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Tome of beasts 5e pdf free download

Tome of beasts 5e pdf free download

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WebTome of Beasts PDF Download For Free Tome of beasts is a very fantastic game, their role characters, and magical weapons are outstanding. So let’s start the post. Tome of WebView Details. Request a review. Learn more WebDec 12,  · Tome of Beasts Credits Cover Art: Marcel Mercado Design: Dan Dillon, Chris Harris, Art Director: Marc Radle Rodrigo Garcia Carmona, and Wolfgang Baur WebDownload. Character Sheets. Download. DM Things. Download. Player Companions. Files. 01 blogger.com 5e Racial Stat Bonuses Adventuring blogger.com Class and WebJun 13,  · Tome of Beasts PDF is a popular Guide Play Book written by Wolfgang Baur. It was originally published on November 8, The book follows the genre of ... read more




On a failure, the Unknown Origins. The cast spells, and begins suffocating. On a success, the target takes monsters are never seen together, and some believe them to be a half the bludgeoning damage and is no longer grappled. Until this single monster, an evil spirit made flesh that appears whenever strangling grapple ends escape DC 16 , the target takes 13 3d8 a group of humans has angered the gods. A-mi-kuks have no bludgeoning damage at the start of each of its turns. target at a time. Hold Breath. The a-mi-kuk can hold its breath for 30 minutes. Fear of Fire. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. Angels of judgment are cosmic agents of balance.


Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent. Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel. Witnesses to History. In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send sammael angels Creature Codex, p. Cosmic Arbiters. Angels of judgment arbitrate claims between the lords of righteousness and the masters of madness. If either party violates the terms, the angel destroys the offender and patiently waits for a new representative to take their place.


Immortal Nature. STR DEX CON INT WIS CHA Penance Gaze. On a success, the creature is Damage Resistances necrotic, poison, radiant; bludgeoning, restrained. piercing, and slashing from nonmagical attacks Unless surprised, a creature can avert its eyes to avoid the saving Condition Immunities charmed, exhaustion, frightened throw at the start of its turn. If the creature looks at the angel in the meantime, it must Languages all, telepathy ft. immediately make the save. Challenge 18 20, XP Weapons of Balance.


When the angel of judgment hits with any weapon, the Change Face. As a bonus action, the angel of judgment can change weapon deals an extra 6d8 force damage included in the attack. its face and demeanor to exhibit aspects of chaos or law, as needed Innate Spellcasting. It can have only one face active at a time and Charisma spell save DC The angel can cast the following spells, can end the effect on its turn as a bonus action. The angel of judgment becomes a harbinger of At will: detect evil and good, detect magic, detect thoughts, chaos. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead. ACTIONS Divine Awareness. The angel of judgment knows if it hears a lie. The angel of judgment makes two melee attacks.


The angel of judgment has advantage on saving Greataxe. throws against spells and other magical effects. Divine Mission. Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. Nothing Gets in the Way. Angelic enforcers show no mercy to any creature or obstacle between them and their quarries.


Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. The angelic enforcer makes two melee attacks, but can Damage Resistances bludgeoning, piercing, and slashing from use its bite only once. nonmagical attacks Bite. The curse can be lifted early by a remove Languages all, telepathy ft. curse spell or similar magic. Challenge 12 8, XP Greatsword. Blazing Weapons. The angelic enforcer magically polymorphs into a magical. When the enforcer hits with any weapon other than its bite, humanoid or a lion that has a challenge rating no higher than its the weapon deals an extra 4d8 fire damage included in the attack. own, or back into its true form. It reverts to its true form if it dies. Divine Awareness. The angelic enforcer knows if it hears a lie.


Any equipment it is wearing or carrying is absorbed or borne by the Magic Resistance. against spells and other magical effects. In a new form, the enforcer retains its own game statistics and Innate Spellcasting. The enforcer can innately cast the and special senses are replaced by those of the new form, and it following spells, requiring only verbal components: gains any statistics and capabilities except class features, legendary At will: detect evil and good actions, and lair actions that the new form has. Mead archons are the emissaries of deities who enjoy battle and strong drink. Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory.


Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. Senses darkvision 60 ft. Languages all, telepathy 60 ft. Drunken Touch. The mead archon touches a creature within 5 feet of Challenge 4 1, XP it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way Magic Resistance. The mead archon has advantage on saving takes damage, it can repeat the saving throw, ending the condition throws against spells and other magical effects. on a success. Magic Weapons. The mead archon touches a Innate Spellcasting. The archon can innately cast the healing.


If the potion is not consumed within 24 hours, it reverts following spells, requiring only verbal components: back to its original form. Each creature in that ACTIONS area must make a DC 15 Dexterity saving throw, taking 14 4d6 Multiattack. The mead archon makes two melee attacks. fire damage on a failed save, or half as much damage on a Alternatively, it can use its Radiant Bolt twice. It can use its Drunken successful one. Touch in place of one melee attack. Hit: 12 the end of its next turn. Its head is that of a majestic hunting hound with the teeth spell save DC The uridimmu can innately cast the following and reddish-gold mane of a lion, and it holds a flaming mace in spells, requiring no material components: its hands. After their defeat, the uridimmus chose to serve the god Multiattack. The uridimmu makes three attacks: one with its bite and as guardians of the heavenly realm.


The tainted origin of two with its mace. uridimmus manifests in the chaotic mass of fire, lightning, and Bite. Hit: 19 radiance that clings to the heads of their maces. Tainted Servants of Law. Uridimmus are tireless Mace. Some also serve the deities directly as radiant damage. bodyguards or lead groups of lesser celestials in battle. While Heavenly Roar Recharge 5—6. The uridimmu can unleash a uridimmus are unwavering and steadfast guardians, they are powerful roar imbued with divine power in a foot cone. A also completely merciless in combat and not above making target caught within this cone must make a DC 18 Constitution examples out of trespassers. This tendency sometimes causes saving throw, taking 45 10d8 thunder damage on a failed save, or half as much damage on a successful one. If the saving throw friction between the urdimmu and other angels, like planetars, fails by 5 or more, the target is also frightened for 1 minute.


A who claim that the souls of uridimmus are still tainted with evil. frightened creature can repeat the saving throw at the end of each Immortal Nature. Fiends have disadvantage on this saving throw. Challenge 14 11, XP. Chaos Mace. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage included in the attack. The uridimmu chooses the type of damage when making the attack. Heroic Aura. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu has advantage on saving throws against spells and other magical effects. Two every stripe, the animals of the world have much simpler forms additional animal lords are presented here: the Queen of of faith. Among each species there is always one paragon that Scorpions, an exiled animal lord who manipulates the mortal embodies the animal spirit in a humanoid form, the better to world through a complex network of thieves and spies from her speak to others and represent the animals in celestial councils.


desert home, and the Toad King, a burgeoning animal lord who seeks apotheosis by sending brave heroes on complex quests. Queen of Scorpions The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. Exiled Lord. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. Mistress of Poison. The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff. The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. She operates her shipments of poisons via her shrouded cultists and a network of go-betweens.


Only a select few of her customers are aware of the true identity of their supplier. Murderer of Monarchs. The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death. Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so.


The Queen of Scorpions can communicate passage when within 1 mile of her temple unless she wishes to. with scorpions and spiders as if they shared a language. ability check. of 1d10 days. STR DEX CON INT WIS CHA Multiattack. In human form, the Queen of Scorpions makes two scimitar attacks. In her true form, she makes three attacks: one with her sting and two with her scimitar. While in scorpion form, the Damage Resistances bludgeoning, piercing, and slashing from Queen has two claws, each of which can grapple only one target. nonmagical attacks Scimitar Humanoid or True Form Only. incapacitated, poisoned, stunned Sting Scorpion or True Form Only. the target must make a DC 17 Constitution saving throw, taking 21 Challenge 13 10, XP 6d6 poison damage on a failed save, or half as much damage on a successful one. Arachnid Passivism. No scorpion or spider can willingly attack Acidic Bile Recharge 5—6. The Queen of Scorpions spews acid from the Queen of Scorpions.


They can be forced to do so through her mouth in a foot line that is 5 feet wide. Each creature in magical means. that line must make a DC 17 Dexterity saving throw. If the Queen of Scorpions fails a creature takes 45 10d8 acid damage and is poisoned for 1 minute. saving throw, she can choose to succeed instead. The Queen of Scorpions has advantage on saving A poisoned creature can repeat the saving throw at the end of each throws against spells and other magical effects. of its turns, ending the effect on itself on a success. The Queen of Scorpions can take 3 legendary actions, choosing from Rejuvenation. Only one legendary action option can be used at the Astral Plane. The Queen of on the Material Plane, which then becomes the Queen of Scorpions Scorpions regains spent legendary actions at the start of her turn.


with all of the hp and abilities thereof. Only killing every scorpion on the Material Plane will prevent this trait from functioning. The Queen of Scorpions casts one of her at will spells. The Queen of of unearthly beauty, or back into her true Medium, scorpion-tailed Scorpions moves up to her burrowing speed without provoking humanoid form. Her statistics, other than her size, are the same opportunity attacks. The forms retain her climbing and burrowing speeds. Any equipment Queen of Scorpions makes one scimitar attack. she is wearing or carrying transforms with her. She reverts to her true form if she dies. The Toad King has not quite onyx eyes. His broad smile, accentuated by wrinkles and warts, achieved status equivalent to other animal lords. However, he complements his regal bearing and attire. expects he will undergo apotheosis when he convinces a hero or King of Frogs. All amphibians respect the Toad King, group of heroes to complete a grand adventure on his behalf.


but frogs and toads follow his orders. He lives among them in swampy areas and often adds his voice to their TOAD KING croaking choruses. Medium fey shapechanger , neutral Fairy-tale Nobility. He spins a grand tale about witches or fey Speed 30 ft. enchanters and convinces listeners to undertake elaborate quests to break the curse. The Toad King hints at rewards but tries not to promise anything specific. The Toad King can communicate with poisoned, stunned frogs and toads as if they shared a language. Senses darkvision ft. high jump is up to 10 feet, with or without a running start. Challenge 10 5, XP Innate Spellcasting. He can innately cast the following Amphibious.


The Toad King can breathe air and water. spells, requiring no material components: Anuran Passivism. No frogs or toads can willingly attack the Toad At will: heroism, suggestion King. They can be forced to do so through magical means. The ACTIONS target must succeed on a DC 17 Wisdom saving throw, or the Toad King has advantage on his next attack. In frog form, the Toad King makes two bite attacks. In Magic Resistance. The Toad King has advantage on saving throws humanoid form, he makes three rapier attacks. In his true form, he against spells and other magical effects. makes three attacks: one with his bite and two with his rapier. Bite Frog Form and True Form Only. If the target is a Medium or smaller Plane. In 1d6 days, it inhabits the body of another frog or toad on creature, it is grappled escape DC Until this grapple ends, the the Material Plane, which then becomes the Toad King with all of target is restrained, the Toad King can automatically hit the target the hp and abilities thereof.


Material Plane will prevent this trait from functioning. When the Toad King moves, any Medium or smaller target he is Royal Croak. As a bonus action, the Toad King croaks at a frog or grappling moves with him. toad within 30 feet of him. If the target can hear him, it can make Rapier Human and True Form Only. attacked the Toad King since the end of his previous turn. The Toad King can use his action to polymorph into REACTIONS a Large emerald frog, a Medium male human, or back into his true Parry Human and True Form Only. The Toad King adds 4 to his Medium bipedal toad form. His statistics, other than his size, are the AC against one melee attack that would hit him. To do so, the Toad same in each form—with the exception that only his true and frog King must see the attacker and be wielding a melee weapon.


forms retain his swimming speed. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies. The Toad King must consume the tear-soaked the hands of evil fey or witches. Here are some example quests for feather before the next crescent moon. The clam must swamp, then burn it in the remains of a yowler see page have been used by the haleshi at least once to magically transport The Toad King must inhale the rotten perfume. itself and others. The potion must be frozen by an ice bogie on the night of a full moon. see page before consumption. The first seed the tree bears will cure the Toad King. The head snaps its jaws and the whole thing grappled by the bearskin rug. lunges forward, flat and threatening. Hit: The creature is grappled escaped DC another target.


Inn Protection. Inns and hunting lodges in remote locations Menacing Roar Recharge 6. The bearskin rug lets out a hideous, often hire mages to make animated bearskin rugs. The rugs supernatural howl. Each creature within 20 feet of the rug that can serve as seemingly harmless decorations that can instantly turn hear the roar must succeed on a DC 13 Wisdom saving throw or into guardians to drive away burglars, or into bouncers to break become frightened for 1 minute. A creature frightened this way up bar fights. must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape Bearserk. There are rare cases of animated bearskin rugs from an effect that prevents it from moving. At the end of each of their masters. It is unknown what triggers such violence in of its turns and when it takes damage, the creature can repeat the the constructs. Berserk rugs need to be put down swiftly, as they saving throw, ending the effect on itself on a success.


attack any creature they notice. Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. blind beyond this radius , passive Perception 6 Languages — Challenge 4 1, XP. Antimagic Susceptibility. The bearskin rug is incapacitated while in the area of an antimagic field. Damage Transfer. While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.


False Appearance. While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug. The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack. Noxious Terrors. The aniwye is a magical monstrosity that resembles a cross between an enormous skunk and a wolverine. They go out of their way to hunt humans and gnomes, particularly those tied to the natural world. Aside from their savage claws and teeth, the aniwye can also spray a deadly musk at opponents, the poison burning the eyes and lungs of those who inhale it. Aniwye also use this musk to mark their territory—a tree trunk or boulder covered in fresh musk is a sure sign an aniwye is not far away. Unsubtle Shapeshifters.


Aniwye can shapeshift into an ogre or giant, but this transformation is unstable and conspicuous. An aniwye in ogre or giant form is most often recognized by its horrible body odor and the white stripe running through its otherwise black hair. Unlike many natural shapeshifters, aniwye Shapechanger. The aniwye can use its action to polymorph into a are unable to use these forms to deceive others for long or to Large ogre or Huge hill giant, or back into its true form, which is ingratiate themselves into the communities of humanoids or a skunk-like monstrosity. Its statistics, other than its size, are the giants.


form retains its burrowing and climbing speeds. It reverts to its true form Hunting Comrades. While aniwye do not get along with if it dies. most creatures, they have been known to ally with predators that Unstable Form. If the aniwye takes 30 or more points of damage on share their passion for human flesh, such as wampus cats Tome a single turn while in ogre or giant form, it can immediately shift to of Beasts, p. its skunk form. Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their ACTIONS fetid stench. In ogre or giant form, the aniwye makes two slam attacks. In skunk form, it makes three attacks: one with its bite and ANIWYE two with its claws.


Large monstrosity shapechanger , neutral evil Slam Giant or Ogre Form Only. Armor Class 15 natural armor Bite Skunk Form Only. Speed 40 ft. burrow 20 ft. in skunk form Claw Skunk Form Only. STR DEX CON INT WIS CHA Rock Giant Form Only. Deadly Musk Recharge 5—6; Skunk Form Only. Each creature in that area must make a DC 15 Constitution Languages Common, Giant saving throw. On a failure, a creature takes 24 7d6 poison damage Challenge 5 1, XP and is stunned until the end of its next turn. A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers. Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade.


Hit: 12 Elemental Birthright. primordial wind spirit, anzu are the personification of the Breath Weapons Recharge 5—6. The anzu uses one of the following south wind, lightning, and the driving monsoon. The anzu exhales fire in a foot cone. in that area must make a DC 16 Dexterity saving throw, taking 45 10d8 fire damage on a failed save, or half as much damage on a ANZU successful one. The anzu exhales a wave of water in a foot Large monstrosity, neutral cone. Each creature in that area must make a DC 16 Dexterity Armor Class 16 natural armor saving throw. knocked prone. STR DEX CON INT WIS CHA Lightning Relocation. A creature within 5 feet of both locations Languages Common, Primordial makes this saving throw only once. Challenge 9 5, XP. Keen Sight. The anzu has advantage on Wisdom Perception checks ANZU IN MIDGARD that rely on sight.


In the Midgard campaign setting, anzu are the children of ACTIONS the windlord Khamsin the South, and many anzu guard the Multiattack. The anzu makes three attacks: one with its bite and two escarpment along the eastern side of the Chelamite Mountains. with its talons. Others can be found on the Rothenian Plains and in the Bite. Hit: 14 grasslands of the far East. The apaxrusl makes two slam attacks. If both attacks hit Apaxrusl, or sand drudges, are created through dark rituals that the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes. merge a corpse with desert sand. Hit: 7 Soul Infusion. call for infusing damned souls into the sand, and would-be Fiery Sands Recharge 5—6. Sand whips violently around the creators regularly make bargains with demons to acquire this apaxrusl.


Each creature within 10 feet of the apaxrusl must make a unique component. Oftentimes, the deal goes poorly for the DC 13 Constitution saving throw, taking 10 3d6 slashing damage creator, leaving the resulting apaxrusl to wander the desert and 10 3d6 fire damage on a failed save, or half as much damage without a master. on a successful one. Abyssal Intelligence. The damned souls filling the apaxrusl REACTIONS give it intelligence, but its constructed form keeps it loyal, Shifting Sands. The apaxrusl can shift the flowing sands of its body making it a valuable asset to its creator. Necromancers often to avoid harm.


When the apaxrusl takes damage, roll a d Reduce create apaxrusl to lead small groups of undead on specific tasks, the damage it takes by the number rolled. Earth Glide. The apaxrusl can burrow through nonmagical, unworked earth and stone. Fiendish Construct. While the ash phoenix hovers and remains eyes like glowing coals. Impossibly, it stops its dive mere feet from motionless, except for drifting on air currents, it is indistinguishable the ground, and its powerful wings whip up ash that carries the from a normal cloud of ash and smoke.


chill of the grave. The new body which seek the eradication of all life around their birth pyres. appears within 5 feet of its birth site. Cremated Birth. For an ash phoenix to be created, a group Shadow Stealth. While in dim light or darkness, the ash phoenix can of humanoids must be burned in a mass pyre in an area tainted take the Hide action as a bonus action. with necrotic energy, and the blood of a magical avian, such as Wind Weakness. While in an area of strong wind at least 20 miles an august rooster see page 33 or firebird Tome of Beasts, p. per hour , the ash phoenix has disadvantage on attack rolls and , must be mixed into the pyre as it smolders. Necromancers ability checks. often follow the armies of warring nations in secret, with the ACTIONS blood of a magical bird in hand, for the chance to create such Multiattack.


The ash phoenix makes two ash talon attacks. If both powerful undead. throw or take 7 2d6 necrotic damage. The ash phoenix regains hp Disturbed Souls. The creation of the ash phoenix disrupts equal to half the necrotic damage dealt. the natural passage of souls into the afterlife, infusing the Ash Talons. phoenix with the angry spirits. At times the beasts appear to be ludicrous or messy or absurd. It usually received mixed reviews, widely followed by positive ones. Tome of Beasts PDF is a popular Guide Play Book written by Wolfgang Baur. It was originally published on November 8, The book follows the genre of Reference books, Guide books, Animation, and Role Play Gaming. It has a rating of 4.


The Tome of Beasts Ebook carries in excess of new beasts to the fifth Edition. Tome of Beats includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils dangerous flavors of the fey, undead, and much more!. Use them in your favorite published setting, or populate the dungeon in a world of your own creation. This book is huge. Not only that, but the monsters are interesting. Instead, you will find creature with spells that they can cast a certain number of times per day easier than keeping track of spell slots , defensive abilities and other unusual capabilities that will make every encounter feel fresh for your players. Book Name : Tome of Beasts Publisher : Open Design LLC Publication Date : 8 November, Edition : 5th Language : English Pages : CLICL ME TO DOWNLOAD PDF.



by Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham Developed and Edited by Meagan Maricle. Brinkley, Charlie Brooks, Peter Bruhn, Adam D. Burdo, Matt Bryan Syme, Egil Thompson, Eva Widermann, and Vika Yarova Burriss, Clay Christopher, Hamish Clark, Matthew Corley, Nicolas Courtemanche Dan Dillon, Wally DM, Chris Dudley, Benjamin GRAPHIC DESIGN L. Harness, Andrew Harshman, Chris Harris, Heath Harris, Addison Rankin and Doug Wohlfeil Sam Hobbs, Jeremy Hochhalter, Samuel Hubbard, TK Johnson, LAYOUT Maximilian Kirchner, Adam Letherbarrow, Nicholas Charles Marc Radle Querci, Gavin MacLean, Robert B.


McLain, Jonathan Miley, Joshua Moreland, Matt Perl, Jason Anne G. Kobold Press, Midgard, and their associated logos are trademarks of Open Design. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1. Elements that have previously been designated as Open Game Content are not included in this declaration. Open Game Content: The Open content in this book includes the monster names, descriptions, monster statistics, and monster abilities. No other portion of this work may be reproduced in any form without permission. com ISBN: Printed in the USA © Open Design LLC 2 4 6 8 10 9 7 5 3 1. Kobold Press PO Box Kirkland WA USA. ON THE COVER In this battle scene by Hugh Pindur, heroes face a servant of the Unsated God as it summons the demon lord Hriggala. SPECIAL THANKS! Special thanks to the 6, backers who made this volume possible!


WHAT IS UMBRAL AND VOID SPEECH? Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow. Void Speech is the language of the Outer Darkness in the Midgard campaign setting, spoken by vile things that are malevolent towards humans and their allies, and who seek to bring about the ruinous apocalypse of the dark gods. Substitute any ancient language with an evil reputation if you are using another setting. E Edjet Initiate Playtesters 5 Idiots in a Dungeon: Clay Christopher GM ; Rain Dice Jockeys: Kellen McIntyre GM ; Jack Tigert, Scott Greendale Tabletop Society: Caiden Palazzolo GM ; Shultz, Trace Campbell, Travis Marrocco, Blaine Joonas Hendriks, Adam Fuhrmann, Alexandria Somers, Tyson Cas, Matt, Tracy Longfield Adventures in Helyanwe: Brandon S. Goodling GM ; Guild of Gildeban: Koizumi Shimu GM ; Kougry, Ben Poliner, Colin Mount, Crystal Poliner, Doug Difonix Clan: Rodney Hart GM ; Laura Young-Hart, Rabumaru, WasaBoy, LionZoned McNeill, Nathan Beamer, Morgan Beamer, Stephanie Daniel Acuff, Zachary Hart, Michelle Everhart-Powers, Guild of the Gilded Goat: Craig Johnson GM ; Bishop L.


Goodling Corinthia Hart, Jordyn Hall, Jonathan George, Johnson, Katie Johnson, Jarrod Holt, Justice Johnson, Christina Hart AsteriaQuest! Hartwick, Rick Hough, Richard Humpartzoomian, Distanced Dungeons: Joe Franklin GM ; Mari Avicolli, Heart of Darkness: Eric Holt GM ; Lawrence Wang, Zafri Mollon, Derek Marsh, Shawn Redmond, Eric Lisa Franklin, Catie Grzywacz, Gunnar Rightnour, Karl Erik Sathe, Laura Alexander, Andre Szejner Sigal, Rice, Monique Rice, Olivia Rullo, Pete Scheffler, Bill Terstappen, Shannon Terstappen Catherine Taylor Somerville, Dave Storey, Shawn Walton Do it up live group: Jonathan Burr GM ; Jonathan Flinn, Heisters: Good King Enialb GM ; Brottor Torrun, Big Deck Problems: Zane Beauchamp GM ; Nicole Ryan Lynn, Tyler Renfroe, Amanda Kovach, Lizzy Burr, Fallenrien Gylenthar, Kilvar Bloodfist, Oskar Steeltoe Betts, Shaun Coles, Dustin Hertel, Christopher Porelle, Adam Reeder, James Roe,Tommy Yakubik, and Casey Alessandra Tiberi, Steve Wayne Cavaliere.


Eastman GM ; Morris, Chris Kelly, Mike Scott, Stephanie Sharpe, Ben Zachary Prince, Michael Shimoff, Yitzchak Silverman, Heroes of Astorhia: Hannah Jeffers-Huser GM ; Sharpe Sam Stern. Nicholas Bakken, Dwight Indermuehle, Robert McGill Jr. Breakfast Club: Nic Hoover GM ; Dropkick Lex, Mike J, Esteemed Order of Monster Hunters: David Todd GM ; Banana, Ott3r, Dani Boy, Nikita, Joe K Andrew A. Fanboy Crusaders: Chris Swire GM ; Adam Swire, Rupert Legendary Pants: Chris Dzura GM ; Aaron Castro, Casa de Torneos: Ryed Jadun; Daniel S.


DM ; Shawn C. D20Dragontales: Tyler Wike GM ; David Badger Humphries, Tim Leisure, Mark Tackett Grapes of Wrath: Criss Wootton GM ; David Ko, Deedee Monday Night Gang: Charles Upton GM ; John, Katie, Crawford, Benjamin Pifer, Kimmie Cunniff. Nick, Sara, Zack Dawnguard: Eric T GM ; Carl H, Chris Y, Dave W, Faith S, Tim M Gray Company: Raymond Buffington GM ; Adam Stevens, New Draco: Ryan McConnell GM ; Deejay Taylor, Dylan William Buffington, Thomas Cox, Amethyst Stevens Nantel, Minh Ta, Sidney Nantel. GM ; Dave C. Prince Laura, Steve, Kaden, Michaela, Skylar, Hayden, Michael Reiser: Hamish Clark GM ; Leopold Boulais, Octavia Treasure Trappers: Hannah Jeffers-Huser GM ; Hunter The Guild of the Black Dragon: Eric Reistetter GM ; Beaumier the Martian, Robert McGill Jr. Daniel Nobel Aleron, Mohkan, Kruulnar K. GM ; Julia N, Judy B, Wes W, Charlie R.


Unnamed Playtest Group: Loiswolf GM ; JtMecm, The Adventure Bros: Andrew Wester GM ; Darryl The Order of the Silver Claw: Emmanuel Guerrero GM ; EspeonLover, Peach, Kitith Catra, Capnerhurst, Steve French, Dave Tejada, Dominic Claire Wittlnebel, Jennifer Berry, Lori Penner, Nicole Barreiro, Alex Serafico, Chris Wester Unnamed Playtest Group: Matt Whittaker GM ; Sue Jackson, Jessica Tussuzian, Melissa Echlin Whittaker, Kaisa Whittaker, Erik Whittaker The Brunch Force: Auron Starglider GM ; Badger, The Party With no Name: Dave GM ; Mike, Mike, Arkathan, TwistedTechMike, DJForestWoods, Hughwer, Unnamed Playtest Group: Patrick Reynolds GM ; James, Dylan, Dave, AJ Travok Captain , and RKO The aalpamac makes three attacks: one with its bite and Its eyes glow with a lambent green light, and the air around it two with its claws. bends and distorts as if viewed through a thick lens.


Hit: 16 Hungry Lake Monsters. freshwater predator native to lakes and rivers. While primarily Claws. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons. Local Legends. An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question.


Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The aalpamac can breathe air and water. Distance Distortion Aura. The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait.


requiring no action, so it can see and interact with objects outside the armor. Weak and easy prey in their natural state, the ahu-nixta Creature The ahu-nixta can exit or enter its clockwork armor as a Codex, p. building armor that could carry them through the voids between Immutable Form. After mastering any spell or effect that would alter its form, as is the creature that clockwork design, the ahu-nixta turned to enhancing themselves controls it as long as the ahu-nixta remains within the armor. to better utilize greater and greater clockwork creations. Innate Spellcasting. Boundless Potential. The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement.


Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods. hover , swim 30 ft. 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 of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. In addition, it has no attack actions, though it can still cast its spells. The cataphract makes three melee attacks. It can cast any spell or effect that would alter its form, as is the creature that one at will spell in place of two melee attacks.


Alternatively, it can controls it as long as the ahu-nixta remains within the armor. use its Arcane Cannon twice. The ahu- target. At will: firebolt 1d10 Pronged Scepter. ACTIONS Bashing Rod. Arcane Cannon. Hit: 18 4d8 force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future.


The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. Unknown Origin. The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. Dispersed Destruction. If an akaasit is destroyed, it falls apart into a pile of gray triangles. Construct Nature. ACTIONS Multiattack. The akaasit makes two arm blade attacks. AKAASIT Arm Blade. future allows it to see attacks before they happen.


Damage Immunities poison, psychic Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned AKAASIT BLADE Senses truesight 60 ft. This dagger is crafted from the armblades of a defeated akaasit. Immutable Form. The akaasit is immune to any spell or effect that You can use an action to activate a small measure of prescience would alter its form. within the dagger for 1 minute.



Kobold Press - Tome of Beasts 2 (5E) (2020) PDF,Document Information

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While under the geas, the affected creature must assist nonhostile Good Samaritans. Each new devourer has prone, restrained, stunned hp equal to half the original creature, rounded down. Egg-Laying Fey. Auroras tend to attach singing. Arachnid Passivism. The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The attercroppe radiates an aura of insidious serpentine creature with human arms and a wicked grin on its poison that slowly pollutes any water source.



Arcane Cannon. The bearskin rug lets out a hideous, often hire mages to make animated bearskin rugs. Challenge 10 5, XP Innate Spellcasting. horror, haphazardly assembled from mismatched bones and Boneshard Cyclone Recharge 5—6. Though auroras horribilis ACTIONS can manifest anywhere on a world, tome of beasts 5e pdf free download prefer to dance and sing Multiattack. A creature can repeat the saving throw at the end Magical Prank.

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