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5e Creature Codex - Part 2

An acid ant is a housecat-sized ant with a green abdomen that secretes acid. While a single one is not much of a threat, they travel in large colonies that can dissolve organic matter and structures. Their colonies are led by a giant queen ant, and they will aggressively defend their nests.

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0% found this document useful (0 votes)
1K views6 pages

5e Creature Codex - Part 2

An acid ant is a housecat-sized ant with a green abdomen that secretes acid. While a single one is not much of a threat, they travel in large colonies that can dissolve organic matter and structures. Their colonies are led by a giant queen ant, and they will aggressively defend their nests.

Uploaded by

Saz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A CREATURE CODEX

Aatxe

Deceptively Cautious. Once it detects a threat to its


charges, the aatxe will stalk the roads, fields, and wildernesse
near its home, seeking to find its foes where it can dispatch them
without harming the innocent. The aatxe is also known to chase
bystanders back indoors when a threat is beyond its abilities,
though it will also sacrifice itself to protect them, if necessary.
A fierce, crimson bull trots across the grass, tossing its curved horns
and snorting with anger. An Aatxe’s Lair
Earthbound Celestial Guardians. Aatxes serve as Aatxes prefer to make their homes in caverns or other secluded
protective agents of benevolent deities, sent to watch over pious locations, though they will forego that preference in favor of
communities and provide them with a measure of protection ruins or shelters which provide a view of the regions they protect.
from harm.
LAIR ACTIONS
Walks Among the People. Though its true form is that of a
great red bull, an aatxe can take on the form of a male humanoid On initiative count 20 (losing initiative ties), the aatxe takes a
to walk among the people it is tasked to protect—the better to lair action to cause one of the following magical effects:
uncover threats to their safety. An aatxe so disguised rarely takes • The ground bubbles into a sticky muck in a 20-foot radius
on the appearance of anyone familiar to those it protects and centered on a point that the aatxe can see within 120 feet of it.
avoids unnecessary communication and attachment, attempting That area becomes difficult terrain, and each creature in that
to pass itself off as an uninteresting traveler. area must succeed on a DC 15 Dexterity saving throw or be

6
CREATURE CODEX A

restrained by the muck. A creature can take its action to free be knocked prone.
itself or another stuck creature from the muck by succeeding Know Thoughts. The aatxe can use an action to read the surface
on a DC 15 Strength check. The muck hardens back into earth thoughts of one creature within 30 feet. This works like the
when the aatxe uses this lair action again or when it dies. detect thoughts spell, except it can only read surface thoughts
• The aatxe targets one creature it can see within 30 feet of it. and there is no limit to the duration. It can end this effect as a
A glowing beam of red light tethers the aatxe to the target. bonus action or by using an action to change the target.
An unwilling target must succeed on a DC 15 Wisdom saving Limited Speech (Humanoid Form Only). The aatxe can verbally
throw to resist the tether. Each time the target takes damage, communicate only simple ideas and phrases, though it can
the damage is split evenly between the target and the aatxe, understand and follow a conversation without issue.
transferring along the red beam. While tethered, the aatxe has Magic Resistance. The aatxe has advantage on saving throws
resistance to all damage, except for damage transferred along against spells and other magical effects.
the beam. This tether lasts until the tethered target dies, the Shapechanger. The aatxe can use its action to polymorph into a
aatxe uses this lair action again, or the aatxe dies. Medium male humanoid it has seen, or back into its true form.
• Motes of celestial light dance around the aatxe. Each hostile Its statistics, other than its size, are the same in each form. Any
creature within 20 feet of the aatxe must succeed on a DC 15 equipment it is wearing or carrying isn’t transformed. It reverts
Dexterity saving throw or be covered in the motes of light. A to its true form if it dies.
creature covered in motes of light sheds dim light in a 10-foot
ACTIONS
radius and can’t benefit from being invisible. Any attack roll
against a creature covered in motes of light has advantage if Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
the attacker can see the creature. The motes of light last until 19 (3d8 + 6) piercing damage.
initiative count 20 on the next round. Paw the Earth. The aatxe lowers its horns and paws at the
ground with its hooves. Each creature within 30 feet of the
REGIONAL EFFECTS aatxe must succeed on a DC 15 Wisdom saving throw or be
The region containing an aatxe’s lair is changed by its celestial frightened for 1 minute. A creature can repeat the saving throw
presence, which creates one or more of the following effects: at the end of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful or the effect
• Nonmagical light illuminates an additional 10 feet within 3 ends for it, the creature is immune to the aatxe’s Paw the Earth
miles of an aatxe’s lair. for the next 24 hours.
• From sunset to sunrise, birds within 5 miles of an aatxe’s
lair do their best to draw attention to those lying in wait to LEGENDARY ACTIONS
ambush or stalking victims for nefarious purposes. A separate The aatxe can take 3 legendary actions, choosing from the
DC 15 Dexterity (Stealth) check must be made to avoid the options below. Only one legendary action option can be used at
attention of birds in the area while stalking or preparing to a time and only at the end of another creature’s turn. The aatxe
ambush an intelligent being. If the creature engaged in such regains spent legendary actions at the start of its turn.
activity is a fiend or undead, the birds will race to alert the
Detect. The aatxe makes a Wisdom (Perception) check.
aatxe to its presence.
Gore (Costs 2 Actions). The aatxe makes one gore attack.
• Predatory beasts within 5 miles of an aatxe’s lair find
Bulwark (Costs 3 Actions). The aatxe flares crimson with
intelligent beings unpalatable.
celestial power, protecting those nearby. The next attack that
would hit an ally within 5 feet of the aatxe hits the aatxe instead.
AATXE
Large celestial (shapechanger), lawful good
Armor Class 14 (natural armor)
Hit Points 105 (10d10 + 50)
VARIANT: CORRUPTED AATXE
Speed 50 ft.

STR DEX CON INT WIS CHA Aatxe spend their considerable lifetimes protecting a swath
of territory that contains several small villages and farming
22 (+6) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 14 (+2)
communities. In time, the aatxe becomes the embodiment
of its communities’ values and traditions, upholding such
Skills Athletics +9, Intimidation +5 tenets. If left without the guidance of the deity who assigned
Condition Immunities charmed, frightened the aatxe to the area, an aatxe can become corrupted when a
Senses passive Perception 12 community’s values and traditions steer toward tyranny and
Languages understands all but can’t speak oppression. A corrupted aatxe’s alignment changes to lawful
Challenge 5 (1,800 XP) evil, it has advantage on Charisma (Intimidation) checks, and
its Bulwark legendary action changes to the following.
Charge. If the aatxe moves at least 20 feet straight toward a Punish (Costs 3 Actions). The aatxe flares crimson with
target and then hits it with a gore attack on the same turn, the celestial power, punishing those daring to harm it. The next
target takes an extra 9 (2d8) piercing damage. If the target is a attack that would hit the aatxe hits the attacker instead.
creature, it must succeed on a DC 15 Strength saving throw or

7
A CREATURE CODEX

Acid Ant
An ant the size of a housecat with a throbbing
green abdomen gnaws everything in sight.
Hissing liquid drips from its chittering
mandibles.

Though a single acid ant is barely a


problem, these colonial insects travel
in acid-spewing hordes that can lay waste to
an entire village in a matter of hours.
Endless Appetite. The arcane energy that swirls within
acid ants keeps them constantly hungry. Their acidic
bite allows them to devour almost any matter, though
acid ants prefer the taste of meat. The beasts stay in an
area until they have consumed everything organic and
then hunt for more food, carving a path of devastation
wherever they go.
Potential Weapons. Many militaries have
thought to capture and then unleash acid
ants upon enemy troops. Such a challenge
often results in those militaries losing
their own soldiers to the ants. First,
the ants must be captured. Then those
ants must be held in acid‑proof housings;
otherwise they are not contained for long.
If these initial steps can be accomplished, the
next challenge is releasing the ants in a way that
they devour only enemies. Armies that can solve these problems
master the art of destruction.
Explosive Death. When the ant is reduced to 0 hp, it explodes
Unknown Origin. No one knows how acid ants came to be,
in a burst of acid. Each creature within 5 feet of the ant must
but elemental magic was involved. Perhaps they are the product
succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid
of a deranged wizard’s experiment or an elemental summoning damage.
ritual gone awry. Scholars and adventurers hunt for the origin of
Keen Smell. The ant has advantage on Wisdom (Perception)
these beasts, searching for knowledge to better understand and
checks that rely on smell.
annihilate the ants.
Ant Colony. Acid ants are sometimes found with ordinary ACTIONS
giant ants and giant ant queens (Tome of Beasts, p. 23). In these Acid Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft.,
cases, the acid ants are a specialized warrior caste within the hive one target. Hit: 5 (2d4) acid damage and the target takes 1
that still answer to the queen. acid damage at the start of its next turn unless the target
immediately uses its reaction to wipe off the spit.
ACID ANT Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage plus 2 (1d4) acid damage.
Small monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 13 (3d6 + 3) VARIANT: FUNGAL ACID ANTS
Speed 30 ft.
Perituta fungi spores are attracted to the chitinous shell of
STR DEX CON INT WIS CHA acid ants. If the green, mossy fungus covers the shell of an
8 (–1) 13 (+1) 12 (+1) 1 (–5) 7 (–2) 3 (–4) ant, it is immune to the poisoned condition and replaces the
Explosive Death trait with the following:
Damage Immunities acid Fungi Bloom. A creature that touches the ant or hits it with a
Senses blindsight 60 ft., passive Perception 8 melee attack while within 5 feet of it must succeed on a DC
Languages — 11 Constitution saving throw or be poisoned until the end of
Challenge 1/4 (50 XP) its next turn.

8
CREATURE CODEX A

Agnibarra
Its skin constantly ablaze, the creature seems happiest only when ACTIONS
watching fire consume creatures and objects around it.
Burning Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Born in Fire. Native to volcanoes, thermal vents, and eternal one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire
damage. If the target is a creature or a flammable object, it
fires that burn beneath the earth, agnibarras exult in flames. The
ignites. Until a creature takes an action to douse the fire, the
tar-like substance that covers their hides burns constantly, and
target takes 5 (1d10) fire damage at the start of each of its turns.
those agnibarras who go out into the world quickly find their
way to locations and beings who venerate fire. Spit Fire. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one
target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or
Temple Servants or Terrors. Often employed as a flammable object, it ignites. Until a creature takes an action to
guardians or treated as blessed creatures in temples of fire douse the fire, the target takes 5 (1d10) fire damage at the start
worship, agnibarras bring great enthusiasm to such places, of each of its turns.
though that enthusiasm comes in the form of burning things.
Agnibarras accept and burn offerings on behalf of temples,
but their single-mindedness often leads them to claiming such
sacrifices for themselves instead of the gods the temples serve.
The creatures often consider themselves a proxy for the temples’
gods, seeing little difference in a sacrifice to themselves or a
temple’s patron. When this occurs, however, many a priest has
discovered, to their horror, what a perilous prospect ejecting an
agnibarra from a temple can be. Entire towns have burned to the
ground as the flaming creature made its exit.
Improvement by Burning. The agnibarra’s pyromania
stems not from malice but from the creatures simply finding
all things much more hospitable and beautiful when engulfed
in flames. The agnibarra sees creatures that cannot withstand
the flames as a nuisance, burning the creature to death means
little more to the agnibarra than killing a field mouse would to a
farmer.

AGNIBARRA
Small monstrosity, chaotic neutral
Armor Class 12
Hit Points 39 (6d6 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 8 (–1) 10 (+0) 12 (+1)

Damage Vulnerabilities cold


Damage Immunities fire
Senses passive Perception 10
Languages Common, Ignan
Challenge 1 (200 XP)

Body in Flames. A creature that touches the agnibarra or hits


it with a melee attack while within 5 feet of it takes 3 (1d6) fire
damage, and flammable objects within 5 feet of the agnibarra
that aren’t being worn or carried ignite.
Illumination. The agnibarra sheds bright light in a 10-foot radius
and dim light an additional 10 feet.

9
A CREATURE CODEX

Ahuizotl
Its hide black and rubbery, the ahuizotl’s dark hair bristles into Amphibious. The ahuizotl can breathe air and water.
clumps of sharp spikes to protect it. The creature’s long tail ends in Spiky Coat. A creature that touches the ahuizotl or hits it with a
a clawed hand, which it uses to grab and drag prey underwater. melee attack while within 5 feet of it must succeed on a DC 14
Dexterity saving throw or take 4 (1d8) piercing damage.
Hunger for Flesh. The ahuizotl is a carnivorous hunter
who feasts upon the flesh and bones of living creatures. It ACTIONS
savors teeth, eyes, and fingernails the most, and villages have Multiattack. The ahuizotl can use its Tail Grab. It then makes two
discovered mounds of remains by local lakes missing only attacks: one with its bite and one with its claw.
those pieces. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
Snatch Thieves. Ahuizotl are not always killers. Frequently (1d6 + 3) piercing damage.
they snatch a mirror, a banner, a fine bucket, or a bit of jewelry Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
from a nobleman or servant down by the water. Ahuizotl collect 6 (1d6 + 3) slashing damage.
these treasures and sometimes give them to cueyatl priests Tail Grab. The ahuizotl grabs a creature or item. If the target
(see page 68) as offerings to the water gods. is a Medium or smaller creature, it must succeed on a DC 14
Strength saving throw or be grappled (escape DC 14). The
ahuizotl can then move up to its speed as a bonus action. The
AHUIZOTL grappled creature must succeed on a DC 14 Strength saving
Small monstrosity, unaligned throw or be pulled along 5 feet behind the ahuizotl. A creature
Armor Class 14 (natural armor) being dragged by the ahuizotl makes attack rolls and Dexterity
Hit Points 71 (13d6 + 26) saving throws with disadvantage.
If the target is an object or weapon being held by another
Speed 30 ft., swim 30 ft.
creature, that creature must succeed on a DC 14 Strength saving
throw, or the ahuizotl pulls the object away from the creature.
STR DEX CON INT WIS CHA
After stealing an object or weapon, the ahuizotl can move up to
16 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2) its speed as a bonus action. The ahuizotl can only grapple one
creature or hold one weapon or object at a time. If holding a
Skills Perception +3 weapon, it can use its Tail Grab action to make one attack with
Senses darkvision 60 ft., passive Perception 13 the weapon with no proficiency bonus
Languages —
Challenge 2 (450 XP)

10
CREATURE CODEX A

Ahu-Nixta
Hidden deep within its clockwork armor, the creature
is a shapeless horror from beyond the stars.

Clockwork Armor. Weak and easy prey in their


natural state, the ahu-nixta long ago mastered the art of
clockwork design, building armor that could carry
them through the voids between stars and bolster their
physical abilities.
Always Murmuring Praise. The ahu-nixta constantly
murmur praise of dark gods, though this sound is somewhat
muffled by their armored shell. In large groups,
their voices always offer the same praise, like a
dark chorus.

AHU-NIXTA
Large aberration, neutral evil
Armor Class 14 (clockwork armor)
Hit Points 67 (9d10 + 18)
Speed 30 ft., fly 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 14 (+2) 19 (+4) 13 (+1) 10 (+0)

Skills Perception +3
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, Void Speech
Challenge 3 (700 XP)

Clockwork Encasement. The creature within the machine is a


somewhat shapeless mass, both protected and given concrete
manipulators by its armor. The clockwork armor has a variety
Immutable Form. The clockwork armor of the ahu-nixta is
of manipulators that the ahu-nixta can use to attack or to
immune to any spell or effect that would alter its form, as is the
interact with objects outside of the armor. When the ahu-nixta
creature that controls it as long as the ahu-nixta remains within
is reduced to 0 hp, its clockwork armor breaks and the ahu-
the armor.
nixta exits it. Once out of its armor, the creature’s pulpy mass no
Innate Spellcasting. The ahu-nixta’s innate spellcasting ability is
longer receives the benefits of the listed Damage or Condition
Intelligence (spell save DC 14, +6 to hit with spell attacks). The
Immunities, except for psychic and prone.
ahu-nixta can innately cast the following spells, requiring no
Without its clockwork armor, the ahu-nixta has the following
material components.
statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its
modes of travel are reduced to 20 feet. In addition, it has no At will: fear, fire bolt (2d10), telekinesis
attack actions, though it can still cast its spells. The ahu‑nixta’s
body can form eyes, mouths, and grabbing appendages. Its
ACTIONS
grabbing appendages can pick up objects and manipulate them, Multiattack. The ahu-nixta makes three melee attacks. It can cast
but the appendages can’t be used for combat. The ahu-nixta’s one at will spell in place of two melee attacks.
extra appendages can open and close glass-covered viewing Whirring Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one
ports in the clockwork armor, requiring no action, so it can see target. Hit: 8 (2d4 + 3) slashing damage.
and interact with objects outside the armor. Pronged Scepter. Melee Weapon Attack: +5 to hit, reach 10 ft.,
The ahu-nixta can exit or enter its clockwork armor as a bonus one target. Hit: 6 (1d6+ 3) piercing damage.
action. Bashing Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage.

11

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