A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Loot Value 1000
Abilities:
Aggressive.As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The girallon makes 7 attacks. 1 with its bite and 6 with its claws.
Bite. Melee Weapon Attack. +11 to hit, Range 5 ft.
Hit. 11 (1d6+7) Piercing damage.
Claw. Melee Weapon Attack. +11 to hit, Range 10 ft.
Hit. 11 (1d6+7) Piercing damage.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Polearm Master. Entering the Goblin's threat area incurrs an opportunity attack.
Parry. As a reaction, the Goblin can add +2 to its AC against one melee attack that would hit it.
2x Spear Multiattack.
Longspear. Weapon Attack. +6 to hit, Reach 10ft. Thrown 20 ft.
Hit. 11 (2d6 + 4) piercing damage.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
A creature can use its action to make a DC 12 Athletics check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 11) also frees the creature without harming it, ending the effect and destroying the net.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
3x Scimitar Multiattack.
Scimitar. Melee Weapon: +7 to hit, reach 5ft.
Hit. 15 (3d6+4) slashing damage.
Shortbow. Ranged Weapon: +7 to hit, range 120/320ft,
Hit. 28 (6d6 +7) piercing damage.
Abilities:
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
2x Light Weapon Multiattack.
Scimitar. Melee Weapon: +7 to hit, reach 5ft.
Hit. 12 (2d6+5) slashing damage.
Shortbow. Ranged Weapon: +7 to hit, range 80/320ft,
Hit. 12 (2d6 +5) piercing damage.
Crossbow (One attack AND Bonus Action). Ranged Weapon attack. +7 to hit, Range 80ft.
Hit. 23 (4d8+5) Piercing Damage.
Abilities:
Poisonous Skin.Any creature that grapples the Grung Elite Warrior or otherwise comes into direct contact with the Grung Elite Warrior’s skin must succeed on a DC 12 CON Save or become poisoned for 1 minute.
Standing Leap.The Grung Elite Warrior’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Dripping Poison If the Grung takes damage, it may use its reaction to poison creatures within 5ft of it.
Any creature hit by one of the Grung's weapon attacks must make a DC 12 CON Save or take an additional 5 (2d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger . +5 to hit, Range 20/60 ft.
Hit. 6 (1d4+3) Piercing damage.
Shortbow. Ranged Weapon. +5 to hit, Range 80/320 ft.
Hit. 7 (1d6+3) Piercing damage.
Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune.
Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 11 WIS Save or be stunned until the end of the grung’s next turn.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as “terror folk” for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts.
Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten.
Loot Value 75
Abilities:
Terror Dive.If the Pterafolk is flying and dives at least 30 feet forward toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn
Multiattack. The pterafolk makes 4 attacks: 1 with its bite and 3 with its claws. Alternatively, it makes 3 melee attacks with its javelin.
Bite. Melee Weapon Attack. +6 to hit, Range 5 ft.
Hit. 13 (3d4+3) Piercing damage.
Claws. Melee Weapon Attack. +6 to hit, Range 5 ft.
Hit. 7 (1d6+3) Slashing damage.
Javelin. Melee or Ranged Weapon Attack. +6 to hit, Range 30/120 ft.
Hit. 14 (3d6+3) Piercing damage.
One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.
Abilities:
Trampling Charge. If the Triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone.
If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit: 24 (4d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft.
Hit: 23 (3d10 + 9) bludgeoning damage.
Abilities:
Aggressive. As a bonus action the orc can move up to its speed toward a hostile creature that it can see.
Blessed. Up to 2 friendlies within 30ft of the Orc can add 2 (1d4) to their attacks and saves.
2x Spear Multiattack
Spear. Melee Weapon Attack: +7 to hit, Reach 5ft.
Hit. 25 (3d6+2d8+5) Piercing damage.
Javelin. Melee Weapon Attack: +7 to hit, Range 20/60ft.
Hit. 26 (6d6+5) Piercing damage.
Command(2/day). The Orc can speak a one-word command to a creature within 60ft. which the target must obey for one round if it fails a DC 13 WIS Save.
Healing Word (5/day). As a Bonus Action, The orc can touch a creature and restore 8 (2d4+3) HP as Bonus Action.
Spellcasting. The Orc is a Cleric, and it's spellcasting ability is Wisdom. All of its spells require Verbal components.
Cantrips. Guidance, Resistance, Thaumaturgy.
Abilities:
Berserker. The orc adds it's proficiency to damage, and has resistance to Non-Magical Damage.
Aggressive. As a Bonus Action, the Orc can move up to its speed towards an enemy it can see or hear.
2x Battleaxe Multiattack.
Battleaxe:Melee Attack: +8 to hit.
Hit: 17 (2d8+8) slashing damage.
Javelin. (Recharge on 5-6) +9 to hit, Range 40 ft.
Hit: 34 (4d12 + 8) piercing damage.
Fearful Gaze. As a reaction, the Orc can frighten the last target that dealt it damage it if they fail a DC 16 WIS Save.
Barkskin Armor. The Wildling is concentrating, and must make CON Saves when it takes damage. DC 13 to spot.
Abilities:
Poisonous Skin. Any creature that grapples the Grung Wildling or otherwise comes into direct contact with the Grung Wildling’s skin must succeed on a DC 14 CON Save or become poisoned for 1 minute.
Standing Leap. The Grung Wildling’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Any creature hit by one of the Grung's weapon attacks must make a DC 14 CON Save or take an additional 8 (3d4) poison damage. The creature also suffers additional affects for every 5 points it failed by until it succeeds a save at the end of its turn.
Dagger +1. 2x Multiattack. +7 to hit, Range 20/60 ft.
Hit. 8 (1d4+5) Piercing damage.
Shortbow. Ranged Weapon. +7 to hit, Range 80/320 ft.
Hit. 11 (2d6+4) Piercing damage.
Cure Wounds. (Recharge 5-8) As an action, the Wildling can heal a target for 13.5 (3d8) HP.
Spike Growth. (Recharge 9-11) For 10 MInutes, creatures within a 30ft Radius take 8 (3d4) piercing damage for every 5 feet it travels. The area also counts as difficult terrain. A creature can spot the area with a DC 13 Perception check.
Plant Growth. (Recharge 12) All plants within a 100ft radius become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The grung can exclude any areas within this radius it prefers.
Grung Poison Variant.Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. Creautres can repeat their save once per minute until successful.
Green. The creature is knocked prone at the end of every turn.
Blue. The poisoned creature is Silenced.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.