This will be fixed in the next pdf update. I'm eager to see MME3 later this year. If I can make a suggestion, we're missing demodands inhabitants of Carceri in 5E. Thank you Samuel! Although the demodands won't be appearing in MME3, they'll definitely be in the 4th one.
Are you planning to provided an errata pdf as a separate file for those of us with the PoD hardcover, or do we have to download the entire book pdf and compare line-by-line? Hi Neal. I'll create an errata pdf for both books once I've completed MME3. In the meantime, you can check the latest version v1. That shows a list of the changes done. I purchased the hardback of the books, and man do I love these montsers!
Thank you so much for going the extra mile for the community. Have you ever thought about selling these as books on the two VTT? Personally, I would buy them again on my VTT just to save me the time of having to find artwork, making the character sheets, etc. C December 05, pm UTC.
You are most welcome, Danielle! Hope that helps! Thank you for the quickly reply! I don't play on Fantasy Grounds :- however, it's good to know there is a version available just in case a switch happens. This manual and the first manual are great additions to my collection. I bought the physical editions of them, well made and the drawings within are vibrant. Well worth the purchase. C November 26, am UTC. Mario D. Just awesome.
I cannot add anything new to the other glowing reviews, but will say I will buy every and any MM Expanded volume from this series. The ones in my library are already full of bookmarks, notes, and their inhabitants have graced years of my [ Edward W.
I love my hardcopy. It's definitely worth the asking price. Samuel B. Hard cover review As good as its predecessor if a bit more inspiring see my review of the first tome. I'd give it 4. Keep up the great work! Chad S. As a professional DM it is so important to keep things fresh and entertaining and that is exactly what these books provide!
I could not be happier since downloading my copies! Kristopher C. More creatures for your adventures; always a good thing. This one includes a stat block for the wendigo. One gripe: the POD version doesn't have the spine glued to the cover. If you get the print version, be careful with it. See All Ratings and Reviews. Narrow Results. DMs Guild. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft.
Rime of the Frostmaiden. Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation. Tales from the Yawning Portal. Curse of Strahd. Rage of Demons. Elemental Evil. Tyranny of Dragons. Product Type. Core Rules. Character Options. Resources for DMG Creators. RPG Media.
Tabletop Essentials. Family Oriented. Warden archons are the sentinels of Mount Celestia's gates, Each creature in the cone must make a DC 16 Constitution saving portals, and penitentiaries. They are foot-tall humanoids with throw. On a failed save, a creature takes 54 12d8 thunder damage ursine features and surprisingly dexterous clawed hands. While and is deafened for 1 minute. If a target's saving throw fails by 5 they may come across as menacing, warden archons are gentle or more, the creature is also stunned until the end of its next turn.
Creatures and objects made of glass or crystal have with their sharp claws and teeth. Anyone who arrives at Mount Celestia must damage instead of 54 12d8. Its ability to identify a creature's alignment enables it to spot potential enemies immediately. It also spends time observing other planes through giant scrying pools, reporting its findings directly to throne archons. Agents representing archdevils An archon always answers to a higher being: a superior archon, from the Nine Hells offer fallen archons a place where they can angel, and always to a Mount Celestial deity.
It is expected to abide be respected, given power, and a chance to punish those that have by and enforce the laws of its god.
There are rare instances that wronged them. Those that accept sign a diabolical contract that an archon, just like its angel brethren, for some reason or another, binds their souls to Asmodeus and the Nine Hells. They transform would deviate from the stringent rules set for it. Depending on and become corrupted shadows of their former selves and the gravity of its actions, an archon may be stripped of its station, ultimately become devils.
They lose some of their archon abilities banished from Mount Celestia, or even imprisoned. Such an but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers Fallen from Grace. Most fallen archons who are banished of archdevils that recruited them. Others become assassins, willingly live out their lives as mortals in the Material Plane, agents, and spies.
No matter their role, fallen archons are no accepting it as a form of penitence. However, a few, having been longer bound by their conscience or morality and have become twisted by their perverse pride, greed, and selfishness, become cruel, merciless, and unforgiving. As they simmer in Immortal Nature.
They Medium fiend devil , lawful evil continue to fulfill the role of heralds and messengers, serving their new archdevil masters. Harbinger archons take every opportunity to lie, kill, Speed 30 ft. Devil's Sight. Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Magic Resistance. The fallen archon has advantage on saving Damage Immunities fire, poison throws against spells and other magical effects.
Condition Immunities poisoned Senses darkvision 60 ft. Hit: Devil's Sight. The fallen archon's innate spellcasting ability Keen Smell. It can Perception checks that rely on smell. The fallen archon has advantage on saving At will: bane, darkness, detect evil and good, invisibility self only throws against spells and other magical effects. The fallen archon magically teleports, along with any Multiattack. The fallen archon makes two attacks: one with its Bite equipment it is wearing or carrying and any creatures it has and one with its Greatsword.
Harbinger's Hymn Recharge A creature frightened in this way is Teleport. The fallen archon magically teleports, along with any paralyzed. A creature can repeat the saving throw at the end of each equipment it is wearing or carrying and any creatures it has of its turns, ending the effect on itself on a success.
If a creature's grappled, up to 60 feet to an unoccupied space it can see. The fallen archon's innate spellcasting ability immune to the fallen archon's Harbinger's Hymn for the next 24 is Charisma spell save DC It can innately cast the following hours.
The fallen archon blows its buisine to emit At will: bane, darkness, detect evil and good, invisibility self only a thunderous blast in a foot cone that is audible feet away. Fire Breath Recharge 5—6. The fallen archon exhales fire in a Each creature in the cone must make a DC 16 Constitution saving foot cone.
Each creature in that area must make a DC 14 Dexterity throw. On a failed save, a creature takes 54 12d8 thunder damage saving throw, taking 21 6d6 fire damage on a failed save, or half as and is deafened for 1 minute. If a target's saving throw fails by 5 much damage on a successful one. On a successful save, a creature takes half as much damage and Change Shape.
Creatures and objects made of glass or crystal have into a humanoid or hell hound that has a challenge rating equal to disadvantage on the saving throw and take 24d8 thunder or less than its own, or back into its true form. It reverts to its true damage instead of 54 12d8. In a new form, the fallen archon retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities except class features, legendary actions, and lair actions that the new form has but that it lacks.
Hell Hound Archon Injustice Archon When hound archons fall, they transform into savage hell hound Justice archons are prone to anger, self-righteousness, and hybrids. Their fur ranges from black to muddy dark red. Their obsession. It is no surprise that of all archons, they are the ones eyes gleam like embers, and flames lick from their mouths.
They who often become fallen archons. Known as injustice archons, guard their master's citadels and hunt and track those who seek these cruel and merciless devils serve their diabolical masters to escape from it. As their name implies, they can breathe fire, as assassins and inquisitors. They are relentless hunters, never as well as transform into hell hounds. They are also often seen stopping until they or their quarries are dead.
Adventurers who training and leading packs of hell hounds. Hellblade Archon Hellblade archons are former sword archons that let their Ravager Archon emotions get the best of them. They may have lost a close friend Unlike their counterpart warden archons, ravager archons would or ally to an enemy.
Blinded by rage and their need for vengeance, lead devils to raid, pillage, and lay siege on enemy encampments they willingly ignored their sacred oaths and instructions.
Their knowledge and experience of guarding Banished from Mount Celestia, they felt betrayed and turned their well-defended bastions make them perfect to spearhead such anger back at their former allies. Now residing in the Nine Hells, missions. They are sometimes sent to the Material Plane to lead hellblade archons are tasked by archdevils to lead troops of devils diabolical cults in assault missions against their enemies. In combat, ravager archons are bloodthirsty and ferocious Hellblade archons are more formidable opponents in combat.
What makes them even more dangerous than warden project an aura of hellfire which makes enemies more vulnerable archons is their ability to cast the powerful devastating wave spell. Speed 30 ft. The fallen archon has advantage on saving Hellfire Aura. A creature that starts its turn within 10 feet of the throws against spells and other magical effects. Actions A creature that takes damage from the Hellfire Aura becomes Multiattack. The fallen archon makes two Greatsword attacks, or vulnerable to fire damage until the start of its next turn.
The Hellfire makes one Greatsword attack and casts one spell that takes 1 action Aura remains until the fallen archon dies or until it dismisses it as to cast.
The fallen archon's innate spellcasting ability Magic Resistance. The fallen archon has advantage on saving is Charisma spell save DC It can innately cast the following throws against spells and other magical effects. The fallen archon magically teleports, along with any a DC 18 Constitution saving throw.
On a failed save, the creature equipment it is wearing or carrying and any creatures it has takes 22 5d8 necrotic damage and 22 5d8 fire damage and the grappled, up to 60 feet to an unoccupied space it can see. A disintegrated creature and everything it is wearing and carrying, Reactions except magic items, are reduced to a pile of black ash.
In addition, a disintegrated humanoid creature has its soul funneled into the River Castigating Strike. Until its soul is archon deals damage to an ally, the fallen archon makes a melee released or a wish spell is used, the creature cannot be restored to weapon attack against that creature.
As a bonus action, when the fallen archon Multiattack. The fallen archon makes two Armblade attacks. Any Good: 13 3d8 necrotic damage. Chaotic Evil or Lawful Neutral: 4 1d8 necrotic damage. The fallen archon's innate spellcasting ability is Charisma spell save DC The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
Bonus Actions Armblades. As a bonus action, the fallen archon can transform the flesh of its forearms, hardening and sharpening them into the form of divine, fiery swordblades, or vice versa. The fallen archon's armblade attacks are considered magical. Tyrant Archon Fallen throne archons are extremely rare, but they do exist. When Tyrant Archon Zariel was still a solar and led an army into Avernus, she was Large fiend devil , lawful evil accompanied by a squadron of archons dedicated and loyal to her.
Almost all were slain when Zariel's forces were defeated. Tyrant archons can rival the power of the mighty angels. Condition Immunities poisoned Senses truesight 60 ft.
The fallen archon's weapon attacks score a Speed 40 ft. Corrupting Gaze. While charmed in this way, a creature suffers the effect Damage Resistances cold; bludgeoning, piercing, and slashing of the dominate monster spell without making a saving throw and from nonmagical attacks that aren't silvered treats all enemies of the fallen archon as its enemies. The fallen Damage Immunities fire, poison archon doesn't need to concentrate on the spell. Condition Immunities poisoned A creature that isn't surprised can avert its eyes to avoid the saving Senses truesight 60 ft.
If it does so, it can't see the fallen Languages all, telepathy 60 ft. If it looks at the fallen archon in the meantime, it must immediately Devil's Sight. If a creature's saving throw is successful, the darkvision. The fallen archon has advantage on saving throws against spells and other magical effects. Unerring Assay. The fallen archon can unerringly identify the alignment of any creature it can see within 60 feet of it. The fallen archon makes three Greatsword attacks, or makes one Greatsword attack and casts one spell that takes 1 action Actions to cast.
The fallen archon makes one Bite attack and two Claw Greatsword. It can innately cast the following Claw. At will: bane, darkness, detect evil and good, invisibility self only Innate Spellcasting.
At they will discover that their reflection is upside down. Aswangs night, it can change its shape into a cunning, demonic predator. It tend to prey on members of society that no one will miss if they hunts other humanoids and feasts on their blood, organs, or life suddenly disappear.
If such targets are unavailable, they travel to force. A humanoid creature can be afflicted by the homes. They won't risk feeding near where they live. Anyone who aswang curse after it willingly made or was tricked into making a becomes suspicious of them, or sees them in their fiendish form, dark pact with a Demon Lord, sometimes through the actions of is always dealt with immediately for fear of rousing an organized a hag.
One can also be born into it if one or both of its parents are mob. A successful clan of aswangs can live in the outskirts of aswangs. Casting remove curse, greater restoration, or similar town, preying on its citizens for years without getting caught. If spell can free a humanoid of the curse, but a natural born aswang things start to go awry, the aswangs will not risk staying. They can only be freed of the curse with a wish. An aswang can either will leave as soon as they can and establish themselves in another resist its curse or welcome it.
By fighting the curse, an aswang community to begin anew. Aswangs are careful, patient, and stealthy form. It can try to live its life as it wants but must constantly stave hunters, often choosing targets that are defenseless or weak. However, at nights of the full moon, the hunger Typically during the day, aswangs pick and mark their target and becomes too great, and the curse overcomes the individual, identify where they live.
At night after they transform, they stalk forcing it to transform into its fiendish form. An aswang driven to their prey and bide their time until they can attack when their this state becomes ravenous and will not stop hunting until it has target is most vulnerable. This means most of their assaults fed. Each night that it fails to feed in its fiend form, it gains 1 level happen when their target is alone or asleep. They often just leave of exhaustion. Because their kills bear specific types of wounds sees the aswang curse as a gift and, over time, masters the ability commonly attributed to ghouls, lycanthropes, or vampires, they to change into a fiend.
However, an aswang can only transform aren't worried suspicions about their presence will be brought up. Aswangs, much like vampires, have automatically transforms back to its humanoid form. They find the pungent smell of garlic Masters of Deception. Aswangs hide in plain sight, living repulsive, and the chemical properties of pure salt sicken it. While amongst normal folk and often taking up occupations like an aswang can resist most blows, weapons made from a stingray's butchers, hunters, gravediggers, taxidermists, and trappers to barbed tail, even simple ones, can hurt them normally.
Because help divert suspicions of why their homes may sometimes smell they become fiends while transformed, they are susceptible to of carrion and death.
They insert themselves into humanoid attacks that specifically harm fiends, such as holy water. If an communities and earn their neighbors' trust through charm, aswang fails its saving throw against a Dispel Evil and Good spell, friendliness, and generosity. They avoid getting physically close to it reverts to its humanoid form and can't transform for 1 minute.
It is skinny and twitchy in humanoid form, with an unusually large and foul-smelling mouth and bloodshot eyes. In its fiend form, the buso resembles a ghoulish creature with leathery skin, wild, unkempt hair, flat nostrils, and an oversized mouth filled with rows of jagged teeth.
Its gangly body has long, skinny limbs that end in large clawed hands and feet. The buso moves with a loping, feral gait. Buso Curse. A humanoid becomes afflicted by the buso curse in four ways: One, by being cursed by a barrow hag.
Second, after being bitten by a tigbanua. Third, by being born into it. Lastly, when a humanoid who has lived as a cannibal enters into a pact with Orcus, the Prince of Undeath. Living Ghouls. While busos will eat fresh meat, they prefer eating carrion because to them it tastes like a delicacy. By day, busos work as gravediggers, cemetery groundskeepers, embalmers, and priests, allowing them easy access to cadavers.
At night, they act like ghouls, congregating as packs and prowling catacombs, cemeteries, and graveyards. They create a disturbing cacophony of chattering sounds with their teeth and claws, which can instill fear in anyone who hears it. They dig out the dead and ravenously eat their decomposing flesh, drink whatever blood is left, and suck the marrows from their bones. There are rumors of an aristocratic family of busos that host a party every full moon. They entertain their guests with fine cuisine, orgies, and other hedonistic indulgences during the day.
By nightfall, the family reveal their true nature, slaughter their guests, and dine on their corpses in a lavish banquet hall. The buso has advantage on Wisdom Perception checks that rely on hearing or smell.
The buso makes one attack with its Dagger humanoid Senses darkvision 60 ft. Any creature that starts temporary hit points equal to the damage dealt. Fiend Form Only. The frightened ft. Melee or Ranged Weapon Attack: ending the effect on itself on a success. At night, the buso can use its action to polymorph Bonus Actions into its Fiend Form or back into its true form, which is humanoid.
Shadow Step Fiend Form Only. While in dim light or darkness, the In Fiend Form, the buso appears as a ghoul-like humanoid. Its buso teleports up to 30 feet to an unoccupied space it can see that is statistics, other than its Speed, damage, and damage resistances, also in dim light or darkness.
It then has advantage on the first melee are the same in each form. It reverts to its true form at dawn or if it attack it makes before the end of the turn. While transformed, the buso also gains the following features:. In its horrifying The vicious halimaw, also called motog but more commonly fiend form, it resembles a disembodied upper torso of a humanoid known as the devil swine, is an incredibly strong and cunning with a pair of large, bat-like wings sprouting from its back and aswang.
In its humanoid form, the halimaw often appears as a intestines dangling from under its exposed, severed waist. It has large, stocky, or rotund humanoid with a charming personality bloodshot eyes, wiry unkempt hair, leathery skin, a mouth filled that masks its slothful and gluttonous behaviors. In its fiend form, with jagged teeth, a long, serpentine tongue, and claw-like hands it resembles a repulsive creature that has the hideous attributes that end in razor-sharp talons.
It is often mistaken for a Self-Segmentation. The manananggal's name means "to sever. When the manananggal transforms into its demonic form, it goes Criminal Overlord.
A halimaw is a vile and greedy lowlife who through a painful process where its torso separates from its lower sought power and advancement by successfully entering into an body at the waist. Because its lower body becomes vulnerable accursed pact with the demon lord Baphomet. By day, the halimaw while in this form, the manananggal takes steps to protect it, could be the local thieves' guild master, criminal ringleader, or often hiding it in the attic, concealed compartments, or behind corrupt town mayor.
By night, it transforms into an aswang and secret walls. The manananggal must attach itself back to its lower hunts its enemies - anyone that may pose a threat to its operations body before dawn, or else it will slowly die. If its lower body is and feeds on their flesh and viscera. The halimaw is able to magically charm the lower body, the manananggal won't be able to attach itself. Manananggals often take up occupations advantage. It often targets key political or business figures that of one who meets many people during the day, such as bakers, help enable the halimaw's shady operations to become successful.
It provides them an opportunity to One a charmed target has outlived its usefulness, it is promptly find potential victims, like pregnant women and children, because devoured by the halimaw to tie up loose ends.
The halimaw is a very dangerous opponent and young folk. By nightfall, they transform and head toward the home is considered by many as the most powerful type of aswang. Aside of their marked prey. Once there, they search for an opening into from being able to divide enemy ranks with its multiple charm their sleeping target's room, often using open windows, chimneys, ability and easily rip victims apart with its massive claws, its sharp and roof egresses to gain access.
Manananggals avoid direct tusks drip a deadly venom that can instantly kill those it gores. The dreadful kubot is a female aswang who often appears as a Tiktik Tik-tik stunningly beautiful young maiden in her humanoid form. Her A tiktik is a devious aswang often mistaken for a vampire or alluring looks hide a dark personality, as the kubot is malicious, werebat because of its appearance.
It is gangly, shifty, and spiteful, and filled with conceit. In her fiend form, the kubot slavering in its humanoid form, with an unusually long tongue resembles a hag or female vampire with dark gray skin, clawed and large nostrils. In its fiend form, the tiktik resembles a feral hands and feet, and massively long hair that billows like seaweed humanoid with dark leathery skin covered with a shallow layer underwater.
She moves like a spider, using her claws and hair to of brown fur. A hard mask-like shell plating protects its face, and crawl across rooftops, tree branches, and steep walls. Like a vampire bat, the Vampiric Stalker. To revert to her young age, she must transform into the finger bones making up the wing. Its fingers and feet end in a kubot and feed on the life force of a young humanoid.
At night, long, black talons. Its most distinct feature is its foot long, the kubot prowls dark wooded areas, secluded farmlands, and tubular tongue that ends in a proboscis-like tip. Just like the shadowy alleys searching for youthful victims. She smothers and manananggal, its tongue secretes anesthetic saliva that numbs the blinds her prey by forcibly shoving her tentacle-like hair strands pain, allowing the tiktik to drain its victim at leisure. Once the target Specialized Predator. Afterwards, the kubot becomes as young unborn babies.
Pregnant women give off a distinct odor which as its last prey. It is said that the very first kubot was smell. She sought tiktik begins to drool. It first checks if its prey is sleeping before it ways to look younger, and as she got more obsessed and insane, acts. It then starts digging a hole through the roof or window with she secretly ordered young virgins murdered.
Her vile its name. Desperate, the woman the unborn fetus through its proboscis. Because their tongue drips with Duplicitous Nature. Because of how the curse affects her, a anesthetic saliva, a sleeping victim may not notice the attack. In most cases, she will act as a Craven Pack Hunter.
A tiktik fears direct combat and will flee young daughter during her young days and portray her mother if discovered. A tiktik sometimes joins Manananggal Muh-nuh-nuhng-guhl the company of other aswangs, especially manananggals and other tiktiks. These groups of aswang form hunting packs when The disturbing manananggal is a vicious self-segmenting aswang they intend to attack a household.
If the target Medium humanoid any race, shapechanger , chaotic evil is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the saving throw fails by 5 or more, the creature is Languages Common reduced to 0 hit points, unless it is immune to poison. At night, the halimaw can use its action to one creature. Melee or Ranged Weapon Attack: humanoid. Its statistics, other than its size, AC, Speed, piercing damage. It reverts to its true form at dawn or if it dies.
If the target suffers any harm or receives a suicidal and Strength and Dexterity saving throws. If the target successfully saves against the effect, or if the bonus to the damage roll included in the attack. The halimaw can have up to three targets charmed at a time.
If it charms a fourth one, the effect on the first target ends. Charge Fiend Form Only. If the halimaw moves at least 15 feet. Armor Class 13 Keen Hearing and Smell. Rapid Aging. The kubot ages 1 year each day. If the target is Senses darkvision 60 ft. At night, the kubot can use her action to polymorph Claws.
The kubot draws energy enormous flowing hair. Her statistics, other than her Speed, from a creature it is grappling with. The target makes a DC 12 damage, and damage resistances, are the same in each form. She Constitution saving throw, taking 18 4d8 necrotic damage on a reverts to her true form at dawn or if she dies. While transformed, failed save, or half as much damage on a successful one. The kubot the kubot also gains the following features: regains hit points equal to the amount of necrotic damage dealt.
Strength and Dexterity saving throws. Dagger Humanoid Form Only. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the manananggal 's Horrific Armor Class 12 Appearance for the next 24 hours. Its upper Damage Resistances bludgeoning, piercing, and slashing body becomes the active creature, while its lower body becomes from nonmagical attacks that aren't made from a stingray barb incapacitated.
While the two bodies are part of the same creature, Senses darkvision 60 ft. Before it can revert to its true form, the manananggal must use its action to graft back with its lower body.
At night, the manananggal can use its action to If the lower body is destroyed, or its exposed separation point is polymorph into its Fiend Form or back into its true form, which covered with at least a pound of garlic or salt or a mixture of both, the is humanoid.
In Fiend Form, the manananggal appears as a manananggal can't graft with its lower body. If the manananggal is disembodied upper body of a vampire with bat-like wings. Its unable to rejoin its lower body by dawn, it and its lower body take 10 statistics, other than its Speed, damage, and damage resistances, necrotic damage when it starts its turn.
It reverts to its true form at dawn or if it Keen Hearing and Smell. The manananggal has advantage on dies. While transformed, the manananggal also gains the following Wisdom Perception checks that rely on hearing or smell.
The manananggal makes two attacks: two with its checks and Strength and Dexterity saving throws. Any humanoid that ft. A creature can repeat piercing damage. Keen Hearing and Smell. The tiktik has advantage on Wisdom Armor Class 12 Perception checks that rely on hearing or smell. Tongue Fiend Form Only. While attached, the tiktik can't attack from nonmagical attacks that aren't made from a stingray barb with its tongue.
Instead, at the start of each of the tiktik's turns, the Senses darkvision 60 ft. At night, the tiktik can use its action to polymorph the attack. In The tiktik can detach its tongue by using a bonus action. It does Fiend Form, the tiktik appears as a hybrid humanoid vampire bat. A creature, including the target, can use its action to detach the are the same in each form. It reverts to its true form at dawn or if it tiktik's tongue.
While transformed, the tiktik also gains the following features: Talons. The aurumvorax is a generally solitary curious-looking creature that looks like a cross between a badger creature and usually keeps to itself within its territory. It is and a wolverine and is often quickly dismissed as a harmless generally tolerant of other creatures of its size or smaller, provided animal at first glance. The common variety measures only 3 feet they leave it alone.
It prefers to spend its time sniffing mineral in length and half of that in height. Its body, which is covered in a veins or hunting prey larger than itself, especially ones that may shaggy hide of golden-orange colored fur, is densely packed with carry or wear precious minerals or alloys. It has eight stubby Unyielding Savagery. In combat, the aurumvorax makes a very legs that all end in steel-like copper-colored claws. Razor-sharp formidable opponent.
Its body can resist most blows and attacks teeth fill its powerful jaws. Despite its non-threatening size and the and can even shrug off fire and poison.
But what makes it feared enticing value of its precious hide, those familiar with the creature by those who have encountered it is the aurumvorax's unmatched know better than to earn its ire and always give it a wide berth. Once its powerful jaws clamp onto its victim's neck, it Many a group of adventurers have been mercilessly torn to pieces won't let go until it, or its prey is dead. After it gets hold of a victim, thinking the aurumvorax an easy kill.
The aurumvorax is a carnivore that supplements the victim's armor to get to the creature's vulnerable flesh. Gold, in particular, Dwarven Foe. The aurumvorax always comes into conflict with has a smell that is irresistible to the aurumvorax and drives dwarves who often share the same territory with it.
The dwarves the latter into a frenzy if it detects it nearby. The aurumvorax see the aurumvorax as a pest, as a single adult can strip a dwarven will choose locations close to gold resources, such as mining mine in a matter of days.
The dwarves also hunt the aurumvorax settlements rich with gold ores. The aurumvorax usually makes as a rite of passage, crafting its prized hide into a special armor. A its lair at the bottom of ravines or by the side of a mountain's few crafty dwarves have even captured aurumvorax cubs, raising timberline.
Its burrow extends deep into the bedrock to support them as companions for the purpose of sniffing and finding gold its immense weight and is usually rich with gold veins. The veins. However, there have been stories of oversized specimens aurumvorax will usually store several nuggets of gold in its lair in that have caused devastating damage to a dwarven mining the absence of gold veins. Damage Resistances fire, poison; bludgeoning, piercing, and Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't Adamantine slashing from nonmagical attacks that aren't Adamantine Senses darkvision 30 ft.
Keen Smell. The aurumovrax has advantage on Wisdom Keen Smell. The aurumovrax has advantage on Wisdom Perception checks that rely on smell. Perception checks that rely on smell. If the aurumvorax moves at least 20 feet straight toward Pounce.
If the aurumvorax moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be that target must succeed on a DC 14 Strength saving throw or be knocked prone. The aurumvorax makes one Bite attack and two Claw Multiattack. The aurumvorax makes one Bite attack and two Claw attacks.
If the aurumvorax has a creature grappled, it can use Rend attacks. If the aurumvorax has a creature grappled, it can use Rend Armor in place of one Claws attack. Armor in place of one Claws attack.
Until this grapple ends, the aurumvorax grappled escape DC Until this grapple ends, the aurumvorax can automatically hit the target with its bite, and the aurumvorax can automatically hit the target with its bite, and the aurumvorax can't bite another target. Rend Armor. Hit: The nonmagical armor or shield target it is grappling with. Hit: The nonmagical armor or shield aurumvorax's choice of the target takes a permanent and aurumvorax's choice of the target takes a permanent and cumulative -1 penalty.
If its Armor Class drops to 0, the armor or cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed.
Aurumvorax, Giant Actions Large monstrosity, unaligned Multiattack. If the aurumvorax has a creature grappled, it can use Rend Armor Class 20 natural armor Armor in place of one Claws attack.
Speed 50 ft. Damage Resistances fire, poison; bludgeoning, piercing, and Claws. Senses darkvision 30 ft. If its Armor Class drops to 0, the armor or Keen Smell.
The aurumovrax has advantage on Wisdom shield is destroyed. If the target's armor or shield is magical, the target must succeed Pounce. If the aurumvorax moves at least 20 feet straight toward on a DC 17 Strength saving throw. On a failed save, the Armor a creature and then hits it with a Claws attack on the same turn, Class AC of the armor or shield determined randomly takes a that target must succeed on a DC 17 Strength saving throw or be permanent and cumulative -1 penalty.
If its Armor Class drops to 0, knocked prone. Most bariaurs wear simple clothing or hide armor over their upper bodies. Justin M. C October 21, pm UTC. If you mean were the monsters designed and balanced using the rules outlined in the DMG, then yes.
Hi, I love your first two expanded Monster Manuals, I just used the Jackalwere Thug from the the 1st book in my game this past Sunday , and I am planning on getting the third one in the near future. I saw that the 3rd book recently got a large update to have the various critters be in line with Monsters of the Multiverse.
Is there a chance of the previous two Manuals getting a similar update? I realize that this might not be feasible, with the POD of the 3rd book coming, but I was curious. C October 07, pm UTC. Oh awesome! I hadn't seen the FAQ before, I appreciate the response. Looking forward to the new Editions! So I can make an informed to decision to buy them now or wait. What are the improvements being made to the books in the reprints? C October 01, am UTC.
The improvements will be major. Much better art and updated statistics. I'm a verified purchaser of hardcopies for both the first and second books, but I'd be interested in updated hardcopies. Would you consider discounting new versions for those of us that have them already? I also plan to buy the 3rd in hardcopy when it becomes available, so maybe a package deal? C October 07, am UTC. Hi Edward. No, unfortunately, giving discounts to those who already purchased before is beyond my control.
I can only upload and update a product. C September 17, pm UTC. I need the module in fantasy ground for the stat, but the PDF would be nice to read it on my tablet or phone while not at the computer.
Thank you for the answer. I am still interest if you ever change idea. I received my physical order of vol 1 and 2, very excited! However the printer packaged them so that vol 1's spine was caught in the glue sealing the cardboard shipper. This resulted in the spine being warped and pulled badly. I know it's not Dragonix's fault, but felt you should know so you can address it with DMsGuild staff for future orders.
Having said all that Cannot wait for vol 3 and will still be getting it POD when available. C July 03, pm UTC. Hi Liz. No, sorry. Also, we want to be sure there's no overlap in any of the upcoming books if one of the creatures in MME3 comes out in any of the official books within October then we can edit it to follow that.
C June 15, am UTC. Are they eventually included in one of the other books? C June 19, pm UTC. Is this the normal condition of the printed book? C May 26, pm UTC. Funny, I just checked mine, and, yeah, both of their spines aren't glued either.
Hasn't been an issue though since I got them last year. I think that's normal for the book, because mine is like that too. I have learned some threads below that the hardcover version is printed and manufactured in UK and sent from UK. I am located in germany. Thus this is non EU to EU shipping which usually leads to custom charges. Any information about this in the Brexit times? Do I have to pay custom charges and will I need to physically pick it uo at the custom office which is the case usually if delivered from outside of EU?
C April 28, pm UTC. Hi Tim. I hope you get your answer soon. I am also located in Germany. I selected premium shipping which apparently uses UPS and it arrived at my doorstep. I didn't have to go to customs or pay any additional charges.
Or do I just need to buy the Hardcover separately? Which covers the print costs, but not shipping? C April 21, pm UTC. Hi Neil! Thank you for purchasing the pdf. You will have to purchase it separately.
Ordering a hardcover will always include the shipping costs. On average, how soon after purchase do they normally ship for the hard copy? Is it from US? C April 11, am UTC. Hi Taylor.
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