison or be pushed up to 10 feet away and knocked prone.
Condition Immunities poisoned, frightened
Senses darkvision 120 ft., passive Perception 18
Legendary Actions
Languages understands Common but can’t speak The Minotaur can take 3 legendary actions, choosing from
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Challenge 14 (11,500 XP) Proficiency Bonus +5 the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
Minotaur regains spent legendary actions at the start of its
Charge. If the Minotaur moves at least 10 ft. straight toward
turn.
a target and then hits it with a gore attack on the same turn,
the target takes an extra 13 (3d8) piercing damage.
Move. The Minotaur moves up to half its speed without
provoking opportunity attacks.
Frenzied Rampage (Recharges after a Short or a Long Rest).
Attack (Costs 2 Actions). The Minotaur makes one attack
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When the Minotaur is reduced to or below 106 hit points, it


enters a frenzied state for 1 hour. While frenzied, the with its greataxe or with its horns.
Minotaur can make an additional attack with its horns as
Maze of Fear (Costs 3 Actions). The Minotaur imposes an
overwhelming sense of dread and disorientation on all
part of its Multiattack action, and it gains advantage on all
creatures of its choice within 60 feet of it. Each targeted
Strength ability checks and saving throws. Additionally, the
creature must succeed on a DC 18 Wisdom saving throw or
Minotaur becomes immune to being stunned and
become frightened for 1 minute. A frightened creature can
paralyzed, and it can use the Raging Bull legendary action.
repeat the saving throw at the end of each of its turns,
Labyrinthine Recall. The Minotaur can perfectly recall any ending the e ect on itself on a success.
path it has traveled. Raging Bull (Costs 3 Actions). The minotaur charges in a
straight line up to 50 feet. Each creature in its path must
Legendary Resistance (3/Day). If the Minotaur fails a saving make a DC 18 Dexterity saving throw. On a failed save, a
throw, it can choose to succeed instead. creature takes 29 (4d10 + 7) bludgeoning damage and is
knocked prone. On a successful save, a creature takes half
Reckless. At the start of its turn, the Minotaur can gain damage and is not knocked prone. The Minotaur can take
advantage on all melee weapon attack rolls it makes during this action only while in a frenzied state.
Baku
Medium fey, neutral

Armor Class 14 (natural armor)


Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA

14 (+2) 15 (+2) 13 (+1) 14 (+2) 16 (+3) 15 (+2)

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Skills Perception +5, Stealth +4
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2

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Dream Walker. The Baku can enter the dreams of sleeping
creatures, engaging in combat or interaction within the
dream itself. While in a dream, it is immune to damage
from outside sources. Additionally, the Baku can choose up
to 10 willing creatures it can see within 30 feet before
entering the dream. These allies are then transported into
the dream with the Baku and can interact within it as if they
were in the creature’s dream. Allies brought into the dream
by the Baku can only be harmed by dream manifestations,
and any damage taken is non-lethal, waking up the injured
ally.

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Innate Spellcasting. The Baku’s innate spellcasting ability is
Wisdom (spell save DC 13). The Baku can innately cast the
following spells, requiring no material components:
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At will: sleep, detect thoughts Baku
1/day each: phantasmal killer, dream
The Baku, known as <eaters of dreams=, is a creature deeply
Soporific Aura. The Baku exudes a calming aura in a 10-foot rooted in Japanese folklore. It is said that this mystical
radius. Any hostile creature that starts its turn in this aura being feeds on the dreams and nightmares of humans,
must make a DC 14 Wisdom saving throw or become particularly favoring the consumption of bad dreams that
drowsy, su ering disadvantage on attack rolls and ability plague our sleep. A Baku has the trunk of an elephant, the
checks until the start of the creature’s next turn. eyes of a rhinoceros, the tail of an ox, and the paws of a
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Actions tiger. It’s believed that invoking the Baku upon waking from
a nightmare can protect a person from misfortune or ill
Multiattack. The Baku makes two attacks: one with its trunk omens associated with bad dreams. However, calling on the
and one with its stomp. Baku too often, or after good dreams, risks the creature
devouring the person’s hopes and the spirit of pursuit,
Trunk. Melee Weapon Attack: +4 to hit, reach 5 ft., one
leaving them without aspirations or ambition. They are silent
target. Hit: 6 (1d6 + 2) bludgeoning damage.
guardians of the night, wandering between the veils of
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one reality and the dream world.
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creature. Hit: 7 (1d8 + 2) bludgeoning damage.

Dream Dust. Ranged Spell Attack: +5 to hit, range 60 ft., Baku’s Dream Walker Ability
one target. Hit: The target must succeed on a DC 13 The Baku can enter a creature9s dream and transport up to
Wisdom saving throw or fall unconscious for 1 minute. The 10 allies into this dreamscape. This can be a powerful tool
target awakens if it takes damage or if another creature for a game master, allowing player characters to venture into
uses its action to shake the target awake. intricate dream sequences for unique storytelling
Bonus Actions experiences. Whether it9s a mission to unravel the meaning
behind prophetic visions or a battle against the
Dream Eater. The Baku can consumes nightmare from a manifestation of a nightmare, the Baku9s ability enriches the
sleeping creature it can see within 10 feet of it. When it campaign with mystical adventures that blur the lines
does so, the creature has advantage on saving throws between dream and reality.
against being frightened for the next 24 hours.
125 Asian Mythology

Jiangshi
Medium undead, lawful evil

Armor Class 14 (natural armor)


Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA

21 (+5) 8 (-1) 12 (+1) 7 (-2) 12 (+1) 7 (-2)

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Skills Athletics +8, Perception +4
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned

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Senses blindsight 60 ft., passive Perception 14
Languages understands the languages it knew in life but
can’t speak
Challenge 6 (2,300 XP) Proficiency Bonus +3

Blind Sight Dependency. The jiangshi relies heavily on its


blindsight to perceive the world around it and is considered
blinded in areas outside its blindsight range. Additionally, it
can’t use its blindsight while deafened.

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Easily Distracted. The jiangshi has a short attention span
and can be easily distracted by sudden movements or loud
noises. Whenever a creature creates a sudden loud noise,
the Jiangshi must make a DC 12 Wisdom saving throw or
become distracted. While distracted, the Jiangshi has
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disadvantage on all attack rolls and ability checks until the
end of its next turn. Additionally, if the distraction is
signi cant, such as a sudden explosion, the Jiangshi might
lose track of its current target and move towards the
direction of the distraction.

Turn Resistance. The jiangshi has advantage on saving


throws against any e ect that turns undead.
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Undead Fortitude. If damage reduces the jiangshi to 0 hit


points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the jiangshi drops to 1 hit
point instead.
Actions
Jiangshi Weaknesses
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Multiattack. The jiangshi makes two attacks: one with its


st and one with its life drain.
Players can lure a jiangshi in front of a mirror or attempt to
neutralize it using a powerful talisman or holy symbol. Here
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. are some special circumstances that can occur when fighting
Hit: 9 (1d8 + 5) bludgeoning damage and 4 (1d8) necrotic or dealing with a jiangshi:
damage. Mirror Reflection Weakness. If the jiangshi sees its reflection in

a mirror, it must make a DC 15 Wisdom saving throw. If it


Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one fails the saving throw, it becomes paralyzed until the end of
creature. Hit: 18 (4d8) necrotic damage. The jiangshi its next turn.
regains hit points equal to the damage dealt. If the target is Talisman Throw. You can throw and attach a energy-charged
a creature other than an undead or a construct, it must talisman or a divinely-charged holy symbol (or any other
succeed on a DC 15 Constitution saving throw or its hit powerful divine or spiritual medium) at the jiangshi as a
point maximum is reduced by an amount equal to the ranged or melee attack. On a hit, the jiangshi must make a
necrotic damage taken. This reduction lasts until the target DC 15 Wisdom saving throw or become stunned until the
nishes a long rest. The target dies if this e ect reduces its talisman is removed. It can repeat the saving throw (DC 18)
hit point maximum to 0. at the end of each of its turns to end the effect.
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Variant: Winged Lindworms
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In this manual, Lindworms are primarily depicted as non-


flying creatures, aligning with the majority of Norse myths.
These creatures are typically earth-bound, embodying
terrestrial terror with their massive, serpentine forms.
However, some legends speak of winged Lindworms that
dominate the skies as well as the lands. For this reason,
Game Masters looking to embrace this broader spectrum of
mythological creatures should possibly add flying capabilities
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to Lindworms, turning them into ever more daunting foes. If


you do so, consider adjusting a Lindworm9s Challenge Rating
(CR) and experience points (XP) accordingly. Detailed in the
table below are the suggested flight speeds and CRs,
adjusted to suit each specific stage of Lindworms9 aging:

Winged Lindworms Reference Table


Age Flight Speed CR (XP)

Lindworm Whelp 30 ft. 4 (1,110 XP)


Young Lindworm 60 ft. 9 (5,000 XP)
Adult Lindworm 80 ft. 14 (11,500 XP)
Elder Lindworm 100 ft. 19 (22,000 XP)
Ancient Lindworm 120 ft. 24 (62,000 XP)
Norse Mythology 202

Nisser
Nisse
Nisser (plural of <Nisse=) are mythical creatures deeply Small fey, neutral good
ingrained in Scandinavian folklore. These beings are often
depicted as small, elderly men, no taller than three feet, with Armor Class 11 (natural armor)
long white beards and wearing conical or knitted caps in Hit Points 7 (2d6)
bright colors. Their appearance is akin to that of a gnome or Speed 20 ft.
a dwarf, embodying a quaint and rustic essence. Nisser are
traditionally known to reside in the farmsteads and rural STR DEX CON INT WIS CHA

households, often in the barn or in the attic. They are deeply 9 (-1) 12 (+1) 10 (+0) 10 (+0) 13 (+1) 11 (+0)
connected to the household and the land, and they are

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believed to protect the family and the farm, especially if Skills Nature +2, Perception +3, Stealth +3
treated well and respected. However, if neglected or Senses darkvision 60 ft., passive Perception 13
disrespected, a Nisse could easily become mischievous and Languages Common, Sylvan
malicious, playing tricks on the household or causing minor Challenge 1/8 (25 XP) Proficiency Bonus +2
havoc. The abilities of a Nisse are typically tied to minor

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magic and protection. They are known to be guardians of Guardian of the Hearth. The nisse has advantage on all
the home and livestock, capable of ensuring good fortune attack rolls, ability checks, and saving throws when it is
and prosperity if kept appeased. Some legends suggest they within the boundaries of the household or place it protects.
possess the ability to become invisible and move with
incredible speed, allowing them to carry out their tasks Actions
unseen. It is also said that they have a strong connection Tiny Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
with animals, particularly the farm animals they protect. A target. Hit: 4 (1d6 + 1) bludgeoning damage.
common legend surrounding Nisser involves their
Christmas-time activity, as they were believed to deliver gifts Fey Trick. The nisse targets one door or window that it can
at Christmas, a trait that likely contributed to the modern- see, causing it to either open or close. Closed doors are
magically locked (needing a successful DC 13 Strength

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day gure of Santa Claus. The tradition of leaving out a bowl
of porridge with butter for the Nisse during Christmas Eve is
still practiced in some Scandinavian countries, as a way to
thank and appease these household spirits. Nisser in Norse
mythology also carry a sense of moral balance. They are
check to open) until the nisse chooses to end the e ect.

Nisse Tomte
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often seen as enforcers of good behavior, punishing those
who behave poorly and rewarding those who are kind and Small fey, lawful good
hardworking. Their nature is often seen as a re ection of the
household they inhabit: a well-kept home with a harmonious Armor Class 12 (natural armor)
family is said to have a happy and benevolent Nisse, Hit Points 18 (4d6 + 4)
whereas a neglected home may nd itself troubled by a Speed 20 ft.
discontented one.
STR DEX CON INT WIS CHA
m

10 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 12 (+1)

Skills Insight +4, Nature +2, Perception +4, Stealth +4


Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 1/2 (100 XP) Proficiency Bonus +2
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Guardian of the Hearth. The nisse tomte has advantage on


all attack rolls, ability checks, and saving throws when it is
within the boundaries of the household or place it protects.
Actions
Tiny Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.

Fey Trick. The nisse targets one door or window that it can
see, causing it to either open or close. Closed doors are
magically locked (needing a successful DC 15 Strength
check to open) until the nisse chooses to end the e ect.
Reactions
Shield of the Hearth. When a creature within 5 feet of the
nisse tomte is targeted by an attack, the nisse imposes
disadvantage on the attack roll.
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Cipactli confront and subdue this monstrous creature. In a cunning


plan, Tezcatlipoca sacri ced his foot as bait, luring Cipactli
Cipactli, a formidable gure in Aztec mythology, represents closer. This act of sacri ce marked the beginning of a erce
the primal chaos of the oceans and the untamed forces of battle between the gods and the sea monster. In the
nature. This colossal sea monster, depicted as a mix of a confrontation that ensued, Tezcatlipoca and Quetzalcoatl
crocodile and a sh, played a crucial role in the Aztec fought valiantly against Cipactli a ultimately, emerging
creation myth. In this myth, Cipactli’s insatiable hunger and victorious. In the aftermath of this cosmic battle, they used
immense strength symbolize the chaotic and unformed Cipactli’s massive body to create the earth. The sea
state of the primordial universe. Its body, a fearsome fusion monster’s dismembered body formed the various features of
of various sea creatures, spanned the cosmic waters, with the landscape - its mountains, valleys, and rivers. Cipactli’s
scales as hard as stone and eyes ablaze with a supernatural defeat by the gods marked the birth of the ordered world
glow. from the chaos of the primordial sea. The story of Cipactli is
The gods Tezcatlipoca and Quetzalcoatl, central to the not just a tale of creation but also a re ection of the Aztecs’
Aztec pantheon, endeavored to impose order on the chaos understanding of the world as a place born from and
represented by Cipactli. To create the world, they needed to constantly in uenced by elemental and divine forces.
American Mythology 254

Cipactli Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
Gargantuan monstrosity, chaotic neutral
target. Hit: 23 (3d8 + 10) bludgeoning damage.
Armor Class 20 (natural armor) Swallow. Cipactli makes one bite attack against a Large or
Hit Points 385 (22d20 + 154) smaller target that is grappled. On a hit, the target is
Speed 40 ft., swim 80 ft. swallowed, and the grapple ends. A swallowed creature is
blinded and restrained, it has total cover against attacks
STR DEX CON INT WIS CHA and other e ects outside Cipactli, and it takes 35 (10d6)
30 (+10) 15 (+2) 24 (+7) 11 (+0) 21 (+5) 16 (+3) acid damage at the start of each of Cipactli’s turns. If
Cipactli takes 40 damage or more on a single turn from a

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Saving Throws Str +17, Con +14, Wis +12 creature inside it, Cipactli must succeed on a Constitution
Skills Athletics +17, Perception +12, Survival +12 saving throw with a DC equal to half the damage taken
Damage Resistances acid, cold; bludgeoning, piercing, and (rounded up) at the end of that turn or regurgitate all
slashing from nonmagical attacks swallowed creatures, which fall prone in a space within 10
Damage Immunities poison feet of Cipactli. If Cipactli dies, a swallowed creature is no

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Condition Immunities frightened, paralyzed, poisoned longer restrained by it and can escape from the corpse by
Senses darkvision 120 ft., passive Perception 22 using 30 feet of movement, exiting prone.
Languages understands Primordial but can’t speak
Challenge 21 (33,000 XP) Proficiency Bonus +7
Reactions
Chaotic Rebuke. After being hit by an attack, Cipactli
releases a burst of chaotic energy, dealing 10 (3d6) force
Amphibious. Cipactli can breathe air and water.
damage to the the attacker if it is within 10 feet of Cipactli.
Chaotic Surge (Recharges after a Short or Long Rest). If Legendary Actions
Cipactli would be reduced to 0 hit points, its current hit
points instead resets to 280 and it regains one expended Cipactli can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be

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use of Legendary Resistance. Additionally, Cipactli can now
use the options in the <Mythological Actions= section for 1
hour. Award a party an additional 33,000 XP (66,000 XP
total) for defeating Cipactli after his Chaotic Surge trait
activates.
used at a time and only at the end of another creature’s turn.
Cipactli regains spent legendary actions at the start of its
turn.

Tail Attack. Cipactli makes one tail attack.


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Innate Spellcasting. Cipactli’s spellcasting ability is Wisdom Surge (Costs 2 Actions). Cipactli releases a surge of aquatic
(spell save DC 20, +12 to hit with spell attacks). It can energy. Each other creature within 60 feet of it must make a
innately cast the following spells, requiring no material DC 25 Strength saving throw or be pushed away up to 10
components: feet in a direction of Cipactli’s choice and knocked prone.
Engulf (Costs 3 Actions). Cipactli makes one bite attack
At will: control water, water walk against a target. If the attack hits, the target is also
3/day: conjure elemental (water elemental only) swallowed.
1/day: storm of vengeance Spell (Costs 3 Actions). Cipactli casts a spell with its Innate
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Spellcasting trait.
Legendary Resistance (3/Day). If Cipactli fails a saving throw,
it can choose to succeed instead. Mythological Actions
If Cipactli’s Chaotic Surge trait has activated in the last hour,
Lord of the Deep. While in water, Cipactli regains 10 hit it can use the options below as legendary actions.
points at the start of its turn if it has at least 1 hit point.
Grevious Bite. Cipactli makes one bite attack. If the attack
Primal Awareness. Cipactli can sense the presence of hits, it deals an additional 10 (3d6) necrotic damage, and
Sa

creatures within 1 mile of it in water, and within 100 feet of Cipactli regains hit points equal to half the necrotic damage
it on land. dealt.
Summon Waters (Costs 2 Actions). Cipactli calls forth
Siege Monster. Cipactli deals double damage to objects and
turbulent waters in a 120-foot radius centered on itself. The
structures.
area becomes di cult terrain, and each creature in the area
Actions must succeed on a DC 25 Strength saving throw or be
knocked prone. Cipactli is immune to this e ect.
Multiattack. Cipactli makes three attacks: one with its bite Chaotic Vortex (Costs 3 Actions). Cipactli creates a swirling
and two with its tail. vortex of chaotic energy in a 30-foot radius centered on
itself. Each creature in that area other than Cipactli must
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
make a DC 25 Constitution saving throw, taking 56 (16d6)
target. Hit: 26 (3d10 + 10) piercing damage, and the target
force damage on a failed save, or half as much damage on
is grappled (escape DC 21). Cipactli can have a maximum
of one creature grappled in this way at any time. a successful one. Objects in the area also take the damage.
Uraeus
Large celestial, lawful good

Armor Class 17 (natural armor)


Hit Points 168 (16d10 + 80)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA

19 (+4) 21 (+5) 20 (+5) 16 (+3) 20 (+5) 18 (+4)

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Saving Throws Dex +10, Con +10, Wis +10
Skills Perception +10, Religion +8, Stealth +10
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive

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Perception 20
Languages understands Common but can’t speak
Challenge 14 (11,500 XP) Proficiency Bonus +5

Innate Spellcasting. The Uraeus’ spellcasting ability is


Wisdom (spell save DC 18). It can innately cast the
following spells, requiring no material components:

At will: detect evil and good, detect magic, detect poison


and disease, shield of faith

e 3/day each: mirror image, hold person, shield

Magic Resistance. The Uraeus has advantage on saving


throws against spells and other magical e ects.
Actions
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Multiattack. The Uraeus makes two attacks: one with its
Uraeus
bite and one with its constrict.
The Uraeus is an ancient Egyptian symbol representing a
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
rearing cobra, often seen adorning the headdresses of
target. Hit: 17 (2d12 + 4) piercing damage plus 14 (4d6)
pharaohs. This emblem signi es royalty, sovereignty, and
poison damage.
divine protection. Historically, the Uraeus was believed to
confer the protection of the goddess Wadjet, the cobra Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one
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goddess, upon the ruler. creature. Hit: 15 (2d10 + 4) bludgeoning damage, and the
In our imaginative depiction, the Uraeus is crafted from target is grappled (escape DC 17). Until this grapple ends,
precious metals by master artisans and blessed by Wadjet the target is restrained, and the Uraeus can’t constrict
herself. In times of need, this magni cent adornment comes another target.
to life, animating itself into a large cobra. This Reactions
transformation is not only a symbol of divine guardianship
but also an embodiment of Wadjet’s protective power, Guardian of the Pharaoh. When the Pharaoh is attacked, the
poised to defend the pharaoh against any threats. Uraeus imposes disadvantage on the attack roll.
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Legendary Actions
Pharaoh’s Devotion and the Uraeus The Uraeus can take 2 legendary actions, choosing from
While the Uraeus traditionally represents the protection of the options below. Only one legendary action option can be
Wadjet, it9s important to note that pharaohs in Egyptian used at a time and only at the end of another creature’s
mythology could be devoted to a variety of gods. turn. The Uraeus regains spent legendary actions at the
Consequently, the Uraeus, as a symbol of divine protection start of its turn.
and sovereignty, could be blessed by different deities
depending on the pharaoh9s allegiance. This means that a Constrict Attack. The Uraeus makes one constrict attack.
Venomous Strike (Costs 2 Actions). The Uraeus makes one
pharaoh not devoted to Wadjet or one with malevolent
bite attack. If the attack hits, the target must succeed on a
intentions could still utilize an Uraeus symbol, potentially
DC 17 Constitution saving throw or become paralyzed for 1
imbued with the power of other gods. Such a scenario offers
minute. The target can repeat the saving throw at the end
a rich narrative complexity, where the Uraeus9 role extends
of each of its turns, ending the e ect on itself on a success.
beyond its traditional association with Wadjet.
Other Mythologies 338

La Dame aux Glaïeuls


Medium fey, chaotic evil

Armor Class 15 (natural armor)


Hit Points 93 (11d8 + 44)
Speed 30 ft., swim 30 ft., y 40 ft. (hover)

STR DEX CON INT WIS CHA

14 (+2) 19 (+4) 18 (+4) 12 (+1) 15 (+2) 21 (+5)

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Skills Deception +8, Perception +5, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities cold, necrotic
Condition Immunities charmed, exhaustion, frightened,

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paralyzed, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 7 (2,900 XP) Proficiency Bonus +3

Charm Aura. Any creature that starts its turn within 30 feet
of La Dame aux Glaïeuls must make a DC 16 Wisdom
saving throw or be charmed for 1 minute. A creature
charmed in this way must move towards La Dame using the
shortest and most direct route. This e ect ends if the
creature takes damage. If a creature’s saving throw is

La Dame aux Glaïeuls


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In the shadowed waters between the cities of Québec and
successful, the creature is immune to La Dame’s Charm
Aura for the next 24 hours.

Ethereal Sight. La Dame aux Glaïeuls can see 60 ft. into the
Ethereal Plane when she is on the Material Plane, and vice
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Bas-du-Fleuve, a spectral presence haunts the St-Laurent versa.
River, known ominously as La Dame aux Glaïeuls, or The
Incorporeal Movement. La Dame aux Glaïeuls can move
Lady of the Gladioli. This entity, shrouded in the lore and
through other creatures and objects as if they were di cult
whispers of those who navigate these waters, carries the
terrain. She takes 5 (1d10) force damage if she ends her
allure of a dark angel, her appearance both captivating and
turn inside an object.
lethal. Her visage is one of unsettling beauty: eyes a piercing
green, skin the warm hue of burnished copper, and hair as Actions
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black as the night sky, owing freely as if caught in an Multiattack. La Dame aux Glaïeuls makes two attacks: one
eternal breeze. Ever-present is her enigmatic smile, a with her bouquet and one with her claws.
facade that belies the danger lurking beneath, while the air
around her is su used with the fresh, calming scent of cut Bouquet of Gladioli. Melee Weapon Attack: +7 to hit, reach 5
grass. Adorned with a halo of light, reminiscent of a celestial ft., one target. Hit: 11 (2d6 + 4) psychic damage. The target
being, she cloaks her malicious intent. Emerging beneath must succeed on a DC 16 Wisdom saving throw or be
the soft glow of the new moon, this ethereal gure, garbed charmed until the end of its next turn.
in pristine white and clutching a massive bouquet of
Sa

gladioli, prowls the river in search of her next victim. Her Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
manifestation is always heralded by a mesmerizing mist, a creature. Hit: 13 (2d8 + 4) slashing damage.
prelude to the enchantment and doom that follow. This mist, Bonus Actions
enchanting as it is, instills a profound sense of well-being in
those caught within. Enthralling Bouquet (Recharge 5-6). La Dame aux Glaïeuls
o ers her bouquet to one charmed creature within 5 feet of
Approaching her prey with a deceptive gentleness, she
her. The target is compelled to accept the bouquet,
o ers her bouquet, a gesture that seals their fate. For those
becoming paralyzed as long as it is charmed or until a
who accept, what follows is a swift and violent assault,
creature within 5 feet of the target takes an action to
ending in strangulation by hands as unnatural as her own
remove the bouquet from its hands. La Dame can
existence, webbed and tipped with talons akin to an eagle’s
immediately make a claw attack against any creature that
claws. Survivors of her attacks recount an initial euphoria, accepts her bouquet.
lost to the chilling realization of their imminent demise.
Her last known murders were in 1985, and court documents Etherealness. La Dame aux Glaïeuls enters the Ethereal
related to them have been misteriously classi ed. Plane from the Material Plane, or vice versa.

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