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5e Creature Codex - Part 3

This creature is called an Ammut. It has the head of a crocodile, body of a lion, and hindquarters of a hippopotamus. In Egyptian mythology, Ammut devoured the hearts of those deemed unworthy in the afterlife. As described in this entry, Ammuts are massive monsters that lumber across the sand, and their touch can burn souls.

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0% found this document useful (0 votes)
460 views6 pages

5e Creature Codex - Part 3

This creature is called an Ammut. It has the head of a crocodile, body of a lion, and hindquarters of a hippopotamus. In Egyptian mythology, Ammut devoured the hearts of those deemed unworthy in the afterlife. As described in this entry, Ammuts are massive monsters that lumber across the sand, and their touch can burn souls.

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Saz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CREATURE CODEX A

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.

Nature’s Gardeners. Alliumites feel a supernatural


compulsion to plant chives, garlic, and other wild herbs
wherever they go. This instinctive imperative makes them
well-suited as gardeners. Though their wild gardens might look
haphazard to the untrained eye, an alliumite knows exactly
where each individual seed and sprout is planted. Woodland
animals and benevolent fey creatures can find sustenance and
shelter in these plant sanctuaries, but woe to those who threaten
or damage anything planted within an alliumite garden.
Capable Combatants. Alliumites are exceptionally nimble.
With razor-edged grass scimitars and darts made of thorns, they
can overwhelm even a well-prepared adventurer. Able to dig
through the ground almost as easily as walk and with a penchant
for hidden and quiet movement, an alliumite can sneak up on
anyone. If one of the onion folk is harmed in battle, it releases
a stench that can make eyes water and temporarily cause
blindness. Some say the stench can be so powerful as to even
induce retching.

ALLIUMITE
Small plant, chaotic neutral
Armor Class 14
Hit Points 18 (4d6 + 4)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


6 (–2) 18 (+4) 12 (+1) 7 (–2) 12 (+1) 9 (–1)

Skills Perception +3, Survival +3, Stealth +6


Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 1/4 (50 XP)

Plant Camouflage. The alliumite has advantage on Dexterity


(Stealth) checks it makes in any terrain with ample obscuring
plant life.

13
A CREATURE CODEX

Al p

A tiny, hirsute, unpleasant-looking little man squats here, wearing ALP


a burlap tunic and a tiny white cap. Bloodshot eyes beneath bushy
brows take in the surroundings with a contemptuous sneer. Small fey (shapechanger), chaotic evil
Armor Class 13
Bringer of Nightmares. Believed to be the horrid result Hit Points 44 (8d6 + 16)
of a childbirth in which traditions were flouted, an alp lives to
Speed 30 ft.
torment anyone it can. It takes particular delight in turning the
dreams of sleeping victims into bloodcurdling nightmares as it
STR DEX CON INT WIS CHA
watches them toss and turn, leering from the edge of the bed.
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (–1)
The alp uses its abilities to paralyze its victims as they wake,
sitting atop them and forcing them to lie there in utter terror,
unable to move or to scream for help before it vanishes. Damage Resistances cold, necrotic
Condition Immunities charmed, exhaustion, paralyzed,
Farmer’s Bane. When not otherwise occupying itself with
unconscious
tormenting the unconscious, an alp gets up to all sorts of evil
Senses darkvision 60 ft., passive Perception 13
throughout the night, from draining the cows dry of milk, to
returning soiled diapers to infants, to smothering chickens. Languages Common, Sylvan, Umbral
Challenge 1 (200 XP)
Hides in Plain Sight. Whenever people are about, the alp
changes its form to that of a small farm creature. However, the
Shadow Stealth. While in dim light or darkness, the alp can take
tiny white cap which allows the alp to become invisible doesn’t
the Hide action as a bonus action.
change with it, and so the alp tries to restrict itself to the forms
Shapechanger. The alp can use its action to polymorph into a
of farm animals which are white in color. On occasion, though,
Small or Tiny beast it has seen, or back into its true form. Its
in the excitement of the moment, the alp forgets.
statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It reverts
to its true form if it dies.
Sunlight Sensitivity. While in sunlight, the alp has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.
Innate Spellcasting. The alp’s innate spellcasting ability is
Wisdom (spell save DC 13). The alp can innately cast the
following spells, requiring no material components:
At will: invisibility (self only)
3/day each: silent image, sleep
1/day each: bestow curse, dream

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.

14
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.

15
A CREATURE CODEX

Angel, Eye of the Gods


Wings of roiling golden flame surround a single, burning
eye that is larger than a human head. Its gaze never
settles on one object for long, and it seems to be drinking
in every detail of its surroundings.

The omniscience of the gods is a matter of some


liturgical debate. Only a scant few gods—typically
deities of knowledge and secrets—truly possess the
power to know all things. Other divine beings must
rely on their mortal followers to relay the secrets of the
mortal world unto them through prayer and confession.
When secondhand knowledge of the mortal world is
insufficient or when gods engage in divine espionage,
they create an angel with one function: to see all.
Divine Form. Eyes of the gods typically take the form
of a blazing eye the size of a human child. Two radiant
wings extend from behind its angelic form, though it need
not beat them to fly. Despite awe-inspiring appearance, not
all gods wish to make their holy observers so conspicuous.
Gods of shadow and trickery often make their eyes burn with
flames pale as the moon or black as the space between the stars.
Dutiful Servant. Most eyes of the gods are little more than
celestial automata, following their creator’s commands—or
the commands of their deity’s high priest—without question.
Obedient eyes tend to watch cities silently from within church
spires or inspire crusading warriors from the back lines.
However, some eyes of the gods take a more active role in
creating history. Such eyes might goad a paladin into accepting
a grand quest so it can tag along as a chronicler, or encourage
a brash and unstable ruler into declaring a world-shaking war.
Lawful deities tend to recall these unpredictable servants to
unmake them for their disobedience, but more capricious gods
relish such willfulness.
Challenge 1 (200 XP)
Immortal Nature. The eye of the gods angel doesn’t require
food, drink, or sleep. Blazing Nimbus. A hostile creature that touches the eye of the
gods or hits it with a melee attack while within 5 feet of it takes
EYE OF THE GODS 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes)
damage.
Small celestial, any alignment (as its creator deity) Corona of Truth. Allies within 10 feet of the eye of the gods have
Armor Class 14 truesight of 20 feet.
Hit Points 36 (8d6 + 8) Divine Conduit. The deity that created the eye of the gods can
Speed 0 ft., fly 50 ft. (hover) see everything the eye sees and can instantly recall the eye to its
side at any time.
STR DEX CON INT WIS CHA Ethereal Jaunt. As a bonus action, the eye of the gods can
8 (–1) 18 (+4) 12 (+1) 13 (+1) 20 (+5) 16 (+3) magically shift from the Material Plane to the Ethereal Plane, or
vice versa.
Skills Perception +9
ACTIONS
Damage Resistances fire, radiant; bludgeoning, piercing, and
slashing from nonmagical attacks Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil
Damage Immunities necrotic, poison
eyes) damage.
Condition Immunities charmed, exhaustion, poisoned
Divine Inspiration (Recharge 5–6). The eye of the gods inspires
Senses truesight 120 ft., passive Perception 19
all allies within 10 feet. For 1 minute, all inspired creatures have
Languages all, telepathy 60 ft. advantage on saving throws against being frightened.

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.

Enigmatic and Silent. Perhaps the most


enigmatic of the angels, the ophanim appear
alongside other angels, rarely speaking
themselves. These angelic beings usually
take the form of a flaming wheel with
another wheel transverse to it within, the
outer rims covered in unblinking eyes. They
have also been known to take the form of an
empty throne of fire.
Herald of a God’s Will. The
accompanying presence of an ophanim in
any form signifies divine justice and the direct
attention of the deity whom it serves. Other
angels treat the ophanim with great respect,
feeling the weight of their deity’s will in the
heat of the ophanim’s rings.
A Symbol or a Weapon. Though they
can speak, ophanim tend to communicate a
god’s displeasure with awesome destructive
power, delivering the punishment decreed by
the angel they accompany.
Immortal Nature. The ophanim angel
doesn’t require food, drink, or sleep.

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.

18

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