5e Creature Codex - Part 3
5e Creature Codex - Part 3
Alliumite
An ambulatory plant half the size of a halfling slashes out with Tearful Stench. Each creature other than an alliumite within 5 feet
its grass blades. Its peeling skin, its hair of sprouts, and its svelte, of the alliumite when it takes damage must succeed on a DC
nimble physique allude to its fey origins. The odor of onions and 13 Constitution saving throw or be blinded until the start of the
garlic wafts from it as it advances. creature’s next turn. On a successful saving throw, the creature is
immune to the Tearful Stench of all alliumites for 1 minute.
Stepping on a patch of wild onions, garlic, or leeks in the woods
can prove to be a deadly affair. The onion folk are easily riled, ACTIONS
and, once angry, they attack relentlessly, slashing at ankles with Thorn Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
their wicked grass blades. one target. Hit: 6 (1d4 + 4) piercing damage.
Fey Origins. Alliumites began as a patch of sweet onions in a Grass Blade. Melee Weapon Attack: +6
forest thicket, raised to sentience when a great deal of pixie dust to hit, reach 5 ft., one target. Hit: 7
spilled upon them. Arms and legs sprouted from their forms, (1d6 + 4) slashing damage.
and they began to think for themselves. Now they seek only to
propagate, spreading far and wide. They have developed vast
colonies through underground tunnels beneath forests and fields.
ALLIUMITE
Small plant, chaotic neutral
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 20 ft.
13
A CREATURE CODEX
Al p
ACTIONS
Sleeper’s Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target
was sleeping or unconscious before it was hit, it must succeed
on a DC 13 Wisdom saving throw or become frightened and
restrained for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the restrained
condition on itself on a success. The creature must succeed
on another saving throw on a following round to end the
frightened condition.
ALP’S CAP
Wondrous item, uncommon (requires attunement)
While wearing this tiny white cap, you can turn invisible as an
action for 2d4 rounds once every three days. Once invisible,
you don’t know the duration of the invisibility.
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CREATURE CODEX A
Ammut
Lumbering across the sand,
these massive monsters have
the head of a crocodile, the body
of a lion, and the hind quarters
of a hippopotamus.
Touched by Radiance.
Known as “devourers of the dead,”
ammut are said to have descended from a deity whose
domain included the judgment of souls. The monsters have
maintained a small portion of this heritage, and their blood
is valued by alchemists for use in potent healing draughts.
Bane of the Undead. Ammut are known
to devour the walking dead, often swallowing
them whole. The undead persist in the belly of
the creature and are eventually absorbed by
the ammut, setting the souls of the dead to
permanent rest. It is said that powerful
priests from distant sand-bound
empires ride ammut into battle
against undead armies.
AMMUT ACTIONS
Large celestial, neutral Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant
Armor Class 17 (natural armor)
damage. If the target is Large or smaller, it is grappled (escape
Hit Points 172 (15d10 + 90)
DC 17). Until this grapple ends, the target is restrained and the
Speed 30 ft. ammut can’t bite another target.
Swallow. The ammut makes one bite attack against a Large or
STR DEX CON INT WIS CHA smaller target it is grappling. If the attack hits, the target is also
20 (+5) 12 (+1) 23 (+6) 6 (-2) 16 (+3) 12 (+1) swallowed, and the grapple ends. While swallowed, the target is
blinded and restrained and it has total cover against attacks and
Saving Throws Str +9, Con +10 other effects outside the ammut. An ammut can only have one
Skills Perception +11 Medium or smaller creature swallowed at a time.
Damage Resistances cold, radiant If the ammut takes 30 damage or more on a single turn from
Damage Immunities necrotic the swallowed creature, the ammut must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate
Condition Immunities frightened
the creature, which falls prone in a space within 10 feet of the
Senses darkvision 120 ft., passive Perception 21
ammut. If the ammut dies, a swallowed creature is no longer
Languages none restrained by it and can escape from the corpse by using 10 feet
Challenge 9 (5,000 XP) of movement, exiting prone.
Ghost Breath (1/Day). The ammut inhales the tortured spirits of
Judging Aura. An undead creature that starts its turn within 10 undead within 30 feet. Each undead creature of CR 1 and lower
feet of the ammut must succeed on a DC 16 Charisma saving in the area is automatically destroyed. All other undead must
throw or be stunned until the end of its next turn. If a creature’s succeed on a DC 17 Wisdom saving throw or be incapacitated
saving throw is successful or the effect ends for it, the creature is for 1 minute. A creature can repeat the saving throw at the end
immune to the ammut’s Judging Aura for the next 24 hours. of each of its turns, ending the effect on itself on a success.
Magic Resistance. The ammut has advantage on saving throws Absorb Spirit (1/Day). The ammut attempts to absorb the spirit
against spells and other magical effects. of a dead or undead creature in its belly. The creature must
Prison Belly. The large belly of the ammut magically sustains succeed on a DC 16 Wisdom saving throw or be absorbed by
the life of those trapped inside it. A creature caught in its belly the ammut. A creature absorbed this way is destroyed and can’t
doesn’t need food, water, or air. The ammut can maintain one be reanimated, though it can be restored to life by powerful
Medium or smaller creature this way as long as the ammut magic, such as a resurrection spell. The ammut regains hp equal
remains alive. to the absorbed creature’s hp maximum.
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A CREATURE CODEX
16
CREATURE CODEX A
Angel, Kinnara
This celestial has the head, arms, and torso of a beautiful human, the
gleaming eyes of an angel and the lower body of a pure white swan.
Magnificent wings grow from its back, and its body is adorned
with fine jewelery. It plays a calming melody on a stringed musical
instrument. A near-identical angelic being stands close by its side.
Kinnara are half-human, half-bird angels who serve the gods of
love, music, and wisdom. They are always encountered in pairs.
Inseparable Lovers. As mortals, each pair of kinnara
were devoted lovers who lived virtuous lives dedicated
entirely to each other and to the pursuit of wisdom and
enlightened accomplishments. Upon their deaths, they became
closely‑bonded celestials in the service of the gods.
Celestial Musicians. Kinnara are highly skilled singers,
musicians, and dancers, performing beautifully as a duo in
perfect harmony with one another. Kinnara see it as their duty
to instruct humanity in the arts, and their patron gods will
sometimes send pairs of the angels to the Material Plane to teach
the performing arts in temples and monasteries. Many of the
world’s greatest bards have traveled to one of these temples to
study under a pair of kinnara.
Sacred Guardians. Kinnara can often be found protecting
holy sites and other centers of wisdom located in remote
locations. Those kinnara dwelling on the Material Plane will Eternal Lovers. The kinnara
watch over the well-being of mortals--particularly musicians and shares a powerful bond with
lovers--and may sometimes intervene to protect such mortals its partner and can’t be turned
in times of danger. A cleric can summon a pair of kinnara with a against its partner by magical or non-magical means.
conjure celestial spell cast using a 9th-level spell slot. Innate Spellcasting. The kinnara’s spellcasting ability is Charisma
Immortal Nature. The kinnara angel doesn’t require food, (spell save DC 14). The kinnara can innately cast the following
drink, or sleep. spells, requiring no material components:
At will: detect good and evil, guidance, light, spare the dying
KINNARA 3/day each: charm person, sleep, healing word
1/day each: calm emotions, enthrall, hold person
Medium celestial, lawful good
Armor Class 14 (natural armor) ACTIONS
Hit Points 65 (10d8 + 20) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 30 ft., fly 50 ft. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
STR DEX CON INT WIS CHA one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant
12 (+1) 15 (+2) 14 (+2) 13 (+1) 16 (+3) 19 (+4) damage.
Discordant Refrain (Recharge 5-6). The kinnara plays a series
Saving Throws Wis +5, Cha +6 of jarring notes on its musical instrument. Each non-celestial
Skills Insight +5, Performance +8 creature within 60 feet who can hear the sound must make a DC
Damage Resistances radiant; bludgeoning, piercing, and 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8)
slashing from nonmagical attacks psychic damage and is frightened for 1 minute. On a success, a
creature takes half the damage but isn’t frightened. A frightened
Condition Immunities charmed, exhaustion, frightened
creature can repeat the saving throw at the end of each of its
Senses darkvision 60 ft., passive Perception 13
turns, ending the effect on itself on a success.
Languages all, telepathy 60 ft.
Challenge 3 (700 XP) REACTIONS
Share the Pain. When the kinnara’s partner is hit with a melee or
Angelic Weapons. The kinnara’s weapon attacks are magical. ranged attack, the kinnara can teleport to an unoccupied space
When the kinnara hits with any weapon, the weapon deals an within 5 feet of its partner. The damage caused by the attack is
extra 2d8 radiant damage (included in the attack). divided evenly between the two kinnara.
17
A CREATURE CODEX
Angel, Ophanim
A pair of fiery nested chariot wheels spin slowly in the air.
Though engulfed in flames, the wheels do not burn.
OPHANIM
Large celestial, lawful good
Armor Class 19 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 50 ft., fly 120 ft. (hover)
Innate Spellcasting. The ophanim’s innate spellcasting ability is
STR DEX CON INT WIS CHA Charisma (spell save DC 21). It can innately cast the following
24 (+7) 22 (+6) 25 (+7) 22 (+6) 24 (+7) 26 (+8) spells, requiring no material components:
At will: bless, detect evil and good, invisibility (self only), scrying,
Saving Throws Int +11, Wis +12, Cha +13 thaumaturgy
Skills Insight +12, Perception +12 3/day each: dispel evil and good, earthquake, holy aura
Damage Resistances radiant; bludgeoning, piercing, and 1/day each: commune, forbiddance,
slashing from nonmagical attacks true resurrection
Damage Immunities necrotic, poison
ACTIONS
Condition Immunities charmed, exhaustion, frightened,
poisoned Multiattack. The ophanim makes four Light of Judgment attacks.
Senses truesight 120 ft., passive Perception 22 Light of Judgment. Ranged Spell Attack: +13 to hit, range 80/320
ft., one target. Hit: 18 (4d8) radiant damage.
Languages all, telepathy 120 ft.
Holy Fire (Recharge 5-6). The ophanim emits a burst of holy
Challenge 16 (15,000 XP)
fire. Each creature within 30 feet of the ophanim must make a
DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage
Divine Awareness. The ophanim knows if it hears a lie. on a failed save, or half as much damage on a successful one. A
Magic Resistance. The ophanim has advantage on saving throws humanoid reduced to 0 hp by this damage dies, leaving only a
against spells and other magical effects. pile of fine ash.
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