Beasts of The East - India (Evil Beagle)
Beasts of The East - India (Evil Beagle)
Beasts
from the
East:
India
1
Beasts from the East:
India
Writing
Michael Surbrook
Editing
Martin Tucker
Layout
Bill Keyes
Publisher
Evil Beagle Games
Cover Art
Jacob E. Blackmon
2
INDIA as creation always follows destruction); and
Brahma, the Creator, agent of Brahman, and
History the third part of the Trimurti (trinity) formed of
himself, Shiva, and Vishnu.
India has one of the oldest known Major goddesses include: Devi, the Divine
civilizations, with origins traceable to Mother, and the mother of all living things; Kali,
settlements established in the Indus River the destroyer, consort of Shiva, and the symbol
Valley as early as 2,600 BCE. The name “India” of the cycle of life and death; and Lakshmi,
comes from these settlements, as it is derived Mother of the Universe, and goddess of wealth,
from “Sindhu,” the Persian word for the Indus good fortune, and beauty.
River. India is also home to several of the major Other major deities include Ganesha, the
religions of the world, including Hinduism and elephant-headed “remover of obstacles,” and
Buddhism, both of which have had a major Hanuman, the monkey god. Hinduism also
influence on the rest of southern and eastern includes a wealth of minor deities, nymphs,
Asia. celestial spirits, and demons — such as
Garuda [page 21], the Apsarasas [page 4], the
Religion Gandharva [page 18], and the Rakshasa [page
Hinduism: Hinduism, also known as Sanatana 35].
Dharma, or “perennial faith,” is one of Followers of Hinduism are found primarily in
the oldest extant religions in the world. It India, Nepal, Bangladesh, Indonesia, Pakistan,
apparently originated around 2,000 BC with the Sri Lanka, and Malaysia (in that order), with
Indo-European Vedic peoples and eventually small populations scattered over Southeast
evolved into several forms, such as the Asia and the rest of the world. However, many
Vedanta, Tantra, and Yogic schools. The primary countries without significant numbers of Hindus
concepts of the faith are found in the Rig Veda, (Thailand for example), still share some aspects
said to be the “oldest religious scripture in the of the religion, such as different names for the
world.” various deities and other supernatural beings.
At its core, Hinduism believes in a singular Buddhism: Buddhism has its roots in the
Truth, understanding of which can only be teachings of Siddhartha Gautama, who was
obtained by faith, love, and persistence in born in Nepal in the 5th Century BCE. A
a person’s efforts to seek enlightenment. follower of Buddhism seeks enlightenment, an
It is an amazingly tolerant religion as well, awakening of the mind allowing one to become
realizing that no one religion can claim to fully aware of the true nature of the universe.
understand the all-encompassing Truth everyone Enlightenment also allows one to escape the
must seek. It is simultaneously a polytheistic never-ending cycle of birth, suffering, death,
and monotheistic religion, with the various gods and rebirth. Achieving enlightenment is
and goddesses actually only different aspects of accomplished by overcoming such emotions as
a singular Supreme Being. greed, ignorance, lust, and other base desires.
Major gods include: Indra, the god of war and Upon achieving enlightenment, a follower
weather, and the supreme god until the arrival becomes a Buddha, or “one who has become
of Vishnu; Vishnu (also known as Krishna and awake.”
Rama), “The All-Pervading One,” the Maintainer, As a rule, Buddhism stresses moderation,
and normally considered the one Supreme moral discipline, and seeks to avoid harming any
Being in most forms of Hinduism; Shiva, “The living thing (Buddhists are normally vegetarians).
Pure One,” also considered a form of Supreme It does not confirm or deny the existence of
Being and identified with the aspect of god as gods, demons, heaven, or hell, although one
the Destroyer (in this case a positive aspect, story of The Buddha (i.e. Siddhartha Gautama)
3
has the Hindu god Indra telling him to go forth Spirits of Pleasure: As lesser love goddesses,
and teach all who would listen, and other stories the apsarasas are noted for their promiscuity.
have him interacting with various supernatural They will quite willingly lay with mortals,
creatures and beings. Naturally, other countries and will even bear a man children, but as
tend to blend Buddhism into their own native immortal goddesses, they have little to no
faiths, often giving it a far more supernatural material feelings for their offspring, and
aspect in the process. will quickly abandon them at the slightest
Although it originated in India, in that country whim. The apsarasas also seem to be a touch
Buddhism has been almost totally absorbed temperamental, and while they tend to bless
and incorporated into the Hindu religion. It is married couples at weddings, they are also
found all through Southeast and Central Asia, known to gift those who gamble at dice with
initially reaching into China, Japan, Korea, and luck both good and bad, and are not above
Mongolia, before eventually spreading across the driving would-be suitors mad.
world.
Lovers, not Fighters: For the most part, the
APSARASAS apsarasas avoid combat if they can. If pressed,
Apsarasas appear as beautiful human maidens they will try and drive their attacker insane,
with voluptuous figures. When appearing as promptly leaving him to his fate. If that doesn’t
themselves, they tend to dress in courtly work, then they will assume the form of an
fashion, with multi-pointed crowns atop their aquatic bird, and seek to escape that way. If
heads, as well as multiple necklaces, armlets, seeking to seduce a man, they will change their
bracelets, anklets, and a highly decorated shape into what ever form they need to get
belt. Their hair can be worn loose or braided close to their target, and then use their skill at
into looping strands, with their only garment a dance (for the apsarasas are almost unearthly
semitransparent shift that falls from the belt to graceful), to entice their “victim” into a
about mid-calf. more intimate encounter. Naturally, as love
Born of Water: The apsarasas were born from goddesses, the apsarasas are phenomenally
the ocean when the gods churned it in search skilled lovers, matched in this regard only by
of the Elixir of Life — hence their name, the gandharvas, who are their husbands.
which translates to “essence of the waters” or Immortal Nature: An apsarasas doesn’t age.
“moving in/between the waters.” They are also
known by the names suranganas, the “wives of APSARASAS OPTIONS
the gods,” and sumad-atmajas, or “daughters Apply any of the following to the base
of pleasure.” Numbering some 35 million (1,060 apsarasas stat block.
of which make up the apsarasas nobility), these Water Nymph: Add swim 30 ft., to the
divine nymphs are ruled by Kamadeva, the god apsarasas’s Speed.
of love, and are known to take slain warriors
and heroes to Indra’s celestial paradise in Can Seduce An Ascetic: The apsarasas can
brilliantly colored chariots. They are also sent innately cast charm person once per day.
by the gods to tempt men in order to sway Spellcasting: The apsarasas is a 6th-level
them from the path of enlightenment. When spellcaster. Its spellcasting ability is Wisdom
not seducing mortal men, the apsarasas tend (spell save DC 13, +3 to hit with spell attacks).
to dwell in trees or cavort with their husbands, It requires no material components to cast its
the gandharvas (see page 18). spells. The apsarasas has the following cleric
spells prepared:
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APSARASAS within 60 feet of the first tree, appearing
Medium celestial, chaotic neutral in an unoccupied space within 5 feet of the
second tree. Both trees must be Large or
Armor Class: 14 bigger.
Hit Points: 39 (6d8 + 12)
Speed: 30 ft. ACTIONS
Instill Madness (Recharge 6): The apsarasas
STR DEX CON INT WIS CHA casts confusion (spell save DC 13) requiring
10 (+0) 18 (+4) 15 (+2) 14 (+2) 13 (+1) 18 (+4) no material components. Once the spell is
cast, the apsarasas need not concentrate to
Skills: Acrobatics +6, Perception +3 keep the spell active.
Damage Resistances: bludgeoning, piercing, Change Shape: The apsarasas magically
and slashing from nonmagical weapons polymorphs into a humanoid or beast that has
Condition Immunities: charmed, exhaustion, a challenge rating equal to or less than her
frightened own, or back into her true form. She reverts
Senses: darkvision 120 ft., passive Perception to her true form if she dies. Any equipment
13 she is wearing or carrying is absorbed or
borne by the new form (the apsarasas’s
Languages: all, telepathy 120 ft. choice).
Challenge: 2 (450 XP) In a new form, the apsarasas retains her
Innate Spellcasting: The apsarasas’s innate game statistics and ability to speak, but her
spellcasting ability is Charisma (spell save AC, movement modes, Strength, Dexterity,
DC 13). The apsarasas can innately cast and other actions are replaced by those of
the following spells, requiring no material the new form, and she gains any statistics
components: and capabilities (except class features,
At will: guidance, mending, thaumaturgy legendary actions, and lair actions) that the
new form has but that she lacks.
3/day each: bestow curse, bless, enhance
ability Natural Shelter: The apsarasas magically takes
shelter in a tree. The apsarasas can’t be
Magic Resistance: The apsarasas has targeted by any attack, spell, or other effect
advantage on saving throws against spells and while Inside this shelter, and the shelter
other magical effects. doesn’t impair the apsarasas’s darkvision.
Tree Stride: Once on her turn, the apsarasas The apsarasas can use its action to emerge
can use 10 feet of her movement to step from a shelter. If its shelter is destroyed, the
magically into one living tree within her apsarasas is forced out and appears in the
reach and emerge from a second living tree shelter’s space, but is otherwise unharmed.
5
Cantrips: (at will): guidance, mending, spare Sankchinnis: The sankchinnis are Hindu
the dying, thaumaturgy tree spirits. They appear near their trees at
1st level (4 slots): bless, create or destroy midnight, taking the form of a beautiful woman
water, purify food and drink surrounded by a glowing white aura. The
2nd level (3 slots): aid, enhance ability sankchinnis are known to be malevolent in their
relations with humanity, with one going so far
3rd level (3 slots): create food and water,
as to seal up a woman in an empty tree cavity.
water walk
Vanadevatas: These beings are Vedic tree
APSARASAS VARIANTS spirits. Guardians of individuals trees and the
DAKINI forest as a whole, they are known to take
revenge on anyone who cuts down the tree
These female spirits are known by a variety
they personally inhabit.
of names, including “celestial woman,” “cloud
fairy,” “sky-dancer,” and “space-goer.” In China Vriksakas: Similar to the vanadevatas, the
they are called k’ung-hsing fo-mu, while in Tibet vriksakas guard individual trees as well as
the name is khandro or mKha-gro-ma. The male entire forests. As with other tree spirits, they
spirits are daka (or pawo [“hero”] in Tibet). appear as beautiful women. The vriksakas are
The dakini are divine beings, much like the known to associate with the apsarasas, and act
apsarasas. They can fly and have a reputation as Indra’s servants.
for being frightening beings, with some going Use the dryad to represent an any of these
so far as to call them Ashrapa, or “drinkers of tree spirits. You may wish to change the dryad’s
blood.” At least some of the dakini serve as list of spells to better represent the nature of a
agents of the goddess Kali, doing her bidding specific tree spirit.
here on Earth, while others assist the goddess
Smashana Kali, and some, known as the Yoginis, ASIPATRA
are soldiers in the armies of Durga (also known
An asipatra takes the form of a large eagle-
as Chandi, goddess of the moon). Others are
like bird with metal feathers, beak, and claws.
known to haunt battlefields, either looking
The creature’s feathers are all sharp and
after the dead and tending to their funerals, or
pointed, with the ones forming the wings having
devouring the dead and drinking their blood.
razor-sharp edges.
There is no set stat block for a dakini or daka
as there are too many options too choose from. Tormentors of Sinners: Asipatra (the name
If you wish to use the dakini in your campaign, means “sword-wing bird”) dwell near the
the best solution is to use a deva as a the base, underworld city of Yamaoura, the city of death.
modifying it according to the needs of your There they perch in a forest that consists of
campaign. For inspiration look at the apsarasas, trees formed from spears and wait for the
bonga, and gandharva. You may also want to spirits of condemned sinners to wander by.
look at the ghoul and vampire. Once one such unlucky soul strays into their
TREE SPIRITS domain they take to the air, slicing the sinner
with their razor-sharp wings.
Buddhist and Hindu legend and lore mention a
variety of beings who dwell within trees. Similar METAL-WINGED BIRDS
in may respects to the Greek hamadyrads, these Many cultures have stories of metal-
spirits tend to be benevolent, although there feathered birds. In the Philippines you can
are exceptions. A short list of tree spirits is as find the gigantic Minokawa (see Beasts from
follows: the East: Southeast Asia), while the Greeks
Dewas: These are Buddhist tree spirits. described the flesh-eating Stymphalian Birds.
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ASIPATRA BHUTA
Small fiend, lawful neutral A form of ghost, a bhuta appears as either
Armor Class: 16 (natural armor) a dark shadow, a flickering light, or a formless
Hit Points: 18 (4d6 + 4) mist. When possessing a corpse, they can be
Speed: 10 ft., fly 60 ft. detected through their voice, which is a nasal
twang, or by the fact they cast no shadow.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 14 (+2) 11 (+0) Spirits of Violent Death: Bhuta (also known as
airi, bhutas, bhut, or bhuts) are the ghosts
Skills: Perception +4 of those who were born deformed, of those
Damage Resistances: cold, fire, lightning who died while insane, those who have died
Damage Immunities: poison by accident, execution, suicide, or violence,
Condition Immunities: poisoned or who were buried without the proper
Senses: darkvision 120 ft., passive funeral rites being performed. They dwell in
Perception 14 cemeteries, crematoriums, ruins, and other
Languages: — desolate places, where they lurk in stands of
Challenge: 1 (450 XP) trees and prey on the living, devouring their
Dive Attack: If the asipatra is flying and dives intestine and excreta. Bhuta are always thirsty,
at least 30 feet straight toward a target and and love milk, and for this reason are known
then hits it with a melee weapon attack, the to attack recently fed children. In order to do
attack deals an extra 9 (2d8) damage to the so, the bhuta will enter into the corpse of a
target.
freshly dead humanoid, animate it, and use it
Flyby: The asipatra doesn’t provoke an
opportunity attack when it flies out of an to attack and eat people.
enemy’s reach. Angry Tormentors: Driven by a constant thirst
Keen Sight: The asipatra has advantage on and a hatred for the living, bhuta are utterly
Wisdom (Perception) checks that rely on
sight. malevolent in nature and revel in tormenting
humans. However, they can be appeased, and
Metal Feathers: At the start of each of its
turns, the asipatra deals 2 (1d4) piercing throwing handfuls of grain to the four cardinal
damage to any creature grappling it. In points of the compass as well as to the center
addition, a creature that hits the asipatra of the circle will keep them away. They are
with a melee attack while within 5 feet of it also afraid of fire (due to its purifying effect on
takes 2 (1d4) piercing damage.
the unclean), and will avoid both open flames
and burning turmeric. Bhuta cannot lay on the
ACTIONS ground, and anyone laying flat on bare earth is
Metal Talons: Melee Weapon Attack: +4 to supposed to be immune to their attacks.
hit, reach 5 ft., one target. Hit: 4 (1d6 + 2)
piercing damage. Bhuta can be placated through the use of
shrines known as bhandara or bhutastan. Of
varying sizes and styles, all allow the bhuta to
rest inside without touching the ground. Flowers
are placed inside the shrine on a monthly basis,
and many shrines contain such items as cradles,
bells, knives, and bowls of water inside. A
bhutastan is a larger form of shrine and usually
contains a bronze statue of the bhuta thought to
reside within. The bhuta is said to communicate
to local villages through a dancer, whose
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otherwise naked body is painted red, white, and owl, horse, or pig. If overcome by hunger, the
yellow. bhuta will enter into a fresh corpse, causing
Shape-shifters and Corpse Animators: Bhuta it to rise up and move about, killing and
tend to hide in the tree tops, where they use devouring people wantonly.
their powers of illusion to mislead humans into Undead Nature: A bhuta doesn’t require air,
dangerous situations. They can also assume food, drink, or sleep.
physical form, and may appear as either a bat,
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BHUTA VARIANTS BAITAL
The term “bhuta” can be used for an entire Medium undead, chaotic evil
class of supernatural beings, all of which are
Armor Class: 15 (natural armor)
undead spirits of some sort. A close relation of
the bhuta is the vetala, which is another corpse- Hit Points: 60 (8d8 +24)
possessing ghost. One form of the vetala is Speed: 25 ft., fly 40 ft.
baital, a type of vampiric man-bat. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 14 (+2)
VETALA
Vetala are a form of evil spirit, and for Skills: Athletics +3, Perception +1, Stealth +3
the most part exist only to cause trouble for Damage Resistances: necrotic; bludgeoning,
humanity. They tend to play cruel jokes on piercing, and slashing from nonmagical
travelers by animating corpses and using them weapons
to frighten their unsuspecting victims (often Senses: darkvision 60 ft., passive Perception
with the intent of causing a fatal accident). 12
They haunt cemeteries and crematoriums, Languages: any Languages: it knew in life
occasionally possessing corpses in order commit Challenge: 4 (1,100 XP)
various crimes, as well as to drink the blood Slippery: The baital has advantage on ability
of the living. The vetala are also known by the checks and saving throws made to escape a
names baital, baitala, or vetal. grapple, or when grappling.
Normally, vetala are insubstantial spirits,
ACTIONS
appearing as no more than drifting lights or
Multiattack: The baital makes two attacks,
mist. When they enter into a corpse, they take only one of which can be a bite attack.
a more physical form, and causing the corpse’s
Claws: Melee Weapon Attack: +5 to hit,
hands and feet to be turned backwards on its reach 5 ft., one creature. Hit: 8 (2d4 + 3)
limbs. It is said a corpse inhabited by a vetala slashing damage. Instead of dealing damage,
will not decay. the baital can grapple the target (escape DC
In order to create a vetala, make the 13).
following changes to the bhuta stat block: Bite: Melee Weapon Attack: +5 to hit, reach
5 ft., a creature that is grappled by the
• Remove shapeshifter subtype baital, incapacitated, or restrained. Hit:
• Remove Innate Spellcasting 6 (1d6 + 3) piercing damage plus 7 (2d6)
necrotic damage. The target’s hit point
• Remove Bhuta Weaknesses maximum is reduced by an amount equal to
• Remove Change Shape the necrotic damage taken, and the baital
regains Hit Points: equal to that amount.
• Replace Cause Disease with Blood Drain The reduction lasts until the target finishes
(when using Possess Corpse only): Melee a long rest. The target dies if this effect
Weapon Attack: +3 to hit, reach 5 ft., a reduces its hit point maximum to 0.
creature that is grappled by the vetala, Create Zombie: The baital targets a humanoid
incapacitated, or restrained. Hit: 4 (1d6 + within 10’ of it that has been dead for less
1) piercing damage plus 7 (2d6) necrotic than 24 hours. The humanoid then rises as
damage and the vetala attaches itself to the a zombie. The zombie is under the baital’s
target. While attached, the vetala doesn’t control. The baital can have no more than
attack. Instead, at the start of each of the five zombies under its control at one time.
vetala’s turns the target loses 4 (1d6 + 1) Hit
Points: due to blood loss and suffers 7 (2d6)
necrotic damage. The vetala will continue
to drain blood until the target is dead or the
vetala is killed or driven off.
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BAITAL BONGA
The vetala is also known as the baital, Medium fey, chaotic evil
and one such creature is central to the story Armor Class: 16 (scale mail)
Vikram And The Vampire. Here, the baital Hit Points: 75 (10d8 + 30)
(or “baital-pachisi”) is described hanging Speed: 30 ft.
head down from a tree (which is engulfed
in flames), clinging to a branch by its toes. STR DEX CON INT WIS CHA
Shaped somewhat like a humanoid flying fox 14 (+2) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4)
about four feet in height, the baital’s eyes
are greenish-brown, while the body — “thin Saving Throws: Dex +5, Int +4, Wis +4
and ribbed like a skeleton or a bamboo Skills: Animal Handling +4, Deception +6,
framework,” is covered in brown hair. The Perception +6
body is also tightly muscled, with cold and Damage Resistances: bludgeoning, piercing, and
clammy skin, and a short goat-like tail. slashing from nonmagical weapons
Senses: darkvision 60 ft., passive Perception 13
BONGA Languages: Common, Sylvan
Highly magical spirits, bonga usually appear Challenge: 4 (1,100 XP)
as attractive young men and woman dressed Amphibious: The bonga can breathe air and water.
in fine clothing. Fire Form: The bonga can use its action to
Capricious and Cruel: While the exact polymorph into a Tiny ball of fire, or back into its
true form. While a ball of fire, the bonga can’t
personalities of bonga vary depending on take any actions, speak, or manipulate objects.
the individual, many of them seem to have It is weightless, has a flying speed of 50 feet, can
little regard for humans as anything other hover, and can enter a hostile creature’s space
than prey to be hunted down, killed, and and stop there. In addition, if air can pass through
eaten. They tend to keep leopards, snakes, a space, the mist can do so without squeezing,
and it can’t pass through water. It has advantage
and tigers as pets, using tigers to flush out on Strength, Dexterity, and Constitution saving
humans who venture into the forest the throws, and it is immune to all nonmagical
same way men might use dogs to pursue damage. Anything the bonga is wearing transforms
deer. However, male bonga have a penchant with it, but nothing it is carrying does. It reverts
to its true form if it dies.
for kidnapping human woman instead of
killing them, while female bonga tend to
Innate Spellcasting: The bonga’s spellcasting
ability is Charisma (spell save DC 14). It can
less forceful and more seductive when innately cast the following spells, requiring no
interacting with human males. material components:
Curiously, for how little they think of At will: alter self (change appearance only),
humanity, bongas tend to dwell near human charm person, prestidigitation
villages. Many live in a land reachable only 3/day each: invisibility, lessor restoration, pass
by traveling though certain bodies of water, without trace
others live inside trees, or in caves in the 1/day each: contagion, hallucinatory terrain
forest. Some bonga, such as the Kisar Bonga, ACTIONS
live in the homes of humans, sneaking out Multiattack: The bonga makes two morningstar
at night to steal food and riches for their attacks or two longbow attacks.
adopted “master.” Morningstar: Melee Weapon Attack: +4 to hit,
Master of Deception: Bonga have wide variety reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
of magical powers to call upon if needed.
Many of their powers involve illusions, such Longbow: Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
as shifting the landscape about in order to damage.
10
keep travelers from a certain objective (such (spell save DC 14, +4 to hit with spell attacks).
as a source of much need water), making dung It requires no material components to cast its
and leaves look like bread and rice, or changing spells. The bonga has the following druid spells
their shape to appear as an attractive human. prepared:
They are also known to inflict illnesses upon Cantrips: (at will): guidance, mending, spare
people, either at the request of sorcerers and the dying, thaumaturgy
witches, or out of sheer spite. Female bonga 1st level (4 slots): bless, create or destroy
will enchant men and take them to their homes water, purify food and drink
under the water and keep them there. 2nd level (3 slots): aid, enhance ability
Killing a bonga has its hazards, as the dying 3rd level (3 slots): create food and water,
bonga may curse his slayer with death as well. water walk
Simply spurning a bonga’s attentions can also be
dangerous. Some who have done so have been Tree Stride: Once on its turn, the bonga can use
cursed with insanity, while one female bonga 10 feet of its movement to step magically into
assumed the form of a poisonous snake and bit one living tree within its reach and emerge
her victim to death. from a second living tree within 60 feet of the
first tree, appearing in an unoccupied space
BONGA OPTIONS
within 5 feet of the second tree. Both trees
Apply any of the following to the base bonga must be Large or bigger.
stat block and adjust the Challenge: rating
accordingly.
BURU
Kisar Bonga: Change the bonga’s size to Small A buru is an immense lizard some 15 to 20
and its hit points to 68 (10d6 +33). The bonga is feet in length and so broad a grown man can
now has a Challenge: rating of 3 (700 XP). barely encircle one with his arms. It has a
Death Curse: When the bonga is reduced to triangular head, a forked tongue, four sharp
0 hit points, it pronounces a death curse on fang-like teeth in its mouth (two in the top and
its slayer. The target of this curse must be a two in the bottom), thick claws on its short
creature the bonga can see within 30 feet. The legs, and heavy plated scales on its long tail.
target must make a CR 14 Wisdom saving throw, The buru has a blue-black hide, with a white
taking 36 (8d8) psychic damage on a failed underbelly.
save, or half as much damage on a successful Water Dwellers: The buru are said to live in
one. and around the valley of Apu Tanis, found in
northern India in the foothills of the Himalayas.
Instill Madness (Recharge 6): The bonga casts Apu Tanis is a swampy valley, with a great
confusion (spell save DC 14) requiring no lake at its center. The buru live in this lake,
material components. Once the spell is cast, spending most of their time in the water,
the bonga need not concentrate to keep the eating plants and avoiding humans. In the warm
spell active. summer months, they will come ashore to sun
Shapechanger: The bonga can use its action to themselves, while during the colder winters
polymorph into a Medium snake, or back into they will hide in the mud at the lake bottom.
its true form. Its statistics are the same in each Although they tend to avoid humans, a buru
form. Any equipment it is wearing or carrying will defend itself if attacked. They tend to
isn’t transformed. It doesn’t change form if it strike out at foes with their long tails, and are
dies. capable of grabbing a Medium-sized creature
and dragging them under the water with their
Spellcasting: The bonga is a 6th-level tails.
spellcaster. Its spellcasting ability is Charisma
11
CHEDIPE
BURU
Large beast, unaligned A chedipe (lit. “prostitute”) is a human
woman who uses dark magics to terrorize others
Armor Class: 13 (natural armor)
in the Godavari area of India.
Hit Points: 34 (4d10 + 12)
Speed: 20 ft., climb 20 ft., swim 30 ft. Blood Drinkers: The aims and desires of each
chedipe depend on the individual in question.
STR DEX CON INT WIS CHA However, as a rule, chedipe have a strong need
18 (+4) 12 (+1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) and/or thirst for blood, and will visit a selected
victim night after night. They also take great
Senses: darkvision 30 ft., passive Perception delight in wrecking households, feeding on the
10
resulting misery and sorrow. When out hunting
Languages: —
for victims on which to feed, these witches
Challenge: 2 (450 XP) travel about at night on the back of a male
Hold Breath: The buru can hold its breath for tiger of the largest size, seeking out men in
15 minutes.
order to drink their blood.
ACTIONS The chedipe’s sorcery allows her to put an
Multiattack: The buru makes two attacks: entire household to sleep before entering to
one with its bite and one with its tail. drink the blood of a select victim. When she
Bite: Melee Weapon Attack: +6 to hit, reach does drink blood, it is from the toe of a sleeping
5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage. man, who will awake the next day feeling tired
and ill. If not driven off, the chedipe will return
Tail: Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 8 (1d8 + night after night until her victim dies of blood
4) bludgeoning damage. If the target is loss. In addition, the chedipe can transform
a creature, it must succeed on a DC 14 herself into a tiger, and will do so to attack
Strength saving throw or be knocked prone. small groups of men traveling in the jungles of
Claw: Melee Weapon Attack: +6 to hit, reach India.
5 ft., one prone creature. Hit: 6 (1d6 + 4)
slashing damage. Travels Nude: A chedipe appears as a normal,
albeit attractive, human woman. She often
goes about nude, especially at night when she
enters into homes to drink blood. In tiger form
A REAL ANIMAL? the chedipe’s presence can be detected due to
The buru is one several creatures listed in the fact one of the tiger’s legs will be that of
Beasts from the East that might actually be a a human. The chedipe may also be known as a
real animal. Legend has it the buru were all durga, a yellow-skinned woman known to ride
killed when humans drained their lake and about astride a large tiger.
drove them into several small pools, hurling
rocks into the pools to kill and bury the CHEDIPE VARIANTS
remaining animals. Of course, legends have There are a number of other vampiric witches
been wrong before and the hunt for a living found in the folklore of India. Two specific
buru could make for an interesting adventure. examples are the chordewa and the jigarkhwar.
The buru’s stat block can also be used to
CHORDEWA
represent the jhoor of India’s Gir region, any
number of giant monitor lizards said to exist The chordewa is a witch of the Oraons people
in both Bhutan and Burma, and the Megalania of western Bengal. A chordewa can transform
of Pleistocene-era Australia. herself into a black cat and send it out to do
mischief. The cat will approach a potential
12
CHEDIPE victim in a friendly fashion, eventually
Medium humanoid (human), chaotic evil moving in to the home, eating the
victim’s food, and showing its affection
Armor Class: 12
by licking people on the lips. However,
Hit Points: 44 (8d8 + 8) this lick is the cat draining the victim’s
Speed: 30 ft. life force, upon which the chordewa
STR DEX CON INT WIS CHA feeds. Additionally, if the cat licks
12 (+1) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 15 (+2) someone’s shadow, it can kill the
Skills: Animal Handling +4, Arcana +5, Perception +4 individual to whom the shadow belongs.
One can identify the cat form of a
Senses: darkvision 60 ft., passive Perception 14
chordewa by the sound of the cat’s
Languages: any one language (usually Common) mewing -- it sounds like the cries of a
Challenge: 2 (450 XP) small child. Injuries inflicted on the cat
Spellcasting: The chedipe is a 5th-level spellcaster. will appear on the chordewa as well,
Its spellcasting ability is Intelligence (spell save DC and killing the cat will kill the witch.
13, +5 to hit with spell attacks). It has the following
wizard spells prepared: JIGARKHWAR
Cantrips (at will): dancing lights, mage hand, Found in the Sind region of southwest
minor illusion, prestidigitation India, the jigarkhwar captures her prey
1st level (4 slots): charm person, disguise self, with a piercing stare. She will then
grease, sleep remove her victim’s liver via a spell,
2nd level (3 slots): alter self, hold person, return home and toss a previously
suggestion enchanted pomegranate seed onto a
3rd level (2 slots): nondetection, vampiric touch cook fire. Once the seed opens it is
ACTIONS removed, allowed to cool, and then
Change Shape: The chedipe magically polymorphs eaten. At this point the victim will
into either a tiger, or back into its true form. It die, allowing the jigarkhwar to eat the
reverts to its true form if it dies. Any equipment it is liver in peace. However, if someone
wearing or carrying is absorbed or borne by the new manages to find the jigarkhwar’s store
form (chedipe’s choice). of pomegranate seeds before she eats
In its new form, the chedipe retains its game one, the victim can swallow a seed
statistics, but its AC, movement modes, Strength, himself, regrowing his liver. Some say
Dexterity, and other actions are replaced by those
of the new form, and it gains any statistics and the jigarkhwar uses her spells to turn
capabilities (except class features, legendary her victim’s liver into a pomegranate
actions, and lair actions) that the new form has but seed while it is still inside the body.
it lacks. The victim will then vomit this seed
Bite (Tiger Form Only): Melee Weapon Attack: +3 to up, allowing the jigarkhwar to recover,
hit, reach 5 ft., a creature that is grappled by the cook, and eat it.
chedipe, incapacitated, or restrained. Hit: 3 (1d6)
piercing damage plus 7 (2d6) necrotic damage. A known jigarkhwar can be cured of
The target’s hit point maximum is reduced by an her condition. It requires branding the
amount equal to the necrotic damage taken, and the witch on both sides of her head, filling
chedipe regains hit points equal to that amount. The her eyes with salt, and burying her in
reduction lasts until the target finishes a long rest. the ground for forty days. Afterwards,
The target dies if this effect reduces its hit point
maximum to 0. the jigarkhwar will be a normal human
woman, albeit with the highly useful
Dagger (Human Form Only): Melee or Ranged Weapon
Attack: +4 to hit, reach 5ft. or range 20/60 ft., one ability to detect other jigarkhwar on
target. Hit: 4 (1d4 + 2) piercing damage. sight.
13
CHORDEWA ACTIONS
Medium humanoid (human), chaotic evil Change Shape: The chordewa magically
Armor Class: 12 polymorphs into either a cat, or back into
its true form. It reverts to its true form if it
Hit Points: 44 (8d8 + 8) dies. Any equipment it is wearing or carrying
Speed: 30 ft. is absorbed or borne by the new form
(chordewa’s choice).
STR DEX CON INT WIS CHA In its new form, the chordewa retains its
10 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 15 (+2) game statistics, but its AC, movement modes,
Strength, Dexterity, and other actions are
replaced by those of the new form, and it
Skills: Arcana +5, Perception +4, Stealth +4 gains any statistics and capabilities (except
Senses: darkvision 60 ft., passive Perception class features, legendary actions, and lair
14 actions) that the new form has but it lacks.
Languages: any one language (usually Dagger (Human Form Only): Melee or Ranged
Common) Weapon Attack: +4 to hit, reach 5ft. or
Challenge: 2 (450 XP) range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Spellcasting: The chordewa is a 5th-
level spellcaster. Its spellcasting ability is Life Steal (Cat Form Only): Melee Spell Attack:
Intelligence (spell save DC 13, +5 to hit with +5 to hit, reach 5 ft., a creature that is
spell attacks). It has the following wizard grappled by the chordewa, incapacitated,
spells prepared: or restrained. Hit: 10 (3d6) necrotic
damage. The target must succeed on a DC
Cantrips (at will): dancing lights, mage 13 Constitution saving throw or its hit point
hand, minor illusion, prestidigitation maximum is reduced by an amount equal
1st level (4 slots): charm person, disguise to the damage taken. This reduction lasts
self, longstrider, sleep until the creature finishes a long rest. The
2nd level (3 slots): alter self, hold person, target dies if this effect reduces its hit point
suggestion maximum to 0.
3rd level (2 slots): bestow curse, Shadow Lick (Cat Form Only): One creature
nondetection that has a visible shadow that the chordewa
is contact with must make a DC 13
Constitution saving throw, taking 22 (4d10)
necrotic damage on a failed save, or half as
much damage on a successful one.
CURED JIGARKHWAR
A jigarkhwar cured of her condition has
advantage on Wisdom (Perception) checks
that reply on sight in order to notice the
presence of another jigarkhwar.
14
JIGARKHWAR CHUREL
Medium humanoid (human), chaotic evil A churel looks like a normal human woman,
Armor Class: 12 except she lacks a mouth and her feet are
Hit Points: 44 (8d8 + 8) turned back-to-front (i.e. the heel is in the
Speed: 30 ft. front and the toes are in the back). Some
churel have an even more horrific form, with
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 15 (+2)
shaggy and unkempt hair, thick lips, long sharp
teeth, a black tongue, and sagging pendant
Skills: Arcana +5, Perception +4, Stealth +4 breasts. The churel may also be colored white
Senses: darkvision 60 ft., passive Perception 14 on the front of her body and a black on the
Languages: any one language (usually Common) back.
Challenge: 2 (450 XP) In western India the churel is known by the
following names: alvantin, jakhin, jakhai,
Spellcasting: The jigarkhwar is a 5th-
level spellcaster. Its spellcasting ability is mukai, and nagulai.
Intelligence (spell save DC 13, +5 to hit with Ghosts of Women: Found in the Gujarat
spell attacks). It has the following wizard spells
prepared: province of India, a churel is the ghost of a
woman who has died in childbirth, died while
Cantrips (at will): dancing lights, mage hand,
minor illusion, prestidigitation pregnant, or who broke certain religious
1st level (4 slots): charm person, disguise taboos before her death. If the woman had
self, expeditious retreat, sleep been treated poorly prior to dying, then she
2nd level (3 slots): blindness/deafness, hold might come back as a vengeful vampire-like
person, suggestion ghost. If she does she will harass her family
3rd level (2 slots): bestow curse, nightly, targeting the men and draining their
nondetection blood. When not active, the churel dwells
either in her grave, or in squalid and deserted
ACTIONS
places.
Piercing Stare: The jigarkhwar targets one
creature it can see within 30 feet of it. The Preventive Measures: To prevent a woman
target must make a DC 13 Wisdom saving throw.
On a failure, the target is paralyzed until the from rising as a churel, there are a number
jigarkhwar deals damage to it, or until the end of methods employed to keep her in her
of the jigarkhwar’s next turn. grave. First is the place of burial. The woman
Removing The Liver: The jigarkhwar targets one would be buried in a special place (the exact
humanoid creature it can see within 30 feet of location varies throughout India), such as
it. The target must make a DC 13 Constitution within the shadow of the house at noontime.
saving throw or suffer the loss of their liver. For
the next 24 hours the target’s speed is halved, Second is how the woman is buried. The body
and it has disadvantage on attack rolls, ability of the deceased might be placed face-down
checks, and saving throws. If the jigarkhwar (to prevent her from rising), or might have
hasn’t eaten the target’s liver after 24 hours, nails driven through her hands and feet. The
the target will recover and return to normal. woman’s toes might be bound with an iron
If the jigarkhwar does eat the target’s liver ring, have a chain wrapped around her legs,
before 24 hours have passed, then the target
will die. have her feet turned backwards, or simply
Targets with regeneration ignore this effect. have her legs broken. Iron nails, millet or
Casting remove curse will regrow the target’s mustard seeds, and thorns might be used to
liver. keep the churel from escaping the grave,
Dagger: Melee or Ranged Weapon Attack: +4 to crossing the doorway into a home, or to
hit, reach 5ft. or range 20/60 ft., one target. simply keep her busy counting them until the
Hit: 4 (1d4 + 2) piercing damage. sun came up. These objects might be placed
15
either in or atop the grave, scattered on the CHUREL VARIANTS
road between the grave and her old home, or There are a number of angry ghosts said
at the threshold to the home. Finally, a ball to inhabit and haunt India. One is the gayal,
of thread might be buried with the corpse, to another is the masan.
keep her busy unwinding instead of rising to GAYAL
haunt her family. In all cases, the body of the The gayal (or ut) is the ghost of a male who
deceased is removed from the home by a side was buried without the proper rites being
door, as not using the front door will confuse performed. Angry at the disrespect shown
the churel, and prevent her from finding her for its funeral, as well as the lack of religious
way home. observation, the gayal will rise from the grave
Predator of Young Men: For the most part, to exact its revenge on its former family
the churel is an angry and vengeful ghost. members. Once it has finished killing all the
She confines most of her wrath to her former male members of its family, it will do the same
family, but will prey on any young man who to any other families in the area.
Use the ghost to represent a gayal.
strikes her fancy. Although fairly hideous in
her natural form, the churel can change her
shape into that of an attractive and beautiful
woman. In this form she will entice young
A CHUREL’S FORM
men to stay with her. If they eat the food she
offers, they will be compelled to remain with The legends are unclear as to if the churel
her throughout the night, during which she has a physical body or not. This stat block
will drain their life energy, and at dawn return presumes the churel is similar to a vampire
and is a form of walking corpse.
them to their village as a white-haired old
man.
Undead Nature: A churel doesn’t require air,
food, drink, or sleep.
16
CHUREL Change Shape: The churel magically
Medium undead (shapechanger), chaotic evil polymorphs into a Small or Medium female
humanoid, or back into her true form. Her
Armor Class: 15 (natural armor) statistics are the same in each form. Any
Hit Points: 78 (12d8 + 24) equipment she is wearing or carrying isn’t
Speed: 30 ft. transformed. She reverts to her true form if
she dies.
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 12 (+1) Dry Up Blood: Melee Spell Attack. +6 to
hit, reach 5 ft., one creature. Hit: 11 (3d6)
Skills: Perception +4, Persuasion +3, Stealth necrotic damage and the target ages 1d4 x
+6 10 years. The target’s hit point maximum is
reduced by an amount equal to the necrotic
Damage Resistances: necrotic; bludgeoning, damage taken, and the churel regains Hit
piercing, and slashing from nonmagical Points: equal to that amount. The reduction
weapons lasts until the target finishes a long rest. The
Senses: darkvision 60 ft., passive Perception target dies if this effect reduces its hit point
13 maximum to 0.
Languages: any languages it knew in life Enchanted Food (1/Day): The churel presents
Challenge: 4 (1,100 XP) her target with a previously prepared meal. If
the target consumes the meal, it must make
Churel Weaknesses: The churel has the a DC 14 Constitution saving throw against
following flaws: this magic or be charmed by the churel.
Compelled to Count: The churel either The charmed target regards the churel as a
cannot cross or must count any millet seed, trusted friend to be heeded and protected.
mustard seeds, thorns, or iron nails found Although the target isn’t under the churel’s
in its path of travel. control, it takes the churel’s requests or
Sunlight Hypersensitivity: The churel actions in the most favorable way it can, and
takes 20 radiant damage when it starts its it is a willing target for the churel’s dry up
turn in sunlight. While in sunlight, it has blood attack.
disadvantage on attack rolls and ability Each time the churel or the churel’s
checks. companions do anything harmful to the
target, it can repeat the saving throw, ending
ACTIONS the effect on itself on a success. Otherwise,
Bite: Melee Weapon Attack: +4 to hit, reach the effect lasts 24 hours or until the churel
5 ft., one willing creature, or a creature that is destroyed, is on a different plane of
is grappled by the churel, incapacitated, or existence than the target, or takes a bonus
restrained. Hit: 6 (1d6 + 2) piercing damage action to end the effect.
plus 7 (2d6) necrotic damage.
17
MASAN ACTIONS
Small undead (shapechanger), lawful evil Bite: Melee Weapon Attack: +3 to hit, reach
Armor Class: 15 (natural armor) 5 ft., one willing creature, or a creature that
is grappled by the masan, incapacitated, or
Hit Points: 77 (14d6 + 28) restrained. Hit: 6 (1d6 + 1) piercing damage
Speed: 30 ft. plus 7 (2d6) necrotic damage. The target’s
STR DEX CON INT WIS CHA
hit point maximum is reduced by an amount
12 (+1) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1)
equal to the necrotic damage taken, and
the masan regains hit points equal to that
amount. The reduction lasts until the target
Saving Throws: Dex +6, Wis +2 finishes a long rest. The target dies if this
Skills: Perception +2, Stealth +6 effect reduces its hit point maximum to 0.
Damage Resistances: necrotic; bludgeoning, Change Shape: The masan magically
piercing, and slashing from nonmagical polymorphs into a Small humanoid, or back
weapons into its true form. Its statistics are the same
in each form. Any equipment it is wearing or
Senses: darkvision 60 ft., passive Perception carrying isn’t transformed. It reverts to its
12 true form if it dies.
Languages: any languages it knew in life Charm: The masan targets one humanoid it
Challenge: 4 (1,100 XP) can see within 30 feet of it. If the target can
Spellcasting: The masan is a 5th-level see the masan , the target must succeed on a
spellcaster. Its spellcasting ability is DC 17 Wisdom saving throw against this magic
Intelligence (spell save DC 13, +5 to hit with or be charmed by the masan. The charmed
spell attacks). It has the following wizard target regards the masan as a trusted friend
spells prepared: to be heeded and protected. Although the
target isn’t under the masan’s control, it
Cantrips (at will): chill touch, mage hand, takes the masan’s requests or actions in the
minor illusion, prestidigitation most favorable way it can, and it is a willing
1st level (4 slots): jump, longstrider, ray of target for the masan’s bite attack.
sickness Each time the masan or the masan’s
2nd level (3 slots): blindness/deafness, companions do anything harmful to the
detect thoughts, ray of enfeeblement target, it can repeat the saving throw, ending
3rd level (2 slots): bestow curse, the effect on itself on a success. Otherwise,
nondetection the effect lasts 24 hours or until the masan
is destroyed, is on a different plane of
existence than the target, or takes a bonus
action to end the effect.
MASAN
A masan (or masand) is the ghost of a child shadow, at which point they will follow the
trapped on earth due to improper burial rituals woman home, befriend her children, and then
being enacted at its funeral. This causes the quickly murder them. Female masan sleep in
masan to become a form of vampire, preying dead funeral pyres, rising at night to attack
on children, often by luring them into secluded unwary travelers, and livestock.
areas where it then kills them and drinks their Defeating a masan can be a daunting task,
blood. as they are said to have a wide assortment of
Male masan tend to stay out in the open, magical powers, such as the ability to change
living in the city streets. They often select a their shape into a variety of human forms,
victim by waiting for a woman to cross their hypnosis, and curses of all sorts.
18
GANDHARVA within 30 feet of her. If the target can see
Medium celestial, chaotic good the gandharva, it must succeed on a DC
14 Wisdom saving throw or be magically
Armor Class: 14 charmed. The charmed creature regards the
Hit Points: 52 (8d8 + 16) gandharva as a trusted friend to be heeded
Speed: 30 ft., fly 40 ft., swim 30 ft. and protected. Although the target isn’t
under the gandharva’s control, it takes the
STR DEX CON INT WIS CHA gandharva’s requests or actions in the most
18 (+4) 18 (+4) 18 (+2) 13 (+1) 14 (+2) 18 (+4) favorable way it can.
Each time the gandharva or his allies do
Skills: Medicine +3, Perception +4, anything harmful to the target, it can repeat
Performance +6 the saving throw, ending the effect on itself
Damage Resistances: bludgeoning, piercing, on a success. Otherwise, the effect lasts
and slashing from nonmagical weapons 24 hours or until the gandharva dies, is on
Condition Immunities: charmed, exhaustion, a different plane of existence from the
frightened target, or ends the effect as a bonus action.
If a target ‘s saving throw is successful, the
Senses: darkvision 120 ft., passive Perception target is immune to the gandharva’s Celestial
13 Charm for the next 24 hours.
Languages: all, telepathy 120 ft. The gandharva can have no more than one
Challenge: 2 (450 XP) humanoid charmed at a time.
Magic Resistance: The gandharva has Instill Madness (Recharge 6): The gandharva
advantage on saving throws against spells and casts confusion (spell save DC 13) requiring
other magical effects. no material components. Once the spell is
cast, the gandharva need not concentrate to
ACTIONS keep the spell active.
Multiattack: The gandharva makes two Change Shape: The gandharva magically
attacks with his claws. polymorphs into a Small or Medium male
Claw: Melee Weapon Attack: +6 to hit, reach humanoid, or back into his true form. His
5 ft., one target. Hit: 7 (1d6 + 4) slashing statistics are the same in each form. Any
damage. equipment he is wearing or carrying isn’t
Celestial Charm: The gandharva targets transformed. He reverts to his true form if he
one female humanoid that he can see dies.
19
GANDHARVA SPELLCASTER
GANDHARVA VARIANTS
The gandharva aren’t the only animal/
Apply the following to the base gandharva
human hybrids to be found in the folklore and
stat block. A gandharva spellcaster has a
mythology of India. Other beings include:
Wisdom of 16 and a challenge rating of 3 (700
XP). BETIKHÂN
Spellcasting: The gandharva is a 6th-level The betikhân are a form of nature spirit. They
spellcaster. Its spellcasting ability is Wisdom are described as looking like the Greek faun (or
(spell save DC 13, +5 to hit with spell satyr) and dwell in the Neilgherry Hills, where
attacks). It requires no material components they spend much of their time hunting.
to cast its spells. The gandharva has the Use the satyr to represent a betikhân.
following druid spells prepared: KINNARA
Cantrips (at will): druidcraft, mending, These beings act as attendants to Kubera, god
produce flame of the spirits (and king of the gandharvas and
1st level (4 slots): faerie fire, fog cloud, yaksas), the North, and guardian of wealth. The
thunderwave kinnara are described as either birds with human
2nd level (3 slots): gust of wind, pass heads, or humans with the head of a horse. Like
without trace gandharvas (to who they are directly related),
3rd level (3 slots): call lightning, wind wall the kinnara are excellent musicians and singers.
These beings are also known as kimprushas.
her home and family, and freely associate with Use the gandharva stat block to represent the
the vile rakshasa and somewhat unpredictable kinnara.
yaksas. They are also known for their dislike
of the naga (see page 27), and at one point an KIRATA
army of gandharva went so far as to invade the medium humanoid (kirata), any chaotic
alignment
subterranean city of the naga.
Armor Class: 11
More suited to combat then their wives,
Hit Points: 22 (4d8 + 4)
the gandharva will lash out at a foe with their
taloned feet if attacked. If that doesn’t work,
Speed: 30 ft.
the gandharva are also quite capable of driving STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 10 (+0) 10 (+0) 11 (+0)
men mad with a glance, and won’t hesitate to
do so. The gandharva are also skilled in the arts, Skills: Perception +2
and are noted for their singing voices and skill at
Senses: darkvision 60 ft., passive Perception
various musical instruments, their abilities as a 12
healer, and their impressive lovemaking skills.
Languages: Kirata
Immortal Nature: A gandharva doesn’t age. Challenge: 1/4 (50 XP)
Keen Smell: The kirata has advantage on
Wisdom (Perception) checks that rely on
smell.
ACTIONS
Bite: Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Claw: Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
20
KIRATA Vishnu, impressed by the bird-man’s martial
prowess, asked a favor -- for Garuda to become
The kirata are a race of primitive peoples
his “vehicle” and carry him into battle. As honor
who dwell in mountain forests in northeastern
required he grant any such request made to
India. The males have the bodies of men from
him, Garuda agreed.
the waist down and are tigers from the waist
up. They tend to live either near, or in, water, Enemy of Snakes: Garuda is the scourge of all
where they eat fish raw. However, some kirata that is evil. He will quickly kill and devour any
aren’t above catching and eating humans if they evil being or creature he comes across, with
have the chance. The females are especially the only except being the Brahmins, as his
beautiful, with golden skin and a penchant father is one. Garuda is also the sworn enemy
for frolicking nude in the forest (and like the of the Naga for their role in having his mother
apsarasas they are more than willing to seduce made a slave. He will attack the Naga without
mortal men). hesitation, even though they are under the
Use the dryad to represent a female kirata. protection of the gods.
Use the following stat block for a male kirata.
A Canny Warrior: In battle Garuda will use
GARUDA his size and strength of simply overpower a
foe. He is no fool, however, and won’t blindly
Garuda is a being of great size. When born
hammer and smash at his opponent if he has
his body was said to expand out and touch the
sky, while his wings covered the sky and made
access to other methods. For example, he once
mountains tremble with each flap. He has the swallowed great quantities of water to douse a
head, beak, wings, and legs of an eagle, with fire guarding a cave mouth, and used his wings
the torso and arms of a human. His face is to stir up dust and blind a pair of fire-breathing
white, his wings either gold or scarlet, and his serpents before killing them. He may be able to
body is golden in color. He may also be either change his size at will, and some stories credit
green, gold, or red, with upwards of four or him with the ability to control the weather
even eight arms. and smash fleets of ships with storms. Finally,
Garuda is credited with being able to cure the
King of the Birds: Garuda is the “King of all
effects of snakebite.
Birds,” the son of the great sage Kashyap
and his wife, Vinata. He wasn’t born per se, Symbol of Many Nations: In India, Garuda is also
but instead hatched from an egg his mother known as Vinayaka, “Remover of Obstacles,”
had laid and which sat for 500 years. Upon for his perseverance. In Indonesia he is also
hatching, Garuda’s body was so bright everyone known as Taraswin, meaning “swift one,” with
thought he was Agni, the god of fire, come to “Garuda” the name of the national airline. In
incinerate the world. Thailand, Garuda is found on the royal coat
A great warrior, Garuda battled the gods and of arms, where he is also known as Khrut. In
their agents to recover Elixir of Life, which he Nepal, Garuda is also known as Khrut, while in
needed to give to the Naga in order to free his Tibet he is Khyung, and in Malaysia; Garuda.
mother from slavery. As the Naga were the sons Legends also mention the “garuda bird,” an
of Kadru, Kashyap’s other wife, and Vinata’s immense eagle-like bird known to carry off
bitter rival, Garuda came to hate them and horses, buffalo, and elephants. It seems to be
all snakes, seeking them out and killing them another version of the roc.
whenever possible.
Immortal Nature: Garuda doesn’t require food,
While flying to free his mother from the Naga,
drink, or sleep.
Garuda was attacked by Vishnu, who struck him
with a thunderbolt. Garuda was unharmed, and
21
LEGENDARY ACTIONS
GARUDA
Garuda can take 3 legendary actions, choosing
Gargantuan celestial, lawful good
from the options below. Only one legendary
Armor Class: 20 (natural armor) action option can be used at a time and only
Hit Points: 350 (20d20 + 140) at the end of another creature’s turn. Garuda
Speed: 30 ft., fly 160 ft. regains spent legendary actions at the start of
his turn.
STR DEX CON INT WIS CHA • Fist: Garuda makes a fist attack.
28 (+9) 12 (+1) 25 (+7) 20 (+5) 24 (+6) 25 (+7)
• Fly: Garuda moves up to his fly Speed:
Saving Throws: Dex +8, Con +14, Int +12, Wis without provoking opportunity attacks.
+13, Cha +14 • Wing Attack (Costs 2 Actions): Garuda beats
Skills: Perception +13 his wings. Each creature within 15 feet of the
Damage Resistances: radiant; bludgeoning, dragon must succeed on a DC 24 Dexterity
piercing, and slashing from nonmagical saving throw or take 17 (2d6 + 9) bludgeoning
weapons
damage and be knocked prone. Garuda can
Damage Immunities: necrotic, poison
then fly up to half his flying speed.
Condition Immunities: charmed, exhaustion,
frightened, poisoned GARDUA OPTIONS
Senses: truesight 120 ft., passive Perception Apply any of the following to the base Garuda
23 stat block.
Languages: all, telepathy 120 ft. Cure Snakebite: As an action, Garuda touches
Challenge: 21 (33,000 XP) another creature. The target is freed from the
Celestial Weapons: Garuda’s attacks are poisoned condition.
magical. When Garuda hits with any attack,
the attack deals an extra 6d8 radiant Multiple Arms: Increase Garuda’s Multiattack to
damage (included in the attack). five, four with its fists and one with its talons. A
multi-armed Garuda has a Challenge: rating of
Keen Sight: Garuda has advantage on Wisdom 23 (50,000 XP).
(Perception) checks that rely on sight
Shapechanger: Garuda can use his action
Magic Resistance: Garuda has advantage to polymorph into a Tiny, Small, Medium,
on saving throws against spells and other Large, or Huge version of itself, or back into
magical effects. his true form. Other than his size, Garuda’s
Siege Monster: Garuda deals double damage statistics are the same in each form. Any
to objects and structures. equipment Garuda is wearing or carrying isn’t
transformed. Garuda reverts to his true form if
ACTIONS he dies.
Multiattack: Garuda makes three attacks: Spellcasting: Garuda is a 15th-level spellcaster.
two with its fists and one with its talons. His spellcasting ability is Wisdom (spell save DC
Fist: Melee Weapon Attack: +16 to hit, 23, +15 to hit with spell attacks). He requires
reach 15 ft., one target. Hit: 27 (4d8 + 9) no material components to cast its spells. A
bludgeoning damage plus 27 (6d8) radiant spellcasting Garuda has a Challenge: rating
damage. of 23 (50,000 XP) and the following spells
Talons: Melee Weapon Attack: +16 to hit, prepared:
reach 5 ft., one target. Hit: 23 (4d6 + Cantrips (at will): druidcraft, guidance,
9) slashing damage plus 27 (6d8) radiant mending
damage, and the target is grappled (escape 1st level (4 slots): create or destroy water,
DC 24). Until this grapple ends, the target is purify food and drink, thunderwave
restrained, and Garuda can’t use his talons 2nd level (3 slots): enhance ability, gust of
on another target. wind, lesser restoration
3rd level (3 slots): call lighting, sleet storm,
wind wall
22
GHORMUHAS
GHORMUHAS
medium humanoid (ghormuhas), neutral evil A ghormuhas is a humanoid creature with the
body and arms of a large, strong, man atop a
Armor Class: 15 (chain shirt)
single human-like leg. The head resembles that
Hit Points: 13 (2d8 + 4)
of a horse, except the teeth are sharp, pointed,
Speed: 35 ft. and quite suited for tearing meat.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1) Eaters of Men: The ghormuhas (the term is
both singular and plural) dwell in an isolated
Skills: Perception +2 portion of India. There they live in small
Senses: darkvision 60 ft., passive Perception villages, building sturdy houses that serve to
12 shelter multiple generations of one family. For
Languages: Common, Ghormuhas food, they farm the land, growing rice and
Challenge: 1 (200 XP) other crops. In addition, the ghormuhas like
to supplement their diet with fresh meat, and
ACTIONS often form hunting parties to go after their
Multiattack: The ghormuhas makes two favorite prey: men. Details of their social
attacks: one with its bite and one with a
weapon. organization is unknown, but may be tribal
Bite: Melee Weapon Attack: +4 to hit, reach in nature, and fighting among such tribes
5 ft., one target. Hit: 5 (1d6 +2) slashing seems possible, especially as seeing how the
damage. ghormuhas aren’t above feeding on their own
(select one of the following weapons) kind.
Longsword: Melee Weapon Attack: +4 to Parental Cannibals: Ghormuhas are a cruel
hit, reach 5 ft., one target. Hit: 6 (1d8 +2)
slashing damage, or 7 (1d10 + 2) slashing people, known for boiling their victims alive
damage if used with two hands. in pots of oil. They also have no concept of
Spear: Melee Weapon Attack: +4 to hit, filial piety, and will hurl their own mothers and
reach 5 ft. or 20/60 ft., one target. Hit: fathers onto the roof of their homes, waiting
5 (1d6 +2) piercing damage, or 6 (1d8 + 2) for the time when their parents fall off and die.
piercing damage if used with two hands. Once this occurs, the ghormuhas will call other
Longbow: Ranged Weapon Attack: +4 to hit, village members over for a feast. They are only
range 150/600 ft., one target. Hit: 6 (1d8 +
2) piercing damage. somewhat kinder to their captives. Anyone
captured by the ghormuhas can be expected
to strung out over a smoky fire to drive out
4th level (3 slots): conjure minor elemental any vermin infesting their body or clothing.
(water elementals only), control water, ice Afterwards they will be fed rice and turmeric in
storm an effort to fatten them up before being eaten.
5th level (3 slots): conjure elemental (water
elementals only), greater restoration
6th level (1 slot): wind walk
7th level (1 slot): plane shift
8th level (1 slot): control weather
9th level (1 slot): storm of vengeance
23
KALIYA Whenever Kaliya takes 50 or more damage in
Huge monstrosity, chaotic evil a single turn, one of his heads dies. If all of
his heads die, Kaliya dies.
Armor Class: 18 (natural armor)
Reactive Heads: For each head Kaliya has
Hit Points: 226 (20d12 + 100) beyond one, he gets an extra reaction that
Speed: 30 ft., swim 30 ft. can be used only for opportunity attacks.
STR DEX CON INT WIS CHA Wakeful: While Kaliya sleeps, at least one of
25 (+7) 15 (+2) 20 (+5) 13 (+1) 14 (+2) 18 (+4) his heads is awake.
ACTIONS
Saving Throws: Dex +8, Con +11, Wis +8, Cha Multiattack: Kaliya makes as many bite
+10 attacks as it has heads. When his fire breath
Skills: Perception +8 is available, Kaliya can use a breath weapon
Damage Resistances: fire in place of a bite.
Senses: blindsight 60 ft., darkvision 120 ft, Bite: Melee Weapon Attack: +13 to hit, reach
passive Perception 18 10 ft., one target. Hit: 18 (2d10 + 7) piercing
damage.
Languages: Draconic
Challenge: 18 (20,000 XP) Tail: Melee Weapon Attack: +13 to hit,
reach 15 ft., one target. Hit: 17 (2d8 + 8)
Amphibious: Kaliya can breathe air and water. bludgeoning damage.
King of all Serpents: Kaliya is always Breath Weapons (Recharge 5-6): Kaliya uses
accompanied by constrictor snakes, flying one of the following breath weapons.
snakes, giant constrictor snakes, giant Fire Breath: Kaliya exhales fire in an 60-
poisonous snakes, poisonous snakes, and foot line that is 5 feet wide. Each creature
swarms of poisonous snakes whose combined in that line must make a DC 19 Dexterity
average hit points don’t exceed 500. saving throw, taking 49 (13d6) fire damage
Legendary Resistance (3/Day): If Kaliya fails on a failed save, or half as much damage on
a saving throw, it can choose to succeed a successful one.
instead. Smoke Breath: Kaliya exhales smoke in a
Multiple Heads: Kaliya has five heads. While 60-foot cone. This smoke behaves exactly
he has more than one head, Kaliya has like the fog cloud spell.
advantage on saving throws against being
blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
24
KALIYA MAKARA
Kaliya is an immense multi-headed snake, A makara is a generic term for any composite
who lives in the deepest part of the Yamuna animal with the body of a fish and the head
River. His heads are variously described as either of a mammal. A prime example would be the
bejeweled or ugly. Kaliya’s back is deep blue, hippocampus, which combines the front half of
crisscrossed with darker bands, while his belly is a horse with the tail of a giant fish. Originally,
a pale white. the Indian makara was a giant crocodile, later it
Destructive and Cruel: By day, Kaliya sleeps became a crocodile with a fish’s tail, and then
quietly, but at night he rises from the water became any fish-bodied creature with the head
to lay waste to the surrounding countryside. of either a crocodile, dog, elephant, goat, lion,
For the most part, Kaliya desires food, and his or ram. Some makara (especially those seen
nightly ravaging serves mainly to feed his vast in Nepal) replace the fish tail with a plant-like
bulk. He is also strongly territorial, and will structure (or have it extending from the tail). If
this is the case, the plant portion of the makara
attack anyone who disturbs him or his river.
is made up of lotus leaves, stalks, and flowers
When entering combat, Kaliya has quite a few (the lotus is holy to Buddha).
options. If in the water, he will usually ensnare The most extreme description of a makara
prey in his many coils, squeezing them to death (which brings to mind the “nine resemblance’s”
or holding them underwater to drown. On land, of the Chinese kioh-lung) is as follows: the jaws
Kaliya will use his fiery breath to incinerate of a crocodile, the scales of a fish, the tail of a
foes, often combing blasts of fire with thick peacock, the trunk of an elephant, the eyes of a
clouds of smoke in order to confuse and mislead monkey, and the tusks of a boar.
attackers. In close combat he can bite or lay Divine Mounts. In India, makara are
about with his tail. To make matters worse, considered water monsters or “wonder beasts.”
Kaliya, as king of all serpents, is attended by They live in the ocean (known as makaravasa
hundreds of lesser snakes, who will also swarm or “makara’s abode”) or in lakes and rivers,
over any attackers. where they act as guardians of sacred waters.
If wounded or severely pressed, Kaliya will Due to their semi-divine nature, makara are
flee, returning to he depths of his watery home. often used as mounts by various Indian gods.
LEGENDARY ACTIONS Varuna, the Vedic god of the oceans, has as his
Kaliya can take 3 legendary actions, choosing steed a makara with the head of an antelope
from the options below. Only one legendary and the body of a fish. He is also served by many
action option can be used at a time and only other makara of different types and physical
at the end of another creature’s turn. Kaliya configurations.
regains spent legendary actions at the start of Makara supposedly came about after the
its turn. Awakening of Buddha, when all hate vanished
• Attack: Kaliya makes one bite attack. from the world, and many animals mated freely,
producing hybrid offspring. They represent
• Move: Kaliya moves up to half his speed. the duality of nature and of good versus evil,
• Tail Attack: Kaliya makes a tail attack. as well as the bringing of order out of chaos.
Their aquatic nature has led to them being
called jala-rupa or “water form.” Makara are
also known by the names of asita-dashtra (black
teeth), kantaka, magar, makar, and in Nepal,
hitmangah. In Japan the makara is called a
makatsugyo, and is described as a clawed,
fanged, tusked, short-trunked water beast.
25
ANTELOPE MAKARA CROCODILE MAKARA
Large monstrosity, unaligned Large monstrosity, unaligned
Armor Class: 13 (natural armor) Armor Class: 14 (natural armor)
Hit Points: 30 (4d10 + 8) Hit Points: 51 (6d10 + 18)
Speed: 0 ft., swim 40 ft. Speed: 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 20 (+5) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 16 (+3)
Senses: darkvision 60 ft., passive Perception Senses: darkvision 60 ft., passive Perception
11 11
Languages: understands Common, but can’t Languages: understands Common, but can’t
speak it speak it
Challenge: 2 (450 XP) Challenge: 2 (450 XP)
Water Breathing: The antelope makara can Water Breathing: The crocodile makara can
breathe only underwater. breathe only underwater.
ACTIONS ACTIONS
Multiattack: The antelope makara makes Multiattack: The crocodile makara makes two
three attacks: one with its bite, one with its attacks: one with its bite and one with its
horns and one with its tail. tail.
Bite: Melee Weapon Attack: +6 to hit, reach Bite: Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) piercing 5 ft., one creature. Hit: 10 (1d10 + 5)
damage. piercing damage, and the target is grappled
Horns: Melee Weapon Attack: +6 to hit, (escape DC 12). Until this grapple ends,
reach 5 ft., one target. Hit: 9 (1d10 + 4) the target is restrained, and the crocodile
piercing damage. makara can’t bite another target.
Tail: Melee Weapon Attack: +6 to hit, Tail: Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 9 (1d10+4) reach 10 ft., one target. Hit: 10 (1d10+5)
bludgeoning damage. bludgeoning damage.
26
Water Guardians. As guardians of the At will: create or destroy water, purify food
waters, makara are supposed to bring life to the and drink [drink only]
virtuous, while punishing evil. However, not all 3/day each: fog cloud, water breathing,
makara are benevolent beings, and some will water walk
attack anyone they come across. 1/day each: control water
The weapons of a makara depend on its
configuration. For example, a makara with the
Summon and/or Dispel Rain (Recharges after a
head of an antelope will use its horns in combat, Short or Long Rest): The makara can innately
while a crocodile-headed makara will bite. An cast control weather [precipitation effects
elephant-headed makara will try to gore a foe only] requiring no material components.
with its tusks, then attack with teeth and claws.
As all makara have fishtailed bodies, they can NAGA
also bash foes with their tail fins. Finally, some Nagas (female: naginis) are semi-divine beings
makara are reputed to control the source of life- descended from Kadru, wife of the demigod
giving water, and can create or stop rainstorms. Kasyapa. They dwell either in underwater
MAKARA VARIANTS palaces in the city of Bhagavati, or underground
in the land of Nagaloka (also known as Patala).
The makara stat block can be used as a
They are ruled by a king named Anata-Shesha,
template for developing any number of animal/
who is a supporter of the god Vishnu. However,
fish hybrids. Campaign-wise, you can use a
Garuda, the immense bird who serves as
makara in many different ways, ranging from
Vishnu’s mount, is the mortal enemy of all naga,
a simple waterborne menace, to the guardian
and will attack them on sight (see page 21).
of a sacred lake or river, to a messenger of
the gods. As the makara was reputed to hold a Snake People: A naga has either the face of
priceless pearl in its mouth, you can easily set a human and the body of a great snake, or
an adventure around the search for a makara — is human from the waist up and snake from
especially since this pearl is supposed to allow the waist down. Some naga have multiple
the holder to force anyone he wishes to fall in heads, and some are of great size. All naga
love with him. In addition, as a master of water, are beautiful in face and form and highly
the makara was said to be able to give forth attractive. In general, the naga are neutral
“rasa” (water or juice), capable of granting a in their dealings with both gods and mortals.
man great virility, and making him irresistible to However, some can be quite malevolent, while
his beloved. others are known to be benign in nature.
In Thailand this creature is known as Kunchorn Naginis are known to be charming and witty,
Waree. It has the head and front two legs of an and many minor families of Indian nobility
elephant, and the rear body of an immense fish. boast of having nagini ancestors.
Capable of swimming quite swiftly, it dwells in
the lakes and rivers of the Himmapan Forest Warriors and Magicians: Naga tend to use
(see the entry for Thailand). human weapons in battle, such as swords,
maces, and bows. They may wear human
MAKARA OPTIONS
armor and carry shields. All naga can assume
Apply the following to any of the base makara human form, and great heroes have been
stat blocks. known to marry the beautiful daughters of
Innate Spellcasting: The makara’s innate great naga kings. It is rumored the naga have
spellcasting ability is Charisma (spell save various supernatural powers. For example, the
DC 11). The makara can innately cast the Nepalese believe naga can control the weather,
following spells, requiring no material while others say the naga can kill with their
components: breath, cause droughts and epidemics, or
summon vast rainstorms.
27
THE FOUR TYPES OF NAGA
NAGA
According to a Chinese writer, the naga can
Large celestial, any lawful alignment
be divided into four groups. The first, and most
Armor Class: 16 (scale mail) important group, are the celestial naga, who
Hit Points: 100 (8d10 + 16) guard the Heavenly Palace. The second group
Speed: 30 ft., swim 30 ft. are the divine naga, who create clouds and
regulate rainfall. Then come the earthly naga,
STR DEX CON INT WIS CHA who manage the world’s streams and rivers.
12 (+1) 16 (+3) 14 (+2) 18 (+4) 18 (+4) 18 (+4)
The last group of naga live in hiding, guarding
Skills: Acrobatics +3, Perception +4, treasures and occasionally granting gifts to
Performance +4 humans.
Damage Resistances: bludgeoning, piercing, NAGA OPTIONS
and slashing from nonmagical weapons
Apply any of the following to the base naga
Senses: darkvision 60 ft., passive Perception
13 stat block. Please note that adding more than
Languages: Celestial, Common one option can increase the naga’s challenge
rating considerably.
Challenge: 6 (2,300 XP)
Cause Droughts (1/Day): The naga can innately
Amphibious: Naga can breathe air and water.
cast control weather, without needing material
Magic Resistance: The naga has advantage components. However, it can only change the
on saving throws against spells and other
magical effects. weather to hot and dry conditions.
Shapechanger: The naga can use its action Create Epidemic (3/Day): The naga can innately
to polymorph into a Small or Medium cast contagion, without needing material
humanoid, or back into its true form. Its components.
statistics are the same in each form. Any
equipment it is wearing or carrying isn’t Great Size: Increase the naga’s size to Huge.
transformed. It reverts to its true form if it The naga’s hit points are now 124 (8d12 + 16).
dies.
The naga’s longsword does 10 (2d8 + 1) slashing
ACTIONS damage, or 12 (2d10 + 1) slashing damage if
Multiattack: The naga makes two melee used with two hands. The naga’s mace does
attacks or two longbow attacks. 10 (2d6 + 1) bludgeoning damage. The naga’s
Longsword: Melee Weapon Attack: +4 to longbow does 12 (2d8 + 3) piercing damage. A
hit, reach 5 ft., one target. Hit: 5 (1d8 + Huge naga has a challenge rating of 7 (2,900
1) slashing damage, or 6 (1d10 + 1) slashing XP).
damage if used with two hands.
Mace: Melee Weapon Attack: +4 to hit, Multiple Heads: A multi-headed naga has the
reach 5 ft., one target. Hit: 4 (1d6 + 1) following traits:
bludgeoning damage
Two (or more) Heads: The naga has advantage
Longbow: Ranged Weapon Attack: +6 to hit,
range 150/600 ft., one target. Hit: 6 (1d8 + on Wisdom (Perception) checks and on saving
3) piercing damage. throws against being blinded, charmed,
deafened, frightened, stunned, and knocked
unconscious.
Wakeful: When the naga sleeps, at least one
of its heads is awake.
Poisonous Breath: The naga exhales poison
in a 15-foot cone. Each creature in that area
must make a DC 15 Constitution saving throw,
28
no material components to cast its spells. A
INDONESIAN NAGA
Spellcasting naga has a Challenge: rating of 7
Huge celestial, lawful good
(2,900 XP). The naga has the following druid
Armor Class: 18 (natural armor) spells prepared:
Hit Points: 195 (17d12 + 85)
Speed: 30 ft., swim 30 ft. Cantrips (at will): druidcraft, mending,
poison spray
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 13 (+2) 13 (+2) 16 (+3) 1st level (4 slots): create or destroy water,
faerie fire, fog cloud, thunder wave
Skills: Perception +6 2nd level (3 slots): gust of wind, lesser
Damage Resistances: radiant; bludgeoning, restoration, protection from poison
piercing, and slashing from nonmagical 3rd level (3 slots): call lightning, dispel
weapons
magic, wind wall
Senses: darkvision 60 ft, passive Perception 4th level (3 slots): blight, control water,
16
polymorph
Languages: Common, Draconic
5th level (1 slot): greater restoration
Challenge: 10 (3,900 XP)
Amphibious: A Indonesian naga can breathe Summon Vast Rainstorms (1/Day): The naga can
air and water. innately cast control weather, without needing
Multiple Heads: A Indonesian naga has five material components. However, it can only
heads. While it has more than one head, the increase the precipitation levels.
Indonesian naga has advantage on saving
throws against being blinded, charmed, Terrible Aspect: Each creature of the naga’s
deafened, frightened, stunned, and knocked choice that is within 60 feet of the naga that
unconscious.
can see it must succeed on a DC 15 Wisdom
Whenever the Indonesian naga takes 25 saving throw or be frightened for 1 minute.
or more damage in a single turn, one of
its heads dies. If all its heads die, the A frightened target can repeat the saving
Indonesian naga dies. throw at the end of each of its turns, with
Reactive Heads: For each head the disadvantage if the naga is within line of sight,
Indonesian naga has beyond one, it gets an ending the effect on itself on a success. If a
extra reaction that can be used only for target’s saving throw is successful or the effect
opportunity attacks. ends for it, the target is immune to the naga’’s
Wakeful: While the Indonesian naga sleeps, Terrible Aspect for the next 24 hours. A naga
at least one of its heads is awake.
with a Terrible Aspect has a challenge rating of
ACTIONS 7 (2,900 XP).
Multiattack: The Indonesian naga makes as
many bite attacks as it has heads. NAGA VARIANTS
Bite: Melee Weapon Attack: +8 to hit, reach There are other versions of the naga besides
15 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. the ones from the Indian subcontinent. Naga are
also found in the folklore of Indonesia, Malaysia,
taking 36 (8d8) poison damage on a failed and Thailand.
save, or half as much damage on a successful INDONESIAN NAGA
one. A naga with Poisonous Breath has a The Indonesian naga is a five-headed dragon
challenge rating of 7 (2,900 XP). who guards temples and are defenders of
Buddha and Buddhists. Due to it’s celestial
Spellcasting: The naga is a 9th-level spellcaster.
nature, an Indonesian naga doesn’t age.
Its spellcasting ability is Wisdom (spell save
DC 15, +7 to hit with spell attacks). It requires
29
SHESHA Multiple Heads: Shesha has ten heads. While
Gargantuan celestial (titan), lawful good he has more than one head, Shesha has
advantage on saving throws against being
Armor Class: 20 (natural armor) blinded, charmed, deafened, frightened,
Hit Points: 615 (30d20 + 300) stunned, and knocked unconscious.
Speed: 40 ft., swim 40 ft. Whenever Shesha takes 50 or more damage in
STR DEX CON INT WIS CHA a single turn, one of its heads dies. If all its
30 (+10) 15 (+3) 30 (+10) 20 (+5) 20 (+5) 29 (+9) heads die, Shesha dies.
Reactive Heads: For each head Shesha has
Saving Throws: Dex +12, Con +19, Wis +14, beyond one, it gets an extra reaction that
Cha +14 can be used only for opportunity attacks.
Skills: Perception +14 Siege Monster: Shesha deals double damage
Damage Resistances: radiant; bludgeoning, to objects and structures.
piercing, and slashing from nonmagical ACTIONS
weapons
Multiattack: Shesha makes as many bite
Damage Immunities: fire, necrotic, poison attacks as it has heads. When his fire breath
Condition Immunities: charmed, exhaustion, is available, Shesha can use a breath weapon
frightened, poisoned in place of a bite.
Senses: truesight 120 ft, passive Perception Bite: Melee Weapon Attack: +8 to hit, reach
24 15 ft., one target. Hit: 26 (3d10 + 10)
Languages: all, telepathy 120 ft. piercing damage.
Challenge: 29 (135,000 XP) Tail: Melee Weapon Attack: +13 to hit,
reach 20 ft., one target. Hit: 28 (4d8 + 10)
Amphibious: Shesha can breathe air and bludgeoning damage.
water.
Fire Breath (Recharge 5-6): Shesha exhales
Legendary Resistance (3/Day): If Shesha fails fire in a 90-foot cone. Each creature in that
a saving throw, he can choose to succeed area must make a DC 24 Dexterity saving
instead. throw, taking 77 (14d10) fire damage on a
Magic Resistance: Shesha has advantage failed save, or half as much damage on a
on saving throws against spells and other successful one.
magical effects. Yawns Create Earthquakes (1/Day): Shesha can
Magic Weapons: Shesha’s weapon attacks are cast earthquake without needing material
magical. components.
30
THAI NAGA WEST MALAYSIAN NAGA
Huge celestial, lawful neutral Huge dragon, unaligned
Armor Class: 18 (natural armor) Armor Class: 18 (natural armor)
Hit Points: 161 (17d12 + 51) Hit Points: 212 (17d12 + 102)
Speed: 30 ft., swim 30 ft. Speed: 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 23 (+6) 12 (+1) 23 (+6) 8 (-1) 10 (+0) 12 (+1)
Skills: Perception +6 Saving Throws: Dex +5, Int +4, Wis +5, Cha
Senses: darkvision 60 ft, passive Perception +6
16 Skills: Perception +5
Languages: Draconic Senses: darkvision 120 ft., passive
Challenge: 8 (3,900 XP) Perception 15
Amphibious: A Thai naga can breathe air and Languages: Common, Draconic
water. Challenge: 11 (7,200 XP)
Multiple Heads: A Thai naga has five Amphibious: The West Malaysian naga can
heads. While it has more than one head, breathe air and water.
the Thai naga has advantage on Saving Multiple Heads: The West Malaysian naga has
Throws: against being blinded, charmed, five heads. While it has more than one head,
deafened, frightened, stunned, and knocked the West Malaysian naga has advantage
unconscious. on Saving Throws: against being blinded,
Whenever the Thai naga takes 25 or more charmed, deafened, frightened, stunned,
damage in a single turn, one of its heads and knocked unconscious.
dies. If all its heads die, the Thai naga dies. Whenever the West Malaysian naga takes
Reactive Heads: For each head the Thai naga 35 or more damage in a single turn, one of
has beyond one, it gets an extra reaction its heads dies . If all its heads die, the West
that can be used only for opportunity Malaysian naga dies.
attacks. Reactive Heads: For each head the West
Wakeful: While the Thai naga sleeps, at least Malaysian naga has beyond one, it gets an
one of its heads is awake. extra reaction that can be used only for
opportunity attacks.
ACTIONS
Wakeful: While the West Malaysian naga
Multiattack: The Thai naga makes as many sleeps, at least one of its heads is awake.
bite attacks as it has heads.
Bite: Melee Weapon Attack: +8 to hit, reach ACTIONS
15 ft., one target. Hit: 11 (2d6 + 4) piercing Multiattack: The West Malaysian naga makes
damage. as many bite attacks as it has heads. It can
make a one tail attack in place of a bite
LEGENDARY ACTIONS attack.
Shesha can take 3 legendary actions, choosing Bite: Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 11 (1d10 + 6) piercing
from the options below. Only one legendary damage.
action option can be used at a time and only
Tail: Melee Weapon Attack: +11 to hit,
at the end of another creature’s turn. Shesha reach 15 ft., one target. Hit: 17 (2d10 +
regains spent legendary actions at the start of 6) bludgeoning damage. If the target is
his turn. a creature, it must succeed on a DC 20
Strength saving throw or be pushed up to
• Detect: Shesha makes a Wisdom (Perception) 10 feet away from the dragon turtle and
check. knocked prone.
• Move: Shesha moves up to half his Speed:
without provoking Opportunity Attacks.
31
• Tail Attack: Shesha makes a tail attack.
PISHACHA
THAI NAGA Medium undead, chaotic evil
A Thai naga looks like a long snake with a Armor Class: 12
dragon-like beard and a crown atop of each Hit Points: 60 (8d8 +24)
of it’s three (or more) heads. Half-bother to Speed: 30 ft., burrow 10 ft.
Garuda, they are the giant bird-man’s sworn
enemies, and number a full thousand to his one. STR DEX CON INT WIS CHA
Apply any of the Naga Options to the stat 12 (+1) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 13 (+1)
block in order to create different kinds of Thai
naga. Skills: Stealth +4
Damage Resistances: necrotic
WEST MALAYSIAN NAGA
Damage Immunities: poison
This naga is a multi-headed ocean-dwelling
dragon, who preys on fish and fishermen alike.
Condition Immunities: charmed, exhaustion,
poisoned
PISHACHA Senses: darkvision 60 ft., passive Perception
10
A pishacha (female: pishachi) has a rotting Languages: any languages it knew in life
and repellent humanoid form. They may or may
Challenge: 2 (450 XP)
not wear clothing, but based on their life style,
anything they do wear is probably dirty and Fear of Fire: If the pishacha takes fire
damage, it has disadvantage on attack rolls
filth-encrusted. and ability checks until the end of its next
Eaters of the Dead and the Living: Reputed to turn.
be the most vicious creatures on earth, formed
ACTIONS
from the spirits of adulterers, criminals, the
Multiattack: The pishacha makes two
insane, or liars, pishachas live in charnel attacks, one with its bite and one with its
houses, graveyards, deep forests, and similar claws.
deserted and forlorn places, where they devour Bite: Melee Weapon Attack: +3 to hit, reach
corpses and feed off of the remains of rakshasa 5 ft., one creature. Hit: 8 (2d6 + 1) piercing
kills (see page 35). Their hunger for raw flesh is damage.
such, however, that the pishachas will eagerly Claws: Melee Weapon Attack: +3 to hit,
attack living prey, and especially adore human reach 5 ft., one target. Hit: 6 (2d4 + 1)
flesh. slashing damage. If the target is a creature,
it must succeed on a DC 13 Constitution
Pishacha are also known by the names of saving throw against disease or become
kravyad (“eater of the dead”), paisacha, poisoned until the disease is cured. Every 24
picacas, pisacas, pisakas, pishaca, pishashas, hours that elapse, the target must repeat
the saving throw, reducing its hit point
and yaksha (“speeder” [but see page ??? as maximum by 5 (1d10) on a failure. The
well]). A close relative of the pishaca is the pey. disease is cured on a success. The target
Also known as alakai, iruci, and picacu, the pey dies if the disease reduces its hit point
are shaggy-haired humanoids known to haunt maximum to 0. This reduction to the target’s
battlefields, drinking the blood of wounded hit point maximum lasts until the disease is
cured.
men.
Diseased Ghosts: Utterly and irredeemably evil,
pishachas eagerly seek out humans to destroy short order, while anyone lucky enough to get
and drive mad. They tend to ambush male away will soon find themselves infected with a
targets, ripping at their victim with their sharp highly-lethal disease. However, their favorite
claws. Slain individuals will be devoured in targets are women, and they will often rape a
sleeping woman instead of outright killing her.
32
Pishacha possess their own language, and may PRETA
have sufficient cunning to create a battle plan Preta are thin and emaciated humans with
before attacking. As they are a form of ghost, wispy hair, immense potbellies, and needle-
pishacha are said to be able to see events in like necks. Some may have glaring eyes, pig-
both the past and the future, and may use this like faces, and large prominent fangs and
ability when planning an attack. claws. Their skin is always cold, clammy, and
These creatures are known to fear fire, and apparently bloodless.
can be kept away with various amulets, charms,
Hungry Ghosts: According to Buddhist doctrine,
and spells. A holy man can force a pishacha to
those who have lived a life filled with avarice,
be reincarnated by saying the pishacha’s true
envy, gluttony, or miserliness are fated to
(i.e. human) name.
become a “Hungry Ghost” upon death. In
Can Cure the Illnesses They Cause: It is rumored
this state they are tormented by constant
the pishacha can cure disease as well. To be
hunger and thirst until they can work off their
cured by the pishacha, someone suffering
accumulated bad karma and be reincarnated
from an illness must arrive at a crossroads in
to live again. Preta are known to dwell at
a disheveled condition just before the dawn.
crossroads, as well in deserted buildings, and
Placing two large handfuls of rice in the
along fences and walls. Many live off of filth
crossroads, they then return home without
and waste, although they are not averse to
once looking back. This is repeated for a
number of days until the pishacha’s attention
is attracted and it appears, stating it will cure PRETA
the victim. If diseased person is courteous and Medium undead, chaotic evil
accepts, the pishacha will heal them of their Armor Class: 13
illness. Hit Points: 37 (5d8 + 15)
Undead Nature: A pishacha doesn’t require air, Speed: 30 ft.
food, drink, or sleep, but will gladly devour STR DEX CON INT WIS CHA
anything they can catch. 10 (+0) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 18 (+4)
PISHACHA OPTIONS
Damage Resistances: acid, fire, lightning,
Apply any of the following to the base thunder; bludgeoning, piercing, and slashing
pishacha stat block. from nonmagical weapons
Cure Disease (1/Day): The pishacha can innately Damage Immunities: cold, necrotic, poison
cast lesser restoration, without needing Condition Immunities: charmed, exhaustion,
material components. However, it can only end frightened, paralyzed, poisoned
the diseased condition. Senses: darkvision 60 ft., passive Perception
Knowledge Of Past, Present, Future (5-6): 10
Until the end of its next term, the pishacha Languages: any languages it knew in life
magically gains a +2 bonus to its AC, has
advantage on Dexterity saving throws, and Challenge: 1 (200 XP)
can use its claw attack as a bonus action. A
pishacha capable of this Action is challenge ACTIONS
rating 4 (1,100 XP). Multiattack: The preta makes two attacks,
one with its bite and ones with its claws.
Bite: Melee Weapon Attack: +2 to hit, reach
5 ft., one creature. Hit: 7 (2d6) piercing
damage.
Claws: Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 5 (2d4) slashing
damage.
33
adding some fresh meat (such as an unwary PRETA OPTIONS
traveler) to their diet. Found all throughout Apply any of the following to the base preta
Asia, the preta is known by a wide variety of stat block. Please note that adding more than
names. In Cambodia it is called a “khmoch,” one option can increase the preta’s challenge
in China “o-kuei,” in India “preta,” in Japan rating considerably.
“gaki,” in Korea “agwi,” in Tibet “yidak,” and Enormous Strength: Increase the preta’s
in Vietnam a “quy.” Strength to 20.
According to Hindu myth, a preta (female: paret, Ethereal Sight: The preta can see 60 feet into
pretni) is a tiny ghost of the dead, no larger the Ethereal Plane when it is on the Material
than a man’s thumb. They arise when a child Plane, and vice versa.
is stillborn, or is born crippled or deformed,
The preta remains either in the corpse or near Blood Drain (replaces Bite): Melee Weapon
the home of the deceased for a year after Attack: +2 to hit, reach 5 ft., one willing
burial. Although normally harmless if left creature, or a creature that is grappled by the
alone, a preta can become violent if disturbed, preta, incapacitated, or restrained. Hit: 6 (1d6)
spreading disease and drinking the blood if piercing damage plus 7 (2d6) necrotic damage.
sleeping victims. At the end of the year, a The target’s hit point maximum is reduced by
special ritual is performed to send the preta on an amount equal to the necrotic damage taken.
it way into the afterlife. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces
Perpetually Hungry: All preta are cursed with its hit point maximum to 0.
perpetual hunger and will do whatever they
can to alleviate it. Of course, as they can Causes Disease (replaces Claws): Melee
never get enough to eat, they are in a state Weapon Attack: +3 to hit, reach 5 ft., one
of perpetual anguish. This will cause them to target. Hit: 5 (2d4) slashing damage. If the
physically attack foes with the teeth and claws, target is a creature, it must succeed on a DC
tearing at them until they are dead, and then 13 Constitution saving throw against disease
devouring the corpse. Others will bite a foe and or become poisoned until the disease is cured.
then begin drinking the blood from the wound. Every 24 hours that elapse, the target must
Some seek out living humans for warmth and repeat the saving throw, reducing its hit
nourishment, but invariably cause their host to point maximum by 5 (1d10) on a failure . The
fall ill. disease is cured on a success. The target dies
if the disease reduces its hit point maximum
Undead Nature: A preta doesn’t require air, to 0. This reduction to the target’s hit point
food, drink, or sleep, but may desire food and maximum lasts until the disease is cured.
drink.
Etherealness: The preta enters the Ethereal
Plane from the Material Plane, or vice versa. It
is visible on the Material Plane while it is in the
Border Ethereal, and vice versa, yet it can’t
affect or be affected by anything on the other
plane.
Fire Breath (Recharge 5-6): The preta exhales
fire in a 15-foot cone. Each creature in that
area must make a DC 13 Dexterity saving throw,
taking 18 (4d8) fire damage on a failed save, or
half as much damage on a successful one.
34
THE CLASSES OF PRETA Invisibility: The preta magically turns
invisible until it attacks or casts a spell,
Vedic mythology lists nine different classes of
or until its concentration ends (as if
preta. The Japanese go so far as to mention 36
concentrating on a spell). Any equipment
different types of gaki. In any case, there are a
the preta wears or carries is invisible with
wide variety of Hungry Ghosts for you to pick from.
it.
A short sampling:
Cho-kem-ju-jiki-netsu-gaki: These gaki eat the Needle-Like Hairs: At the start of each of
ashes from funeral pyres and the clay from graves. its turns, the preta deals 3 (1d6) piercing
Fujo-ko-hyaku-gaki: These gaki eat street refuse damage to any creature grappling it.
and other garbage.
Pig’s Face: Change the Bite to 9 (2d8)
Ghosts Who Receive Discards: These ghosts eat the
food thrown away after being used as a temple slashing damage.
offerings.
Possession (Recharge 6): One humanoid
Ghosts Who Receive Lost Food: These ghosts eat that the preta can see within 5 feet of it
the food discarded by the side of the road by
travelers. must succeed on a DC 13 Charisma saving
Ghosts With Foul-Smelling Hair throw or be possessed by the preta; the
Ghosts With Foul-Smelling Mouths preta then disappears, and the target
is incapacitated and loses control of its
Ghosts With Large Ulcers
body. The preta now controls the body but
Jiki-ketsu-gaki: These gaki thirst for blood.
doesn’t deprive the target of awareness.
Jiki-niku-gaki: This is a flesh-eating ghoul. These The preta can’t be targeted by any
gaki devour the corpses of the freshly dead.
attack, spell, or other effect, except
Jiki-doku-gaki: Eaters of poison.
ones that turn undead, and it retains
Jiki-ké-gaki: Smell eating gaki. its alignment, Intelligence, Wisdom,
Jiki-fu-gaki: Wind eaters. Charisma, and immunity to being charmed
Jiki-kwa-gaki: Fire-eating gaki. and frightened. It otherwise uses the
Kwaku-shin-gaki: These gaki are filled with flames possessed target’s statistics, but doesn’t
that keep its bodily fluids at a boil. gain access to the target’s knowledge,
Needle-Haired Ghosts: The body of this ghost is class features, or proficiencies.
covered with needle-like hairs.
The possession lasts until the body drops
Needle-Throated Ghosts: This is the classic form of
Hungry Ghost, with a thin neck and a distended to 0 hit points, the preta ends it as a bonus
belly. In Japan this is known as a Shin-ko-gaki. action, or the preta is turned or forced out
Powerful Ghosts: These are beings such as the by an effect like the dispel evil and good
pishacha (see page 30) and the rakshasa (see spell. When the possession ends, the preta
page 35). reappears in an unoccupied space within 5
Shikko-gaki: These gaki eat corpses and spread feet of the body. The target is immune to
disease. this preta’s Possession for 24 hours after
Shinen-gaki: These gaki appear only at night, succeeding on the saving throw or after
taking the form of a floating fireball. the possession ends.
Torch-mouthed Ghosts: This form of Hungry Ghost
can breath flame.
As a further note on the classes of preta, Hungry
Ghosts eat virtually anything, with each preta
restricted to a single substance. Examples include:
blood, excrement, flesh, incense and incense
smoke, mucous, paper, sweat, tattoos, and tea.
35
RAKSHASA RAKSHASA
The rakshasa (lit. “the injurer”) are a Medium fiend, lawful evil
collection of diverse beings of all shapes and
Armor Class: 16 (natural armor)
sizes. Male rakshasas are large (sometimes
Hit Points: 84 (10d8 + 40)
gigantic) humanoids with fangs, claws
(sometimes on fingers that bend backward from Speed: 30 ft.
the hand), bloated bellies, red hair and beards, STR DEX CON INT WIS CHA
and a generally horrific or bestial appearance 16 (+3) 18 (+4) 19 (+4) 13 (+1) 14 (+2) 18 (+4)
(although a rare few can be handsome). Some
have multiple heads or eyes, or other hideous
Skills: Deception +7, Perception +5
deformities (such as the head of an animal). Damage Resistances: bludgeoning, piercing,
and slashing from nonmagical weapons
Female rakshasas are known as rakshasi, and
are somewhat less terrifying in appearance. Senses: darkvision 60 ft., passive Perception
10
They can marry humans, and if they do so are
transformed into beautiful women.
Languages: Common, Infernal
Former Guards of the Gods. Originally Challenge: 5 (1,800 XP)
created by the god Brahma, and birthed from Fear of Fire: If the rakshasa takes fire
his foot, the rakshasas were once charged with damage, it has disadvantage on attack rolls
and ability checks until the end of its next
guarding the sacred primal waters and the Elixir turn.
of Life (“raksh” means “to guard”). These days Gains Strength After Sunset: The rakshasa
they dwell on Sri Lanka, in a great kingdom has an 18 Strength once the sun sets. This
ruled by their king, Ravana. Other rakshasa increases to a 20 Strength once the sun has
tend to inhabit wilderness areas, forests, and been set for an hour.
cemeteries (although some myths give them
ACTIONS
wondrous jeweled palaces for their homes),
Multiattack: The rakshasa makes two attacks,
where they prey on humans and animals. The one with its bite and one with its claws.
rakshasas are also known as rachhas or rakhas. Bite: Melee Weapon Attack: +6 to hit, reach
The bhuta and vetala (and possibly the pishacha) 5 ft., one creature. Hit: 12 (2d8 +3) piercing
damage.
RAVANA Claws: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3)
Ravana is the king of the rakshasa. Virtually slashing damage.
invulnerable, this demon is of immense size, Change Shape: The rakshasa magically
with ten heads and twenty arms, fiery eyes, polymorphs into a humanoid or beast that
and sharp teeth. He is said to be able to shatter has a Challenge: rating equal to or less than
mountains, raise great storms, stop the sun its own, or back into its true form. It reverts
and the moon in the sky, and prevent the wind to its true form if it dies. Any equipment it is
from blowing. As with other rakshasa he could wearing or carrying is absorbed or borne by
the new form (the rakshasa’s choice).
assume any form he wished, fly, and was utterly
invulnerable, regenerating wounds as fast as In a new form, the rakshasa retains its game
statistics and ability to speak, but its AC,
they were caused. Nigh unstoppable, Ravana movement modes, Strength, Dexterity, and
survived battles with several gods, and took other actions are replaced by those of the
great delight in capturing and ravishing the new form, and it gains any statistics and
wives of princes and kings. He was finally killed capabilities (except class features, legendary
by Prince Rama, hero of the Ramayana, who actions, and lair actions) that the new form
shot Ravana with an arrow created by the god has but that it lacks. If the new form has a
Brahma specifically for the purpose of killing bite attack, the rakshasa can use its bite in
that form.
Ravana.
36
can be considered a form of rakshasa as well. RAKSHASA OPTIONS
Hatred for all Others. Towards each other, Apply any of the following to the base
rakshasas are loyal and caring, but to the rest of rakshasa stat block. Please note that adding
the world they are quite evil. Greedy, lecherous, more than one option can increase the
blasphemous, destructive, and cruel, they rakshasa’s Challenge: rating considerably.
delight in causing disease and havoc. They will
Larger: Increase the rakshasa’s size from
steal offerings left a temples, kill infant children
Medium to Large. Increase the hit dice and hit
and pregnant women, lay in wait for people
points accordingly.
trying to cross river and stream fords, and
attack holy men in the midst of their prayers. Smaller: Decrease the rakshasa’s size from
Male rakshasas are known to kidnap and rape Medium to Small. Decrease the hit dice and hit
women, while females will assume the form of points accordingly.
a beautiful woman and seduce and devour men.
Both male and female rakshasas will drink the Move Faster Than The Wind: Increase the
blood of their victims, saving the brains to force rakshasa’s Speed to 60 ft.
feed to captive children and turn them into Damage Vulnerabilities: fire
rakshasa.
Naturally, such a terrible creature fears very Multiple Heads: A multi-headed rakshasa has
little, although their weakened state in sunlight the following traits:
means they avoid being active during the day. • Two (or more) Heads.:The rakshasa has
The rakshasa have little liking for fire as well, advantage on Wisdom (Perception) checks
as it is one of the few things that can truly harm and on Saving Throws: against being blinded,
them. Finally, it is said they fear the smell of charmed, deafened, frightened, stunned,
mustard and most prefer the dark of the new
and knocked unconscious.
moon to work their terrible mischief.
Shape Shifters and Warriors. Rakshasas have • Wakeful: When the rakshasa sleeps, at least
two ways of fighting. The more devious among one of its heads is awake.
them rely on their shape changing powers Rakshasa Weaknesses
(usually allowing them to take the shape of a
dog, owl, or vulture -- but some can assume Sunlight Hypersensitivity: The rakshasa takes
most any form) to get close to a victim, then 20 radiant damage when it starts its turn in
surprise him by changing back to their normal sunlight. While in sunlight, it has disadvantage
form and ripping him to pieces. More martially on attack rolls and ability checks.
inclined rakshasas stay in their normal shape Long Grabbing Arms: Increase the reach of the
most of the time, relying on their strength and rakshasa’s claw attacks to 10 ft.
natural weaponry to defeat any foes. Rakshasi
will usually assume the form of a beautiful Long Tongue: The rakshasa targets one Medium
woman and seduce their victims, attacking or smaller creature that it can see within
when he least expects it. As creatures of the 20 feet of it. The target must make a DC 15
night, the rakshasa are weakened by sunlight, Strength saving throw. On a failed save, the
regaining a measure of their strength at dusk target is pulled into an unoccupied space
and their full, supernatural prowess in the dark within 5 feet of the rakshasa, and the rakshasa
of night. can make a bite attack against it as a bonus
action.
Multiple Limbs: Change the rakshasa’s
Multiattack to three attacks, one with its
bite and two with its claws. For exceptionally
37
dangerous multi-limbed rakshasa, increase its him to move about like some vast, hairy spider.
claws attacks to three or more. Apparently not having learned his lesson from
Indra, Kabanda then argued with Rama, who
Superior Invisibility: The rakshasa magically struck down the rakshasa with a blast from
turns invisible until its concentration ends (as his vajra. However, instead of killing him, this
if concentrating on a spell). Any equipment the resulted in Kabanda returning to his original
rakshasa wears or carries is invisible with it. form of a gandharva. So pleased was Kabanda to
Venomous Claws (replaces Claws): Melee be returned to his natural form, he joined Rama
Weapon Attack: +6 to hit, reach 5 ft., one and helped him battle Ravana, the rakshasa
target. Hit: 10 (2d6 + 3) slashing damage plus king.
14 (4d6) poison damage. Use the rakshasa to represent Kabanda. Make
him Large, remove the Change Shape action,
RAKSHASA VARIANTS and add the Multiple Limbs and Long Grabbing
The rakshasa, and variants thereof, are found Arms options.
all through southeast Asia. REKSOSO
BRAHMAPARUSH The reksoso (female: reksasi) are cannibalistic
The brahmaparush is a vampiric demon of giants of the Indonesia jungles. They regularly
India noted for its ferocity and hunger. These track, hunt down, and kill humans who trespass
beings will gladly feast upon human flesh, and in their domain.
are known to eat a man’s brain through a hole Use the hill giant to represent the reksoso.
poked in the skull. Next they will remove the
top of the skull and use the resulting bowl- THAGS YANG
shaped piece of bone to drink the blood if Native to Tibet, the thags yang are a form of
their victim. Afterwards, the brahmaparush demon. They haunt mountain passes and the
disembowel the corpse, winding the intestine edges of villages, preying on travelers. A thags
about its head and shoulders as it dances yang can assume three forms: human, man-tiger,
joyfully in the moonlight. and a full tiger. The human form is often used
In order to kill a brahmaparush, a warrior to get close to a potential victim, while the
must refrain from any sort of sin for 90 days, man-tiger and tiger forms make the actual kill.
then fast for a length, and visit a series of Normally a thags yang will eat its prey, but some
nine temples. The sword he will use to kill the may be more vampiric in nature, consuming a
brahmaparush must be blessed by priests and person’s “life force” instead.
then passed nine times through sacred incense Use either the rakshasa or the weretiger to
smoke. represent a thags yang.
The brahmaparush is also known as a
brahmaparusha or a neamma-parusha. YAKSHA
Use the ogre or troll to represent the The yakshas are nature spirits, related to
brahmaparush. Change the type from giant to both the rakshasa and the gandharva (although
fiend. some classify them as with the bhuta, jackals,
KABANDA and pishacha). They are known by a variety of
Kabanda, or “Barrel,” was once one of the names, including: yakho, yakkha, and yaksa, as
gandharva, but an argument with the god Indra well as itarajanah (“other folk”) and punyajana
resulted in the god striking Kabanda so hard (“sacred folk”). Females are known as yakshi or
his head and legs vanished into his body. Now yakshini. The males may appear as handsome
a rakshasa, Kabanda has a single eye and an men or ugly, potbellied dwarves with black skin.
immense mouth in the middle of his cylindrical Yakshini normally look like beautiful women
torso. Eight long arms serve as his legs, allowing with lusciously-proportioned bodies dressed
38
in nothing more than expensive jewelry. Some VRITRA
females have the head of a horse, however, Vritra is a huge snakelike dragon, limbless,
and are known as ashvamukhi (“horse-face”). with a large head and jaws. In keeping with his
The yaksha are ruled by a king, Kubera, who is aspect as a demon of negativity and darkness,
described as a dwarf with three legs and eight Vritra is equally dark in color.
teeth. Kubera is the guardian of all the treasures
Cruel and Greedy: Vritra’s name translates to
of the earth, including gold, silver, and precious
“one who restrains.” He dwells at the top of
gems.
a celestial mountain encircling all the world’s
Yaksha often live in sacred trees outside of
villages, where they stay safe from any harm water within his mighty coils. Legend has it
and ensure the prosperity of the village. These he was once a man named Citraketu, who
trees can easily be identified, as garlands of happened to see the goddess Parvati and the
flowers are hung from the branches, while god Shiva lying together in a garden. Angered
offerings of cakes and other foods are placed by his spying, Parvati cursed him, causing him
around the roots. Other yaksha live deeper in to be reborn as Vritra, an asura, or demon. In
the forests and often stand guard over buried return, Vritra enclosed all the word’s water
wealth. All yaksha can shape shift and are by coiling his body around it and kept it from
capable of assuming almost any form, from the world. Eventually, the god Indra killed him
handsome men and beautiful women to looking with a thunderbolt, releasing the waters, and
like the very trees of the woods. Females have bringing new life to the world.
been known to lead men astray, either to seduce As an asura, Vritra personifies cruelty and
them or to slay them. Yakshini are also known to greed. Having been punished for spying Parvati
steal infants and devour them. More benevolent and Shiva, he seeks his revenge by keeping all
yaksha can make a barren woman fertile and the world’s water in his possession. He cares
able to bear children, while the more malicious nothing for the needs and wants of others and is
among them are known to cause insanity and known as a demon of negativity and darkness.
spread disease (although other yaksha can and Lord of Storms: Since he holds all the world’s
will cure the same afflictions). All in all, the water, Vritra can use it whenever he needs.
yaksha are somewhat unpredictable in their He will often start a battle by calling up a
actions.
mist in order to blind his enemies, or a great
You can create a yaksha by simply matching
storm to simply sweep them away. He also
and matching desired powers from the character
can call lightning out of the sky and summon
sheets for the apsarasas, gandharva, and
deafening claps of thunder. In battle he will
rakshasa. All yaksha should have the rakshasa’s
use these powers first, intending to delay,
powers of Change Shape as well as the
disable, and outright destroy any enemy who
apsarasas’s Tree Stride.
dares approach. Anyone who can survive this
YATU-DHANA initial assault will then have to face Vritra’s
great jaws and thickly scaled hide. Because
The yatu-dhana are a form of sorcerer. They
follow the rakshasa about, scavenging the
of his sheer size and strength, Vritra is utterly
demon’s kills, and cooking the leftover meat and fearless and will attack relentlessly and
entrails over a fire before consuming the grisly without hesitation.
fare. Although human, the yatu-dhana are also VRITRA’S LAIR
thought of as a lesser form of rakshasa. They are As noted, Vitra’s lair is atop the peak of an
reputed to have various magical powers and are enormous mountain. He dwells within a crater
dangerous as they are cowardly. at the top of the mountain, guarding the waters
Use an archmage or mage to represent the collected there. The mountain peak is thick
yatu-dhana.
39
with clouds, mist, rain, and stormy weather, as
VRITRA Vitra’s calls water to him from the rest of the
Gargantuan dragon, chaotic evil world.
Armor Class: 22 (natural armor)
Lair Actions
Hit Points: 561 (29d20 + 261)
On initiative count 20 (losing initiative ties),
Speed: 40 ft., swim 40 ft.
Vitra takes a lair action to cause one of the
STR DEX CON INT WIS CHA following effects; Vitra can’t use the same
30 (+10) 12 (+1) 29 (+9) 23 (+6) 22 (+6) 24 (+7)
effect two rounds in a row:
• A strong wind blows around Vitra. Each
Saving Throws: Dex +8, Con +16, Wis +13,
Cha +14 creature within 60 feet of Vitra must
Skills: Perception +13 succeed on a DC 18 Strength saving throw
or be pushed 20 feet away from Vitra n
Damage Resistances: bludgeoning, piercing,
and slashing from nonmagical weapons and knocked prone. Gases and vapors are
Senses: blindsight 60 ft., darkvision 120 ft, dispersed by the wind, and unprotected
passive Perception 23 flames are extinguished. Protected flames;
Languages: Common, Draconic such as lanterns, have a 50 percent chance of
Challenge: 24 (62,000 XP) being extinguished.
Amphibious: Vritra can breathe air and • Pools of water Vitra can see within 120 feet
water. of him surge outward in a grasping tide. Any
Innate Spellcasting: Vritra’s innate creature on the ground within 20 feet of such
spellcasting ability is Charisma (spell save a pool must succeed on a DC 18 Strength
DC 24). He can innately cast the following saving throw or be pulled up to 20 feet into
spells, requiring no material components: the water and knocked prone.
At will: create or destroy water, fog cloud, • The air and water in Vitra’s lair becomes
thunderwave
electrically charged. All creatures within
3/day each: call lighting, chain lightning,
control weather 120 feet of Vitra must succeed on a DC 23
Constitution saving throw, taking 10 (3d6)
1/day: storm of vengeance
lightning damage on a failed save, or half as
Legendary Resistance (3/Day): If Vritra fails
a saving throw, he can choose to succeed much damage on a successful one.
instead. Regional Effects
ACTIONS The region containing Vitra’s lair has been
Multiattack: Vritra makes two bite attacks. warped and changed by his magic and control of
Bite: Melee Weapon Attack: +17 to hit, water. This creates one or more of the following
reach 15 ft., one target. Hit: 21 (2d10 + 10) effects:
piercing damage. • The air within 1 mile of the lair is very
Tail: Melee Weapon Attack: +17 to hit, damp, misty, and full of fog and rain. All are
reach 20 ft., one target. Hit: 21 2d10 + 10) Wisdom (Perception) checks are made at
bludgeoning damage. disadvantage.
Lightning Strike (Recharge 5-6): Vritra calls • Spells that create, control, or purify water
forth a magical lightning bolt at a point it
can see within 500 feet of it. Each creature fail within 1 mile of the lair.
within 10 feet of that point must make a DC • Flashes of lightning and peals of thunder are
21 Dexterity saving throw, taking 99 (18d10) continual, day and night, within 5 miles of
lightning damage on a failed save, or half as
much damage on a successful one. the lair.
If Vitra dies, the spell fail effect ends
immediately. All other effects fade over the
course of 1d10 days.
40
LEGENDARY ACTIONS CELESTIAL YALI OPTION
Vritra can take 3 legendary actions, choosing In order to create a celestial yali (of the sort
from the options below. Only one legendary used to guard temples), apply the following to
action option can be used at a time and only the base yali stat block.
at the end of another creature’s turn . Vritra Change the type to celestial.
regains spent legendary actions at the start of • Celestial Knowledge: Increase the yali’s
its turn. Intelligence to 13 (or more).
• Detect: Vritra makes a Wisdom (Perception) • Celestial Wisdom: Increase the yali’s Wisdom
check. to 13 (or more).
• Move: Vitra moves up to half his speed. • Celestial Nature: Increase the yali’s Charisma
• Tail Attack: Vritra makes a tail attack. to 13 (or more).
YALI VARIANTS
YALI The yali is but one of a number of composite
The typical yali has a lion’s body and the head creatures in Indian mythology.
of either a horned lion, or an elephant. They are BHAINSASURA
often depicted with bells, strings of pearls, and
As this creature’s name suggests, it is an
other ornaments around their necks.
asura, or demon, and seems to be a descendent
Temple Guardians. These hybrid animals are
of Mahisha, the demonic water buffalo who
thought to the personification of the elemental
battled the gods. A bhainsasura takes the form
forces of nature as well as the uncontrolled
of an immense elephant with the head of a
passions and appetites of men. As such they are
water buffalo. The bhainsasura will appear
associated with the gods Kali and Vishnu. Yali
at the time of the rice harvest and demand
are also used to guard temples and sanctuaries,
a portion, if ignored or refused it will leave,
and paired yali, one male and one female, are
only to return when the corn ripens and and
often found carved into pillars and supports in
smash the harvest into the ground. Offering the
the front of such structures. They are usually
bhainsasura a pig will sate its hunger.
depicted standing on the back of a makara,
their mouths open to expose a long tongue and SHARABHA
large, sharp teeth. Sharabha is a lion-like creature with eight
The yali is known as the vyala in southern legs, sharp claws, two bird’s wings, two human’s
India. It is also known as the sinha mukha arms and hands, a lion-like face, multiple horns,
(“lion’s face/head”) or the yalaka (“horned spikes instead of hair, and a glowing body. It was
lion”). a form assumed by the god Shiva to punish the
Fierce Fighters. Yali are aggressive on combat, god Vishnu.
their great size and nature making them fearless
in battle. Both forms will usually strike with VARIOUS FORMS OF YALI
either tusks or horns before biting a foe. A large A yali can appear with any one of five
opponent (one close to the same size as the yali) different heads, with the horned lion and the
will be grappled and then subjected to multiple elephant the most common. These different
claw attacks. heads (and their names) are: dog (shvana-
vyala), elephant (gaja-vyala), horse (asha-
vyala), human (nir-vyala), and lion (simha-
vyala).
41
ELEPHANT YALI LION YALI
Large monstrosity, unaligned Large monstrosity, unaligned
Armor Class: 13 (natural armor) Armor Class: 12
Hit Points: 68 (8d10 + 24) Hit Points: 52 (7d10 + 14)
Speed: 40 ft. Speed: 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1) 18 (+4) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
42
BHAINSASURA EIGHT-LEGGED LION
Huge monstrosity, neutral evil Large monstrosity, unaligned
Armor Class: 14 (natural armor) Armor Class: 13
Hit Points: 105 (10d12 + 40) Hit Points: 102 (12d10 + 36)
Speed: 40 ft. Speed: 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 10 (+0) 11 (+0) 13 (+1) 20 (+5) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
43
SHARABHA Magic Resistance: Sharabha has advantage
Large celestial, neutral good on saving throws against spells and other
magical effects.
Armor Class: 16 (natural armor)
Pack Tactics: Sharabha has advantage on
Hit Points: 114 (12d10 + 48) an attack roll against a creature if at least
Speed: 50 ft., fly 100 ft. one of the eight-legged lion’s allies is within
5 feet of the creature and the ally isn ‘t
STR DEX CON INT WIS CHA incapacitated .
22 (+6) 20 (+5) 18 (+4) 17 (+3) 20 (+5) 20 (+5) Pounce: If Sharabha moves at least 20 feet
straight toward a creature and then hits it
Skills: Perception +8 with a claw attack on the same turn, that
Damage Resistances: radiant; bludgeoning, target must succeed on a DC 14 Strength
piercing, and slashing from nonmagical saving throw or be knocked prone. If the
weapons target is prone, the eight-legged lion can
make one bite attack against it as a bonus
Condition Immunities: charmed, exhaustion, action.
frightened
Running Leap: With a 10-foot running start,
Senses: darkvision 120 ft., passive Perception Sharabha can long jump up to 30 feet.
18
Spikes Instead of Hair: At the start of each of
Languages: all, telepathy 120 ft. its turns, the Sharabha deals 4 (1d8) piercing
Challenge: 8 (3,900 XP) damage to any creature grappling it.
Celestial Weapons: Sharabha’s weapon attacks ACTIONS
are magical.
Multiattack: The Sharabha makes one bite
Charge: If the Sharabha moves at least 20 attack and one flurry of claws attack.
feet straight toward a target and then hits
it with a gore attack on the same turn, the Bite: Melee Weapon Attack: +6 to hit, reach
target takes an extra 9 (2d8) piercing damage 5 ft., one target. Hit: 10 (1d8 + 6) piercing
damage.
Illumination: Sharabha sheds bright light
in a 10-foot radius and dim light for an Flurry of Claws: Melee Weapon Attack: +6 to
additional10 feet. hit, reach 5 ft., one creature. Hit: 24 (4d8 +
6) slashing damage.
Keen Smell: Sharabha has advantage on
Wisdom (Perception) checks that rely on Gore: Melee Weapon Attack: +6 to hit, reach
smell. 5 ft., one target. Hit: 15 (2d8 + 6) piercing
damage.
44
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1
Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and
Dave Arneson.
46