The character. Create Spawn: A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver under the control of the cadaver lord. Reanimation: When reduced to 0 hit points, a cadaver lord is not destroyed; rather it falls inert and begins regaining 1 hit point per round. If gentle repose is cast on the cadaver lord when it is at 0 hit points, it cant reanimate. The cadaver lord requires no material components to use these abilities. They arrive in 1d6 rounds shambling from nearby chambers, digging up from their shallow graves, etc.
ECOLOGY Environment: Any Organization: Solitary or troupe cadaver lord plus 14 cadavers Cadaver lords are rare examples of cadavers that arose from creatures that were uncommonly powerful in life, making them extremely dangerous opponents.
They are stronger, tougher, and more intelligent than the cadavers they command. They are rarely encountered by chance and rarely encountered alone.
Most maintain a lair far away from civilization where they plot and plan, sending their minions on missions to further their goals. Carbuncle This creature resembles a cross between an anteater and an armadillo. Embedded in its head is a large, red jewel.
The creature has a long snout and a low-slung body protected by thick bands of leathery hide, which are dappled gray and brown, shading to lighter colors of gray on its underbelly. Hit: 1d4 piercing damage. An affected creature must make a successful DC 14 Wis saving throw or fall into loud bickering and arguing with those around him or her.
Meaningful communication is impossible. Bickering lasts 5d4 rounds. Fighting if it occurs begins 1d4 rounds into the bickering and lasts 2d4 rounds.
Deep in the tangled underbrush of forests and in the remote regions of dismal swamps and bogs lives a strange creature called the carbuncle. It is a shy creature that seeks to avoid encounters. Should it seek interaction, a carbuncle often begins by proudly announcing the value of the gem in its forehead just to watch the reaction the information arouses. Despite its shy nature, the carbuncle has a mischievous side as well.
It sometimes joins travelers so it can play pranks on them and observe the reactions of the unfortunate victims of its curiosity. After joining with a party, a carbuncle eventually seeks to breed hostility and suspicion between party members. They have been known to telepathically contact nearby monsters and draw them to the party, so that it can watch the battle and read the thoughts of the party under attack before slipping away.
A carbuncle can be coerced to surrender the gem in its forehead with a successful DC 20 Cha Deception check. If the attempt fails, the carbuncle sees through the deception and flees. If the carbuncle relinquishes its gem, it grows another one within one month. When a carbuncle is slain, its forehead gem crumbles to dust. Though fascinated by combat, carbuncles are nearly helpless in melee. They enjoy setting up encounters using their powers and watching the brutal scenes unfold, but they surrender immediately if attacked themselves.
In a lethal situation, a carbuncle first tries to bargain for safety with its gem. If that fails, it can will itself to die rather than suffer torment and rather than giving up its gem to someone it suspects will only kill it anyway. Caryatid Column An exquisitely sculpted and finished statue of a beautiful female warrior, longsword in her hand.
A caryatid column is akin to the stone golem. Both are magical constructs created by spellcasters, but caryatid columns have a much narrower purpose. They are always created for a very specific defensive function. The caryatid column stands 7 feet tall and weighs around 1, pounds.
The column always wields a weapon usually a longsword in its left hand. The weapon itself is constructed of steel, but is melded with the column in such a way that it is indistinguishable from stone until the column animates.
When melded, the sword blends into the column in a way that makes it difficult to notice at all a DC 20 Wis [Perception] check is needed to see it. Caryatid columns are programmed as guardians and activate when certain conditions or stipulations are met; for example, when a living creature passes through a doorway or tampers with a locked chest guarded by a caryatid column. A caryatid column cant move more than 50 feet from the spot it guards. If a successful saving throw reduces damage by half, the caryatid column takes no damage instead.
A stone shape spell cancels the caryatid columns immunity to magic for 1d4 rounds. Shatter Weapons: Whenever a character strikes a caryatid column with a melee weapon and the attack roll is a natural 1, 2, or 3, the character must make a Str check. The characters Str bonus is added to the roll, but the characters proficiency bonus and the weapons magical bonus if any are subtracted from the roll.
If the result is 15 or less, there is no effect. If the result is 16 or higher, the weapon shatters and becomes useless. Cat, Feral Undead This creature looks like an escaped house cat that died weeks ago. Multiattack: The feral cat attacks twice with claws.
Hit: 1 slashing damage and the target creature must make a successful DC 8 Con saving throw or suffer the effect of paralyzing poison see below.
On the first failed save, the character becomes poisoned; on the second failed save, the character becomes restrained; and on the third failed save, the character becomes paralyzed. Each effect lasts for 1d6 x 10 minutes, and the lengths add together as the characters condition worsens. ECOLOGY Environment: Graveyards and ruins Organization: Group 25 or pack Feral undead cats look like they were created by zombie-raising magic, but they are quite unlike mindless undead such as skeletons or zombies.
These cats possess an animal cunning akin to that of ghouls although with less intelligence overall , and they are not slow moving as zombies are. Like ghouls, they tend to form into packs. A lone undead cat is almost certainly scouting or keeping watch for a larger group. Feral undead cats sometimes hide in plain sight by lying alongside the road, in ditches, along fencerows, or in abandoned buildingsplaces.
The surprise comes when the cats leap onto the characters legs and backs with their filthy, razor-sharp claws extended. Malevolent witches and other evil spellcasters who sometimes need dead cats for their magic can be caught unaware by these creatures and overcome by their poison.
The cats eat what they bring down, but slowly, while its still alive and paralyzed. Theyve been known to use one victim as bait to lure more victims into their territory. Caterprism This creature looks like an immense, crystalline caterpillar. Organization: Solitary, pair, or nest Multiattack: A caterprism attacks four times with claws, or once with mandibles, or spews its crystal saliva. This attack has tactical advantage against targets in armor.
If the bite scores a critical hit, the target must make a successful DC 15 Con saving throw or be reduced to 0 hit points instantly. Area AttackCrystal Saliva recharge 6 : automatic hit range 20 ft. Hit: 3d6 piercing damage, or half damage with a successful DC 14 Dex saving throw, and the affected area becomes difficult terrain for all creatures except caterprisms. Caterprisms come from the Elemental Plane of Earth.
They resemble gigantic caterpillars made of crystal, with hexagonal body segments and twelve sharply-angled legs. Each body segment is about two feet long and contains a single pair of legs.
The head of a caterprism contains its large, faceted eyes and huge, crystalline mandibles that can snip the head off an armored warrior as easily as scissors snip the head from a paper doll. Besides its crystalline claws and mandibles of unearthly sharpness, a caterprism can also spew a silklike substance in a foot cone.
This substance instantly solidifies into rock-hard, needle-sharp spears of crystal. Although caterprisms prefer to consume the rich minerals of their home plane, they sometimes wander through natural portals into the Material Plane. There they create long, winding tunnels as they eat their way through solid rock. Dwarves have been known to bring caterprisms under some degree of control and use them to help carve out mines and new dwelling places.
A caterprism can eat through 1 foot of solid stone per minute, leaving behind a tunnel 5 feet in diameter. If it feels threatened, a caterprisms first action is to spew its silklike saliva at opponents. It then closes in to bite or rears up and stabs at opponents with the first four of its razor sharp legs.
Catfish, Giant Electric A wide mouthed, goggle-eyed fish with slippery grey skin and a puffy, bloated body. Multiattack: The giant electric catfish bites once and uses its electricity discharge if available , or it swallows a grappled creature.
It cant bite another target while it has a creature grappled. Every creature within 10 feet of the giant catfish takes 2d6 points of lightning damage and is stunned until the start of the giant catfishs. A successful DC 13 Con saving throw reduces damage to half and negates the stun. Swallow: A swallowed creature is blinded and restrained but no longer grappled. Only one Medium creature or two Small creatures can be inside the giant catfish at one time.
A swallowed creature is unaffected by anything happening outside the giant catfish or by attacks from outside it.
A swallowed creature can get out of the giant catfish by using 5 feet of movement, but only after the giant catfish is dead. ECOLOGY Environment: Non-arctic aquatic Organization: Solitary or school 58 Giant electric catfish make their homes beneath submerged logs and in streambed pits where they face upstream with their mouths open, swallowing everything resembling food that tumbles or floats into their toothless maws. They favor dank, dark, slow-moving water with limited visibility. They are nocturnal hunters and venture out a few hours after sunset to hunt.
Giant electric catfish are about 8 feet long but can grow to lengths of 12 feet or more. Their bloated bodies are generally gray or brown in color, fading to a dull white or cream on the underbelly.
Their eyes are small and positioned on either side of a wide, round snout. Three sets of barbels feelers are located around the mouth. Unlike many fish, a giant electric catfish has no dorsal fin. Giant electric catfish are territorial, and the defend their realms with great ferocity. Before engaging in combat, when threatened or facing a potential enemy, an electric catfish generates a pulse of crackling electricity in an effort to intimidate or discourage would-be predators.
Failing this, the giant electric catfish enters combat and bites its foe. Catoblepas This creature resembles a bloated hippopotamus with a whiplike tail, a long neck like the body of a snake, and the most repulsively ugly head imaginable. Multiattack: The catoblepas attacks with its tail and uses its rancid breath if available.
Area AttackRancid Breath recharge 5, 6 : automatic hit 60 ft. Hit: creatures in the cone must make a DC 15 Con saving throw against poison or be stunned. Stunned creatures can repeat the saving throw at the end of each of their turns, recovering with a successful save. If a creature that is currently stunned by the catoblepass breath is stunned again by a second rancid breath attack, that creature immediately drops to 0 hit points. Characters fighting a catoblepas must either either avert their eyes and take tactical disadvantage on attack rolls against the catoblepas, or make a DC 15 Con saving throw before making their attack roll.
Failure on the saving throw means the character is blinded until the start of his or her next turn. Anyone who rolls a lower initiative result than the catoblepas must attempt this saving throw immediately at the beginning of combat.
It resembles a bloated hippopotamus with a long, whiplike tail and a snakelike neck topped with the oversized head of a diseased warthog with bloodshot eyes. For all its ungainliness, its tail. The deadliest weapon of the catoblepas, however, is its rancid breath, which can leave creatures helplessly gasping for air, or even kill with too large a dose.
Fortunately, its metabolism is so slow that it exhales only infrequently. Catoblepases live only in swamps, and the more fetid, the better. They are territorial, ill-tempered, and aggressive when encountered, but they spend most of their time slumbering, digging for roots, or hunting for small prey or fish in shallow water. On those rare occasions when they venture to the edges of their fens, theyve been known to devastate entire villages simply by standing at the outskirts and letting their rancid breath waft through town.
Cave Cricket This creature appears to be a giant cricket, about the size of a dog. Its body is pale gray in color. The chirping doubles the chance of attracting wandering monsters, if applicable. Multiattack: The cave cricket kicks twice. Spellcasters in the area must make a successful DC 9 Con saving throw to cast a spell correctly.
Failure indicates the spell is not cast,. Cave crickets are larger versions of normal crickets and, like the smaller crickets they resemble, they are mostly harmless. Their chief danger comes from their chirping, which they do when alarmed, because other monsters recognize that sound as indicating there might be fresh prey nearby.
The chirping travels up to feet through the tunnels and caves where these crickets are normally found. Cave crickets are about 3 feet long. These giant insects rarely attack living creatures larger than themselves. If attacked, a cave cricket uses its powerful legs to kick opponents before hopping away. Cave Eel This creature resembles a cross between a snake and an eel, but thats only if you see it before it bites into you with its steel-hard teeth.
An attacking cave eel lunges from its cave, bites a victim within 5 feet, and then withdraws back into its burrow without triggering an opportunity attack.
The only way to negate this benefit is for a character to ready an action and attack the cave eel with a reaction as it extends its body to strike. Viselike Jaws: When a cave eel withdraws back into its burrow with a grappled character in its jaws, that characters body effectively becomes a shield protecting the eel, giving it total cover inside its burrow it has only three-quarters cover against the character it grapples.
While the eel has a character grappled this way, it doesnt need to extend from its burrow to attack the grappled character, who it bites automatically. ECOLOGY Environment: Caves and other subterranean areas Organization: Group 25 or swarm Cave eels resemble large, air-breathing eels, but they have armored snouts and tremendously tough teeth with which they can chew tunnels through rock.
They wait in these tunnels for potential prey to walk near, then lunge out to take great bites from whatevers in front of them. These unusual creatures have even been known to chew burrows into earth elementals and stone golems and take up residence in those constructs, to the mutual benefit of both.
They dont collect treasure for any purpose, but because they drag the slain bodies of their victims including unfortunate adventurers into their tunnels to eat them, treasure can sometimes be found if one follows their tunnels to their lairs.
Cave eel tunnels are just barely big enough for an unarmored human or tiefling to squeeze through; halflings, gnomes, and elves have an easier time of it, while dwarves, half-orcs, and dragonborn are too big to fit. Cave Fisher This man-sized creature resembles a cross between a lobster and a spider. It has eight legs, two of which end in serrated pincers. Its snout is long and pointed. Another favored method of attack for the cave fisher is to hide itself in a crack or a ledge above a cavern and dangle its filament down onto unsuspecting creatures passing below it.
Multiattack: The cave fisher attacks once with its filament or twice with claws. Hit: the target is grappled and pulled 20 feet closer to the cave fisher see below. TRAITS Filament: A creature struck by a cave fishers filament becomes grappled by the sticky thread and is pulled 20 feet closer to the cave fisher. A grappled creature can use its action to rip the filament free with a DC 13 Str check, or can attack the filament directly AC 12, 5 hp, resistant to all but slashing damage.
Alcohol or universal solvent dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one creature grappled at a time. It can shoot a strong, sticky, weblike filament from its extended snout.
The creature uses this filament to trap and drag prey to within range of the cave fishers slicing claws. The cave fisher lairs on ledges and cliffs underground, where it can quickly strike passing prey and reel it up to its mouth. Its lair is always littered with bones and gear from previous victims, and hanging shreds of spent filaments. The cave fishers preferred method of attack is to anchor itself to its ledge and string filament across the ground of its lair. When a living creature touches or passes near the filament, the fisher attempts to trap it and reel it in, all while remaining safely sheltered on its ledge.
If this. Cave Leech This large, bloated creature has a flattened, semitranslucent body of sickly yellow. Eight whiplike tentacles protrude from the monsters front, near its head.
Hundreds of smaller tentacles line its body and seem to aid in locomotion. Its mouth is rounded and ringed with dozens of needlelike teeth. A character who wins this contest does not break the cave leechs grapple. The cave leech can try a Str contest against every creature it makes a constriction attack against until it wins a Str contest and drains one creatures blood.
It can drain blood from the same creature or a different creature each round, but it must win a Str contest each time. Multiattack: The cave leech attacks eight times, in any combination of tentacle attacks and constriction attacks. Melee AttackConstriction: automatic hit one creature grappled by a tentacle. TRAITS Blood Drain: Immediately after making a constriction attack against a grappled creature, the cave leech can try to drag that creature to its mouth, where it bites the creature automatically and drains its blood, inflicting 1d8 piercing damage.
The target can resist being dragged with a Str contest against the cave leech; the cave leech must win the contest to drag the character to its mouth. They are aggressive monsters whose sole purpose seems to be to kill and devour any living thing that stumbles into their territory.
Cave leeches arent social animals, but they are seldom found alone. Food is not shared among them, so each leech is effectively on its own when hunting prey. When one catches something, however, others are likely to show up quickly. Quarrels often erupt over prey, with grappled victims being caught in the middle of a tug-of-war between two or more leeches, all trying to suck out their blood.
An adult cave leech grows about 8 feet long, and its whiplike tentacles are each about 6 feet long. Cave leeches are easily mistaken for ordinary giant leeches, especially when at rest, when the creatures fold their tentacles back against their bodies.
They also do this when waiting to strike. When a meal comes within range, the cave leech lashes out with a tentacle and grabs its target. Grabbed prey is pulled to the cave leechs mouth and bitten by its horrible teeth. A victim that is completely drained of blood becomes a pale, shrunken husk. Leathery, mummifying carcasses of the leeches victims litter their hunting grounds or lairs, where victims are sometimes dragged to feed the leeches young.
Centipede Nest These centipedes arent larger or hungrier than any other, normal centipedes; there are just more of them. Melee AttackBite: automatic hit reach 0 ft. Hit: 1 piercing damage, and the target might suffer the effect of Centipede Poison; see below. On a successful save, the character is immune to the poison from that swarm. On a failed save, the character becomes paralyzed. A paralyzed character repeats the saving throw at the end of each of its turns; on a successful save, the paralysis ends and the character becomes poisoned instead.
The character remains poisoned for 5 minutes. Swarm: The swarming nest can occupy another creatures space and vice versa. The swarm can move through an opening large enough for an individual Tiny insect. The swarm cant regain hit points or gain temporary hit points. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Original electronic Scanned image These products were created by scanning an original printed edition.
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It's the problem of making a copy of a copy. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.
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Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. Here is a sample of a page from a watermarked title:. File Last Updated:. This title was added to our catalog on October 03, Publisher Average Rating. See All Reviews. See all titles This would be a great choice for you if you are a true Dungeon Master in this book you would find great dragon information and in the second part of this book, you would find new ideas about the new adventures.
Dragons vs Humans: is this the end? Find out in the twelfth book in the How to Train Your Dragon series. Class Based Pilot, Wizard, Scientist, etc. Dice Primarily d Level Based Earn XP and level up. Erica Balsley. Casey Christofferson. Matthew Finch. Skeeter Green. Scott Greene. Lance Hawvermale. Patrick Lawinger. Clark Peterson. Scott W. Mark Shipley.
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