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Titans of The Ancient World

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100% found this document useful (3 votes)
537 views22 pages

Titans of The Ancient World

Uploaded by

Arthur Aytes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

CHAPTER NAME
Contents
How to use this supplement.........................................3

Thrak, the devil raptor.............................................4

Theringal, the deep devourer.....................................7

Ioa, the corpulence.....................................................9

Crabgoat, Half Crab Half Goat All Bastard...............12

Quil & Dawda, Twin Terrors.........................................15

Grishnak Queen, Insectoid Royalty.............................18

Grishnak NPCs................................................................20

Credits
Author: Jackson Lewis

Editor: Isaac May

Layout: Chris Hopper

Art by Coriona Matthews

with cc0-licensed photos from pixabay.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica
and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019-2020 by Jackson Lewis and published under the Community Content
Agreement for Dungeon Masters Guild.
3
CHAPTER NAME
““ F or weeks now the farmer’s cattle have gone
missing, five at a time. Having had enough, the
farmer lies in wait in the pasture with his trusty
crossbow. As he begins to feel himself nod off, a
horrific screech jolts him awake. He fumbles with his weap-
on, a blur of motion dashes across his field of vision and While incredibly intelligent, Thrak is above all else a wild
there now lies three dead cows. The farmer only has time animal. He is relatively territorial, only attacking those
to look up at the culprit before serrated jaws close over his that he deems a threat to his hunting grounds or those


body, another victim of the Devil Raptor. that he deems easy prey. If encountered outside of his
territory, Thrak will run away unless he is hunting the
creature that stumbles upon him.

It isn’t quite known Livestock in a 10


where Thrak emerged mile radius become
from. Perhaps some increasingly hostile
earthquake or other and agitated,
natural disaster locked him beneath the earth for oftentimes
thousands of years only now allowing him to emerge breaking down
on the surface. Perhaps some warp of chronal magic the fences of their
transferred him to the present day from the prehistoric enclosure to run away. Furthermore, small animals (such
past. Some legends even say that during a titanic battle, as mountain goats and wild hogs) slowly migrate out of
a piece of the Tarrasque flesh was cleaved from its body, the 10 mile radius of Thrak, while small predators (such
regenerating into Thrak. as wolves and foxes) migrate into the 10 mile radius.
Thrak is tangentially associated with wolves (both dire
and normal), hyenas, jackals, bears, and mountain lions.
They are small enough that Thrak neither sees them as
threats nor potential prey, and as such they follow in his
wake to scavenge off of his kills. These beasts have the 1 A farmer’s entire herd of cattle goes missing in one
night. The only clue to their disappearance? Half of
following trait added to their statblock: one of the cows, and a gigantic muddy footprint in
the pasture.

Aggressive. As a bonus action, this creature can 2 A local fort has suffered a break in. The drawbridge
move up to its speed towards a hostile creature. ripped down, and the doors to the lauder smashed
open, with nothing but bony spines embedded in the
stone walls serving as evidence of Thrak’s pantry raid.
3 An Ancient White Dragon has set up a lair in Thraks
territory. Thrak has embarked on the trip to dislodge
it from its hunting ground. What side will the party
choose? Or will they let the monsters battle it out to
the death?
As stated before in the Aggression level section, Thrak is
above all an ambush predator. He will not be surprised
by an ambush, as he will likely be the one ambushing the
party. Thrak usually casts invisibility on himself before the
fight begins, in hopes of getting the upper hand on his
opponents. He will open up from 40-50 ft away, using his
full movement to close the distance then using his Hind
Claws in a double attack against what he perceives as the
weakest opponent, adding his Predator damage bonus
to the damage roll. He will then retreat, without suffering
opportunity attacks.

On subsequent turns he will again target the weakest


creature, only this time he will only attack the creature
if they are solitary. With his amazing movement speed,
Thrak can absolutely reach any spellcaster or rogue.

If Thrak is somehow pinned down, on subsequent turns


he will move the appropriate enough distance to unleash
his Spine Shower, trying to hit at least 3 party members
(assuming a party of 6). If Spine Shower is on cool down,
he will use his Spine Snipe against whoever it was who
halted his movement.

5
CHAPTER NAME
thrak
the devil raptor
Gargantuan beast (raptor), chaotic neutral

Armor Class 20 (natural armor)


Hitpoints 445 (26d20+156)
Speed 90 ft.

STR DEX CON INT WIS CHA


18 (+4) 29 (+9) 23 (+6) 19 (+4) 17 (+3) 7 (-2)

Saving Throws Dex +18, Str +13, Wis +12


Skills Acrobatics +18, Athletics +13, Perception +12, Stealth +18
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities charmed, restrained
Senses darkvision 120ft., passive Perception 22
Languages telepathy 120ft
Challenge 30 (155,000 XP)

Too Fast to See. If Thrak makes an attack against a creature


within reach of his melee attacks, Thrak’s movement does not
provoke opportunity attacks until the beginning of his next turn.
Additionally, Thrak has advantage on Dexterity (Stealth) checks.

Siege Monster. Thrak deals double damage to objects and structures.

Active Camouflage. Thrak can cast invisibility at will.

Predator. On the first turn of combat, Thrak has advantage on


attack rolls against creatures that have not acted yet. Addition-
ally, when he hits those creatures with an attack on its first turn,
this attack deals an additional 17 (5d6) damage.
Actions
Multiattack. Thrak makes four hind Claw attacks.

Hind Claw. Melee weapon attack: +18 to hit, reach 10 ft., one
target. Hit: 30 (4d10 + 9) slashing damage.

Spine Snipe. Ranged weapon attack: +18 to hit, reach 100 ft., one
target. Hit: 19 (3d6 + 9) piercing damage.

Spine Shower (recharge 5-6). Thrak fires a shower of his tail


spines in a 180 ft cone in front of him. Each creature in the area
of effect must make a DC 21 Dexterity saving throw, taking 91
(26d6) piercing damage on a failure and half on a success.

Reactions
Deflect 3/day. Whenever Thrak is targeted by an attack, he can
add 9 to his AC, potentially causing the attack to miss.

Legendary actions
Thrak can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. Thrak regains spent
legendary actions at the start of his turn.

Spine Snipe. Thrak throws one spine.

Sprint. Thrak moves up to his speed without provoking


opportunity attacks.

Spine Shower (costs 2 actions). Thrak uses his Spine Shower.


““ T here’s something new in the black recesses
of the ocean. You thought nothing of it, at
first. Small fish and turtles came into the
shallows, terrified of the newcomer. So? They’d do
the same for the sharks and the killer whales. Then Theringal is a highly intelligent creature. She hunts partly
they came into the shallows, circular burns and bite for fun, but mostly for sport. She revels in the power and
marks on their rubbery skins. Even the mighty krakens control she can exercise over weaker creatures. This leads
retreated, animalistic fear dead set in their eyes. The her to indiscriminately attack any creature perceived as
storms come, and you know deep in your heart:


weaker than her.
something wicked this way comes.
Theringal delights
Theringal was a prodigy of in sowing fear,
size and power, even among so her approach
the deepest denizens of the from the depths
Elemental Plane of Water. is heralded by
She arrogantly dubbed darkening clouds
herself ruler of the plane and tyrannized the realm as she and the waters
pleased until the other denizens of the plane desperately crackling with electricity. The tides will go calm and
banished her to the Material Plane. Galled and furious, then begin roiling as the clouds intensify into a lightning
Theringal harbors a deep resentment at her ousting, and storm. Only when the mood is set, and whatever hapless
when not stewing in hatred in the deepest depths of the sailors or other victims are tormented by these conditions
world’s oceans, rises to the surface to vent her spleen in will Theringal deem to emerge.
storms of wild destruction.
7
CHAPTER NAME
Due to her innate
connection to the Theringal
elemental plane the deep devourer
of water, Theringal
Gargantuan beast (vampire squid), neutral evil
commands the
respect and allegiance of a number of water Armor Class 15 (natural armor)
elementals and water weirds. The elementals controlled Hitpoints 750 (46d20 + 276)
by Theringal have immunity to lightning damage. Speed swim 50 ft.

STR DEX CON INT WIS CHA


17 (+3) 20 (+5) 23 (+6) 18 (+4) 11 (+0) 14 (+2)
Theringal’s
tactics for a Saving Throws Str +12, Dex +14, Wis +9
fight are very Skills Investigation +13
similar to how Damage Resistances lightning
her smaller Damage Immunities acid; bludgeoning, piercing, and slashing
from nonmagical weapons
cousins, the Condition Immunities paralyzed, restrained
krakens, fight. She will try to engulf her enemies with Senses passive Perception 10, blindsight 120 ft
her tentacles, then bring them to bear against her buzzsaw Languages telepathy 120ft
like beak. She will target spellcasters, and other squishy Challenge 30 (155,000 XP)
targets first. Those that resist or escape her tentacles are
subject to her innate spellcasting abilities. If her spells are Innate Spellcasting. Theringal can cast the following spells in-
nately. Their spellcasting ability is Intelligence (Spell save DC 21;
not making a dent in the characters, she uses her Ink cloud
+13 to hit with spell).
to give herself some distance from her enemies before re- At will: lightning lure, shocking grasp, thunderclap
evaluating the battle. 3/day each: destructive wave, lightning bolt, thunderous smite
1/day each: chain lightning, maddening darkness, maelstrom

Siege Monster. Theringal deals double damage to objects and structures.

Actions
Multiattack. Theringal makes six tentacle attacks.

Tentacle. Melee weapon attack: +13 to hit, reach 30 ft., one


target. Hit: 18 (4d4 + 5) bludgeoning damage. On a hit, target is
grappled (escape DC 20)

Beak. Melee weapon attack: +12 to hit, reach 5 ft., one grappled or
restrained target. Hit: 83 (12d12 + 5) piercing damage. Theringal
heals for half the damage done.
1 A denizen of the elemental plane of water has sought Reactions
you out in secret. He confides that he is a prince of
the plane and his father helped oversee the decision Ink Cloud 1/day. As a reaction to being hit with a melee weapon
or spell attack, Theringal splashes out ink: this acts as the dark-
to banish Theringal to this plane. He explains he
ness spell, but cannot be dispelled through light or antimagic
is wracked with guilt for foisting a monstrosity like abilities and spells.
Theringal onto another plane and beseeches your aid
in slaying the kaiju once and for all. Legendary actions

2 A widow of a port town is famous for praying to the Theringal can take 3 legendary actions, choosing from the
sea gods and beseeching the death of the gigantic options below. Only one legendary action can be used at a time
monster that sank the ship her wife was sailing on. and only at the end of another creature’s turn. Theringal regains
spent legendary actions at the start of his turn.
Ease her grief and see that Theringal steals the lives
of no more loved ones. Spell. Theringal casts one spell from her Innate Spellcasting ability.

3 A pair of pirate captains claim to have acquired an Entangle. Theringal makes a tentacle attack against one creature,
artifact that will let them slay the legendary dread dealing no damage but restraining the creature on a successful hit.
of the sea, allowing them to claim what they believe
Beak (costs 2 actions). Theringal makes one beak attack.
is the enormous fortune in treasure the kaiju has
swallowed over the years. Is there any truth to their
boasts, or will they merely provoke Theringal into
further destruction?
““ T he noble knight rides on
his mighty steed, glow-
ing sword held aloft.
With a might y cleave, the knight
cuts a swathe in the lumbering
pile of corpses heading straight for
the heavily populated city. As the
knight slows his horse to a halt to
survey his handy work, the creature
fixes the knight with a withering
gaze. Too late, the knight realizes
his mistake, as his muscles and skin
atrophies and his lifeforce is sub-
sumed into the ever growing pile of
corpses that is Ioa.

Ioa is almost completely devoid of any kind of logical


reasoning or intelligence. He will move in the general
direction of any large settlement of life forms, only
changing direction if enough outside stimuli is applied to
him (damage to his form, a larger grouping of life, etc.).

Far before
Ioa was not always colossal and terrifying, instead it even Ioa’s
began as a tiny and wretched creature: a starving goblin immense bulk
child. Born in a village struck by famine, Ioa the goblin is visible over
child was abandoned along with his village to die, but he the horizon,
did not stay dead for long. Now a ravenous undead, Ioa the stench of
began hunting for corpses, consuming the dead with a rotten meat
hunger that dwarfed even what he knew in life. Eventually, and death rushes out like a flood before him. Animals
Ioa became the towering monstrosity it is today, an flee in disgust, normal creatures have to fight back
enormous undead abomination of corpses, but still it the nausea caused by the rotting stench. Only carrion
hungers and will forever hunger for more. birds revel in the smell, flocking towards the source and
blackening the sky and filling the air with their caws.

9
CHAPTER NAME
Those unfortunate to become subsumed by Ioa’s bulk
become corpulent zombies, under Ioa’s control. These
corpses make up the bulk of Ioa’s form, and gradually fall
off the more damage he sustains. For a corpulent zombie,
use the zombie stat block with the following change: 1 A compassionate elven cleric beseeches the party to
The zombie’s Undead Fortitude is replaced by Undead help her rescue a poor soul. The elf is kind but cagey
Detonation. with the details, and only hints that she wishes she
could have done more to save them, and that you
better be strong enough for what lies ahead in the
Undead Detonation. Whenever the Corpulent upcoming marshy wastes.
Zombie is reduced to 0 hit points, it detonates in a 2 A gruesome battle has been brewing for months
blast of necromantic energy. Each creature within between warring orcish tribes. A human general urges
10 ft must make a DC 13 Constitution saving throw, you to go make peace between them before it’s too
taking 16 (3d6 + 5) necrotic damage on a failure late. Too late may be what most of the humans want,
and half on a success. two groups of warring orcs killing each other off, but
the human general hints that a battlefield of bodies
might attract something far worse.
3 Word is going around that a notorious lich has set
its sights on Ioa, seeking to enslave it for himself.
Whether his plan succeeds or horribly backfires, both
of them must be stopped.

Ioa’s tactics read almost exactly like his Aggression


Level section. He will ignore any creature around him,
unless significant damage is inflicted on his form. He
will open up with his Withering Gaze, targeting every
hostile creature in the radius. Any creatures that survive
and are within reach, Ioa will target with a series of slam
attacks, before which he will try to knock them prone with
his stomp.
Legendary actions

Ioa Ioa can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
the corpulence only at the end of another creature’s turn. Ioa regains spent
legendary actions at the start of his turn.
Gargantuan undead (mound of corpses), neutral evil
Attack. Ioa makes one slam attack.
Armor Class 18
Hitpoints 815 (39d20 + 390) Stomp. Ioa slams its bulk into the earth. Every creature in a
Speed 40 ft. 60 ft radius must make a DC 21 Dexterity saving throw or be
knocked prone.
STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 30 (+10) 6 (-2) 12 (+1) 7 (-1) Withering Gaze (costs 2 actions). Ioa uses its Withering Gaze.

Saving Throws Con +19, Wis +10


Skills Perception +10
Damage Resistances cold
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities exhaustion, frightened, paralyzed,
poisoned
Senses passive Perception 20, blindsight 60 ft
Languages none
Challenge 30 (155,000 XP)

Legendary Resistance 3/day. If Ioa fails a saving throw, it can


choose to succeed instead.

Turn Resistance. Ioa has advantage on saving throws against


any effect that turns undead.

Subsumption. Whenever a creature is reduced to 0 hit points


by Ioa, they are subsumed into its undead mass. A creature
killed in this way cannot be revived, short of a wish spell.

Undead Fortitude. Ioa has advantage on Constitution saving


throws. Additionally, whenever Ioa takes necrotic damage, it
instead heals for the amount of damage done.

Mound of Corpses. For every 50 points of damage Ioa takes, 13


(3d8) corpulent zombies appear at its feet.

Siege Monster. Ioa deals double damage to objects and structures.

Actions
Multiattack. Ioa makes three slam attacks. It can replace any of
these attacks with Withering Gaze.

Slam. Melee weapon attack: +18 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 9) bludgeoning damage.

Withering Gaze (recharge 5-6). Ioa releases withering beams


of necrotic energy from its face. Every creature within a 100 ft
radius must make a DC 20 Constitution saving throw. On a
failure, they take 75 (15d10) necrotic damage and are poisoned
until the end of their next turn. On a success they take half
damage and are not poisoned.

Reactions
Form of 10,000 Bodies (recharge 5-6). Whenever Ioa fails a
saving throw against a harmful effect (such as being charmed,
paralyzed or petrified) it can shunt off the effect onto one of its
composite bodies. That body falls off and rises on Ioa’s next
turn as a corpulent zombie inflicted with that condition.

11
CHAPTER NAME
““ S creams and cries of lamentation pierce the
air of the small fishing inlet. The town guards
thought the old hermit was blowing smoke
when he came into the town square the night before,
ranting and raving of a half crab half goat monstrosity
heading for the village. Of course when no monstrosity Crabgoat possesses the raw malevolence and malice
came that night, it was dismissed as the inane bab- of a glabrezu, yet none of its diplomacy and cunning.
bling of a madman. As all scientists know however, It wantonly rampages through the countryside and city
crabs are notoriously slow walkers, and it had taken all alike. Crabgoat doesn’t need nourishment or rest, so it
night for Crabgoat to reach the city, and now that he


has that much more time to focus its attention on the
had there was no hope for the village. important things in life, like the total destruction of the
material plane.
A novice wizard once acquired a
staff of phenomenal power that
was rumored to enhance one’s
conjuring. Using the staff, the
wizard decided to start small: conjuring a glabrezu.
However, having never seen a glabrezu, he only knew that
it was “a sort-of cross between a crab and a goat” and
decided to let the artifact handle the details. A moment
later the wizard’s tower exploded and from the rubble
emerged a horrible amalgamation of crab and goat
letting loose a deafening bleat and trampling through
the countryside.
A faint but piercing clarion cry can be heard on the 1 A trio of druids seeks out the party and beseeches
horizon. Before people can react, crabs on the beach them for aid. They claim there exists an abomination
and goats in the field mutate into horrible clawed and of two creatures that were never meant to meet:
horned hybrids rampaging through the land. Of course, goat and crab. They need you to fix the problem and
this is only a tiny appetizer to the enormous main course restore balance to nature.
coming that way.
2 A capricious empress is sending forth a veritable
army of trappers and monster hunters to capture
the notorious Crabgoat, claiming it will be the crown
jewel of her exotic menagerie. Can you avert the fool’s
errand and stop the kaiju in time?
3 Two barbarian clans, The Armored Crab Clan and
The mutated goat crab hybrids serve as the main shock The Wily Goat Clan have feuded for years until finally
troops in the crabgoat’s army. For the statistics of a Goat making peace recently. However, the emergence of
Crab Mutant, use the glabrezu stat block, but instead of the horrific Crabgoat has cast a shadow over the
it’s type being fiend(demon), it is a beast. union and serves as an ill omen for the barbarians’
peace. Slay the kaiju and ensure peace!

Despite Crabgoat’s admittedly high wisdom, he is not


a smart fighter. When the spells and arrows start flying,
Crabgoat cannot help but partake in the slaughter to the
fullest extent. Crabgoat will ignore any stronger enemies
in order to pick off the weaker and more squishy targets.
If one of these targets retaliate with a spell of 5th level or
higher, the Crabgoat with use its stampede ability to retreat
to the maximum distance away from the perpetrator. If he
ever finds himself surrounded by at least three non-
squishy enemies, he’ll use his Thunder Bleat as an action,
then use his Stampede to move to whichever creature
failed the saving throw and use his next action to use his
multi-attack on the poor creature.

13
CHAPTER NAME
Crabgoat Legendary actions
Crabgoat can take 3 legendary actions, choosing from the
Half Crab Half Goat All Bastard options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. Crabgoat regains
Gargantuan monstrosity (crabgoat), chaotic evil spent legendary actions at the start of his turn.

Armor Class 20 (natural armor) Attack. Crabgoat makes one Ram attack.
Hitpoints 540 (28d20 + 160)
Speed 40 ft., climb 40 ft., swim 60 ft. Stampede. Melee weapon attack: +16 to hit: reach 10 ft.,
Crabgoat moves up to his speed, moving through creature’s
STR DEX CON INT WIS CHA spaces, dealing 11 (3d6) bludgeoning damage to each creature.
21 (+5) 25 (+7) 27 (+8) 7 (-2) 14 (+2) 11 (+0)
Thunder Bleat (2 actions). Crabgoat uses his Thunder Bleat action.
Saving Throws Dex +16, Wis +11
Skills Deception +9, Insight +11
Damage Resistances lightning
Damage Immunities cold; bludgeoning, piercing, and slashing
from nonmagical weapons
Condition Immunities charmed, frightened, prone
Senses darkvision 120 ft., passive Perception 12
Languages none, but can telepathically understand the thoughts
of both crabs and goats
Challenge 30 (155,000 XP)

Legendary Resistance 3/day. If Crabgoat fails a saving throw, it


can choose to succeed instead.

All Terrain Kaiju. Difficult terrain doesn’t cost Crabgoat extra


movement. In addition magic cannot reduce his speed.

Magical Mistake. Due to Crabgoat’s origin, his attacks are


considered magical for the purposes of overcoming resistance to
non-magical damage.

Actions
Multiattack. Crabgoat makes one ram attack, and four pincer attacks.

Ram. Melee weapon attack: +14 to hit, reach 10 ft., one target.
Hit: 26 (4d10 + 5) bludgeoning damage. Target must make a DC
20 Constitution saving throw or be stunned until the end of their
next turn.

Pincer. Melee weapon attack: +16 to hit: reach 15 ft., one target.
Hit: 24 (4d8 + 7) bludgeoning damage. On a successful hit, the
target is grappled (escape DC 20). Crabgoat can only grapple
four creatures in this way at a time.

Thunder Bleat (recharge 5-6). Crabgoat emits a terrifying bleat of


bovidae proportions. Every creature within 30 ft of Crabgoat must
make a DC 20 Constitution saving throw. On a failure, a creature
takes 55 (10d10) Thunder damage and is deafened and fright-
ened for 1 minute, repeating the saving throw on subsequent
turns to end the effect. On a success they take half damage and
are not deafened or frightened.
““ A tremendous sandstorm crests the horizon,
followed by the distant vibrations of earth-
quakes. The marshalled army of humans,
two wreak havoc wherever they go, and they always go
together, and woe to anyone who would dare to harm one,
for they will face the immeasurable wrath of the other.
dwarves, and elves quake in fear. How could their
sovereigns act with such impunity? In a fit of authori-
tarian power, they dug deep into the spine of the world,
hoping to find riches and wonders in the rocks. Instead,
they disturbed the titanic turtle hibernating. The ensu-
ing battle wounded the turtle enough to cry out, and Quil and Dawda are inherently peaceful creatures, only
be answered by a deafening cry. Now, as the sandstorm rising to fight when they are provoked. In fact, many
approaches, the armies settle in for what may be the


creatures, such as the rocky zaratan* or the amphibious
very last night of their lives. dragon turtle live in coexistence with Dawda. Furthermore
many tempests*, both elder and otherwise, draft the
A prehistoric tribe has a winds created by Quil’s torrential flight patterns.
legend about the mighty
lovers of Sky and Earth
who shared a love as
vast as their respective
immensities. However, their love was a doomed
one since the sky could never dwell on the ground and
the earth could never reach the sky above. It is unknown
whether the two kaiju Quil, the massive thunderbird,
and Dawda, the colossal turtle, are the sky and earth
of legend, but their bond is just as inseparable. The *Mordenkainen’s Tome of Foes
15
CHAPTER NAME
Dawda’s thunderous stomping pulverizes the earth and
kicks up dirt and sand, while Quil’s mighty wing beats 1 A macabre yet romantic half-elf named Blacklily
Lovelace gives the party a strange request: help two
whip up hurricane gusts. When the two combine, the
lovers find release by sending them to the astral plane
two kaiju create a terrible sandstorm that precedes their together. The only problem--or rather one of many
arrival. The storm of dust sand sand obscures vision and problems--is that the two lovers are the kaiju Quil and
inflicts lacerating damage on soft exteriors. Dawda.
2 The errant human princess Siobhan McGee wants to
prove her bravery by stealing two priceless treasures:
a pinion from the kaiju Quil and a scale from the kaiju
Dawda. Can the stubborn princess be dissuaded, or
can you help her in achieving her foolhardy quest?
Giant snapping turtles and giant vultures are inexplicably
3 A kingdom of cloud giants is requesting aid. The dual
drawn to the presence of an irritated Quil and Dawda. kaijus, quil and dawda, are rampaging through the
When incite to violence for their sake, these beasts both territory of the stone giants, and the cloud giants have
gain resistance to bludgeoning, slashing, and piercing reason to believe their lands are next. What are the
damage from non-magical weapons. kaijus’ purpose, and more importantly, can they be
stopped?

Quil and Dawda fight as they live: together. If they start


their first turn separated by more than 50 feet then their
quarry, then Quil opens up by using a Thunder Lance
attack at the weakest creature. Dawda will then use his
roll-out attack to engage the hardiest of their enemies. If
Dawda is surrounded by more than three enemies, then
Quil will move to within 30 ft of Dawda, subjecting their
enemies to his Hurricane Presence Trait. If that happens,
Dawda will use his Bodyguard reaction in order to stave
off any kind of melee fighters from Quil. If Quil and
Dawda’s enemies are bunched up within 30 ft of each
other, then they will use their turn to set up a use of the
Meteor Hurl ability.
Quil Dawda
twin terror twin terror
Gargantuan monstrosity (thunderbird), chaotic neutral Gargantuan monstrosity (titano-turtle), chaotic neutral

Armor Class 19 (natural armor) Armor Class 25 (natural armor)


Hitpoints 604 (24d20 + 120) Hitpoints 650 (31d20 + 310)
Speed 40 ft., fly 100 ft. Speed 30 ft., burrow 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 20 (+5) 9 (-1) 11 (+0) 9 (-1) 30 (+10) 10 (+0) 30 (+10) 7 (-2) 14 (+2) 11 (+0)

Saving Throws Dex +14, Con +14, Wis +9, Cha +8 Saving Throws Str +19, Con +19, Wis +11
Skills Perception +9 Skills Acrobatics +9
Damage Resistances lightning, thunder Damage Resistances Acid
Damage Immunities poison; bludgeoning, piercing, and slashing Damage Immunities poison; bludgeoning, piercing, and slashing
from nonmagical weapons from nonmagical weapons
Condition Immunities poisoned, prone Condition Immunities paralyzed, poisoned, prone, stunned
Senses darkvision 120ft., passive Perception 20 Senses blindsight 60ft., passive Perception 20
Languages understands Auran, but cannot speak Languages none
Challenge 30 (155,000 XP) Challenge 30 (155,000 XP)

Keen Sight. Quil has advantage on Wisdom (Perception) checks Shell Shock (Rollout Form). Dawda has resistance to all damage.
that rely on sight.
Siege Monster. Dawda deals double damage to objects and structures.
Hurricane Presence. Any creature (other than Dawda) that ends
their turn within 30 ft of Quil must make a DC 22 Strength saving Sure Footed. Dawda has advantage on saving throws against
throw or be hurled 30 ft in a random direction. (Roll a d8 and effects that would move him against his will.
assign a direction to each number).

Teamwork. If Dawda is in Rollout Mode, Quil can spend a bonus Actions


action to pick him up. When holding Dawda, Quil’s speed is
not reduced. Multiattack. Dawda makes two beak attacks.

Flyby. Quil doesn’t provoke opportunity attacks when it flies out of Beak. Melee weapon attack: +19 to hit, reach 15 ft., one target. Hit:
an enemies reach. 24 (4d6 + 10) piercing damage. On a successful hit, the target is
grappled (Escape DC 20).
Siege Monster. Quil deals double damage to objects and structures.
Cannonball (Roll Out Form only). Melee weapon attack: +19 to hit,
60 ft. line. Hit: 49 (6d12 + 10) bludgeoning damage.
Actions
Multiattack. Quil makes one talon attack and one thunder lance Roll Out. Dawda curls up into his protective shell. While in his Roll
attack. out form, his speed doubles and he is resistant to all damage.

Talon. Melee weapon attack: +18 to hit, reach 15 ft., one target. Reactions
Hit: 35 (4d12 + 9) slashing damage.
Bodyguard. As a reaction to Quil taking damage from a melee
Thunder Lance. Ranged weapon attack: +14 to hit, range 60/180 weapon or spell attack, Dawda moves up to his speed towards
ft., one target. Hit: 27 (4d10 + 5) thunder damage. the offender and makes one beak attack. Dawda cannot take this
reaction in his Roll Out form.
Meteor Hurl (Must be Holding Dawda). Ranged weapon attack:
+18 to hit, range 100/300 ft., 30 ft. radius. Hit: 75 (12d10 + 9)
bludgeoning damage. Quil hurls Dawda at a point in the ground.
To use this ability again, Quil must pick Dawda back up.

17
CHAPTER NAME
““T he writhing and
wriggling mass of
grubs and drones
seethe under the touch of the
Grishnak Queen. It’s been six
months of planning. Six months
of syphoning off the local towns’
villagers and drunkards for food.
Now, as the gathered alphas
look expectedly at the Queen,
she can feel them cry out in
frustration. They’ve never lived in
isolation, in hiding for this long.
The Grishnak Queen silences
them with a wave of her pseudo-
claw. Soon, they will make their
move. Soon, they will overrun
the mortal world and all will be
subsumed into the Hive of the
Grishnak.

Despite the Queen’s megalomania, she keeps to herself


fairly frequently. She will rarely leave her burrows and
when she does, only for a day or two. Outside of her
burrow, she is cowardly and will not rise to the occasion
They say “even a worm will turn,” and certain worms of a fight. Inside her burrow however, she will attack with
harbor ambition beyond that, ambition that exceeds all even the slightest provocation.
reasonable greed. Once, eons ago, the Grishnak Queen
was tiny and vulnerable, burrowing underground for The Grishnak Queen
safety, but the kaiju’s greatest blessing was that it never uses pheromones
stopped growing. She needed to be bigger, stronger, to convey orders to
and smarter, so a few eons later it grew into a gigantic her vast armies. The
and powerful genius. The queen needed an army for her scents permeate
conquest, so she spawned one: nimble scouts, ruthless far and wide and
soldiers, and more larva every day to fuel her ranks. No are used to rile her
conquerer or tyrant has or ever will match her hunger. troops into action. It is often too late for people to realize
She wants nothing else but to conquer. She cannot that the thick cloying scents of marmalade, apple cider,
be threatened, negotiated with, reasoned with. She is and honeysuckles wafting in on the breeze are really
monomaniacal. She is the queen. signals for seek, destroy, and devour for the oncoming
swarm of insect monstrosities.
The Grishnak Queen
commands the respect Grishnak queen
of the Hive. Within Gargantuan monstrosity, neutral evil
the Hive houses 20
larvae, 10 scouts, 5 Armor Class 16 (natural armor)
Hitpoints 445 (29d20 + 145)
vanguards, 5 soldiers, and 3 alphas. The stat blocks of Speed 20 ft., burrow 50 ft.
these creatures are detailed at the end of this supplement.
STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 21 (+5) 14 (+2) 16 (+3)
In a fight, the Queen
Saving Throws Str +13, Con +11, Int +11
is an opportunistic Skills Perception +8, Persuasion +9
predator. On her Damage Resistances fire
count in initiative, Damage Immunities acid, poison
she will use her thrash ability to try to pick off any weak Condition Immunities charmed, paralyzed, poisoned, sleep
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
foes. Then, she will burrow underground to prevent
Languages all (telepathy 120 ft.)
retaliatory attacks. On subsequent turns she will emerge Challenge 30 (155,000 XP)
to use her slam and Acid Deluge attacks, spread equally
among her foes unless someone deals a significant Amphibious. The Queen can breathe both air and water.
amount of damage to her in one round. If this happens,
Innate Spellcasting (Arcane). The queen’s innate spellcasting
she will use Antipathy/Sympathy to hopefully isolate the attribute is Intelligence (Spell save DC 19; +11 to hit with spell).
offender, then use her Multiattack to take them down. She can innately cast the following spells, requiring no material
components.

at will: lightning lure, message, shocking grasp


3/day: antipathy/sympathy, dominate person, sending

Brute. The Queen deals an extra dice of damage in all of her melee
attacks (included in the stat block).

Actions
Multiattack. The Queen makes three slam attacks, or two slam
attacks and a thrash attack.
1 A group of dwarven miners report strange tunnels
weaving through their mines, tunnels they didn’t Slam. Melee weapon attack: +13 to hit, reach 10 ft., one target.
dig (and for that matter couldn’t have for their sheer Hit: 27 (5d8 + 7) bludgeoning damage.
size). The dwarves would investigate the tunnels
themselves, but the foreman went down last week Thrash (recharge 5-6). Melee Weapon attack: +13 to hit., reach 30
and hasn’t been back since. A cloying sweet smell ft. radius around queen. Hit: 32 (5d10 + 7) bludgeoning damage.
On a hit, the target must make a DC 19 Dexterity or Strength
emanates from the tunnels, but death is more likely
saving throw (it’s choice) or be pushed back 10 ft. and knocked
than dessert to lurk down there. prone.
2 A passionate but socially inept naturalist is giddy with Legendary Actions
excitement as he beseeches you to escort him to the
middle of a forest where he believes the Grishnak The Queen can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action can be used at a time and
colony is currently nesting. Will you help him in his only at the end of another creature’s turn. The Queen regains
quest for knowledge? Take advantage of his expertise spent legendary actions at the start of her turn.
on all things insects to destroy the bugs? Or, does the
colony have plans of their own? Attack. The Queen makes one slam attack.

3 A cohort of paladins scouted you to serve under an Slither. The Queen moves up to her speed without provoking
unprecedented alliance: three warring nations have opportunity attacks.
made a temporary truce in order to protect their
lands from the threat of the Grishnak Queen. But can Acid Deluge (costs 2 actions). The Queen releases a deluge of
acid in a 120 ft cone. Each creature in that area must make a DC
these three former enemies see reason or will they 20 Dexterity saving throw, taking 54 (12d8) acid damage on a
stab each other in the back? And will their combined failure and half on a success.
cooperation even matter in the face of a kaiju leading
an army?

19
CHAPTER NAME
Grishnak Alpha Grishnak larva
medium monstrosity, true neutral small monstrosity, unaligned

Armor Class 18 (natural armor) Armor Class 12 (natural armor)


Hitpoints 280 (37d8 + 111) Hitpoints 27 (3d8 + 15)
Speed 30 ft., 30 ft. of any other movement the creature Speed 25 ft., burrow 25 ft.
possessed in its former life
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 9 (-1) 12 (+1) 20 (+5) 6 (-2) 12 (+1) 9 (-1)
16 (+3) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 7 (-2)
Saving Throws Con +7
Saving Throws Dex +9, Str +8, Con +8 Senses passive Perception 11
Skills Athletics +8, Perception +5, Stealth +9 Damage Resistances all
Damage Resistances bludgeoning, piercing, and slashing from Languages none
nonmagical weapons Challenge 2 (450 XP)
Damage Immunities acid, poison
Condition Immunities poisoned Protective Coating. The larva has resistance to all damage,
Senses passive Perception 15, tremorsense 20 ft. (included in the stat block)
Languages Common, and one other language the creature knew
in its former life.
Actions
Challenge 14 (11,500 XP)
Implant. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit:
10 (3d6 + 1) piercing damage. Additionally, if the damage from the
Natural Weapons. The Alpha can produce its own organic implant attack equals or exceeds the target creature’s Constitution
weapons. These weapons have +2 to attack and damage rolls and score, the target creature becomes Implanted.
are considered magical for the purposes of overcoming resistance
to non-magical damage.

Aggressive. As a bonus action, the Alpha can move half its speed
to a hostile creature it can perceive.

Organic Bioreactor. The Alpha can cast the following spells


innately, requiring no components, (DC 16, Attack Bonus +8)

At-Will: Acid Splash, Chromatic Orb (acid), Melf’s Acid Arrow

Ambusher. On the first turn in combat, the Alpha has advantage


on attack rolls against any creature that has not yet acted.

Actions
Multiattack. The Alpha makes three attacks choosing from its
natural weapons.

Wrist Blade. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage.

Bone Shards. Ranged weapon attack: +12 to hit., range 80/120 ft.,
one target. Hit: 16 (3d6 + 7) piercing damage.
Grishnak Scout
large monstrosity, unaligned
Grishnak soldier
medium monstrosity, unaligned

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hitpoints 115 (13d10 + 39) Hitpoints 176 (27d8 + 54)
Speed 50 ft. Speed 30 ft., burrow 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 11 (+0) 6 (-2) 21 (+5) 10 (+0) 14 (+2) 9 (-1) 13 (+1) 7 (-2)

Saving Throws Dex +7, Int +5 Saving Throws Str +9, Con +6
Skills Perception +3, Stealth +7 (+10) Skills Athletics +9
Damage Resistances fire Damage Resistances bludgeoning, slashing, and piercing from
Damage Immunities bludgeoning and slashing from nonmagical nonmagical weapons.
weapons Damage Immunities acid
Senses passive Perception 12 Condition Immunities prone
Languages none Senses darkvision 60 ft., passive Perception 12
Challenge 5 (1,800 XP) Languages Abyssal, Common, Celestial, Dwarven, Infernal
Challenge 8 (3,900 XP)
Acidic Blood. Whenever the scout takes piercing damage, its acidic
blood spurts out, dealing 1d4 acid damage for every 10 points of Hexapod. The Soldier is immune to the prone condition and has
damage taken. advantage on any strength check or saving throw to avoid being
moved against its will.
Natural Camouflage. Whenever the scout takes the Hide action, it
doubles its proficiency bonus to stealth checks. Powerful Build. The Soldier is considered one size larger for the
purposes of lifting and pushing.
Nimble Escape. The scout can take the Dash or Hide actions as
bonus actions. Additionally, the scout’s Dash ignores rough terrain. Builder Caste 1/day. The Soldier can spontaneously create a 10 x 20
ft stone wall as an action.
Actions
Actions
Multiattack. The scout makes one claw and one beak attack. The
scout can substitute its Acid Spray for either one of these attacks. Multiattack. The soldier makes two beak attacks or one beak
attack and one acid spray attack.
Claw. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit:
Beak. Melee weapon attack: +x to hit, reach y ft., one target. Hit: 11
12 (2d8 + 4) slashing damage.
(2d6 + 5) piercing damage.
Beak. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 Acid Spray (recharge 4-6). The soldier sprays acid in a 30 ft. cone.
(2d4 + 1) bludgeoning damage. Each creature in that area must make a DC 15 Dexterity saving
throw, taking 20 (5d8) acid damage on a failure and half on a
Stinger (Recharge 5-6). Melee weapon attack: +7 to hit, reach 10 success.
ft., one target. Hit: 7 (1d6 + 4) piercing damage. On a successful
hit, the target creature must make a Constitution saving throw
(DC 10) or be paralyzed until the end of the scout’s next turn.

Acid Spray 1/day. The scout sprays acidic blood in a 30 ft line.


Each creature in the line must make a DC 15 Dexterity saving
throw, taking 12 (3d8) acid damage on a failed save and half on
a success.

21
CHAPTER NAME
Grishnak vanguard
large monstrosity, unaligned

Armor Class 17 (natural armor)


Hitpoints 220 (19d12 + 95)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 20 (+5) 10 (+0) 7 (-2) 9 (-1)

Saving Throws Str +8, Wis +2


Skills Athletics +8
Damage Resistances bludgeoning, slashing, and piercing from
nonmagical weapons
Damage Immunities acid
Senses passive Perception 8
Languages none
Challenge 10 (5,900 XP)

Feral Leap. The vanguard ignores the speed limitations on


jumping, and can jump twice as far.

Actions
Multiattack. The vanguard makes two pincer attacks and one
beak attack.

Pincer. Melee weapon attack: +8 to hit, reach 10 ft., one target.


Hit: 16 (3d8 + 4) slashing damage.

Beak. Melee weapon attack: +8 to hit., reach 10 ft., one target.


Hit: 13 (3d6 + 4) bludgeoning damage. On a hit, the target is
grappled (escape DC 15). Until this grapple ends the target is
restrained and the vanguard cannot use its beak attack.

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