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The Explorers Compendium

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Eric Monachon
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© © All Rights Reserved
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100% found this document useful (2 votes)
2K views171 pages

The Explorers Compendium

Uploaded by

Eric Monachon
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
You are on page 1/ 171

THE EXPLORER’S

COMPENDIUM
Shaman - 52
Contents Skald - 52
Names and Titles - 54
Part I: Character Options
Races - 7
Races By Culture - 7 PART II: Monsters
Monsters By Culture - 63
Amazon - 8 Ahuizotl - 64
Centaur - 9 Akateko - 65
Demigod - 9 Alû - 66
Foxfolk - 11 Amadlozi - 67
Gatorfolk - 12 Amazons - 68
Half-Giant - 13 Anzû - 70
Jackalfolk - 15 Aqrabuamelu - 71
Ocelotl - 16 Asag - 72
Oni - 17 Asanbosam - 73
Classes - 18
Classes By Culture - 18 Atshen - 74
Barbarian - 19 Baigujing - 75
Path of the Giants - 19 Bashmu - 76
Path of the Drengr - 19 Camazotz - 77
Cleric - 21 Campe - 78
Chaos Domain - 21 Centimani - 80
Cosmos Domain - 21 Chanekeh - 81
Dream Domain - 22 Charybdis - 82
Justice Domain - 23 Cihuateteo - 83
Madness Domain - 23 Cipactli - 84
Night Domain - 24 Draugr - 85
Order Domain - 24 Eye of Ra - 87
Plague Domain - 25 Fenrir - 88
Sacrifice Domain - 26 Jikininki - 89
Fighter - 27 Jubokko - 90
Hoplite - 27 Kappa - 91
Jaguar Warrior - 27 Kusarikku - 92
Paladin - 28 Lindworm - 93
Oath of the Spiritwalker - 28 Lung Dragons - 95
Oath of the Tlamacazqui - 29 Mimixcoa - 108
Rogue - 31 N-Dam-Keno-Wet - 109
Inanna’s Veiled - 31 Nagual - 110
Serpent Assassin - 31 Nimerigar - 111
Shinobi - 32 Nommo - 112
Sorcerer - 34 Nun’Yunu’Wi - 113
Oracle Nuppeppō - 114
Serpent Bloodline - 34 Obambou - 115
Sun Sorcerer Phoenix - 116
Warlock - 37 Pukwudgie - 117
Ancestral Spirits Patron - 37 Quinametzin - 118
Dragon Patron - 37 Raijū - 119
Serpopard - 120
Backgrounds - 39
Backgrounds By Culture - 39 Siren - 121
Ancestral Guardian - 40 Skin-Walker - 122
Anthropologist - 41 Spartoi - 123
Astrologer - 42 Spawn of Apophis - 124
Athlete - 44 Stymphalian Birds - 125
Diplomat - 45 Şüräle - 126
Explorer - 46 Telchines - 127
Gladiator - 47 Thunderbird - 128
Godtouched - 48 Titan - 129
Raider - 49 Tlahuelpuchi - 130
Contents Foreword
(Continued) uman beings have always loved telling

H
stories. From ancient civilizations to
Tsukumogami - 132 modern times, across the vast expanse of
Tzitzimeh - 134 cultures and civilizations, the power of
Ugallu - 137 storytelling has captivated and enchanted
Uridimmu - 138 us. These stories are the threads that
Valkyrie - 140 connect us to our collective past, reflecting
Wendigo - 142 our deepest fears, wildest dreams, and profound
understanding of the world around us.
In the grand tapestry of human mythology, we find a
Part III: Gods and Myths
African Mythology - 144 treasure trove of diverse and captivating tales. From the
East Asian Mythology - 146 inspiring battles of the Greek Illiad to the heroic quests
Egyptian Mythology - 150 of the Mesopotamian Epic of Gilgamesh, and from the
Greek Mythology - 153 creation myths of the Mayan Popol Vuh, each culture
Mesoamerican Mythology - 155 has woven its own unique narratives of wonder and
Mesopotamian Mythology - 159 imagination.
Within these ancient chronicles, we encounter an
Norse Mythology - 162 array of unforgettable characters and beings. Heroes
North American Mythology - 165 rise from humble beginnings to challenge the forces of
darkness, while monsters lurk in the shadows,
embodying our deepest fears and testing the mettle of
those who dare to face them. Gods and goddesses reign
over celestial realms, shaping the destiny of mortals and
imparting wisdom and guidance.
Through this book, we hope to celebrate the
incredible diversity of human imagination and foster a
deeper appreciation for the incredible world
mythologies.
As always, we thank you for purchasing this product
and supporting independent creators. We sincerely
hope you enjoy the tremendous amounts of work put in
the coming pages.
— The Eternal Realms Team
On the Cover
In a shimmering lake lies Tenochtitlan, the magnificent
capital of the Aztec empire. This illustration shows a
first-person view of an explorer discovering this
legendary city for the first time.
PART I
Character Options

6
Races
Races By Culture
Any
Demigod - 9
East Asian
Foxfolk - 11
Oni - 17
Egyptian
Gatorfolk - 12
Jackalfolk - 15
Greek
Amazon - 8
Centaur - 9
Mesoamerican
Ocelotl - 16
Norse
Half-Giant - 13

7
Amazon
mazons are a race of proud and disciplined increases by 1 every time you gain a level. Aditionally,

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warriors who combine exceptional physical you do not require sleep.
abilities with tactical brilliance. They
possess a unique connection to the natural Charismatic Whenever you make a Charisma
world, drawing strength from the untamed (Persuasion) or a Charisma (Intimidation) check against
wilderness that surrounds them. Renowned a humanoid creature, you are considered proficient in
for their mastery of various weapons, their the Persuasion or Intimidation skill. If you are already
skill with bows and spears is particularly noteworthy. proficient you may add double your proficiency bonus to
These warrior women possess a strong sense of unity the check, instead of your normal proficiency bonus.
and communal spirit, with their society structured Endurance of Weather. You have advantage on ability
around sisterhood and the pursuit of excellence in checks and saving throws to resist the effects of
combat. Their military training starts at a young age, extreme weather.
and each Amazon undergoes rigorous physical and
mental conditioning to become a fierce warrior. Honor,
integrity, and loyalty are paramount to their way of life,
and they fiercely defend their lands and each other.
While Amazons are predominantly female, some
males also inhabit their society. Amazons value gender
equality, recognizing the strengths and contributions of
both genders.
With their unwavering determination and unyielding
spirit, the Amazons are a force to be reckoned with.
Whether defending their homeland from invaders or
embarking on quests to seek glory and honor, they
inspire fear and admiration in equal measure. Their
legend echoes through the ages, and those who face
them in battle will find themselves confronting a truly
formidable opponent.
Amazon Names
Because of their greek nature, Amazons typically bear
female Greek names (see the Names and Titles section).
Male names are not Amazonian, since traditionaly,
Amazons are all traditionally female. However, if an
Amazon reproduces with a human male, they create an
Amazon child that can be male. Because of this nature,
Amazons bearing male names typically use a variety of
human names from any culture or region.
Amazon Traits
Age. Amazons reach maturity at around the same age as
humans and no longer age shortly after. Amazons do
not typically die of old age.
Languages. You can speak, read, write, and understand
Common.
Speed. Your base walking speed is 35 feet.

Amazon Weapon Training. You have proficiency with


spears, shortbows, longbows, and shields.
Artificial Origin. Amazons, were sculpted and born from
the ground are said to be as strong and as resilient as
the earth. Your hit point maximum increases by 1, and it

8
Centaur
entaur are noble and majestic creatures, half- Despite their imposing appearance, centaurs are often

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human and half-horse. They possess great gentle and empathetic beings. They have a strong
physical strength and agility, as well as an connection to the natural world, often acting as
affinity for nature and the wilderness. With protectors of the wilderness and defenders of the weak.
the body of a horse and the torso, arms, and Centaur Names
head of a human, they embody the balance
between human intelligence and animal You can consult the Names and Titles section for Greek
instinct. names.
Centaur society is organized around herds, led by
wise and experienced leaders. They value unity and Alternatively, Centaur names are typically inspired by
cooperation, with each member contributing their nature, reflecting their close bond with the environment.
unique skills to benefit the group. Centaurs have a deep They may include names related to animals, plants, or
respect for nature and the natural order, often living in celestial bodies. Below are some examples:
harmony with the land and its creatures. Centaur Names. Blazeheart, Bramblehoof,
Their swift and graceful movements make them Duskrunner, Dusksong, Emberheart, Embermane,
formidable warriors, and they are skilled with both Flamehoof, Frostleaf, Frostmane, Glimmermane,
ranged and melee weapons. Centaurs are known for Goldenmane, Meadowstride, Moonbeam, Moonlight,
their archery and equestrian abilities, using their speed Moonshadow, Morningdew, Nightshade, Oakheart,
and mobility to their advantage in battle. Riversong, Riverwind, Shadowtail, Silvermane,
Skydancer, Stardust, Starfire, Stargazer, Stonehoof,
Stormhoof, Stormrider, Sunbeam, Sunburst,

9
Sunfire, Sunsparkle, Swiftarrow, Swiftstorm, mortals. This divine lineage sets them on a path of
Swiftwater, Swiftwind, Thornfire, Thunderclap, destiny and greatness, but also exposes them to the
Thunderhoof, Thunderstrike, Thunderstrike, challenges and expectations that come with their
Timberhoof, Whisperwind, Wildfire, Willowbreeze, extraordinary heritage.
Willowisp, Windrunner. Demigods often find themselves torn between two
Centaur Traits
worlds, navigating the complexities of mortal existence
while grappling with their divine nature. Some embrace
Age. Centaurs mature at the same rate as humans and their heritage, using their powers and influence to guide
have a similar lifespan. and protect mortals, acting as champions of justice,
patrons of civilizations, or sources of inspiration. Others
Languages. You can speak, read, and write Common may struggle with their identity, torn between their
and Sylvan. mortal emotions and the call of their divine bloodline,
and may wander the world seeking purpose or
Size. Centaurs are large creatures, standing between 7 adventure.
and 8 feet tall. Your size is Large. The appearance of demigods varies widely, as they
Speed. Your base walking speed is 40 feet.
often inherit physical characteristics from both their
mortal and divine parents. Some exhibit divine beauty
Ability Score Increase. Your Strength score increases
and radiance, while others possess unique and striking
by 2, and your Wisdom score increases by 1. physical traits that reflect their celestial or otherworldly
lineage. Their personas can be equally diverse, ranging
Charge. If you move at least 20 feet straight toward a from stoic and regal figures to enigmatic and
target and then hit it with a melee weapon attack on the unpredictable beings, their personalities shaped by their
same turn, you can immediately follow that attack with upbringing, experiences, and divine nature.
a bonus action to attempt to shove the target with your Demigod Names
hooves. The target must succeed on a Strength saving
throw against a DC equal to 8 + your proficiency bonus The name of a demigod typically comes from either the
+ your Strength modifier or be knocked prone. culture of their mortal parent or their godly parent.
Assuming their mortal parent named them, consult the
Nature’s Gift. You have proficiency in the Nature skill. race of their mortal parent for names. Otherwise, a
Hooves. Your hooves are natural melee weapons, which
demigod might be named after another celestial being
you can use to make unarmed strikes. If you hit with or they might bear the name of the culture from which
them, you deal bludgeoning damage equal to 1d4 + your their celestial parent hails. See the Names and Titles
Strength modifier. section to find names for various cultures a demigod
might use.
Charge Resistance. You have advantage on saving Demigod Traits
throws against being knocked prone.
Age. You mature like a human, but stop aging shortly
Equine Build. You count as one size larger when after and cannot die of old age.
determining your carrying capacity and the weight you
can push, drag, or lift. Size. Your size matches that of your mortal parent’s
race.
Demigod Speed. Your base walking speed is 30 feet.

emigods are extraordinary beings born from Languages. You can read, write, speak and understand

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the union of mortal creatures and deities. Common and Celestial.
They embody the essence of both mortal and
divine realms, wielding immense power and Godly Being. You do not require sleep to survive.
influence over the world around them. Divine Parent. You can use the channel divinity feature
Demigods possess traits and abilities that set of your godly parent’s domain as many times a day
them apart from ordinary mortals, and their
presence shapes the course of history and the fate of equal to your proficiency bonus plus 2.
civilizations. Mortal Parent. You are granted the Ability Score
The origins of demigods vary, ranging from celestial Increase feature of your mortal parent’s race. If they are
unions to divine interventions. These extraordinary human, you only gain +1 to three stats instead of all of
beings inherit a fraction of their divine parent’s divine them.
essence, granting them supernatural abilities, longevity,
and a unique connection to the realms of gods and

10
Foxfolk
oxfolk are a race of cunning and mystical

F
beings, closely tied to the realm of spirits
and magic. They possess a natural affinity
for illusion and enchantment, and their
wisdom is revered among their kind. With
their fox-like features and graceful
movements, they embody both elegance and
mischievousness. Foxfolk appear as humanoids with
distinct fox-like traits. They have pointed ears, sharp
teeth, and a slender, agile build. Their hair and fur
range in colors, including red, white, black, and silver.
Their eyes are often vibrant and captivating, reflecting
their magical nature. Foxfolk typically have a slender
tail, which they can control and manipulate with
remarkable dexterity.
Foxfolk society is deeply rooted in the traditions of
Chinese and Japanese folklore. They are known for their
magical abilities and their connection to the spirit
world. Foxfolk possess a great reverence for nature and
strive to maintain harmony with the natural world.
Foxfolk Names
See the Names and Titles section for East Asian names.
Foxfolk Traits
Fox Shape. As an action, you can magically transform
into a fox or back into your true form. While in fox form,
Age. Foxfolk have lifespans similar to humans, reaching your speed increases to 40 feet, and you can use your
maturity at around the same age. They can live up to Cunning Action to take the Dash, Disengage, or Hide
150 years. action as a bonus action. You can remain in fox form for
up to 1 hour, or revert to your true form earlier as a
Size. Foxfolk are similar in height to humans, ranging bonus action.
from 5 to 6 feet tall. Your size is Medium. Once you use this feature, you can’t use it again until
you finish a short or long rest.
Speed. Your base walking speed is 30 feet.
Mystic Illusion. You know the minor illusion cantrip.
Ability Score Increase. Your Dexterity score increases When you reach 3rd level, you can cast the disguise self
by 2, and your Charisma score increases by 1. spell once per day. Charisma is your spellcasting ability
Languages. You can speak, read, and write Common,
for these spells.
Sylvan, and one additional language of your choice.
Darkvision. Thanks to your fox-like senses, you have
superior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Magic Resistance. You have advantage on saving
throws against spells and other magical effects.

11
Gatorfolk
ailing from the ancient swamplands and Depending on whether you are from the

H
river deltas, the Gatorfolk are a reptilian Subrace.
desert or swampland will greatly affect your character
race inspired from Egyptian mythology. and their skills.
These humanoid creatures, also known as
Sobekians, bear a striking resemblance to Desert
crocodiles, embodying the ferocity, cunning, Your Strength score increases
and ancient wisdom associated with the Abillity Score Improvent.
by 2 and your Constitution by 1.
revered deity Sobek.
Gatorfolk possess robust bodies covered in thick Natural Armor. Your armor class goes up by 2
scales, varying in color from earthy browns and greens
to shimmering hues of gold and blue. They are adorned Weapon Training. You are proficient in using
with intricate patterns and markings reminiscent of the shrotswords, longswords, and tridents.
sacred symbols and hieroglyphs of ancient Egypt, a
testament to their connection to the divine realm. Swamp
Gatorfolk society is structured around the principles Your Constitution score
of loyalty, communal harmony, and ancestral reverence. Abillity Score Improvent.
increases by 2 and your Intelligence by 1.
They possess a rich oral tradition, passing down stories,
myths, and ancient wisdom through generations. They Corrosive Saliva You can use your action to exhale
are skilled craftsmen, adept at working with bone, destructive energy. When you use this as an action, each
wood, and precious stones, creating intricate jewelry creature within a 12 foot cone must make a
and artifacts infused with both artistic beauty and Constitution saving throw. The DC for this saving throw
symbolic meaning. equals 8 + your Constitution modifier + your proficiency
Gatorfolk are fierce defenders of their territories. bonus. A creature takes 2d6 poison or acid damage
They have a strong sense of justice and are known to (your choice) on a failed save, and half as much damage
intervene when threats arise, acting as protectors of the on a successful one. The damage increases to 3d6 at
balance between the mortal realm and the divine forces 6th level, 4d6 at 11th level, and 5d6 at 16th level. After
that govern it. you use your breath weapon, you can’t use it again until
As adventurers, Gatorfolk embody both the raw you complete a short or long rest.
power of their crocodilian heritage and the mystical
wisdom of the ancient Egyptian pantheon. They venture
forth from their watery domains, driven by a desire to
explore the world, seek knowledge, and protect the
delicate equilibrium of nature.
Gatorfolk Names
Consult the Names and Titles section for Egyptian
names.
Gatorfolk Traits
Age. You mature like a human, and die around the age
of 70.
Size. You range from 6 feet to 8.5 feet. You are taller
than most humanoids, yet your size is Medium
Speed. Your base walking speed is 30 feet.

Languages. You can read, write, speak and understand


Common and Aquan.
Swimmer. You can hold your breath for a number of
rounds equal to four times its Constitution score.
Aditionally, you gain a swimming speed of 30 feet.
Bite. As an action, you can bite an opponent dealing 2d4
piercing damage plus your strength modifier.

12
Half-Giant
ith Norse giant as their ancestors, half- You can speak, read and write both

W
Giants are a rare race that combines the Languages.
Common and Giant.
strength and stature of their giant ancestry
with the adaptability and ingenuity of their Subrace. The giant races vary tremendously, shaped
mortal lineage. Towering over most other heavily by both their environment, and the will of the
races, Half-Giants possess a commanding god Annam, and so are their offspring. Choose a
presence and a physical might that sets subrace from the following options: Cloud, Fire, Frost,
them apart. Hill, Stone, or Storm.
Despite their size, Half-Giants are not mere brutes.
They possess a unique blend of strength, intelligence, Cloud
and an affinity for the natural world. Gifted with an Your Charisma score increases
inherent resilience and an instinctive understanding of Ability Score Increase.
by 1.
the land, Half-Giants often find themselves drawn to
paths of adventure, becoming powerful warriors, skilled Magic of the Sky. You know the thaumaturgy cantrip. At
druids, or wise sages who seek to protect and restore 3rd level, you can cast the spell Misty Step once per
the balance of nature. long rest. Charisma is your spellcasting ability for these
In their societies, Half-Giants value loyalty, honor, and spells.
community. They possess a deep respect for their giant
heritage and the natural forces that shape the world Fire
around them. Although they are often misunderstood Your Strength score increases
due to their imposing appearance, Half-Giants are Ability Score Increase.
by 1.
known for their kindness, compassion, and unwavering
determination. Master of Forge and Flame. You have resistance to Fire
Living in harmony with both the mortal and giant damage, and are naturally acclimated to hot
realms, Half-Giants have forged unique bonds with environments, as described in chapter 5 of The
other races and have become valued allies and Dungeon Master’s Guide. Additionally, you are
defenders. Their presence in the world brings with it a proficient with Blacksmith’s Tools.
sense of awe and respect, for their size alone demands
attention, and their actions leave a lasting impact on Frost
those who cross their paths. Ability Score Increase. Your Strength score increases
Half-Giant Names by 1.
See the Names and Titles section for Norse names. Frostblood. You have resistance to Cold damage, and
Half-Giant Traits
are naturally acclimated to cold environments, as
described in chapter 5 of The Dungeon Master’s Guide.
Ability Score Increase. Your Strength score increases Additionally, you are proficient in the Athletics skill.
by 1, and your Constitution score increases by 1. Hill
Age. Half-giants mature at roughly the same rate as Ability Score Increase. Your Constitution score
humans, but live much longer, often reaching 250 years increases by 1.
of age.
Barrel Through. When you move, you can attempt to
Size. Most half-giants stand between 7 to 8 feet tall. enter the space of a creature of Medium size or smaller.
While extraordinarily tall, your non-giant lineage keeps When you do so, that creature must succeed on a
you from reaching the size and stature of your giant kin. Strength saving throw or be knocked prone as you enter
Your size is Medium. their space. The DC for this saving throw equals 8 +
Speed. Your base walking speed is 30 feet.
your Strength modifier + your proficiency bonus. You
can’t force a creature to make this saving throw more
Powerful Build. You count as a Large creature for than once per turn.
purposes of determining your carrying capacity, and Thick-Skinned. While you are not wearing armor, your
how much you can push, pull, and lift. Armor Class equals 10 + your Constitution modifier.
Fearful Presence. Staring down a someone of your size
can make even the fiercest foes tremble and cower with
fear. You have proficiency in the Intimidation Skill.

13
Stone
Ability Score Increase. Your Wisdom score increases by
1.
Child of Stone. You have Darkvision out to 60 feet, and
you have advantage on Dexterity (Stealth) checks made
to hide in rocky terrain. Additionally, you are proficient
with Mason’s Tools.
Storm
Ability Score Increase. Your Intelligence score
increases by 1.
Stormborn. You know the shocking grasp cantrip. At
3rd level, you can cast the spell Thunderwave once per
long rest. Intelligence is your spellcasting ability for
these spells.

14
Jackalfolk
he Jackalfolk are a race of humanoid beings

T
with strong ties to the jackal, an animal
revered in Egyptian mythology. They
embody the cunning, resourcefulness, and
adaptability associated with jackals. With
their jackal-like features and keen senses,
they navigate the world with agility and
precision. Jackalfolk have a deep respect for their
ancestral traditions and hold a special reverence for
Anubis, the god of the afterlife.
Jackalfolk Names
Consult the Names and Titles section for Egyptian-
inspired names.
Jackalfolk Traits
Age. Jackalfolk mature at a similar rate to humans but
have longer lifespans. They can live up to 100 years.
Size. Jackalfolk stand between 5 and 6 feet tall and have
a slender, athletic build. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common


and one extra language of your choice.
Ability Score Increase. Your Dexterity score increases
by 2, and your Wisdom score increases by 1.
Darkvision. Thanks to your keen senses, you have
superior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception
skill.
Ancestral Knowledge. You have advantage on saving
throws against being frightened. Additionally, you have
proficiency in the History skill.
Desert Runner. You are adapted to the harsh conditions
of the desert. You have advantage on Constitution
saving throws against exhaustion, and you can travel for
longer periods without needing water.

15
Ocelotl
eep within the lush jungles of the Aztec lands,

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Jungle Dweller
the Ocelotl race prowls with an air of
mystique and untamed grace. These feline- Ability Score Increase. Your Dexterity score increases
humanoid beings draw their inspiration from by 2.
the revered Ocelot, a symbol of agility, stealth, You have proficiency in the Stealth
and spiritual connection in Aztec mythology. Natural Camouflage.
skill.
Ocelotl possess slender, yet muscular
bodies covered in smooth fur, which can display a range If you move at least 20 feet straight toward a
of colors from tawny browns and spotted patterns to Pounce.
creature and then hit it with a claw attack on the same
vibrant oranges and blacks, echoing the striking turn, that target must succeed on a Strength saving
appearance of their feline counterparts. Their sharp throw (DC 8 + your proficiency bonus + your Dexterity
eyes gleam with an intelligence that hints at their innate modifier) or be knocked prone.
curiosity and instinctual nature.
Guided by a deep reverence for the natural world, Spirit Guide
Ocelotl are intimately connected to the spirits of the Your Wisdom score increases by
jungle. They possess an inherent understanding of the Ability Score Increase.
2.
delicate balance that exists within ecosystems and the
interplay between life and death. This awareness You have proficiency in the Survival
shapes their culture, with rituals and ceremonies Nature’s Insight.
skill.
dedicated to appeasing and honoring the spirits that
watch over their domains. As adventurers, Ocelotl Spiritual Attunement. You can cast the speak with
embody the duality of their nature—combining agility animals spell once, without requiring material
and stealth with an unwavering connection to the components. You regain the ability to cast this spell
spiritual realm. They seek to explore the world beyond after finishing a long rest.
their jungle home, driven by a desire for knowledge,
protecting sacred sites, and unraveling the ancient
mysteries hidden within their ancestral lands.
Ocelotl Names
Consult the Names and Titles section for Aztec names.
Ocelotl Traits
Age. Ocelotl mature at a similar rate to humans,
reaching adulthood in their late teens and living up to
80 years.
Size. Ocelotl stand between 5 and 6 feet tall, with a
sleek and lithe build. Your size is Medium.
Speed. Your base walking speed is 30 feet.

Languages. You can read, write, speak, and understand


Common and Sylvan.
Darkvision. Accustomed to the shadows of the dense
jungle, you have darkvision with a range of 60 feet.
Feline Agility. You can move through the space of any
creature that is of a size larger than yours.
Claws. Your sharp claws are natural weapons, which
you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your
Strength or Dexterity modifier, whichever is higher.
Subrace. Choose one of the below subraces.

16
Oni
ni are fearsome and powerful creatures

O
from Japanese folklore. They are known
for their immense strength, tough bodies,
and menacing presence. Oni possess a mix
of physical might, magical abilities, and a
deep connection to the elemental forces.
While they are often depicted as
malevolent beings, not all Oni are inherently evil. Some
may have complex personalities and motivations.
Oni Names
Consult the Names and Titles section to create an East
Asian name for your character.
Oni Traits
Age. Oni have long lifespans, often reaching several
hundred years. They mature at a similar rate to humans
but continue to age more slowly after reaching
adulthood.
Size. Oni are larger and bulkier than humans. Your size
is Medium.
Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common


and Giant.
Ability Score Increase. Your Strength score increases
by 2, and your Constitution score increases by 1.
Darkvision. Thanks to your monstrous heritage, you
have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Oni Weapon Training. You have proficiency with the
glaive, greatclub, and handaxe.
Menacing Presence. You have proficiency in the
Intimidation skill.
Oni Magic. You know the thaumaturgy cantrip. Once
you reach 3rd level, you can cast the hellish rebuke spell
once per day. Once you reach 5th level, you can also
cast the darkness spell once per day. Charisma is your
spellcasting ability for these spells.
Resilient Form. You have advantage on saving throws
against being charmed or frightened.
Oni Resilience. You have resistance to cold damage.

17
Classes
Classes By Culture
Any
Chaos Domain (Cleric) - 21
Dream Domain (Cleric) - 22
Justice Domain (Cleric) - 23
Madness Domain (Cleric) - 23
Night Domain (Cleric) - 24
Order Domain (Cleric) - 24
Plague Domain (Cleric) - 25
African
Ancestral Spirits Patron (Warlock) - 37
Oath of the Spiritwalker (Paladin) - 28
East Asian
Dragon Patron (Warlock) - 37
Shinobi (Rogue) - 32
Egyptian
Serpent Assassin (Rogue) - 31
Serpent Bloodline (Sorcerer) - 34
Sun Sorcerer (Sorcerer) - 36
Greek
Hoplite (Fighter) - 27
Oracle (Sorcerer) - 34
Mesoamerican
Jaguar Warrior (Fighter) - 27
Oath of the Tlamacazqui (Paladin) - 29
Sacrifice Domain (Cleric) - 26
Mesopotamian
Inanna’s Veiled (Rogue) - 31
Norse
Dragon Patron (Warlock) - 37
Path of the Giants (Barbarian) - 19
Path of the Drengr (Barbarian) - 19
North American
Ancestral Spirits Patron (Warlock) - 37
Oath of the Spiritwalker (Paladin) - 28

18
Barbarian
n addition to the paths provided in the Player’s

I
Handbook, you may choose the barbarian paths Path of the Drengr
below. The Drengr primal path represents the fierce and
relentless warrior spirit, drawing inspiration from the
Path of the Giants legendary Norse warriors known as Drengr. These
Barbarians who follow the Path of the Giants are barbarians embody the indomitable willpower,
those who embrace their inner giant blood, seeking to endurance, and combat prowess of their ancestors,
channel the immense power and strength of their allowing them to channel their inner strength in battle.
ancestors. These barbarians grow in size, strength, and Raging Valor
resilience as they advance, becoming towering Starting when you choose this primal path at 3rd level,
behemoths capable of crushing their foes with ease. you tap into the deep reserves of courage and resilience
Giant’s Body within you. While raging, you gain temporary hit points
At 3rd level, you gain the traits of a giant, growing larger equal to your Constitution modifier at the start of each
and more muscular. You gain advantage on Strength of your turns. Additionally, you have advantage on
checks and saves, and your carrying capacity is doubled. saving throws against being frightened, and you can use
Additionally, your unarmed strikes deal 1d6 damage your bonus action to end one effect on yourself causing
instead of 1d4. you to be charmed or frightened.
Battle Trance
Giant Reach
Starting at 6th level, you gain the ability to attack from a At 6th level, your connection to your warrior lineage
greater distance. Your melee weapon attacks have a enhances your combat prowess. When you enter a rage,
reach of 10 feet, allowing you to strike your enemies you can choose to enter a Battle Trance. While in this
before they can even approach you. trance, you gain the following benefits:
Giant Resilience
You have advantage on Strength checks and
Strength saving throws.
At 10th level, you gain the ability to shrug off damage When you make a melee weapon attack, you can use
like a true giant. You gain resistance to bludgeoning, your reaction to make an additional melee weapon
piercing, and slashing damage, and you can use your attack against a different creature within your reach.
reaction to halve the damage you take from a single The Battle Trance lasts for the duration of your rage,
attack that you can see. or until you are incapacitated or your rage ends.
Titanic Strikes Indomitable Will
Starting at 14th level, you can channel the might of a At 10th level, your sheer determination and willpower
giant into a single devastating blow. Once per turn, grant you resilience against mental assaults. You have
when you hit a creature with a melee weapon attack, advantage on saving throws against being charmed or
you can choose to add an additional 2d8 damage to the frightened. Additionally, while you are raging, you have
attack. Additionally, if the target is a creature that is advantage on Wisdom saving throws.
Large or smaller, it must succeed on a Strength saving
throw (DC = 8 + your proficiency bonus + your Strength Ancestral Fury
modifier) or be knocked prone on a failed save. Starting at 14th level, your connection to your ancestral
Frightening Presence spirits fuels your fury. While raging, your attacks score a
At 18th level, you can tap into the imposing presence of critical hit on a roll of 19 or 20. Furthermore, when you
a giant. As an action, you can let out a roar, forcing all score a critical hit with a melee weapon attack, you can
creatures within 30 feet of you to make a Wisdom roll one additional damage die when determining the
saving throw (DC = 8 + proficiency bonus + Strength extra damage for the critical hit.
modifier) or become frightened of you for 1 minute.
While in this state, you have advantage on Strength
checks and saves, and your melee weapon attacks deal
an additional 1d6 damage. You can use this feature
once per long rest.

19
Unyielding Might
At 20th level, you embody the unwavering spirit of a
true Drengr warrior. Your maximum hit points increase
by an amount equal to your barbarian level, and
whenever you are reduced to 0 hit points and not killed
outright, you can make a Constitution saving throw with
a DC of 5 + the damage taken. On a success, you drop to
1 hit point instead.

20
Cleric
n addition to the domains provided by the Beginning at 8th level, you exude an aura of

I
Player’s Handbook, you may choose from those unpredictability. You and friendly creatures within 10
below. feet of you have advantage on Dexterity saving throws
against effects that would cause them to be restrained
Chaos Domain or incapacitated. Additionally, when a creature hits you
The Chaos Domain embodies the unpredictable with a melee attack, it must succeed on a Wisdom
and ever-shifting forces of chaos. Clerics who follow this saving throw against your spell save DC or become
domain embrace the inherent randomness and frightened of you until the end of its next turn.
disruption that chaos brings. They wield its power to Unleash Chaos
bring about change, upheaval, and unpredictable At 17th level, you can unleash the full power of chaos.
outcomes. As an action, you can cause all creatures of your choice
Domain Spells within 30 feet of you to make a Wisdom saving throw
against your spell save DC. On a failed save, a creature
Cleric Level Spells
is affected by the confusion spell for 1 minute. A
1st disguise self, magic missile
creature can repeat the saving throw at the end of each
3rd
5th
mirror image, pass without trace
blink, elemental weapon
of its turns, ending the effect on itself on a success.
7th confusion, freedom of movement
9th mislead, teleportation circle Cosmos Domain
Clerics who embrace the Cosmos domain draw their
Bonus Proficiencies power from the vast expanse of the celestial realm. They
When you choose this domain at 1st level, you gain forge a deep connection with the cosmic energies that
proficiency with the Sleight of Hand and Acrobatics permeate the universe, gaining insight into the secrets
skills. of the stars and the mysteries of the cosmos. These
clerics are attuned to the ebb and flow of celestial
Chaotic Surge bodies, using their divine abilities to bring forth radiant
power and cosmic guidance.
At 1st level, your connection to chaos allows you to tap
into its unpredictable nature. As a bonus action, you can Domain Spells
roll a d4 and add the result to the next attack roll or The Cosmos domain lets you choose from an expanded
saving throw you make. You can use this feature a list of spells when you learn a cleric spell. The following
number of times equal to your Wisdom modifier spells are added to the cleric spell list for you.
(minimum of once), and you regain all expended uses
after finishing a long rest. Cleric Level Spells
1st guiding bolt, color spray
Channel Divinity: 3rd levitate, moonbeam
Unpredictable Strike 5th fly, tiny hut
Starting at 2nd level, you can use your Channel Divinity 7th arcane eye, hallucinatory terrain
to infuse your strikes with chaotic energy. When you hit 9th dream, scrying
a creature with a melee attack, you can use your Cosmic Awareness
Channel Divinity to roll a d4 and add the result as extra
damage of a random type (acid, cold, fire, lightning, or Also at 1st level, you gain proficiency in the Perception
thunder). skill. Additionally, you can use your action to open your
Channel Divinity: Chaotic awareness to the cosmos, granting you darkvision with
a range of 60 feet for 1 hour. During this time, you also
Shield have advantage on Wisdom (Perception) checks that
At 6th level, you can use your Channel Divinity to rely on sight.
unleash a burst of chaotic energy to shield yourself and
others. As a reaction when you or a creature within 30
feet of you is hit by an attack, you can impose
disadvantage on the attack roll. Roll a d4 and add the
result to the target’s AC against that attack.
Aura of Chaos

21
Channel Divinity
Starting at 2nd level, you can use your Channel Divinity
to tap into the cosmic energy that flows through the
universe. You can use your Channel Divinity to gain one
of the following benefits:
Cosmic Guidance: As a bonus action, you grant
yourself or a creature you can see within 30 feet
advantage on their next attack roll, ability check, or
saving throw before the end of your next turn.
Celestial Burst: When you deal damage with a cleric
spell, you can use your Channel Divinity to imbue it
with radiant energy. The target takes an additional
2d8 radiant damage.
Celestial Resilience
Starting at 6th level, you gain resistance to radiant
damage. Additionally, when you cast a spell that
restores hit points to a creature, you can choose to
maximize the number of hit points restored instead of
rolling. Once you use this feature, you can’t use it again
until you finish a long rest.
Cosmic Infusion
At 8th level, you learn to infuse your spells with celestial
energy. When you cast a cleric spell of 1st level or
higher, you can expend a spell slot to add your Wisdom
modifier to the damage it deals. The extra damage is
radiant or necrotic, whichever you choose.
Dreamer’s Insight
Cosmic Ascendancy
At 17th level, you attain the pinnacle of your cosmic At 1st level, you have a special connection to the realm
connection. As an action, you can transform into a of dreams. During a long rest, you can meditate and
celestial being for 1 minute. While in this form, you gain gain insights into the dreams of others. Choose a
the following benefits: number of creatures equal to your Wisdom modifier
(minimum of one). For the duration of your rest, you can
You have a flying speed equal to your walking speed sense whether each chosen creature is currently
and can hover. dreaming, and if so, you can choose to enter their dream
You have resistance to all damage. as an observer. While observing a dream, you have
When you deal damage with a spell, you can choose advantage on Wisdom (Perception) checks to perceive
to deal radiant damage instead of its usual damage details within the dream and can communicate with the
type. dreamer through dream-like images and emotions.
Sleep Well
Dream Domain At 2nd level, you can use your Channel Divinity to help
Clerics of the Dream domain draw power from the creatures sleep soundly. As an action, you present your
realm of dreams, tapping into the ethereal fabric of holy symbol and choose a number of creatures within
slumbering minds. They have a deep understanding of 30 feet of you up to your Wisdom modifier (minimum of
dreams, prophecies, and the power of the subconscious. one). The chosen creatures gain the benefits of a full
Domain Spells long rest, even if the duration of the rest is shortened.
Additionally, any exhaustion levels they have are
Cleric Level Spells reduced by one.
1st sleep, charm person
3rd calm emotions, mirror image Dream Traveler
5th catnap, sending
At 6th level, you gain the ability to travel through
7th
9th
phantasmal killer, hallucinatory terrain
dream, modify memory
dreams. You can cast the etherealness spell without

22
expending a spell slot or requiring material At 8th level, you can invoke the power of righteous
components. You can use this feature once, and you judgment on your foes. When you deal damage to a
regain expended uses of it when you finish a long rest. creature with a cleric spell, you can impose
Oneiric Resilience
disadvantage on the next attack roll the creature makes
against you before the end of your next turn.
Starting at 8th level, you gain resistance to psychic Divine Justice
damage. Additionally, you have advantage on saving
throws against being charmed or frightened. At 17th level, you gain the ability to unleash divine
Dreamweaver
justice upon your foes. As an action, you present your
holy symbol and call upon the power of justice. Each
At 17th level, you become a master of dreams, capable creature of your choice within 30 feet of you must make
of weaving intricate visions and altering the fabric of a Wisdom saving throw. On a failed save, a creature
reality within dreams. As an action, you can create a 30- takes radiant damage equal to 10 times your cleric level
foot cube centered on yourself that functions as the and is blinded until the end of its next turn. On a
dream spell. You can choose who is affected by the successful save, a creature takes half damage and isn’t
dream and can modify the dream’s content as desired. blinded. Once you use this feature, you can’t use it again
This dream persists for 8 hours, and creatures within it until you finish a long rest.
experience it as if it were real. Once you use this
feature, you can’t use it again until you finish a long rest. Madness Domain
Clerics of the Madness domain tap into the chaotic and
Justice Domain unpredictable nature of madness. They are conduits of
Clerics of the Justice domain are champions of fairness, insanity and use their powers to sow discord and
righteousness, and upholding the law. They seek to confusion.
bring balance and punish those who have strayed from Domain Spells
the path of justice.
Cleric Level Spells
Domain Spells 1st dissonant whispers, Tasha’s hideous laughter
Cleric Level Spells 3rd phantasmal force, crown of madness
1st command, compelled duel 5th fear, hypnotic pattern
3rd zone of truth, hold person 7th confusion, phantasmal killer
5th beacon of hope, protection from energy 9th modify memory, synaptic static
7th guardian of faith, banishment
9th commune, geas Bonus Proficiency
Bonus Proficiency
At 1st level, you gain proficiency in the Intimidation
skill.
At 1st level, you gain proficiency in the Insight skill. Disciple of Madness
Divine Strike At 1st level, you can channel the chaotic power of
At 1st level, you gain the ability to infuse your weapon madness to gain advantage on saving throws against
strikes with divine energy. Once on each of your turns being charmed or frightened.
when you hit a creature with a weapon attack, you can Channel Divinity: Touch of
cause the attack to deal an extra 1d8 radiant damage. Madness
Avatar of Justice
Starting at 2nd level, you can use your Channel Divinity
At 6th level, you can channel the power of justice to to inflict madness upon your enemies. As an action,
become an embodiment of divine retribution. As an choose a creature you can see within 5 feet of you. The
action, you can transform, gaining temporary hit points target must make a Wisdom saving throw or be affected
equal to your cleric level + your Wisdom modifier. You by the confusion spell until the end of your next turn.
radiate an aura of justice for 1 minute, during which you
gain advantage on saving throws against being Aura of Madness
frightened, and creatures of your choice within 10 feet Beginning at 6th level, your presence becomes
of you take radiant damage equal to half your cleric level unsettling to others. Any creature of your choice that
at the start of their turns. starts its turn within 10 feet of you must make a
Righteous Judgment Wisdom saving throw. On a failed save, the creature is

23
affected by the confusion spell until the start of its next Night’s Embrace
turn.
At 8th level, you gain resistance to necrotic damage.
Insanity’s Embrace Additionally, you can add your Wisdom modifier to any
At 17th level, you become a conduit of madness itself. Charisma (Intimidation) checks you make while in dim
As an action, you can unleash a wave of psychic energy light or darkness.
in a 60-foot radius centered on yourself. Each creature Shadowform
in that area must make an Intelligence saving throw. On
a failed save, a creature takes psychic damage equal to At 17th level, you can transform into a creature of living
10 times your cleric level, and its mind becomes filled shadow. As an action, you can enter a shadowy form
with maddening visions, causing it to be stunned until that lasts for 1 minute. While in this form, you have
the end of its next turn. On a successful save, a creature resistance to all damage except radiant damage, and
takes half damage and isn’t stunned. Once you use this you can move through other creatures and objects as if
feature, you can’t use it again until you finish a long rest. they were difficult terrain. You also gain a fly speed
equal to your walking speed. Once you use this feature,
Night Domain you can’t use it again until you finish a long rest.
Clerics of the Night domain draw their power from the Order Domain
mysterious forces that govern the darkness. They have a
deep understanding of the night, shadows, and the Clerics of the Order domain seek to establish and
secrets hidden within the dark corners of the world. maintain structure, harmony, and obedience. They
uphold the principles of law and strive to bring order to
Domain Spells the world.
Cleric Level Spells Domain Spells
1st faerie fire, silent image
3rd darkness, pass without trace Cleric Level Spells
5th fear, nondetection 1st command, heroism
7th greater invisibility, locate creature 3rd hold person, zone of truth
9th dream, mislead 5th mass healing word, slow
7th compulsion, locate creature
Eyes of the Night 9th dominate person, hold monster

At 1st level, you gain darkvision with a range of 60 feet. Bonus Proficiency
If you already have darkvision, its range increases by 30
feet. Additionally, as an action, you can magically grant At 1st level, you gain proficiency in the Persuasion skill.
darkvision to a number of creatures of your choice Voice of Authority
within 30 feet of you equal to your Wisdom modifier
(minimum of one). This effect lasts for 1 hour Starting at 1st level, when you use a spell of 1st level or
and doesn’t require concentration. higher to restore hit points to a creature, the target can
Shadow Step use its reaction to make one weapon attack against a
creature of your choice that you can see.
At 2nd level, you gain the ability to step through Channel Divinity: Order’s
shadows and teleport up to 60 feet to an unoccupied
space you can see that is in dim light or darkness. You Demand
can use this feature a number of times equal to your Beginning at 2nd level, you can use your Channel
Wisdom modifier (minimum of once), and you regain all Divinity to exert control over others. As an action, you
expended uses when you finish a long rest. present your holy symbol and choose a creature you can
Umbral Shield see within 30 feet of you. The target must make a
Wisdom saving throw or be charmed or frightened by
Starting at 6th level, you can use your Channel Divinity you (your choice) until the end of your next turn.
to create a protective shield of darkness. As a reaction
when you or a creature within 30 feet of you is hit by an Embodiment of the Law
attack, you can grant the target a +2 bonus to its AC At 6th level, your alignment becomes lawful if it isn’t
against that attack, potentially causing it to miss. If the already. Additionally, you have advantage on saving
attack still hits, the target takes necrotic damage equal
to your cleric level. Once you use this feature, you can’t
use it again until you finish a short or long rest.

24
throws against being charmed or frightened.
Order’s Wrath
Starting at 8th level, when you deal damage to a
creature with a cleric spell, you can impose a penalty to
the target’s attack rolls against you until the start of
your next turn. The penalty equals your Wisdom
modifier.
Order’s Dominion
At 17th level, your control over order reaches its
pinnacle. As an action, you can establish a zone of
perfect order in a 60-foot radius centered on yourself.
The area becomes magically infused with order, and
chaos is suppressed within it. Creatures of your choice
that start their turn in the zone regain hit points equal to
5 times your cleric level, and they have advantage on all
saving throws while in the zone. Additionally, any
creature that starts its turn in the zone must make a
Wisdom saving throw or be affected by the calm
emotions spell for the duration. The zone lasts for 1
minute and can’t be dispelled. Once you use this feature,
you can’t use it again until you finish a long rest.
Plague Domain
Clerics of the Plague domain are conduits of disease,
decay, and pestilence. They wield the power of sickness
to weaken their enemies and bring suffering to those Channel Divinity: Plague’s
who oppose them. Embrace
Domain Spells
Beginning at 2nd level, you can use your Channel
Cleric Level Spells Divinity to invoke the power of pestilence. As an action,
1st ray of sickness, inflict wounds you present your holy symbol and select a creature you
3rd cloud of daggers, blindness/deafness can see within 30 feet of you. The target must make a
5th stinking cloud, contagion Constitution saving throw or be affected by a disease of
7th blight, confusion your choice. The target can repeat the saving throw at
9th insect plague, cloudkill the end of each of its turns, ending the effect on a
success.
Bonus Proficiency Aura of Decay
At 1st level, you gain proficiency in the Medicine skill. At 6th level, you emanate an aura of decay that weakens
Plague Domain Spells your enemies. The aura extends 10 feet from you, and
At 1st level, you learn the poison spray cantrip, which any enemy creature that starts its turn within this aura
counts as a cleric cantrip for you. takes necrotic damage equal to your cleric level. This
damage ignores resistance and immunity to necrotic
Plaguebearer damage.
Starting at 1st level, your touch can inflict disease. Divine Strike
When you hit a creature with a melee attack, you can At 8th level, you gain the ability to infuse your weapon
choose to inflict a disease on the target. The target must strikes with necrotic energy. Once on each of your turns
succeed on a Constitution saving throw or become when you hit a creature with a weapon attack, you can
infected with a disease of your choice from the list of cause the attack to deal an extra 1d8 necrotic damage.
diseases in the Dungeon Master’s Guide.

25
Epidemic Infusion
Beginning at 8th level, you emanate an aura of
protection. The aura extends 10 feet from you, and any
At 17th level, your mastery of diseases reaches its peak. ally creature that starts its turn within this aura gains
As an action, you can choose a number of creatures temporary hit points equal to your cleric level.
equal to your Wisdom modifier within 60 feet of you and Martyr’s Resurgence
infuse them with contagious diseases. Each target must
make a Constitution saving throw. On a failed save, a At 17th level, your devotion and sacrifice empower you
target is affected by a disease of your choice from the with unparalleled resilience. When you are reduced to 0
list of diseases in the Dungeon Master’s Guide. On a hit points and fall unconscious, you can choose to
successful save, a target is unaffected. Once you use this instead remain conscious and regain hit points equal to
feature, you can’t use it again until you finish a long rest. your cleric level + your Wisdom modifier. Additionally,
for the next minute, you have resistance to all damage
Sacrifice Domain and all attacks you make that hit automatically count as
Clerics of the Sacrifice domain are willing to offer critical hits. Once you use this feature, you can’t use it
themselves for the greater good. They embrace the again until you finish a long rest.
concept of self-sacrifice and draw upon its power to
protect and heal others.
Domain Spells
Cleric Level Spells
1st cure wounds, sanctuary
3rd aid, gentle repose
5th revivify, spirit guardians
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Selfless Protector
At 1st level, you gain the ability to protect others at your
own expense. When a creature you can see within 5 feet
of you takes damage, you can use your reaction to
intercept the attack. You take the damage instead of the
target creature. If this reduces you to 0 hit points, the
original target takes no damage from the attack. This
feature can be used a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Channel Divinity: Sacrificial
Vigor
Starting at 2nd level, you can use your Channel Divinity
to bolster your allies through sacrifice. As an action, you
can choose a willing creature you can see within 30 feet A demonstration of Aztec self-sacrifice to recieve
of you. The target gains temporary hit points equal to blessings from the gods.
your cleric level + your Wisdom modifier.
Healing Bond
At 6th level, you can create a healing bond with another
creature. As an action, you can touch a willing creature
and create a magical connection between you. While the
bond persists, you and the target can each use a bonus
action on your turn to regain hit points equal to your
cleric level. The bond lasts for 1 hour or until you use
this feature on a different creature.
Sacrificial Aura

26
Fighter
n addition to those provided in the Player’s

I
Handbook, you may choose the archetypes paths
below.
Hoplite
The Hoplites are warriors inspired by the ancient
Greek soldiers known for their phalanx formations and
disciplined combat. Clad in heavy armor and wielding
spears and shields, they excel in defensive tactics and
coordinated attacks.
Phalanx Formation
At 3rd level, you gain the ability to form a defensive
phalanx with your allies. While you are wielding a shield
and are adjacent to at least one other friendly creature
wielding a shield, you and those allies gain a +2 bonus
to AC. Additionally, when you are in this formation, you
have advantage on saving throws against being knocked
prone or moved against your will.
Spear Mastery
Starting at 7th level, your skill with the spear is honed
to perfection. You gain the following benefits:
Your reach with spears increases by 5 feet. An Aztec jaguar warrior
When you hit a creature with a spear attack, you can
attempt to push the target up to 10 feet away from Jaguar Warrior
you. The target must make a Strength saving throw Jaguar Warriors are elite fighters who embody the
(DC 8 + your proficiency bonus + your Strength ferocity and agility of the jaguar, revered as a symbol of
modifier) or be moved. power and valor in Aztec and Mayan societies. These
Shield Wall warriors excel in close-quarters combat, striking fear
into the hearts of their enemies with their deadly
At 10th level, your mastery of shield tactics allows you prowess.
to form an impenetrable defense. While you are Feline Grace
wielding a shield, you have resistance to all damage
dealt by ranged weapon attacks. Starting at 3rd level, you gain increased agility and
Phalanx Charge feline reflexes. You gain proficiency in Dexterity saving
throws if you don’t already have it. Additionally, your
Starting at 15th level, you can unleash a devastating movement speed increases by 10 feet, and you gain a
charge while in phalanx formation. When you move at climbing speed equal to your movement speed.
least 10 feet in a straight line towards a target and hit it Jaguar’s Claw
with a melee weapon attack on the same turn, the target
takes an additional 1d8 piercing damage. If the target is At 3rd level, your strikes become deadlier. Whenever
a creature, it must also succeed on a Strength saving you hit with a melee weapon attack, you can expend a
throw (DC 8 + your proficiency bonus + your Strength superiority die to deal extra damage equal to the roll of
modifier) or be knocked prone. the superiority die. If the attack was a critical hit, roll
Shield Mastery the superiority die twice and add both results to the
damage.
At 18th level, your shield becomes an extension of your
body. You can use your reaction to impose disadvantage
on an attack roll made against you or an ally within 5
feet of you, provided that you are wielding a shield.

27
Prowling Ambusher Tenets of the Spiritwalker
Starting at 7th level, you have advantage on initiative The Oath of the Spiritwalker emphasizes the following
rolls. Additionally, if you surprise a creature and hit it tenets:
with a melee attack on your first turn in combat, the Harmony: A Spiritwalker seeks to maintain harmony
attack deals an extra 1d6 damage. between the physical and spiritual realms. They
Feral Instinct strive to understand and respect the intricate
balance of nature, fostering cooperation and
At 10th level, your connection to the jaguar enhances coexistence.
your senses and instincts. You have advantage on Connection: The Spiritwalker forms a strong
Wisdom (Perception) checks and saving throws against spiritual bond with the natural world, the spirits, and
being charmed or frightened. their ancestors. They nurture these connections
Jaguar’s Resilience through rituals, meditation, and acts of reverence.
Protection: The Spiritwalker is entrusted with
Starting at 15th level, your bond with the jaguar grants safeguarding the lands and the creatures that inhabit
you resilience in battle. You have resistance to them. They defend against those who seek to exploit
bludgeoning, piercing, and slashing damage from non- or harm the natural order.
magical attacks. Guidance: The Spiritwalker serves as a guide and
mediator between the mortal realm and the spiritual
Jaguar’s Fury realm. They provide wisdom, counsel, and assistance
At 18th level, you tap into the primal fury of the jaguar. to their community, drawing upon the insights of the
Whenever you hit a creature with a melee weapon spirits and ancestral knowledge.
attack, you can choose to activate Jaguar’s Fury. Until Channel Divinity
the start of your next turn, your attacks against that
creature score a critical hit on a roll of 19 or 20. When you take the Oath of the Spiritwalker at 3rd level,
you gain access to the following Channel Divinity
Paladin options:
n addition to those provided in the Player’s Nature’s Wrath: As an action, you can channel the

I
Handbook, you may choose from these paladin spirits’ wrath to command the forces of nature.
oaths. Choose a point within 60 feet of you. Each creature
of your choice within a 20-foot radius centered on
Oath of the that point must make a Dexterity saving throw. On a
failed save, a creature takes damage equal to your
Spiritwalker Paladin level + your Wisdom modifier as the area
The Spiritwalkers are revered warriors among native becomes difficult terrain. Additionally, the affected
tribes who possess a deep connection to the spirits of creatures have their movement speed halved until
nature, ancestors, and animal guides. They take the the end of their next turn.
Ancestral Shield: As a reaction when you or an ally
Oath of the Spiritwalker, dedicating themselves to within 30 feet of you is targeted by an attack, you can
preserving the balance of the natural world, communing invoke the protection of your ancestors. The target
with spirits, and protecting their people from gains a bonus to its AC equal to your Charisma
supernatural and mundane threats. modifier, potentially causing the attack to miss.
Additional Spells
Aura of Guidance
The Oath of the Spiritwalker grants you the following Starting at 7th level, your connection to the spirits
spells: empowers your presence, granting guidance and insight
Paladin Level Spells to those around you. You and friendly creatures within
3rd purify food and drink, speak with animals 10 feet of you gain advantage on Wisdom (Perception)
5th moonbeam, locate animals or plants checks and have advantage on saving throws against
9th call lightning, speak with plants being charmed or frightened.
13th divination, guardian of nature
17th commune with nature, flame strike

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Paladin Level Spells
Spirit’s Resilience 3rd Bless, Command
At 15th level, the spirits fortify your body, enhancing 5th Hold Person, Locate Object
your resilience and resistance. You gain the following 9th Beacon of Hope, Crusader’s Mantle
benefits: 13th
17th
Death Ward, Guardian of Faith
Circle of Power, Destructive Wave
You have resistance to necrotic and poison damage. These spells are all from the Player’s Handbook,
Whenever you or a friendly creature within 10 feet of ensuring compatibility and accessibility within the core
you would take necrotic or poison damage, they rulebook of Dungeons & Dragons 5th edition.
instead regain hit points equal to half the damage
they would have taken. Tenets of the Tlamacazqui
Avatar of the Spirits The Oath of the Tlamacazqui emphasizes the following
At 20th level, you can fully embody the essence of the tenets:
spirits, transforming into an ethereal being of immense Duty: A Tlamacazqui’s foremost duty is to the gods
power. As an action, you can enter your Avatar of the and their people. They must uphold the traditions,
Spirits form for 1 minute. While in this form, you gain laws, and customs of their culture, acting as
the following benefits: guardians and enforcers of justice.
Sacrifice: The Tlamacazqui understand the
Your movement speed increases by 30 feet, and you importance of sacrifice for the greater good. They
gain a flying speed equal to your walking speed. willingly put themselves in harm’s way and make
You have resistance to all damage except force personal sacrifices to ensure the well-being and
damage. prosperity of their people.
You can use your action to force each creature of Devotion: A Tlamacazqui’s faith in the Aztec deities
your choice within 30 feet of you to make a Wisdom is unwavering. They strive to maintain a strong
saving throw. On a failed save, a creature becomes spiritual connection, honoring the gods through
frightened for 1 minute. They can repeat the saving rituals, prayers, and acts of worship.
throw at the end of each of their turns, ending the Protection: The Tlamacazqui are sworn to protect
effect on a success. their people from external threats and internal
Once during this form, when you hit a creature with discord. They act as shields, defending the innocent,
a melee weapon attack, you can channel the and punishing those who bring harm to the
combined might of the spirits. The target takes community.
additional radiant, necrotic, or force damage (your
choice) equal to your Paladin level + your Charisma Channel Divinity
modifier.
Once you use this feature, you can’t use it again until When you take the Oath of the Tlamacazqui at 3rd level,
you finish a long rest. you gain access to the following Channel Divinity
options:
Oath of the Solar Radiance: As an action, you can channel the
radiant energy of the sun to create a burst of intense
Tlamacazqui light. Each creature of your choice within 30 feet of
The Tlamacazqui are revered priests and warriors in you must make a Constitution saving throw. On a
the Aztec civilization, dedicated to the gods and tasked failed save, the creature takes radiant damage equal
with upholding justice and protecting their people. to your Paladin level + your Charisma modifier, or
Those who take the Oath of the Tlamacazqui become half damage on a successful save. Additionally,
holy champions, blending martial prowess with divine undead and fiends have disadvantage on this saving
magic to serve as defenders and enforcers of Aztec throw.
society. Binding Chains: As an action, you can touch a
restrained or incapacitated creature and attempt to
Additional Spells bind them with ethereal chains. The creature must
The Oath of the Tlamacazqui grants you the following make a Strength saving throw. On a failed save, they
spells: are magically bound and restrained until the end of
their next turn. The restrained creature can repeat
the saving throw at the end of each of their turns,
ending the effect on a success.

29
Aura of Zeal
Starting at 7th level, your dedication to the Aztec deities
fuels your zeal, radiating an aura of divine power. You
and friendly creatures within 10 feet of you gain a bonus
to saving throws against being charmed or frightened
equal to your Charisma modifier.
Sun’s Embrace
At 15th level, your connection to the sun deities
deepens, granting you protection and resilience. You
gain the following benefits:
You have resistance to radiant damage.
Whenever you cast a spell that deals radiant damage
or you hit a creature with a melee weapon attack,
you regain hit points equal to half the damage dealt.
Avatar of the Sun
At 20th level, you can embody the aspect of the sun
itself, transforming into a radiant being of immense
power. As an action, you can enter your Avatar of the
Sun form for 1 minute. While in this form, you gain the
following benefits:
Your movement speed increases by 30 feet.
Whenever you deal radiant damage, you deal
additional radiant damage equal to your Charisma
modifier.
You have advantage on saving throws against spells
and other magical effects.
Once during this form, when you hit a creature with
a melee weapon attack, you can choose to unleash
the full might of the sun. The target takes additional
radiant damage equal to your Paladin level + your
Charisma modifier, and they are blinded until the
end of their next turn. They can make a Constitution
saving throw to avoid being blinded.
Once you use this feature, you can’t use it again until
you finish a long rest.

30
Rogue
n addition to those provided in the Player’s Once you use this feature, you can’t use it again until

I
Handbook, you may choose the archetypes paths you finish a short or long rest.
below. Seductive Master
Inanna’s Veiled At 17th level, your mastery of seduction reaches its
Inanna’s Veiled is a rogue archetype that draws pinnacle. You can use your action to target a creature
inspiration from the goddess Inanna of ancient within 30 feet that can see and hear you. The target
Mesopotamian mythology. These rogues are masters of must make a Wisdom saving throw against your Sneak
seduction, deception, and manipulation, using their Attack DC. On a failed save, it becomes charmed by you
charm and wits to gain the upper hand in any situation. for 1 hour. While charmed in this way, the target is
completely enthralled and will comply with your
Veiled Manipulation reasonable requests. The effect ends if the target takes
Starting at 3rd level, you gain expertise in the art of any damage or if you or your allies harm the charmed
manipulation. You have advantage on all Charisma creature. Once you use this feature, you can’t use it
(Deception) and Charisma (Persuasion) ability checks again until you finish a long rest.
made to deceive or seduce others. Additionally, you can
use your Sneak Attack feature on a target that is Serpent Assassin
charmed or has advantage on saving throws against The Serpent Assassin embodies the deadly art of
being charmed. assassination and poison mastery, drawing inspiration
Alluring Veil
from the cunning and lethal aspects of the serpent and
of ancient Egyptian roguwes. These rogues excel at
At 3rd level, you learn to enchant others with your infiltrating their targets’ domains, striking swiftly and
mysterious allure. When you take the Hide action, you silently, and utilizing poisons to devastating effect.
can choose to magically enhance your veil to captivate Poisoner’s Expertise
the senses of those around you. Creatures that rely on
sight have disadvantage on Wisdom (Perception) checks Starting at 3rd level, your proficiency with poisons
to detect you until the start of your next turn. deepens. You gain proficiency with the poisoner’s kit if
Additionally, if a creature sees you remove or adjust you don’t already have it. Additionally, you can create
your veil, it must make a Wisdom saving throw against and apply potent poisons more quickly and effectively.
your Sneak Attack DC. On a failed save, the creature is When you use the poisoner’s kit to apply poison to a
charmed by you for 1 minute or until it takes damage. It weapon, it takes you half the normal time, and the DC to
repeats the saving throw at the end of each of its turns, resist the poison’s effects is increased by your
ending the effect on a success. proficiency bonus.
Beguiling Presence Serpent Strike
At 9th level, your presence becomes even more At 3rd level, you learn the art of striking with deadly
irresistible. You gain proficiency in the Charisma precision. When you hit a creature with a weapon attack
(Intimidation) skill if you don’t already have it. that deals sneak attack damage, you can choose to
Additionally, when you use your Sneak Attack feature, forego rolling damage dice and instead automatically
you can choose to forgo dealing extra damage to deal maximum damage. Additionally, if the target is
attempt to charm the target. The target must make a poisoned, it has disadvantage on the saving throw to
Wisdom saving throw against your Sneak Attack DC. resist being grappled or restrained by your abilities.
On a failed save, it is charmed by you until the end of
your next turn or until it takes damage. While charmed
in this way, the target is incapacitated and treats you as
its ally.
Evasive Veil
At 13th level, your veiled presence allows you to
effortlessly avoid harm. When you are targeted by an
attack while wearing your veil, you can use your
reaction to impose disadvantage on the attack roll. If the
attack misses, you can immediately move up to half your
movement speed without provoking opportunity attacks.

31
Serpent’s Guile
techniques from the list below. You learn an additional
technique at 9th, 13th, and 17th level. Some techniques
At 9th level, your mastery of deception and require a saving throw. The saving throw DC is
manipulation reaches new heights. You gain advantage calculated as follows:
on all Charisma (Deception) and Charisma (Persuasion) Ninjutsu DC = 8 + your proficiency bonus + your
ability checks made to deceive or manipulate others. Dexterity modifier
Additionally, when you use your Cunning Action to Shadow Veil: You can cast the pass without trace
Hide, you can choose to make a Charisma (Deception) spell once using this feature, and you regain the
check contested by a creature’s Wisdom (Perception) ability to do so after finishing a short or long rest.
check. If you succeed, the creature’s passive Perception Additionally, when you are in dim light or darkness,
is considered 10 for the purpose of detecting you until you can take the Hide action as a bonus action.
the start of your next turn. Blade Fury: When you take the Attack action on your
Cloak of Shadows turn, you can forgo one of your attacks to make a
At 13th level, you gain the ability to blend seamlessly ranged attack with a shuriken. The range of the
with shadows. When you are in an area of dim light or shuriken is 20/60 feet, and it deals 1d4 piercing
darkness, you can use a bonus action to magically damage. This damage increases to 1d6 at 9th level,
become invisible until the start of your next turn or until 1d8 at 13th level, and 1d10 at 17th level.
Shadow Manipulation: You gain proficiency in the
you attack or cast a spell. Once you use this feature, you Stealth skill. If you are already proficient in Stealth,
can’t use it again until you finish a short or long rest. you can add double your proficiency bonus to checks
Serpent’s Embrace made with that skill. Additionally, you can use your
Cunning Action to cast the minor illusion cantrip
At 17th level, you unlock the true power of the serpent without using a spell slot. Intelligence is your
within you. When you hit a creature with a sneak attack, spellcasting ability for this cantrip.
you can choose to expend a use of your Venomous Acrobatic Dodge: When a creature you can see hits
Strike feature to force the target to make a Constitution you with an attack, you can use your reaction to
saving throw against your Ninjutsu DC. On a failed save, impose disadvantage on the attack roll. If the attack
the target takes poison damage equal to your Sneak misses, you can move up to half your movement
Attack damage at the start of its turns for a number of speed without provoking opportunity attacks.
rounds equal to your Dexterity modifier. On a successful Poison Mastery: You gain proficiency with
save, the target takes half damage and the effect ends. poisoner’s kit. When you apply poison to a weapon,
Additionally, while you are hidden, your Sneak Attack the DC to resist the poison’s effects is increased by
damage increases by an additional 1d6. 2.
Shadow Clone: As an action, you can create an
Shinobi illusory duplicate of yourself. The clone appears
The Shinobi, also known as the legendary ninja of within 5 feet of you and lasts for 1 minute, or until it
fuedal japan, is a master of stealth, espionage, and is destroyed. The clone shares your statistics, except
deadly precision. Trained in the shadowy arts of it has only 1 hit point and can’t attack. It can take the
infiltration and assassination, they excel at striking from Help action as a bonus action on your turn.
the darkness and manipulating their enemies to gain Elusive
the upper hand. Whether serving as spies, mercenaries,
or elite operatives, Shinobi Rogues are adept at Starting at 9th level, your mastery of stealth and evasion
navigating treacherous situations and taking down their makes you incredibly elusive. You can’t be surprised
targets swiftly and silently. while you are conscious, and other creatures have
Shadow Step disadvantage on attack rolls against you as long as you
aren’t incapacitated.
At 3rd level, you gain the ability to move through the Shadow Mastery
shadows with uncanny swiftness. As a bonus action, you
can magically teleport up to 60 feet to an unoccupied At 13th level, you have gained unparalleled mastery
space you can see in dim light or darkness. This over shadows and darkness. You have advantage on
teleportation can take you behind an enemy, allowing saving throws against being charmed or frightened.
you to gain advantage on your next attack against them. Additionally, you can cast the darkness spell once using
Ninjutsu Techniques this feature, and you regain the ability to do so after
finishing a long rest.
At 3rd level, you learn a set of Ninjutsu techniques that
enhance your stealth and combat abilities. Choose two

32
Shadow Dance
You have advantage on opportunity attack rolls.
You can move through the space of any creature that
At 17th level, you gain the ability to weave through the is one size larger than you or smaller.
battlefield like a phantom. As an action, you can enter a Your attacks have reach of 10 feet, and you can
state of enhanced agility and speed known as Shadow make an additional attack as part of your Attack
Dance. While in this state, you gain the following action.
benefits: Shadow Dance lasts for 1 minute, and once you use
Your movement speed increases by 30 feet. this feature, you can’t use it again until you finish a long
You have advantage on Dexterity saving throws and rest.
Dexterity-based ability checks.

33
Sorcerer
n addition to the sorcerous origin options Also at 18th level, you gain the ability to regain

I
available in the Player’s Handbook, you may expended sorcery points when you finish a short rest.
choose one of the options below. The number of sorcery points you regain is equal to
your Charisma modifier (minimum of 1).
Oracle
The Oracle sorcerous origin draws inspiration
from the oracles of ancient Greek mythology, who
possessed the gift of prophecy and were believed to
communicate with the gods. Those with the Oracle
origin have a mystical connection to the weave of fate
and possess the ability to glimpse into the future,
harness divine energies, and unravel the secrets of
destiny.
Prophetic Insight
At 1st level, you gain proficiency in the History and
Religion skills. Additionally, you can spend 1 sorcery
point to gain advantage on an ability check or saving
throw related to divination, deciphering prophecies, or
understanding ancient texts or symbols.
Oracle’s Vision
Starting at 1st level, your visions of the future manifest
in subtle ways. You gain the detect magic spell, which
doesn’t count against your number of sorcerer spells
known. You can cast detect magic as a bonus action
without expending a spell slot a number of times equal A famous depiction of the Delphic Oracle
to your Charisma modifier (minimum of once). You
regain all expended uses when you finish a long rest. Serpent Bloodline
Divine Insight The Serpent Bloodline sorcerer draws their power from
the ancient and mystical serpents of Egyptian
At 6th level, your connection to the divine grants you mythology. They are blessed with the bloodline of
glimpses of hidden truths. You gain proficiency in the serpents, granting them an affinity for manipulation,
Insight skill. If you are already proficient in Insight, you charm, and deadly magic. As their powers grow, they
add double your proficiency bonus to checks made with become more snake-like in appearance and gain
that skill. Additionally, as an action, you can spend 2 mastery over serpentine forces.
sorcery points to cast augury without expending a spell Serpentine Spellcasting
slot.
Fate’s Veil Starting at 1st level, you gain access to serpent-themed
spells that are added to your sorcerer spell list. These
Starting at 14th level, you become veiled in the mists of spells are always considered sorcerer spells for you, but
fate, making it difficult for enemies to strike you. While they do not count against the number of spells you
you aren’t incapacitated, you have resistance to damage know. The spells include charm person, suggestion,
from spells and magical effects, and you have advantage poison spray, animal friendship, dominate beast,
on saving throws against spells. conjure animals, and shapechange (limited to serpents).
Oracle’s Ascendancy Serpent’s Gaze
At 18th level, your mastery over divination magic At 1st level, your eyes take on a reptilian appearance,
reaches its apex. You can cast the foresight spell once gaining a slitted, serpentine shape. You gain darkvision
without expending a spell slot. Additionally, when you with a range of 60 feet. Additionally, you have advantage
roll initiative and have no sorcery points remaining, you on saving throws against being charmed or frightened.
regain 3 sorcery points.
Sorcerous Restoration

34
Venomous Touch
Starting at 6th level, your connection to serpents allows
you to channel their venomous power. Whenever you
deal damage to a creature with a spell of 1st level or
higher, you can spend 1 sorcery point to add your
Charisma modifier as poison damage to that spell’s
damage. The target must make a Constitution saving
throw against your sorcerer spell save DC. On a failed
save, the target is also poisoned until the end of its next
turn.
Serpent’s Resilience
At 14th level, you gain resistance to poison damage and
advantage on saving throws against poison.
Additionally, you can use your reaction to impose
disadvantage on a melee attack roll against you made by
a creature within 10 feet of you. Once you use this
feature, you can’t use it again until you finish a short or
long rest.
Serpent’s Transformation
At 18th level, your connection to serpents reaches its
pinnacle, allowing you to transform into a powerful
serpentine form. As an action, you can magically
assume the form of a Large serpent for 1 minute. While
in this form, you gain the following benefits:
You have resistance to bludgeoning, piercing, and
slashing damage from non-magical attacks.
You gain a climb speed equal to your movement
speed and can move along vertical surfaces and
upside down on ceilings.
You can make a bite attack as a bonus action,
dealing 2d10 + your Charisma modifier piercing
damage. On a hit, the target must make a
Constitution saving throw against your sorcerer spell
save DC or be poisoned for 1 minute.
You can speak with serpents and they recognize you
as a kin.
Once you use this feature, you can’t use it again until
you finish a long rest.

35
Sun Sorcerer
The Sun Sorcerer draws power from the radiant energy
of the sun, channeling the brilliance and life-giving force
of the celestial orb. This sorcerer subclass embodies the
essence of solar deities and harnesses their radiant
might.
Sun’s Blessing
At 1st level, you gain resistance to radiant damage.
Additionally, you have advantage on saving throws
against being blinded and spells or effects that would
reduce your vision.
Solar Radiance
Starting at 1st level, you can unleash solar radiance as a
bonus action. Your body emanates bright light in a 10-
foot radius, shedding dim light for an additional 10 feet.
While the radiance is active, you have the following
benefits:
You gain a bonus to your AC equal to your Charisma
modifier.
Creatures that start their turn within 5 feet of you
take radiant damage equal to your Charisma
modifier.
The radiance lasts for 1 minute, and you can use this
feature a number of times equal to your Charisma
modifier (minimum of once). You regain expended uses
after finishing a long rest.
Sun’s Fury
At 6th level, your connection to the sun grants you the
ability to unleash its fury. When you cast a spell that
deals fire or radiant damage, you can add your
Charisma modifier to the damage roll.
Additionally, whenever you cast a spell of 1st level or
higher that deals fire or radiant damage, you can choose
to ignore resistance to fire or radiant damage, or treat
immunity as resistance.
Radiant Soul
At 14th level, you gain resistance to fire damage. Your
Solar Radiance feature now extends its benefits to your
allies within the bright light radius. Allies starting their
turn within 5 feet of you gain a bonus to their AC equal
to your Charisma modifier.
Ascendance
At 18th level, you become a true embodiment of the
sun’s power. As an action, you can transform into a
Solar Avatar for 1 minute. During this time:
You gain a fly speed equal to your walking speed,
and you can hover.
You emit bright light in a 30-foot radius, shedding
dim light for an additional 30 feet.

36
When you deal damage with a spell that deals fire or At 14th level, you gain the ability to channel the essence
radiant damage, you can reroll any number of the of your ancestors, transforming into a powerful spectral
damage dice once. form. As an action, you can enter the Ancestral Avatar
You have advantage on saving throws against spells state, which lasts for 1 minute. While in this form, you
and effects that would blind you, and you have gain the following benefits:
resistance to all damage.
You become incorporeal and gain resistance to all
Once you use this feature, you can’t use it again until damage except force damage.
you finish a long rest. You gain a flying speed of 60 feet.
Your spells and Eldritch Blast ignore resistance to
Warlock necrotic damage and treat immunity to necrotic
damage as resistance instead.
hese patron options are available in Once per turn, when you deal damage to a creature,

T
addition to the warlock patrons in the you can choose to regain hit points equal to half the
Player’s Handbook. damage dealt.
Once you use this feature, you can’t use it again until
Ancestral Spirits you finish a long rest.
Patron Dragon Patron
Your patron is a powerful entity that represents the Your patron is an ancient dragon, a creature of
collective wisdom, guidance, and protection of your immense power and wisdom. Whether through a pact
ancestors from various tribes. These ancestral spirits made with the dragon or a bond forged through shared
have chosen you as their vessel, granting you a portion goals, you have gained access to its draconic magic and
of their ancient knowledge, spiritual insight, and knowledge.
magical abilities. They watch over you, guiding your
path and fueling your warlock magic with their Expanded Spell List
ancestral power.
Spell Level Spells
Ancestral Blessing 1st Chromatic Orb, Protection from Energy
Starting at 1st level, you gain the ability to communicate 2nd Dragon’s Breath, Enlarge/Reduce
with and draw strength from the spirits of your 3rd Fly, Fear
ancestors. You have advantage on Wisdom (Insight) and 4th Elemental Bane, Stoneskin
Charisma (Persuasion) checks when interacting with 5th Dominate Person, Immolation
tribal communities or individuals who honor their
ancestors. Additionally, when you finish a short or long Draconic Scales
rest, you can choose to gain advantage on your next Starting at 1st level, your patron’s draconic essence
ability check, attack roll, or saving throw. Once you use infuses you, granting you the following benefits:
this feature, you can’t use it again until you finish a long
rest. You gain a bonus to your Armor Class equal to your
Ancestral Guidance Charisma modifier while you aren’t wearing heavy
armor.
At 6th level, your ancestral spirits lend you their You have resistance to the damage type associated
guidance in combat. As a bonus action on your turn, you with your patron’s dragon type (acid, cold, fire,
can invoke their aid, granting yourself advantage on lightning, or poison).
your next attack roll. Additionally, when you score a You can speak, read, and write Draconic.
critical hit with an attack, you can roll one additional
damage die for the attack’s damage. Draconic Breath
Ancestral Ward Starting at 1st level, you can tap into the power of your
Starting at 10th level, the ancestral spirits fortify your patron’s breath weapon. As an action, you can exhale a
defenses. You gain resistance to necrotic damage and 15-foot cone of energy associated with your patron’s
can’t be charmed or frightened by undead creatures or dragon type. Each creature in the area must make a
creatures that have the Undead type. Additionally, you Dexterity saving throw, taking damage of the associated
have advantage on saving throws against effects that type equal to your warlock level on a failed save, or half
would age you magically or manipulate your life force. as much on a successful one. You can use this feature
once per short or long rest.
Ancestral Avatar

37
Draconic Presence Draconic Resistance
At 6th level, you gain the ability to channel your patron’s Starting at 10th level, you become immune to your
commanding presence. As an action, you can use this dragon patron’s associated damage type.
feature to exude an aura of power in a 30-foot radius. Draconic Form
Each creature of your choice within the aura must make
a Wisdom saving throw against your warlock spell save At 14th level, you gain the ability to transform into a
DC or be charmed or frightened (your choice) for 1 draconic form. As an action, you can assume the
minute. A creature can repeat the saving throw at the appearance of a dragonborn or a dragon wyrmling
end of each of its turns, ending the effect on itself on a associated with your patron’s dragon type, as detailed in
success. Once you use this feature, you can’t use it again the Player’s Handbook. You retain this form for 1 hour,
until you finish a short or long rest. and you can use this feature once per long rest.

A dragon patron warlock

38
Backgrounds
Backgrounds By Culture
Any
Anthropologist - 41
Astrologer - 42
Explorer - 46
Godtouched - 48
African
Ancestral Guardian - 40
Shaman - 52
East Asian
Diplomat - 45
Greek
Athlete - 44
Gladiator - 47
Mesoamerican
Shaman - 52
Norse
Raider - 49
Skald - 52
North American
Shaman - 50

39
Ancestral Guardian
ou are a chosen vessel, a conduit between the The spirits of your ancestors shield you from harm,

Y
mortal realm and the spirits of your ancestors. granting you additional protection. When you or a
Bound by blood and heritage, you carry the creature within 30 feet of you takes damage, you can
weight of their wisdom, experience, and use your reaction to grant that creature resistance
protection. As an Ancestral Guardian, you against that damage type. Once you use this feature, you
possess a deep connection to the spirits of cannot use it again until you finish a short or long rest.
your lineage, allowing you to draw upon their If you are reduced to 0 hit points and are not killed
power and guidance in times of need. outright, you can choose to be reduced to 1 hit point
The spirits of your ancestors have chosen you for a instead. Once you use this feature, you can’t use it again
sacred purpose. Through rituals, dreams, or a profound until you finish a long rest.
encounter, you have been granted the ability to Suggested Characteristics
commune with and channel the energy of those who
came before you. This bond manifests in various ways, As an Ancestral Guardian, you are shaped by the
such as visible spectral guardians, ancestral echoes, or wisdom and guidance of your ancestors. Your
the ability to tap into ancestral memories. personality traits and behaviors reflect this connection,
Your link to the ancestral spirits has shaped your and you may carry yourself with a certain reverence or
worldview and imbued you with a strong sense of duty stoicism.
and honor. You may be driven by a desire to honor your
lineage, protect your family’s legacy, or seek guidance d6 Personality Trait
and counsel from the spirits in your decisions. 1 I speak with a calm and measured tone, echoing the
Regardless of your motivation, you are aware that you wisdom of my ancestors.
are part of a greater lineage and carry the responsibility 2 I am deeply respectful of traditions and rituals, always
of upholding its traditions. seeking to honor my ancestors’ teachings.
Your appearance may be marked by ancestral 3 I have a profound appreciation for history and love
symbols, tattoos, or distinctive features that reflect your recounting the heroic deeds of my ancestors.
connection to the spirits. Others can sense the presence 4 I possess an unwavering loyalty to my family and will do
of the spirits around you, and they may feel a mixture of anything to protect their legacy.
respect, awe, or unease in your presence. 5 I am patient and serene, finding solace in the guidance of
my ancestral spirits.
Skill Proficiencies. You are proficient in History and 6 I am deeply introspective and often contemplate the lessons
Insight. and messages of the spirits that surround me.

Languages. You can speak, understand, read, and write


one additional language of your choice, often an ancient
or ancestral tongue.
Equipment. A symbol or token representing your
ancestral heritage, a set of common clothes, a trinket
passed down through your family, and a pouch
containing 10 gold pieces.
Feature: Ancestral Guidance
The spirits of your ancestors watch over you, guiding
your actions and lending their strength in times of need.
You have advantage on Wisdom (History) checks when
recalling information about your ancestral lineage or
traditions. Additionally, you can call upon the wisdom of
your ancestors to gain advantage on one attack roll,
ability check, or saving throw. Once you use this feature,
you cannot use it again until you finish a short or long
rest.
Alternate Feature: Spirit’s
Shield

40
d6 Ideal honed your skills in observation, cultural analysis, and
1 Honor. I strive to uphold the honor and reputation of my linguistic studies, making you a valuable bridge between
lineage (Lawful). disparate societies.
2 Protection. I am dedicated to protecting my family, friends, Your motivations as an Anthropologist may stem from
and those who cannot protect themselves (Good). a desire to preserve cultural heritage, promote
3 Legacy. I seek to leave a lasting legacy that will be understanding and tolerance, or simply satisfy an
remembered by future generations (Neutral). insatiable curiosity about the world. You are
4 Guidance. I believe in the wisdom and guidance of my accustomed to observing and adapting to new
ancestors and strive to follow their teachings (Lawful). environments, adept at blending into different
5 Balance. I seek to maintain harmony between the mortal communities, and skilled at collecting artifacts and
realm and the spirits of the ancestors (Neutral). stories to enrich your knowledge.
6 Independence. I value personal freedom and believe that Your appearance may reflect your immersion in
individuals should forge their own path, even if it challenges various cultures, displaying clothing, accessories, or
ancestral traditions (Chaotic). tattoos inspired by the civilizations you have studied.
Others may recognize you as an open-minded and
d6 Bond respectful individual, seeking to learn from and
1 I am driven to honor the memory of a specific ancestor or
ancestral figure, seeking to emulate their greatness.
celebrate the diversity of humanoid life.
2 The spirits of my ancestors have tasked me with a specific Skill Proficiencies. You are proficient in Insight and one
mission or quest that I must fulfill. additional skill of your choice related to the culture you
3 I feel a strong connection to a particular place or artifact specialize in, such as History, Arcana, Nature, or
that is significant to my ancestral lineage. Religion.
4 My family is everything to me, and I will do whatever it takes
to protect them and carry on our traditions. Languages. You can speak, understand, read, and write
5 I am drawn to helping others connect with their own two additional languages of your choice, often those
ancestral heritage, guiding them in discovering their roots. spoken by the cultures you have studied.
6 I feel a deep responsibility to pass on the wisdom and
knowledge of my ancestors to future generations. Equipment. A set of traveler’s clothes, a journal filled
with your notes and observations, a magnifying glass, a
d6 Flaw collection of trinkets gathered from various cultures,
1 I can become overly obsessed with the spirits and lose sight and a pouch containing 10 gold pieces.
of the present moment.
2 I have difficulty accepting change or adapting to new ideas Feature: Cultural Expertise
that challenge traditional ancestral beliefs. Your extensive knowledge of different cultures grants
3 I can be overly protective and possessive of my ancestral you insights and advantages when interacting with
artifacts or relics, unwilling to share them. humanoid societies. You have advantage on Charisma
4 I am haunted by the failures or shortcomings of my (Insight) checks made to understand the customs,
ancestors, fearing that I will repeat their mistakes. traditions, and social dynamics of a community.
5 I struggle to find my own identity amidst the weight of the Additionally, you can usually find a friendly contact or
expectations and legacy of my ancestors. guide within a community you encounter, who can
6 I have difficulty trusting those who do not share a strong
connection to the spirit world or ancestral traditions.
provide you with valuable information or assistance.
Alternate Feature: Linguistic
Anthropologist Savant
ou are an avid explorer of cultures and Your studies in languages have granted you a

Y
societies, driven by a deep fascination with the remarkable ability to quickly pick up new tongues. You
diverse tapestry of humanoid civilizations. As can spend 10 minutes observing and interacting with a
an Anthropologist, you immerse yourself in creature that speaks a language you don’t know.
unfamiliar lands and delve into the customs, Afterward, you can mimic aspects of their speech and
beliefs, and practices of the peoples you communication style, allowing you to communicate
encounter. Your passion for understanding simple ideas and concepts with that language for the
and documenting the ways of different cultures fuels next hour. Once you use this feature, you cannot use it
your adventurous spirit. again until you finish a short or long rest.
Your expertise as an Anthropologist allows you to
navigate unfamiliar territories, forge meaningful
connections with diverse communities, and unravel the
mysteries of humanoids’ social structures. You have

41
d6 Flaw
Suggested Characteristics 1 I can become overly absorbed in my studies and research,
As an Anthropologist, you possess a unique perspective sometimes neglecting personal relationships or immediate
and set of values shaped by your encounters with dangers.
diverse cultures. Your personality traits and behaviors 2 I struggle with a sense of cultural relativism, finding it
reflect your commitment to understanding and difficult to judge the customs or practices of others.
respecting the customs of others. 3 I have a tendency to romanticize the cultures I encounter,
sometimes ignoring their flaws or internal conflicts.
d6 Personality Trait 4 I am plagued by wanderlust and find it challenging to stay in
1 I am genuinely interested in other people and eagerly listen one place for an extended period.
to their stories and perspectives. 5 I can be overly analytical, often dissecting cultures and
2 I am adaptable and open-minded, always willing to try new people as if they were subjects of a scientific study.
experiences and immerse myself in different cultures. 6 I am driven by the need to prove the value and importance
3 I am observant and detail-oriented, meticulously noting the of anthropology to skeptical scholars or critics.
customs, gestures, and behaviors of the people I encounter.
4 I am patient and diplomatic, skilled at navigating cultural
differences and resolving conflicts peacefully. Astrologer
ou are a student and interpreter of the

Y
5 I am a natural storyteller, eager to share the tales and
legends I have collected during my travels. celestial bodies and their influence on mortal
6 I possess a deep empathy for others, always seeking to affairs. Through a deep understanding of
understand their motivations and struggles. astrology, you can unravel the mysteries of the
cosmos and foresee the ebb and flow of fate.
d6 Ideal
As an Astrologer, you possess a unique
1 Cultural Exchange. I strive to foster mutual understanding
connection to the stars, harnessing their
and respect between different cultures (Good).
energy to gain insights into the past, present, and future.
2 Preservation. I am committed to preserving the cultural
Your fascination with the heavens may have been
heritage and traditions of the humanoid civilizations I
ignited during your childhood, or it could have
encounter (Lawful).
developed later in life through a chance encounter, a
3 Knowledge. I seek to unravel the mysteries of different
profound dream, or rigorous study. Regardless of the
cultures and expand the collective knowledge of humanoid
path that led you to the study of astrology, you now
societies (Neutral).
wield its power to discern hidden patterns, divine the
4 Adaptability. I believe in the power of cultural adaptation and
intentions of others, and navigate the complex tapestry
strive to embrace new ideas and practices (Chaotic).
of destiny.
5 Empowerment. I am dedicated to empowering marginalized
Your expertise in astrology grants you the ability to
communities and ensuring their voices are heard and
read and interpret the positions and movements of
respected (Good).
celestial bodies, as well as their influence on
6 Discovery. I am driven by an insatiable curiosity and the
individuals, events, and the world at large. You may
thrill of discovering new cultures and civilizations (Chaotic).
possess charts, astrological tools, or special symbols
d6 Bond that aid you in your interpretations, and your insights
1 I have formed a deep connection with a specific culture or are sought after by those seeking guidance or
community and feel a strong sense of loyalty towards them. predictions.
2 I am driven to uncover a particular cultural artifact or relic With your knowledge and skills, you may choose to
that is rumored to hold great significance. serve as a diviner, counselor, or even a seer, providing
3 The memory of a previous expedition or research endeavor guidance and predictions based on the alignment of the
motivates me to seek out new anthropological discoveries. stars. Alternatively, you may be driven by a desire to
4 I am indebted to a mentor or teacher who instilled in me a uncover the secrets of the cosmos, seeking to unlock the
passion for anthropology and guided my early studies. deepest mysteries of the universe through your study of
5 I have a personal connection to a culture that is often astrology.
misunderstood or misrepresented, and I strive to change Your appearance may reflect your connection to the
public perceptions. celestial realm, whether it’s in the form of celestial
6 I am committed to reconciling conflicts between different patterns in your clothing, mystical tattoos, or a constant
cultures and fostering peaceful coexistence. aura of stardust that surrounds you. Others may be both
intrigued and in awe of your ability to perceive the
hidden truths of the cosmos.

42
d6 Ideal
Skill Proficiencies. You are proficient in Arcana and 1 Destiny. I believe that every individual has a predetermined
Insight. fate written in the stars and strive to help others fulfill their

Languages. You can speak, understand, read, and write destined paths (Lawful).

Celestial. 2 Curiosity. I seek to unravel the secrets of the cosmos and


understand the hidden forces that shape our lives (Neutral).
Equipment. A set of astrological charts and tools, a 3 Harmony. I believe that the alignment of the celestial bodies
magnifying glass, a small notebook filled with your influences the balance of the world, and I work to maintain
observations and predictions, and a pouch containing that balance (Neutral).
10 gold pieces. 4 Empathy. I use my knowledge of astrology to guide and
support others, helping them navigate the challenges of life
Feature: Celestial Insight (Good).
5 Independence. I value personal freedom and believe that
Your deep knowledge of astrology grants you insights
into the workings of the cosmos and the alignment of individuals have the power to defy the constraints of fate

the stars. You have advantage on Intelligence (Arcana) and shape their own destinies (Chaotic).
6 Enlightenment. I seek to transcend mortal concerns and
checks when attempting to decipher celestial
phenomena or interpret astrological signs. Additionally, ascend to a higher understanding of the universe and its

you can use your understanding of astrology to make workings (Lawful).

predictions or gain hints about future events. Once per d6 Bond


long rest, you can consult the stars and ask the DM one 1 I am driven by the desire to unlock the ultimate mysteries of
question about a future event or outcome. The DM will the cosmos, and I will stop at nothing to achieve that goal.
provide a cryptic answer that may require 2 I have a deep bond with a particular celestial body, believing
interpretation. it to be my guiding star or harbinger of destiny.
3 The teachings and prophecies of an ancient astrologer or
Alternate Feature: Starlight seer have shaped my beliefs and influenced my path.
Connection 4 I seek to preserve and protect ancient astronomical sites or

Your connection to the celestial realm allows you to tap artifacts that hold deep significance in astrology.

into the power of the stars themselves. When you are 5 I am compelled to share my knowledge and insights with

outdoors at night and can see the stars, you can others, believing that it can bring enlightenment and

meditate and spend 10 minutes communing with the understanding.

night sky. This communion allows you to regain one 6 I am on a quest to decipher a cryptic astrological prediction

expended spell slot of your choice. Once you use this that holds the key to a great cosmic event or revelation.

feature, you cannot use it again until you complete a d6 Flaw


long rest. 1 I can become overly absorbed in my own interpretations
and predictions, sometimes neglecting the present
Suggested Characteristics moment.
As an Astrologer, your life is intricately tied to the 2 I am prone to superstitions and read too much into
cosmic dance of the celestial bodies. Your personality insignificant signs or omens, leading to occasional bouts of
traits and behaviors may reflect the influence of the paranoia.
stars and your deep understanding of the universe. 3 I can be dismissive or condescending toward those who do
not understand or appreciate the significance of astrology.
d6 Personality Trait 4 I have difficulty forming personal connections or
1 I speak with a calm and measured tone, as if echoing the relationships, as I often prioritize my study of the stars
tranquility of the cosmos. above all else.
2 I am endlessly curious about the mysteries of the universe 5 I am compelled to predict and meddle with the future,
and eagerly seek new knowledge. sometimes causing unintended consequences or altering
3 I find solace and inspiration in the beauty and vastness of destinies.
the night sky. 6 I am haunted by the fear that my interpretations and
4 I possess a deep appreciation for order and patterns, always predictions may be fallible, leading to self-doubt and
seeking to find connections in the chaos. uncertainty.
5 I have a knack for making accurate observations and
connections based on limited information.
6 I am keenly aware of the ebb and flow of destiny and believe
that everything happens for a reason.

43
Athlete
n the ancient realm of Greece, physical prowess

I
d6 Personality Trait
and athletic excellence were held in high regard. 1 I am confident in my abilities and believe I can overcome
As a Greek Athlete, you have dedicated your life any challenge.
to the pursuit of physical perfection, participating 2 I am fiercely competitive and strive to be the best in every
in competitions and striving to honor the gods endeavor.
through your athletic feats. You have trained 3 I am disciplined and have a strict training regimen that I
rigorously in various sporting disciplines and follow diligently.
have garnered respect and admiration for your 4 I enjoy being in the spotlight and thrive on the attention and
exceptional abilities. applause of the crowd.
You have gained recognition and fame for your 5 I am motivated by the desire to honor the gods and bring
athletic prowess. Your achievements in various sporting glory to my city-state.
events and competitions have earned you respect and 6 I am charismatic and can inspire others with my passion
admiration among your peers. Whether you were an and dedication.
Olympic champion, a celebrated chariot racer, or a
skilled wrestler, your athletic feats have elevated you to d6 Ideal
a position of prominence. 1 Excellence: I strive for excellence in all aspects of my life and
Skill Proficiencies: You are proficient in Athletics and seek to be the best I can be.
Performance. 2 Fair Play: I believe in the importance of fair competition and
adherence to the rules.
Tool Proficiency: You gain proficiency with a set of 3 Glory: I seek to achieve greatness and leave a lasting legacy
artisan’s tools or a musical instrument of your choice. through my athletic achievements.
This represents your pursuit of artistic expression or 4 Comradery: I value the bonds formed with fellow athletes
craftsmanship alongside your athletic endeavors. and enjoy the camaraderie of sports.
5 Self-Improvement: I constantly seek to improve my skills and
Equipment: A set of common clothes, a token or push the boundaries of my abilities.
memento from your most significant athletic victory, a 6 Unity: I believe that athletic competitions can foster unity
belt pouch containing 10 gold pieces, and a set of and bring people together.
artisan’s tools or a musical instrument. d6 Bond
Feature: Olympic Glory 1 My coach or trainer has been a mentor and guide
Your name is associated with the grandeur of the throughout my athletic journey.
Olympic Games and the glory of athletic competition. 2 My family has supported and encouraged my athletic
You have an advantage on Charisma (Performance) pursuits from an early age.
checks made when performing athletic feats or 3 I have a friendly rivalry with another athlete, and we push
participating in competitions. Additionally, you can use each other to greater heights.
your fame and reputation to gain favor or assistance 4 I carry the hopes and dreams of my city-state on my
from individuals who admire your athletic shoulders and strive to make them proud.
achievements, provided they are not your direct 5 I am dedicated to teaching and inspiring future generations
competitors. of athletes.
6 I am indebted to a benefactor who has provided me with
Suggested Characteristics financial support and resources.

Greek Athletes are known for their competitive spirit, d6 Flaw


discipline, and dedication to physical training. Here are 1 I am overly focused on winning and can become bitter and
some suggested characteristics that reflect the mindset resentful in defeat.
and attitudes of a Greek Athlete: 2 I am prone to taking unnecessary risks to achieve more
impressive feats.
3 I have a tendency to flaunt my success and can come across
as arrogant or boastful.
4 I struggle to cope with injuries or setbacks and become
frustrated or despondent.
5 I have a short temper and can become easily angered by
perceived slights or disrespect.
6 I have a fear of losing my physical abilities and the fame that
comes with them.

44
Diplomat
s a Diplomat, you are a master of natural charisma that allows you to navigate diplomatic

A
negotiation, tact, and diplomacy. Your skills challenges.
in communication and mediation have
earned you a prominent role in diplomatic d6 Personality Trait
affairs, where you navigate complex 1 I have a soothing presence and a calming voice that puts
political landscapes and broker agreements others at ease.
between rival factions. Your presence alone 2 I am skilled at finding common ground and mediating
can defuse tensions and create opportunities for conflicts.
peaceful resolutions. 3 I possess a keen sense of etiquette and observe formalities
Your training as a Diplomat may have been acquired in all situations.
through formal education, apprenticeship, or firsthand 4 I have a natural talent for remembering names, titles, and
experience in the realm of politics. You possess a deep other important details about influential figures.
understanding of social dynamics, cultural nuances, and 5 I am a master of flattery and can charm even the most
the art of persuasion. Whether representing a nation, a difficult individuals.
powerful organization, or acting as a freelance envoy, 6 I am an attentive listener and make others feel valued and
you are skilled in navigating the intricacies of diplomatic understood.
relations.
Your appearance and demeanor reflect your role as a d6 Ideal

mediator and peacemaker. You may dress in elegant 1 Peace. I am dedicated to promoting peace and harmony

attire, carry symbols of your diplomatic status, or among nations and factions (Good).

display badges and insignias representing your 2 Balance. I seek to maintain a delicate balance between

affiliations. Others recognize your authority and seek conflicting interests, ensuring fairness and justice (Lawful).

your counsel when disputes arise or negotiations are 3 Influence. I aim to expand my influence and establish strong

required. diplomatic ties for personal or political gain (Neutral).


4 Adaptability. I believe in adapting to changing circumstances
Skill Proficiencies. You are proficient in Persuasion and
and finding creative solutions to diplomatic challenges
Insight. (Chaotic).
5 Negotiation. I strive for mutually beneficial agreements and
Languages. You can speak, understand, read, and write compromises that satisfy all parties involved (Neutral).
two additional languages of your choice, often ones 6 Independence. I value individual freedom and believe that
associated with the regions or factions you frequently diplomacy should not be bound by rigid traditions or
interact with. protocols (Chaotic).

Equipment. A symbol of your diplomatic status (such as d6 Bond


a badge or seal), a set of fine clothes, a diplomatic writ 1 I am deeply loyal to my homeland and work tirelessly to
granting you safe passage and recognition, and a pouch advance its interests and secure its prosperity on the world
containing 50 gold pieces. stage.
2 I have formed a close bond with a specific foreign diplomat,
Feature: Diplomatic Insight fostering a relationship of trust and cooperation.

Your expertise in diplomacy allows you to navigate 3 The memory of a past diplomatic failure haunts me, driving

intricate social situations with finesse. You have me to prove myself and prevent similar mistakes from

advantage on Charisma (Persuasion) checks when happening.

engaging in negotiations, mediating disputes, or 4 I am committed to upholding the principles of a specific

attempting to sway opinions. Additionally, you can glean diplomatic code or treaty, seeking to ensure its

important insights about individuals or groups by enforcement.

studying their behavior, body language, and speech 5 I am on a personal mission to resolve a long-standing

patterns, giving you advantage on Wisdom (Insight) conflict or establish peace between two warring factions.

checks when assessing their intentions or uncovering 6 I aspire to become a renowned diplomat, leaving a lasting

hidden motives. legacy and inspiring future generations in the field of


diplomacy.
Suggested Characteristics
As a Diplomat, your character’s personality and
demeanor are shaped by your role as a mediator and
negotiator. You may possess a calm and collected
demeanor, an ability to see multiple perspectives, or a

45
d6 Flaw d6 Personality Trait
1 I can be overly cautious and indecisive, always second- 1 I am always seeking the next discovery, eager to unravel the
guessing my actions and fearing the consequences of secrets of the world.
diplomatic missteps. 2 I have a sharp eye for detail, noticing even the smallest
2 I find it difficult to trust others, suspecting hidden agendas clues and signs in my surroundings.
and ulterior motives even in seemingly friendly interactions. 3 I am a natural leader, confidently guiding others through
3 I am overly eager to please others and can be easily uncharted territories.
manipulated or persuaded by flattery or displays of 4 I am adaptable and resourceful, quickly finding solutions to
friendship. unexpected challenges.
4 I struggle to remain impartial and unbiased, often 5 I am patient and persistent, willing to spend days or even
developing personal attachments or favoring certain weeks to uncover a hidden treasure.
factions over others. 6 I am cautious and observant, constantly scanning my
5 I have a tendency to avoid confrontation and may shy away environment for potential dangers.
from difficult conversations or contentious diplomatic
negotiations. d6 Ideal
6 I can become overly focused on the diplomatic process, 1 Discovery. I seek to uncover the unknown and reveal the
neglecting the broader consequences or long-term hidden wonders of the world (Neutral).
implications of my actions. 2 Curiosity. I am driven by an unquenchable thirst for
knowledge and understanding (Neutral).

Explorer 3 Freedom. I believe that true freedom lies beyond the


boundaries of civilization (Chaotic).

s an Explorer, you are driven by an 4 Preservation. I strive to protect and preserve the natural

A
insatiable curiosity and a deep desire to beauty and wonders of the world (Good).

uncover the mysteries of the world. 5 Challenge. I constantly seek new and greater challenges to

Whether it is charting unexplored test my skills and push my limits (Any).

territories, delving into ancient ruins, or 6 Harmony. I seek to find the balance between civilization and

navigating treacherous wilderness, you have the untamed wilderness (Lawful).

honed your skills to navigate the unknown d6 Bond


and unravel its secrets. 1 I am deeply connected to a specific region or wilderness,

Skill Proficiencies. You are proficient in Survival and


feeling a strong bond with its natural beauty.

Perception. 2 I am driven by a personal vendetta against a particular


creature, organization, or force of nature.
Tool Proficiencies. You gain proficiency with one of the
3 I am devoted to uncovering the fate of a lost expedition or
following: Navigator’s Tools, Cartographer’s Tools, or the whereabouts of a legendary artifact.
Herbalism Kit. 4 I am bound by a promise or oath to protect the natural
world and its inhabitants.
Equipment. You start with a sturdy backpack, a 5 I am part of a secret society or organization dedicated to
compass, a set of navigational charts, a magnifying exploration and discovery.
glass, a journal, and a pouch containing 10 gold pieces. 6 I seek to prove myself as the greatest explorer of my time,
leaving a lasting legacy in the annals of history.
Feature: Wayfinder
d6 Flaw
Your keen senses and expertise in exploration allow you
to navigate even the most challenging terrains. You have 1 I am driven by my insatiable curiosity, often ignoring

advantage on Wisdom (Survival) checks made to personal safety or the well-being of others in pursuit of

navigate unfamiliar or hazardous environments. knowledge.

Additionally, you can accurately determine the time of 2 I have a tendency to get lost in my thoughts and

day and your current location with the aid of the sun, surroundings, occasionally missing important details or

stars, and natural landmarks. clues.


3 I can become single-minded and obsessed when faced with
Suggested Characteristics a challenging puzzle or mysterious phenomenon.
4 I am willing to take unnecessary risks or trespass into
Explorers are driven by a thirst for knowledge and a forbidden territories for the sake of exploration.
relentless spirit of adventure. Your experiences in the 5 I have a restless spirit and struggle to stay in one place for
wilderness and uncharted territories have shaped your an extended period, always longing for the next adventure.
personality and demeanor. 6 I am highly superstitious, often relying on rituals or omens
to guide my actions and decisions.

46
Gladiator
ou have lived a life of combat and

Y
d6 Ideal
entertainment, honing your skills as a 1 Glory. I fight for the thrill and the glory it brings. (Chaotic)
gladiator in the arena. Whether by choice or 2 Survival. I fight to stay alive and secure my freedom.
circumstance, you have embraced the thrill of (Neutral)
battle, earning fame, fortune, or simply the 3 Justice. I fight to bring justice to those who deserve it.
satisfaction of surviving in the arena. (Lawful)
4 Companionship. I fight to protect and support my fellow
Skill Proficiencies: Athletics, Performance gladiators. (Good)

Tool Proficiencies: One type of gaming set or musical


5 Dominance. I fight to prove my strength and establish my

instrument superiority. (Evil)


6 Legacy. I fight to leave a lasting impact and be remembered.
Languages: None
(Any)

Equipment: A trinket or keepsake from a fan, a set of


d6 Bond
common clothes, a belt pouch containing 15 gold pieces 1 I fight to provide for my family and ensure their well-being.
2 I am devoted to a fellow gladiator, vowing to protect them at
Feature: Arena Fame all costs.

Your exploits in the arena have gained you a measure of 3 I seek revenge against the person or group that enslaved

fame and recognition. You can enjoy certain benefits as me.

a result of your reputation. 4 I fight to uphold the honor and reputation of my homeland.
5 I am searching for a lost loved one whom I was separated

You have advantage on Charisma (Performance) from in the arena.

checks when performing combat-related acts or 6 I am driven to prove myself and earn my freedom from the

demonstrations in front of a crowd. life of a gladiator.

You can find lodging and food and secure minor d6 Flaw
favors or assistance from those who admire your 1 I have a reckless disregard for my own safety and the safety
gladiatorial skills. of others.
You have advantage on Charisma checks when 2 I struggle with anger and can lose control during combat.
trying to persuade individuals who are fans of 3 I have become numb to violence and find it difficult to
gladiatorial combat. empathize with others.
4 I am easily swayed by flattery or the promise of rewards.
Suggested Characteristics 5 I am haunted by guilt over the lives I have taken in the
Gladiators come from all walks of life, forced to fight for arena.
survival or choosing to pursue glory in the arena. The 6 I am addicted to the thrill of combat and seek out danger at
following tables offer examples of personality traits, every opportunity.
ideals, bonds, and flaws that gladiators might possess.
Feel free to customize and expand upon these
suggestions to create a unique character.
d8 Personality Trait
1 I am always looking for opportunities to show off my
combat skills.
2 I am fiercely loyal to my fellow gladiators.
3 I have a swaggering bravado and love to boast about my
victories.
4 I am haunted by the memories of those I have defeated in
the arena.
5 I am constantly seeking ways to improve my combat
techniques.
6 I am a showman, always putting on a spectacle for the
crowd.
7 I have a soft spot for the underdogs and fight for their
honor.
8 I am always planning my next great escape from the arena.

47
Godtouched
ou had some form of interaction with one of

Y
Alternate Feature: Visions from
the gods or goddesses of the many pantheons the Gods
that left you in your current state. Whether
through a divine blessing, a celestial While you may not know what your purpose in life is,
encounter, or even an accidental brush with the god or goddess who directly affected you does, and
their otherworldly power, you now bear the has a plan for you. When you are feeling lost, your deity
mark of the divine upon your being. As a shows you what you are needing to do, be it through
Godtouched, you have been touched by the visions and dreams. While you are asleep, you can
extraordinary, forever changed by your encounter with attempt to cast the Clairvoiance spell. You can use this
the divine. ONLY during your sleep every seven days (unless your
The experience of interacting with a god or goddess class or race says otherwise). The targeted area is
has bestowed upon you unique abilities, insights, or a randomly chosen by the Dungeon Master. Talk to your
deeper connection to the realms beyond. You may DM to see if they allow you to use this feature. Your
possess extraordinary gifts, such as heightened senses, spellcasting ability for this spell is either Charisma or
the ability to channel divine energy, or the knack for Intelligence (your choice).
communing with celestial beings.
Your divine encounter has left an indelible mark on Suggested Characteristics
your life, shaping your beliefs, motivations, and even Having been touched by the divine, your character’s
your physical appearance. You might bear a symbolic personality and demeanor are influenced by this
birthmark, radiant eyes, or possess an aura that hints at extraordinary experience. You may display a sense of
your divine connection. Others may notice the confidence or a deep humility, depending on how your
undeniable presence of the divine within you, drawing encounter affected you.
awe, reverence, or even fear from those who recognize
the extraordinary nature of your being. d6 Personality Trait
With this newfound divine influence, you embark on a 1 I speak with a calm and measured tone, as if channeling the
path that sets you apart from ordinary mortals. You may serenity of the divine.
choose to use your powers for the greater good, 2 I am filled with an unyielding resolve to fulfill my divine
championing justice and protection in the name of your purpose.
divine patron. Alternatively, your divine encounter could 3 I am inquisitive and eager to learn about other gods and
have left you burdened with a particular mission or their followers.
quest, driving you relentlessly toward its completion. 4 I possess an unwavering faith in the divine, even in the face
Whatever the case, your existence as a Godtouched sets of adversity.
you apart, intertwining your fate with the divine 5 I have a deep sense of empathy and compassion for those
machinations that shape the world. in need, as I believe the gods watch over us all.

Skill Proficiencies. You are proficient in Religion and


6 I am drawn to natural beauty and find solace in the wonders

Insight. of the world, seeing them as expressions of divine artistry.

Languages. You can speak, understand, read, and write


Celestial.
Equipment. A holy book relating to the god/goddess
who affected you, a note book and quill, and a pouch
containing 15 gold peices.
Feature: Divine Connection
Your encounter with a god or goddess has forged a deep
connection between you and the divine. You have
advantage on Charisma (Religion) checks when
interacting with followers or members of your patron’s
pantheon. Additionally, you can attempt to establish a
divine connection with otherworldly beings or celestial
creatures, using your understanding of the divine to gain
their trust or assistance.

48
d6 Ideal
1 Devotion. I am dedicated to serving the will of my patron Raider
deity and strive to embody their virtues (Good).
ou are a fearless warrior, born and bred in the

Y
2 Balance. I seek to maintain harmony between mortals and
traditions of the mighty Vikings. As a Raider,
deities, ensuring that the divine influences do not
you are a relentless explorer, adventurer, and
overpower the natural order (Neutral).
plunderer, sailing the seas in search of riches,
3 Ascendance. I aim to transcend my mortal limitations and
glory, and the thrill of battle. Rooted in the
ascend to a higher state of existence, aspiring to godhood
ancient Viking customs, you embody the
(Chaotic).
ferocity and tenacity of these seafaring
4 Redemption. I believe in the power of forgiveness and seek
raiders.
to redeem those who have strayed from the path of
Raised in a society that values strength, honor, and
righteousness (Lawful).
the pursuit of legendary feats, you have been trained in
5 Knowledge. I seek to unravel the secrets of the divine,
the art of warfare and survival from a young age. Your
acquiring knowledge and understanding to better serve my
skills as a Raider encompass not only combat
purpose (Any).
proficiency but also navigation, shipbuilding, and the
6 Freedom. I value individual freedom and believe that mortals
ability to thrive in harsh environments.
should not be bound by the constraints imposed by the
Driven by the desire for adventure and the promise of
gods (Chaotic).
bountiful treasures, you embrace a life of raiding,
d6 Bond pillaging, and conquest. You may be a member of a
1 I am devoted to the service of my patron deity and will do raiding crew or a lone warrior, but your heart beats with
anything to fulfill their will. the spirit of the Vikings, propelling you forward in
2 I have formed a strong bond with a fellow Godtouched, search of new lands to conquer and tales to be told.
sharing a unique understanding of our divine experiences. Your appearance reflects the rugged and battle-
3 The memory of my encounter with the divine motivates me hardened nature of a Viking Raider. You may bear
to protect and defend those who cannot defend themselves. intricate tattoos, scars earned from countless battles, or
4 I am on a quest to uncover the truth behind my divine wear distinctive armor adorned with symbols of your
encounter and the secrets it holds. clan or ancestral heritage. Others can sense your
5 I am determined to prove myself worthy of the divine gift warrior spirit, which emanates an aura of both awe and
bestowed upon me, striving for greatness in their name. trepidation.
Skill Proficiencies. You are proficient in Athletics and
6 I seek to establish a new order that respects the divine but
challenges the traditional hierarchy of the gods.
Survival.
d6 Flaw
1 I am easily swayed by the promises and temptations of Languages. You can speak, understand, read, and write
other deities, making it difficult for me to stay loyal to a Old Norse.
Equipment. A war axe or a battle axe, a shield, a set of
single patron.
2 I am haunted by the knowledge that I am being watched by
traveler’s clothes, and a pouch containing 10 gold
the divine, leading to paranoia and mistrust.
3 I can become arrogant and self-righteous, believing that my pieces.
divine connection makes me superior to ordinary mortals. Feature: Pillager’s Instinct
4 I am willing to take extreme risks or make sacrifices in the
pursuit of fulfilling my divine purpose. Your life as a Raider has sharpened your instincts for
5 I am plagued by vivid dreams and visions, often struggling uncovering valuable items and hidden treasures. You
to distinguish between reality and divine messages. have advantage on Wisdom (Perception) checks to spot
6 I struggle with the overwhelming expectations that come valuable or precious objects, as well as on Intelligence
with my divine connection, feeling unworthy and constantly (Investigation) checks to search for hidden
seeking validation. compartments or secret doors. Additionally, when you
successfully plunder a location or enemy, you find 50%
more treasure than you would normally.
Suggested Characteristics
As a Raider, you embody the spirit of the Vikings,
embracing their values, customs, and way of life. Your
personality traits and behaviors reflect the warrior
culture you were raised in.

49
d6 Personality Trait
1 I have a strong sense of adventure and love exploring new Shaman
lands.
ou are a conduit between the mortal realm

Y
2 I am fiercely loyal to my crew or companions, willing to lay
and the realm of spirits, serving as a bridge
down my life for them.
between the natural world and the
3 I am brash and direct, preferring action over words.
supernatural. As a Shaman, you possess a
4 I have a deep appreciation for stories and songs of heroic
deep connection to the spirits that dwell in the
deeds, and I enjoy retelling them.
elements, animals, and unseen realms.
5 I have a strong sense of honor and follow a strict code of
Through rituals, visions, and communion with
conduct in combat.
the spirit world, you have been chosen to carry the
6 I have a deep respect for nature and the spirits that inhabit
wisdom, power, and responsibility of the shamanic
the natural world.
tradition.
d6 Ideal Your journey to becoming a shaman may have started
1 Glory. I seek to earn my place in legend through great deeds with a profound spiritual experience, a calling from the
and fearless battles (Chaotic). spirits, or training under a mentor who recognized your
2 Wealth. I am driven by the pursuit of riches and treasures, potential. The spirits have bestowed upon you unique
and I will do whatever it takes to amass wealth (Neutral). abilities, granting you the power to communicate with
3 Honor. I strive to uphold the honor and traditions of my animals, heal the wounded, and commune with the
people, maintaining a strong moral compass (Lawful). spirits for guidance and insight.
4 Freedom. I value personal freedom above all else, rejecting Your connection to the spirits is reflected in your
the constraints imposed by society or authority (Chaotic). appearance, mannerisms, and rituals. You may bear
5 Prowess. I seek to prove my skills as a warrior and become tribal markings, wear ceremonial garb, or adorn
the most formidable Raider in the land (Any). yourself with symbols representing the spirits you
6 Adventurous Spirit. I am driven by the thrill of exploration commune with. Others can sense your connection to the
and the unknown, always seeking new horizons (Neutral). spiritual realm, and they may seek your guidance, fear
your power, or show you deep respect.
d6 Bond Shamans are often seen as guardians of balance and
1 I am deeply loyal to my crew, considering them as my harmony, using their powers to heal, protect, and guide
second family. their communities. Your motivations may be rooted in a
2 I have a cherished possession, such as an heirloom weapon, desire to serve your people, to maintain the delicate
that has been passed down through generations of my balance of nature, or to seek enlightenment and
family. understanding of the spiritual realm.
3 I feel a strong connection to the sea, finding solace and
freedom on the open waters. Skill Proficiencies. You are proficient in Nature and
4 I seek revenge against a rival Raider or a sworn enemy who Medicine.
has wronged me or my people.
5 I am on a quest to discover a legendary artifact or hidden Languages. You can speak, understand, read, and write
treasure spoken of in Viking sagas. one additional language of your choice, often a tribal or
6 I have a deep respect for the gods and regularly make ancient language.
Equipment. A totem or fetish representing your
offerings or perform rituals to honor them.

d6 Flaw connection to the spirit world, a set of traveler’s clothes,


1 I have a fierce temper and am quick to anger, sometimes a pouch containing 10 gold pieces, and a herbal
leading me to make rash decisions. medicine kit.
2 I am prone to bouts of overconfidence, often
underestimating the strength of my opponents.
Feature: Spirit Communion
3 I am driven by my desire for glory and can become reckless Your connection to the spirits allows you to commune
in pursuit of legendary feats. with the unseen realms and draw upon their guidance
4 I have little patience for those who show weakness or and power. You have advantage on Wisdom (Nature)
cowardice, often belittling them openly. checks to identify creatures, objects, or phenomena
5 I am haunted by a past failure or defeat, constantly seeking associated with the spiritual or elemental realms.
redemption through future victories. Additionally, you can perform rituals to communicate
6 I have a tendency to take what I want without considering with spirits or seek their assistance in your endeavors.
the consequences for others.

50
d6 Bond
Alternate Feature: Spirit Guide 1 I am bound by a sacred vow to protect a specific sacred site,
You have formed a close bond with a spirit guide, a guarding it from desecration or exploitation.
specific spirit entity that serves as your protector, 2 I have formed a close bond with a specific animal or spirit
advisor, and ally. This spirit guide takes the form of an entity, viewing it as a mentor or guide in my journey.
animal companion or an ephemeral spectral entity. Your 3 The memory of a departed loved one or ancestor serves as a
spirit guide provides you with advantage on one source of inspiration and guidance in my shamanic path.
Wisdom (Perception) check or Dexterity saving throw 4 I am on a quest to uncover ancient shamanic knowledge or
per short rest. The specific form and abilities of your retrieve a powerful artifact of spiritual significance.
spirit guide are determined in collaboration with your 5 I am committed to teaching and passing on the traditions
Dungeon Master. and wisdom of the shamanic path to future generations.
6 I seek to restore balance to a specific natural or spiritual
Suggested Characteristics domain that has been disrupted or corrupted.

As a Shaman, you are deeply connected to the spirits d6 Flaw


and the natural world. Your personality and demeanor 1 I can become lost in the spirit realm, losing track of time
reflect this bond, and you may display traits of wisdom, and neglecting my responsibilities in the mortal realm.
intuition, or a profound respect for all living beings. 2 I have difficulty accepting the rational explanations and
scientific understanding of phenomena, relying solely on
d6 Personality Trait
spiritual interpretations.
1 I speak in cryptic riddles and metaphors, channeling the
3 I can be overly protective of the natural world, resorting to
wisdom of the spirits.
extreme measures to prevent harm to the environment.
2 I have a serene presence, radiating a calming aura that
4 I have a tendency to withdraw from social interactions,
brings peace to those around me.
preferring the company of spirits and animals.
3 I am deeply attuned to the natural world, often pausing to
5 I am haunted by visions or dreams that reveal dire omens or
observe and appreciate its beauty.
warnings, causing me to question my own sanity.
4 I possess an unyielding compassion for all living creatures,
6 I struggle with doubt and uncertainty, fearing that I may
showing kindness and empathy to even the smallest of
misinterpret the messages or intentions of the spirits.
creatures.
5 I am inquisitive and curious, always seeking to understand
the hidden meanings and messages in the world around
me.
6 I am driven by a deep sense of responsibility to protect and
preserve the delicate balance of nature.

d6 Ideal
1 Harmony. I seek to maintain balance and harmony between
the mortal realm and the spiritual realms (Neutral).
2 Compassion. I strive to alleviate suffering and bring healing
to all living beings (Good).
3 Wisdom. I seek to acquire knowledge and understanding of
the spiritual realms and share it with others (Lawful).
4 Independence. I value personal freedom and believe that
individuals should forge their own spiritual paths (Chaotic).
5 Protection. I am dedicated to protecting the natural world
and its inhabitants from harm (Neutral).
6 Unity. I believe in the interconnectedness of all things and
seek to foster unity and cooperation among diverse beings
(Any).

51
Skald
ou are a Skald, a masterful Norse storyteller,

Y
Alternate Feature: Battle
poet, and singer who carries the tales and Chant
legends of your people. Through the power of
your words and performance, you captivate Your voice becomes a rallying cry on the battlefield,
audiences, inspire allies, and strike fear into bolstering the spirits and combat prowess of your allies.
the hearts of your enemies. As a Skald, you As a bonus action, you can begin a Battle Chant,
are a living vessel of history and culture, granting allies within 30 feet of you advantage on their
preserving the traditions and heritage of your people next weapon attack roll. Once you use this feature, you
through your artistry. cannot use it again until you finish a short or long rest.
The Skaldic tradition is deeply rooted in the oral
history of your community. From ancient sagas to Suggested Characteristics
contemporary events, you weave tales that celebrate As a Skald, your character is shaped by their role as a
heroic deeds, commemorate the fallen, and convey the storyteller, historian, and performer. Your personality
values and wisdom of your people. Your performances traits and behaviors reflect your dedication to
are not mere entertainment; they serve as a binding preserving and sharing your culture.
force that strengthens the bonds within your community
and instills a sense of pride and unity. d6 Personality Trait
As a Skald, you possess a profound connection to 1 I have a boisterous and larger-than-life personality that
your people’s culture, mythology, and ancestry. Through commands attention wherever I go.
your performances, you bring to life the stories of the 2 I am always eager to learn new stories, songs, and traditions
past, invoking the spirits of heroes and ancestors. Your to enrich my performances.
voice carries the weight of tradition, and your words 3 I possess a natural talent for improvisation, often adapting
have the power to heal, inspire, and rally those who my performances to suit the mood or needs of the moment.
listen. 4 I have a deep respect for the elders and seek their guidance
Your appearance reflects your role as a Skald. You and wisdom in all matters.
may dress in garments adorned with symbols of your 5 I am a natural leader, using my words and performances to
culture, wear distinctive jewelry or tattoos, or carry a inspire others and unite them toward a common cause.
musical instrument that is an integral part of your 6 I have a mischievous sense of humor and enjoy playing
performances. When you speak or perform, you exude pranks or telling jokes to lighten the mood.
an aura of charisma and command attention, drawing
listeners into the world you create through your words d6 Ideal
and melodies. 1 Preservation. I am dedicated to preserving the cultural
heritage and traditions of my people (Lawful).
Skill Proficiencies. You are proficient in Performance 2 Inspiration. I strive to inspire others and kindle the flames of
and History. creativity and passion (Good).
3 Freedom. I believe in the power of individual expression and
Languages. You can speak, understand, read, and write
one additional language of your choice, often a regional resist any attempt to stifle creativity or artistic freedom

or ancient tongue. (Chaotic).


4 Wisdom. I seek knowledge and wisdom through the stories

Equipment. A musical instrument (of your choice), a


and teachings of the past (Neutral).

book of traditional songs and sagas, a costume or set of 5 Unity. I aim to bring different cultures and communities

clothing suitable for performances, and a pouch together through shared stories and performances (Any).

containing 10 gold pieces. 6 Challenge. I seek to push the boundaries of my artistry and
constantly challenge myself to create something new and
Feature: Inspiring Presence groundbreaking (Chaotic).

Your performances have a profound impact on those


who witness them. Through your words, music, and
presence, you can inspire courage, instill hope, or evoke
deep emotions in your audience. When you perform for
a group of friendly creatures who can see and hear you,
they gain temporary hit points equal to your Charisma
modifier (minimum of 1) at the start of each of their
turns, as long as they are not incapacitated. The
temporary hit points last for 1 minute or until depleted.

52
d6 Bond
1 I carry the responsibility of preserving and continuing the
legacy of a legendary Skald from the past.
2 I am deeply attached to a specific musical instrument that
has been passed down through generations in my family.
3 The stories and sagas of my people are my most prized
possessions, and I will do anything to protect them.
4 I have a close bond with a particular community or tribe,
and their well-being is of utmost importance to me.
5 I am on a personal quest to uncover a lost tale or ancient
artifact that has been forgotten by my people.
6 I strive to become the greatest Skald of all time, surpassing
the legends that came before me.

d6 Flaw
1 I can be overly critical of other performers, always striving
for perfection and finding fault in their work.
2 I have a tendency to embellish stories or twist facts to make
them more entertaining, sometimes causing confusion or
misunderstanding.
3 I am fiercely protective of my artistic creations and become
defensive or resentful when they are criticized or rejected.
4 I have a hard time saying no to requests for performances,
often overexerting myself and neglecting my own well-being.
5 I am prone to dramatic mood swings, experiencing periods
of intense inspiration followed by bouts of self-doubt and
melancholy.
6 I can become overly absorbed in my performances,
neglecting other aspects of my life and relationships.

53
Names and Titles
hen creating a character, a name can be one Ancient Sub-Saharan African cultures often attributed

W
of the most important things. It denotes great significance to spiritual beliefs and symbolism.
their heritage, their family, and their Names were sometimes chosen to reflect connections
culture. A character’s name can evoke a with deities, ancestors, or spiritual concepts. Here are
sense of history, reveal their origins, and some examples of ancient Sub-Saharan African names
provide a glimpse into their unique identity. with spiritual or symbolic meanings:
This section discusses the naming rules Male Names. Akin, Ekon, Ifeanyi, Jabari, Kato, Malik,
and practices of various cultures to create good names Mazi, Ogun, Tafari, Zuberi.
for your characters, whether they are Chinese imperial
diplomats or Algonquian shamans. Female Names. Adanna, Ashanti, Imani, Nia, Nala,
Nyala, Zahara, Zola, Zuri, Zuriel.
African Names Titles
African names are rich in cultural heritage and often In addition to personal names, titles played an
carry deep meaning, reflecting the diverse traditions, important role in ancient Sub-Saharan African societies.
languages, and beliefs of the region. These names are These titles often represented positions of authority,
inspired by elements such as nature, animals, virtues, social status, or significant achievements. They varied
historical events, and spiritual concepts. They vary across different cultures and regions, but they were
across different ethnic groups and regions within Sub- universally revered and carried great significance. Here
Saharan Africa. are some examples of titles used in ancient Sub-
Naming Conventions Saharan Africa:
Naming conventions in ancient Sub-Saharan Africa Griot. The Griot, also known as Jeli or Bard, held an
varied, but many cultures had specific practices and esteemed position in many West African cultures.
traditions surrounding the naming of individuals. Some These individuals were storytellers, historians, and
cultures used given names, while others incorporated keepers of oral traditions. They preserved the history
personal characteristics, clan affiliation, or and genealogy of their communities, passing down
circumstances of birth into names. stories and lessons through generations. Griots were
Regional and Ethnic Influences highly respected and played a crucial role in
maintaining cultural identity.
Africa is home to a wide range of ethnic groups, each Chief/Elder. The Chief or Elder was a title given to
with its own unique naming traditions. Here are some the leader or head of a community or clan. Chiefs
examples of ancient Sub-Saharan African names were responsible for making important decisions,
influenced by different regions and ethnicities: settling disputes, and representing their people in
matters of governance. Their wisdom, experience,
West Africa: and ability to maintain harmony within the
Male Names. Kwame, Kojo, Osei, Kofi, Amari, Jelani, community were highly valued.
Nkrumah, Dada, Samba, Musa. Queen/Queen Mother. In some ancient Sub-Saharan
African societies, the title of Queen or Queen Mother
Female Names. Akosua, Ayaba, Nana, Yaa, Abena, represented a powerful female leader. These women
Amina, Fatou, Ife, Zahara, Sade. held positions of authority and influence, often
East Africa: serving as political advisors or custodians of cultural
Asante, Baraka, Chuma, Enzi, Jengo, traditions. They played key roles in the governance
Male Names.
Kenyatta, Nuru, Simba, Tafari, Zuberi. and stability of their kingdoms.
Shaman/Healer. Shamans or Healers were spiritual
Female Names. Amani, Asha, Halima, Jamila, Kali, Nia, leaders and practitioners of traditional medicine.
Safiya, Zara, Zuri, Zahra. They possessed knowledge of herbal remedies,
rituals, and spiritual practices aimed at promoting
South Africa: healing and well-being. Shamans were revered for
Male Names. Bhekizizwe, Dumisani, Jabulani, Mandla, their ability to communicate with the spirit world and
Nkosi, Phiri, Sipho, Themba, Vuyo, Zweli. provide guidance to their communities.
Female Names. Ayanda, Dineo, Lerato, Nomvula,
Ntombi, Palesa, Sibongile, Thandiwe, Zinhle, Zodwa.
Spiritual and Symbolic Names

54
Warrior/Champion. Warriors and Champions were Male Names: Hiroshi Tanaka, Kazuki Yamamoto,
individuals who had displayed exceptional bravery, Masato Nakamura, Takashi Suzuki, Yuji Ito, Haruki
skill in combat, and leadership on the battlefield. Sato, Kaito Watanabe, Ryo Nishimura, Kota Takahashi,
They defended their communities from external Yuto Matsuda.
threats and played a vital role in conflicts. These
titles were bestowed upon those who demonstrated Female Names: Sakura Suzuki, Aiko Tanaka, Emi
exceptional courage and military prowess. Nakamura, Yumi Yamamoto, Ayumi Sato, Haruka Ito,
High Priest/Priestess. The High Priest or Priestess Mei Watanabe, Rina Nishimura, Yui Takahashi, Hina
held a position of religious authority, leading rituals, Takahashi.
and acting as intermediaries between the community Korean Names
and the divine. They conducted ceremonies, offered
prayers, and provided spiritual guidance. Their Korean names typically consist of three syllables: a one-
wisdom and connection to the spiritual realm were syllable surname followed by a two-syllable given name.
highly respected. Surnames often reflect clan or family lineage, while
Royal Consort. The title of Royal Consort referred to given names may carry meanings related to virtues,
the spouse or partner of a ruling monarch. They natural elements, or historical significance. Here are
often held influence and played a supportive role in some examples of Korean names:
the governance of the kingdom. Royal Consorts were
highly regarded and their opinions and actions Male Names: Kim Tae-hyun, Lee Min-joon, Park Ji-hoon,
carried weight in the decision-making process. Choi Seung-woo, Kang Jae-sung, Jung In-ho, Han Ji-ho,
Sage/Elder. The title of Sage or Elder was given to Shin Woo-jin, Oh Sang-hyun, Yoon Hyun-woo.
individuals who possessed great wisdom, Female Names: Kim Soo-yeon, Lee Ji-eun, Park Mi-ji,
knowledge, and life experience. They were seen as Choi Na-yeon, Kang Ha-eun, Jung Ji-yeon, Han Na-ri,
repositories of wisdom, offering guidance, and advice Shin Hye-won, Oh Seo-yeon, Yoon Ji-min.
to the community. Sages and Elders held positions Titles
of honor and were sought after for their insight and
counsel. Ancient East Asia had a rich tapestry of titles that
reflected social hierarchy, official positions, and cultural
East Asian Names traditions. These titles were used to denote authority,
Ancient East Asian names, including Chinese, Japanese, respect, and status within the society. While the specific
and Korean names, hold deep cultural significance and titles varied across different East Asian countries, here
are often derived from a combination of elements are some examples of titles commonly used in ancient
related to nature, virtues, historical events, or spiritual East Asia:
beliefs. These names are carefully chosen to convey Emperor/Empress. The Emperor, also known as the
meaning and reflect the values and aspirations of the Son of Heaven, was the highest ruler in ancient East
individuals who bear them. Asia. This title represented supreme authority and
Chinese Names divine mandate. Emperors were considered the
Chinese names are traditionally composed of two or earthly embodiment of cosmic order and held
three characters. Each character carries its own significant political, social, and religious power.
King/Queen. Kings and Queens ruled over smaller
meaning, contributing to the overall significance of the kingdoms or territories within ancient East Asia.
name. Here are some examples of Chinese names: They held authority over their respective regions and
Male Names: Zhang Wei, Li Ming, Chen Jie, Wang governed their subjects. Kings and Queens often
Xiang, Liu Yan, Yang Tao, Zhao Jun, Huang Wei, Xu inherited their positions through family lineage or
Bin, Sun Lei. through conquest.
Shogun. The Shogun was a military commander and
Female Names: Zhang Ying, Li Na, Chen Mei, Wang
Xin, Liu Yan, Yang Mei, Zhao Yue, Huang Li, Xu Jing, de facto ruler in feudal Japan. This title held
Sun Ling. significant power, as the Shogun effectively
controlled the military and exercised control over the
Japanese Names country. The Shogunate was a central authority that
governed the samurai warrior class.
Japanese names are usually formed by combining kanji
characters, each representing a specific concept or
meaning. These names often reflect natural elements,
personal qualities, historical events, or cultural ideals.
Here are some examples of Japanese names:

55
Daimyo. Daimyo were feudal lords who held Male Names. Amunhotep, Seti, Ramesses, Thutmose,
extensive land and vassals under their control. They Tutankhamun, Amenemhat, Khufu, Senusret,
were powerful regional rulers in Japan, overseeing Ptahhotep, Ahmose, Horemheb, Merenptah.
their territories and maintaining their own private
armies. Daimyo played a crucial role in the political Female Names. Nefertiti, Cleopatra, Hatshepsut,
landscape and were often vying for power and Meritamun, Ahmose-Nefertari, Tiye, Ankhesenamun,
influence. Neferneferuaten, Mutnodjmet, Tuya, Nefertari, Nitocris.
Scholar/Confucian Sage. Scholars and Confucian
Sages were highly respected intellectuals who Titles
studied and mastered various fields of knowledge, Ancient Egyptians had a complex social hierarchy, and
particularly Confucian teachings. They held titles denoted a person’s position or role in society.
significant influence in shaping societal values, These titles could signify religious, administrative, or
ethics, and governance. Scholars were often advisors military positions. Here are some examples of ancient
to rulers and played pivotal roles in education and Egyptian titles:
the civil service system.
Mandarin. Mandarins were government officials Pharaoh. The title given to the rulers of ancient
who served as administrators, advisors, and Egypt, meaning “Great House” or “Palace.” The
bureaucrats. They held important positions within pharaohs were considered divine beings and held
the imperial bureaucracy and were responsible for absolute authority.
implementing policies, collecting taxes, and Vizier. The highest-ranking official responsible for
maintaining order. The mandarinate system was a the administration of the kingdom, acting as the
hierarchical structure that governed ancient China. pharaoh’s chief advisor and overseeing various
Grand Master/Abbess. The Grand Master or Abbess governmental affairs.
was the highest-ranking authority in Buddhist High Priest. A title held by individuals who served as
monastic orders. They were responsible for intermediaries between the gods and humans,
overseeing the spiritual practice, discipline, and overseeing religious rituals and temple operations.
governance of the monastery or convent. Grand Scribe.* Skilled individuals who were responsible for
Masters and Abbesses played a crucial role in writing and maintaining records, including royal
preserving and propagating Buddhist teachings. decrees, legal documents, and historical accounts.
General. Generals were military commanders who General. Military leaders who commanded armies
led armies and oversaw military campaigns. They and led campaigns on behalf of the pharaoh. They
held significant authority and were responsible for were responsible for protecting Egypt’s borders and
the defense and expansion of the empire or kingdom. expanding its territories.
Generals were skilled strategists and played a Priestess. Women who held positions of religious
central role in maintaining military power. significance, serving in temples, performing rituals,
Noble/Royal Consort. Nobles and Royal Consorts and playing vital roles in the worship of deities.
were individuals who held positions of honor and Architect. Skilled craftsmen and overseers who
privilege through their association with the ruling designed and constructed monumental structures,
class. They often acted as advisors, supporters, and such as temples, tombs, and pyramids.
partners of the ruling monarch. Nobles and Royal Noble. Members of the elite class who held
Consorts played important roles in court life and significant wealth, land, and privileges. They often
governance. served in administrative roles and were influential in
political affairs.
Medjay. A title given to a special police force
Egyptian Names responsible for maintaining order and protecting the
Ancient Egyptian names hold significant meaning and pharaoh and the kingdom from threats.
often reflect the culture’s deep connection with religion, Embalmers. Highly skilled individuals who
nature, and spirituality. They can be divided into several performed the intricate process of preserving and
categories, including personal names, throne names, mummifying the deceased for their journey into the
and titles. Personal names often have associations with afterlife.
deities, animals, virtues, or events. Throne names were
used by pharaohs to symbolize their reign, while titles
denoted positions of power or specific roles in society.
Ancient Egyptian personal names were rich in
symbolism and often had religious or divine
connotations. They were given at birth and carried
throughout a person’s lifetime. Here are some examples
of ancient Egyptian personal names:

56
Greek Names Hetairos. Hetairos, meaning “companion” or
Ancient Greek names often carried significant meaning “comrade,” referred to a trusted and loyal associate
and were influenced by various elements, including in ancient Greece. Hetairoi were often close friends,
nature, mythology, virtues, or historical events. These advisors, or allies to political leaders, military
names were typically composed of one or two parts, commanders, or philosophers. They played a
creating names like “Alexios” (meaning “defender”) or supportive role in various endeavors.
Aristeia. Aristeia referred to a state of excellence or
“Sophia” (meaning “wisdom”). superior performance in battle or competition. It
Male names often reflected qualities associated with represented the pinnacle of one’s skills, bravery, and
strength, heroism, or intellectual prowess, while female heroism. Achieving aristeia was highly esteemed in
names emphasized beauty, wisdom, or virtues ancient Greece and often celebrated through poetry,
associated with women. For example, male names songs, or historical accounts.
might include references to warriors, gods, or historical Kouros. Kouros, meaning “youth” or “young man,”
figures, while female names could be inspired by referred to the idealized image of a young, athletic
flowers, muses, or goddesses. male in ancient Greek sculpture and art. Kouros
Male Names. Agapetos, Agathos, Alexandros, statues represented the epitome of youthful beauty,
Andronikos, Aristeas, Aristophanes, Damon, Demetrios, strength, and idealized proportions.
Euphemios, Georgios, Herakles, Iason, Leonidas, Hetaira. Hetaira, meaning “companion” or
Menelaos, Nikodemos, Odysseus, Perseus, Philippus, “courtesan,” referred to a highly educated and
Socrates, Theodoros. cultured woman in ancient Greece. Hetairai were
Female Names. Agathe, Aikaterine, Callista, Daphne, respected companions and entertainers who
Eirene, Eleni, Hermione, Isidora, Kalliope, Kleio, Lyra, engaged in intellectual conversations, music, dance,
Melaina, Nereida, Ophelia, Penelope, Phoebe, Thalia, and artistic performances.
Xanthe, Zoe. Kalos. Kalos, meaning “beautiful” or “noble,”
Titles represented the concept of physical and moral
beauty in ancient Greece. It was associated with the
Archon. The Archon was a high-ranking title in ideal of harmonious physical appearance and
ancient Greece, representing a chief magistrate or virtuous character.
ruler. Archons held significant political authority and
were responsible for the administration of the city- Mesoamerican Names
state, including judicial matters, legislation, and Mesoamerican names often consist of multiple parts or
military affairs. syllables combined to form a meaningful name. These
Strategos. The title Strategos referred to a military parts can include words related to nature, animals,
commander or general in ancient Greece. Strategoi deities, virtues, or significant events. For example, you
were skilled leaders responsible for organizing and can combine two or more words to create a name like
leading military campaigns, defending their city- “Xochitlcoatl” (meaning “flower serpent”) or
states, and ensuring the safety and welfare of their “Tonacacihuatl” (meaning “honored woman”).
people. Male names often reflect qualities associated with
Sophistes. Sophistes, meaning “wise one” or strength, bravery, or divine attributes, while female
“sophist,” was a title given to intellectuals and names emphasized feminine qualities, natural elements,
scholars in ancient Greece. Sophistes were known or characteristics related to nurturing and fertility. For
for their philosophical, rhetorical, and intellectual example, male names might include references to
prowess. They engaged in public debates, taught warriors, animals, or celestial objects, while female
rhetoric, and sought to understand the nature of names could be inspired by flowers, water, or
knowledge and virtue. goddesses.
Dikast. The title Dikast denoted a judge in ancient
Greece. Dikasts were responsible for presiding over Male Names. Ahkal, Ahkaloom, Ajaw, Balam,
legal proceedings, interpreting laws, and delivering Balampatzin, Canek, Chak, Chakulukab, Ek, Ekchuah,
judgments. They played a crucial role in maintaining Hatz, Hatzilil, Ikal, Ikalche, Itzam, Itzamnahual, Ix,
justice and resolving disputes within their respective Iximche, Kukul, Kukulkan, Mactzil, Mactziltototl,
city-states. Nahual, Nahualtun, Nohoch, Nohochilin, Olin, Oliniliztli,
Philosopher. Philosopher, meaning “lover of Pek, Peknatzin, Quetz, Quetzalcoatl, Sak, Sakaktok,
wisdom,” was a title given to individuals dedicated to Tepan, Tepanayotl, Uaxac, Uaxaclahunkin, Uayab,
the pursuit of knowledge, truth, and moral Uayabtzin, Xaman, Xamancuahuitl, Xiu, Xiuhtecuhtli,
understanding. Philosophers engaged in critical Yax, Yaxchilan, Zac, Zacnahual, Zutul, Zutulajaw.
thinking, contemplation, and reflection on various
aspects of existence, ethics, and the nature of reality.

57
Female Names. Akna, Aknaak, Beel, Beelxuna, Chi, Ahau. Ahau was a noble title used in Maya society,
Chicahual, Ekix, Ekixnal, Hul, Hulilah, Ixchel, similar to a king or lord. It denoted rulership over a
Ixchelcoatl, Ixtabtzin, Ixuc, Ixucuch, Kanxuk, particular city-state or region. Ahau were seen as
Kanxuknah, Kinal, Kinaltun, Laa, Laaxochitl, Mam, divine representatives on Earth, and they played
Mamixil, Nah, Nahalil, Olon, Olonchitl, Pakal, Pakalil, important roles in the political, religious, and
Qach, Qachlotl, Sacbe, Sacbetzin, Taw, Tawtzintli, economic spheres of Maya civilization.
Tonacacihuatl, Tzab, Tzabtun, Uxmal, Uxmalil, Uxul, Cihuacoatl. The Cihuacoatl, meaning “Snake
Uxultzin, Xochitlcoatl, Xuna, Xunalum, Xunet, Woman,” was a prestigious title in Aztec society. It
Xunetzintli, Yaxkin, Yaxkinil, Zazil, Zazilnah, Zotz, referred to a high-ranking priestess or advisor to the
Zotzcoatl. ruler. Cihuacoatl often held authority over matters
related to fertility, childbirth, and women’s affairs.
Secondary Names They were influential figures in both religious and
Some Mesoamerican cultures typically do not bear political contexts.
Pochteca. Pochteca were a specialized merchant
family names. Instead, there is a ceremony when a child class in Aztec society. They held the title of
reaches the age of three months where the child is “Pochtecatl” and were highly esteemed for their role
assigned a second name. During this ceremony, the in long-distance trade and commerce. Pochteca
family or clan of the child will gather and perform a traveled extensively, establishing trade networks and
suitable ritual to invoke the protection of a god exchanging goods throughout Mesoamerica. They
determined by the family’s ancestral lineage or spiritual played a crucial role in the economic prosperity of
beliefs. their communities.
The name given to the child during this ceremony Tlamatini. Tlamatini, meaning “Knower of Things”
would reflect the connection between the child and the or “Scholar,” referred to esteemed scholars and
deity, symbolizing the deity’s guardianship and intellectuals in Aztec society. They were highly
protection over the child as they grow. knowledgeable in various fields, including
These second names often carried significant astronomy, history, law, and religious rituals.
meaning and were believed to imbue the child with the Tlamatini served as advisors, educators, and record-
qualities and blessings associated with the deity. They keepers, preserving the cultural and intellectual
could be inspired by various aspects of nature, animals, heritage of their civilization.
celestial bodies, or divine attributes. Quetzalcoatl. Quetzalcoatl, meaning “Feathered
For example, a child from a family connected to a Serpent,” was both a deity and a title in
deity associated with water might receive a name like Mesoamerican cultures. As a title, it denoted
“Atlacoya” (meaning “water serpent”) or “Tlalocoyotl” individuals who held significant spiritual or political
(meaning “divine rain coyote”). authority. Quetzalcoatl was associated with wisdom,
Secondary Names. Acatl, Ahau, Ajaw, Akbal, B’atz’,
knowledge, and cultural exchange. Those bearing
Balam, Bolon, Cauac, Ceh, Chak, Cuetlachtli, Eb, Eek, this title often played important roles as priests,
Ehecatl, Ek, Eztli, Huitzilopochtli, Hunahpu, Imix, rulers, or revered spiritual figures.
Tepitoton. Tepitoton, meaning “Master Craftsman,”
Itzamna, Itztli, Ix, Ixtli, Kan, Kawil, Kib, Lam, Lamat, referred to skilled artisans and craftsmen in
Lamat, Malinalli, Malinalxochitl, Manik, Muan, Muluc, Mesoamerican civilizations. They were highly
Nahuatl, Nen, Nezahualcoyotl, Noh, Oc, Ocelotl, Ollin, respected for their craftsmanship and expertise in
Oxlajuj, Patli, Pax, Pop, Popocatépetl, Q’anah, Q’anil, various trades, such as sculpture, pottery, jewelry
Quetzalcoatl, Quiauh, Rax, Reed, Sip, Sotz’, Tecuani, making, and textile production. Tepitoton
Tlalli, Tlaloc, Tlanextli, Tzab, Tzi’kin, Uayeb, Uuc, contributed to the artistic and cultural richness of
Votan, Votz, Xam, Xaman, Xipe, Xiuhcoatl, their societies.
Xochiquetzal, Xochitl, Yaotl, Yaotzin, Yax, Yaxk’in, Zac, Calpixque. Calpixque were tax collectors in Aztec
Zazil, Zolin, Zolin. society. They held the responsibility of collecting
Titles tributes and ensuring the distribution of resources to
The Tlatoani, meaning “Speaker” or support the empire. Calpixque were appointed by the
Tlatoani.
“Ruler,” was the highest political title in many ruling authority and played an essential role in
Mesoamerican civilizations. They were the supreme maintaining the economic stability of the empire.
ruler or emperor, responsible for governing the city-
state or empire. The Tlatoani held significant power
and influence over matters of governance, warfare,
and religious affairs.

58
Mesopotamian Names professions, or events associated with the person. Here
Mesopotamian names have a rich historical and cultural are some examples:
background, deriving inspiration from the ancient Epithets/Descriptive Names. Enkidu the Wild,
civilizations that flourished in the region. These names Nabonidus the Scholar, Gilgamesh the Hero,
often reflect the religious beliefs, mythology, and social Hammurabi the Lawgiver, Ashurnasirpal the
structure of Mesopotamian societies. Here is a guide to Conqueror, Enheduanna the Priestess, Ashurbanipal
Mesopotamian names: the Wise, Naram-Sin the Great, Ur-Nammu the Builder,
Structure and Meanings Ishtaran the Protector.
Mesopotamian names typically consist of multiple Norse Names
syllables and carry specific meanings. These meanings Norse names are often straightforward and reflect the
can be related to various aspects of life, such as nature, culture’s strong connection to nature, warriors, and
deities, celestial bodies, virtues, or historical events. their mythological beliefs. They usually consist of a
Here are some examples of Mesopotamian names: given name followed by a patronymic or matronymic
Male Names. Enlil, Marduk, Nabu, Ashur, Gilgamesh,
element, indicating the individual’s lineage. Norse
Hammurabi, Naram-Sin, Shamash, Utu, Belshazzar. names often carry meanings related to strength,
bravery, honor, and various natural elements.
Female Names. Ishtar, Nanna, Ereshkigal, Inanna, Male names in Norse culture often emphasized
Asherah, Enheduanna, Ninlil, Tiamat, Zarpanitu, qualities associated with warriors, heroes, or celestial
Damkina. entities, while female names were inspired by nature,
feminine attributes, or goddesses. The names could also
Surnames and Titles be influenced by significant events or historical figures.
In addition to given names, Mesopotamians often used Male Names: Aki, Alaric, Baldur, Bjorn, Dag, Einar,
surnames or titles to distinguish individuals. These Frodi, Gunnar, Harald, Ingvar, Jarl, Kjell, Leif, Magnus,
surnames or titles could indicate a person’s family Njal, Olaf, Ragnor, Sigurd, Thorkell, Ulf, Vidar, Wulfric.
lineage, occupation, social status, or achievements.
Here are some examples: Female Names: Astrid, Freya, Gerda, Gudrun, Helga,

Surnames/Titles. Shamshi-Adad, Nabonidus,


Ingrid, Kari, Liv, Runa, Sigrid, Solveig, Thyra, Ulrika,
Ashurbanipal, Nebuchadnezzar, Tiglath-Pileser, Nergal- Valkyrie, Yrsa.
sharezer, Sin-Shar-Ishkun, Enkidu, Nabopolassar, Titles
Nebuchadrezzar. Hersir. The Hersir was a local chieftain or noble in
Deity Names Norse society. They held authority over a specific
Mesopotamian names often incorporate the names of region or group of people and were responsible for
deities to show reverence or seek their protection and maintaining order, protecting their community, and
blessings. Individuals might be named after a specific leading warriors into battle.
Skald. Skalds were highly respected poets and
deity or bear a name that references a divine attribute or storytellers in Norse culture. They composed and
connection. Here are some examples of Mesopotamian recited poems and sagas that honored heroes, gods,
names inspired by deities: and important historical events. Skalds played a vital
Male Names. Ninurta, Nabu-ahhe-iddina, Sin-shumu-
role in preserving Norse mythology and passing
lishir, Adad-nerari, Nergal-meslamtaea, Utu-nadin-zeri, down their cultural heritage through oral traditions.
Viking. Vikings were seafaring warriors and traders
Ashur-resh-ishi, Shamash-eriba, Marduk-apla-iddina, from Norse societies. The term “Viking” referred to
Enki-zida. those who embarked on expeditions and raids across
Female Names. Ninlil-kashi, Inanna-zakkur, Nanshe- Europe and beyond. Vikings were known for their
kiya, Ninhursag-sharrat, Asherah-hadad, Ishtar-shum- bravery, exploration, and fierce combat skills. The
ukin, Ereshkigal-nadin-ahi, Belit-ili-Allatu, Anu-uballit, title of Viking carried a sense of adventure and
Tiamat-muqallit. daring.
Jarlskona. Jarlskona was a noble title for a high-
Epithets and Descriptive Names ranking woman in Norse society. It denoted a female
In Mesopotamian culture, individuals might be known counterpart to a Jarl, indicating her elevated status
by epithets or descriptive names that highlight their and influence. Jarlskona often played significant
qualities, accomplishments, or notable characteristics. roles in politics, diplomacy, and the management of
These names could be derived from personal attributes, their households and lands.

59
Hofgythja. Hofgythja referred to a female priestess in North American Names
Norse religious practices. These priestesses were Native North American names are diverse and vary
responsible for conducting rituals, offering sacrifices, across different indigenous cultures, including
and maintaining the connection between the mortal Algonquian, Iroquois, Navajo, Inuit, and many others.
realm and the divine. Hofgythjas played vital roles in These names often reflect the connection between
religious ceremonies and were regarded as spiritual individuals and their natural surroundings, including
guides within their communities. animals, plants, elements, and significant cultural or
Skjaldmær. Skjaldmær, meaning “shield-maiden,”
was a term used to describe women who fought historical events.
alongside men in battles. These warrior women The naming traditions of Native North American
were skilled in combat, wielding weapons and cultures often emphasize spiritual beliefs, ancestral
shields to protect their people. Skjaldmær lineage, and personal attributes. Many names carry
symbolized strength, courage, and the willingness to deep meanings and symbolize qualities such as
defend their community. strength, wisdom, harmony with nature, or the
Thingmen. Thingmen were individuals who expression of cultural identity.
participated in the Thing, a gathering or assembly of Algonquian Names: Ahanu, Chogan, Enola, Kiona,
free people in Norse communities. Thingmen had Mika, Nokomis, Odina, Pocahontas, Sequoia, Tala,
the right to voice their opinions, resolve disputes, Waban, Wapasha.
and make decisions that affected their society. They
played a role in shaping the laws and governance of Inuit Names: Aka, Amarok, Anana, Iluliaq, Kallik, Kiana,
their communities. Nanuq, Nukilik, Quvianaq, Sila, Suka, Uki.
Drengr. Drengr referred to a skilled warrior or
fighter in Norse culture. These individuals were Iroquois Names: Adahy, Ayita, Chenoa, Dekanawida,
renowned for their combat prowess, honor, and Gahyóhwëndah, Jacy, Kaya, Nayeli, Orenda, Sahkyo,
loyalty. Drengr were admired for their bravery and Tekakwitha, Waktaya.
often held esteemed positions within warrior
societies. This was one of the most honorable titles a Navajo Names: Ashkii, Chooli, Dibe, Hózhǫ́ ǫ́ gi, Kachina,
warrior could have. Nascha, Nizhóní, Sani, Tse, Tsébii’ndzisgaii, Yá’át’ééh.
Family Names Secondary Names
Norse family and clan names often indicated lineage, Some Native North American cultures have naming
geographic origin, or notable characteristics of the practices that involve assigning secondary names
ancestral group. These names were passed down during significant life events, ceremonies, or stages of
through generations and served to connect individuals personal growth. These secondary names often reflect
to their family heritage and collective identity. Family an individual’s achievements, spiritual connection, or
names could also be derived from occupations, specific qualities.
geographic features, or symbols associated with the These names can be inspired by cultural symbolism,
clan. natural phenomena, ancestral teachings, or personal
experiences. They serve as a marker of personal
Family Names: Bjornsson, Eriksson, Gudmundsdottir, transformation or a deeper understanding of one’s place
Haraldsson, Ingvarsson, Janssen, Knudsen, Larsen, within the community and the natural world.
Magnusson, Njaldsson, Olafsdottir, Ragnarsdottir, Secondary Names: Ahawi, Awenasa, Chiricahua,
Sigurdsson, Thorkelson, Ulfsson, Viggosson, Hialeah, Ichtaca, Kaiya, Mankato, Nascha, Odoka,
Wulfricsson, Yngvadottir. Sitka, Talulah, Wapi.
In Norse culture, family and clan names were not as Clan Names
prevalent as patronymic or matronymic elements. The
use of family names varied among different regions and Many Native North American cultures also have clan
time periods. Instead, individuals were often referred to systems that provide individuals with clan names based
by their given name, followed by their father’s name on their family lineage. Clan names connect individuals
with the suffix “-son” (for males) or “-dottir” (for to their ancestral heritage and the responsibilities
females), indicating “son of” or “daughter of.” associated with their clan.
For example, if a man named Gunnar had a father These names often carry significant meaning and
named Sigurd, his full name would be Gunnar represent the spiritual and social connections that
Sigurdsson. If a woman named Astrid had a father individuals have within their clans and communities.
named Harald, her full name would be Astrid
Haraldsdottir. This naming convention highlighted the
importance of lineage and kinship ties in Norse society.

60
Clan Names: Bear Clan, Eagle Clan, Turtle Clan, Wolf Guardian. Guardians were individuals entrusted
Clan, Thunderbird Clan, Deer Clan, Buffalo Clan, with the protection and well-being of their
Salmon Clan, Hawk Clan, Beaver Clan, Otter Clan, Fox community. They served as defenders, both
Clan. physically and spiritually, and often held ceremonial
Titles
roles during important events or rituals. Guardians
were responsible for maintaining harmony, security,
Sachem. Sachem was a political title used among and balance within their society.
some Native North American tribes, such as the
Algonquian and Iroquois. It denoted a chief or leader
with significant authority and responsibility within
the community. Sachems played important roles in
decision-making, diplomacy, and the well-being of
their people.
Wisdom Keeper. Wisdom Keepers were respected
individuals in Native North American cultures who
possessed deep knowledge, wisdom, and spiritual
insight. They held the responsibility of preserving
and sharing cultural teachings, rituals, and oral
histories to ensure the continuity of their
community’s traditions.
Storyteller. Storytellers played a crucial role in
Native North American cultures, as they were the
keepers and conveyers of their people’s oral
traditions. They preserved and shared myths,
legends, historical accounts, and cultural teachings
through engaging and captivating storytelling.
Hunter. The title of Hunter was given to individuals
who displayed exceptional skills in hunting, tracking,
and providing sustenance for their community.
Hunters were revered for their ability to navigate the
natural world, understand animal behaviors, and
contribute to the survival of their people.
Medicine Woman/Man. Medicine Women and Men
were highly respected healers, spiritual guides, and
practitioners of traditional medicine within Native
North American communities. They possessed
extensive knowledge of medicinal plants, rituals, and
ceremonies used to promote physical, mental, and
spiritual well-being.
Dancer. Dancers held significant roles in ceremonial
and cultural practices across Native North American
tribes. They performed intricate dances and
movements that conveyed spiritual connections, told
stories, and celebrated important events within the
community. Dancers were often seen as conduits
between the physical and spiritual realms.
Elder. Elders were revered members of Native North
American communities who embodied wisdom, life
experience, and guidance. They played crucial roles
in decision-making, conflict resolution, and passing
down traditional knowledge to younger generations.
Elders held positions of respect and were sought
after for their advice and teachings.

61
PART II
Monsters

62
Monsters By Culture Şüräle
Ugallu
African Uridimmu
Amadlozi
Asanbosam Norse
Catoblepas Draugr
Nommo Fenrir
Obambo Lindworm
East Asian
Valkyrie
Akateko North American
Baigujing Atshen
Jikininki N-Dam-Keno-Wet
Jubokko Nimerigar
Kappa Nun’Yunu’Wi
Lung Dragons Pukwudgie
Nuppeppo Skin-walker
Raiju Thunderbird
Tsuchigumo Wendigo
Tsukumogami
Egyptian
Eye of Ra
Serpopard
Spawn of Apophis
Greek
Amazons
Campe
Centimani
Charybdis
Phoenix
Siren
Spartoi
Stymphalian Birds
Telchine
Titan
Mesoamerican
Ahuizotl
Camazotz
Chanekeh
Cihuateteo
Cipactli
Mimixcoa
Nagual
Quinametzin
Tlahuelpuchi
Tzitzimeh
Mesapotamian
Alû
Anzû
Asag
Aqrabuamelu
Asag
Bashmu
Kusarikku

63
Ahuizotl
he Ahuizotl is a fearsome creature from

T
Aztec legend, believed to inhabit the Ahuizotl
waterways and jungles of ancient Medium monstrosity, chaotic evil
Mesoamerica. With the body of a large,
sleek otter and the limbs of a monkey, this Armor Class 14 (natural armor)
aquatic predator possesses a cruel and Hit Points 67 (9d8 + 27)
intelligent nature. Its most distinct feature Speed 30 ft., swim 60 ft.
is a long, sinuous tail that ends in a hand-like
appendage, tipped with razor-sharp claws. STR DEX CON INT WIS CHA
The Ahuizotl lurks beneath the surface of rivers and 17 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
lakes, camouflaged by the dense vegetation and
shadows. It uses its uncanny agility and deceptive Skills Stealth +7, Perception +6
Damage Immunities poison
charm to entice unsuspecting prey, luring them towards Senses darkvision 60 ft., passive Perception 16
the water’s edge with a playful and inviting demeanor. Languages None
Once within reach, the Ahuizotl strikes with lightning Challenge 4 (1,100 XP)
speed, snatching its victims with its powerful tail and
dragging them into the depths.
Legends also speak of the Ahuizotl’s ability to mimic Amphibious. The Ahuizotl can breathe air and water.

human voices, calling out to potential victims in the Tail Grapple. If the Ahuizotl hits a creature with its tail attack,
voices of their loved ones or companions, leading them the target is grappled (escape DC 14). Until this grapple ends,
astray with false cries for help. It is said that those who the target is restrained, and the Ahuizotl can’t use its tail attack
fall victim to the Ahuizotl’s traps are never seen again, on another target.
their fate consumed by the insatiable hunger of this False Cry. Once per day, the Ahuizotl can mimic a voice it has
mythical predator. heard, calling out to a creature within 60 feet. The target must
succeed on a DC 13 Wisdom saving throw or become charmed
and compelled to approach the Ahuizotl.

Actions
Multiattack. The Ahuizotl makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
7 (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
6 (1d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit
9 (2d4 + 3) bludgeoning damage, and the target is grappled.

64
Akateko
he Akateko is a malevolent creature rooted

T
in Japanese folklore, known for its
gruesome and deadly attacks on Akateko
unsuspecting victims. It takes the form of a Medium undead, chaotic evil
chilling apparition, with a vivid red hand
descending from a tree. This ominous sight Armor Class 12
is accompanied by the haunting presence Hit Points 44 (8d8 + 8)

of a specter—a young woman, whose ethereal beauty Speed 30 ft., climb 30 ft.

serves as a deceptive lure for passersby. STR DEX CON INT WIS CHA
Found primarily in Kagawa and Fukushima
prefectures, the Akateko employs a sinister strategy to 14 (+2) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 6 (-2)

ensnare its victims. The alluring specter at the base of Skills Stealth +5, Perception +2
the tree casts a trance-like spell upon those who gaze Damage Resistances necrotic
upon her, plunging them into a feverish state of Damage Immunities poison
vulnerability. In their dazed and weakened condition, Condition Immunities poisoned
the red hand of the Akateko swiftly seizes its Senses darkvision 60 ft., passive Perception 12
opportunity. Languages None
With a merciless grip around the neck, the Akateko’s Challenge 2 (450 XP)
hand forcefully tears its unfortunate prey apart, limb by
limb, inflicting unimaginable suffering. The gruesome Spider Climb. The Akateko can climb difficult surfaces,
fate that befalls those who cross paths with the Akateko including upside down on ceilings, without needing to make an
serves as a chilling reminder of the dangers that lurk in ability check.
the shadows of the natural world. Feverish Trance. When a creature starts its turn within 30 feet of
the Akateko, it must succeed on a DC 12 Wisdom saving throw
or be charmed until the start of its next turn. While charmed in
this way, the creature is incapacitated and has a speed of 0. If
the creature takes damage, it can repeat the saving throw,
ending the effect on a success.

Actions
Multiattack. The Akateko makes two attacks: one with its
Grasping Hand and one with its Claws.

Grasping Hand. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit 6 (1d6 + 3) bludgeoning damage. The target must
succeed on a DC 12 Strength saving throw or be grappled
(escape DC 12).

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit 5 (1d4 + 3) slashing damage.

65
Alû
he Alû is a malevolent spirit that haunts the

T
nights in ancient Mesopotamian folklore. Alû
Described as a vampiric demon, it preys Medium undead, chaotic evil
upon unsuspecting victims as they sleep,
feeding on their life force and plaguing Armor Class 15 (natural armor)
their dreams with nightmares. Hit Points 78 (12d8 + 24)
Legends tell of the Alû as a creature with Speed 30 ft.
a grotesque appearance, often depicted as a deformed,
hunched figure with elongated limbs and elongated STR DEX CON INT WIS CHA
fingers ending in razor-sharp claws. It is said to possess 17 (+3) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 10 (+0)
the ability to phase through walls and solid objects,
gaining access to its victims’ sleeping chambers Skills Stealth +6, Perception +3
Damage Resistances necrotic
unnoticed. Condition Immunities exhaustion, frightened
Victims of the Alû wake in distress, tormented by Senses darkvision 60 ft., passive
vivid and horrifying dreams. The Alû’s presence drains
their vitality, leaving them weakened and vulnerable. Perception 13

Ancient rituals and talismans were employed to ward Languages None


off this malevolent spirit, protecting individuals from its Challenge 5 (1,800 XP)
nighttime assaults.
Incorporeal Movement. The Alû can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Undead Nature. The monster does not require air, drink, eat, or
sleep.

Nightmare Aura. While within 30 feet of the Alû, creatures have


disadvantage on Wisdom (Perception) checks and saving
throws against being frightened.

Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
11 (2d6 + 4) slashing damage plus 9 (2d8) necrotic damage.

Life Drain. The Alû targets a creature it can see within 5 feet of
it. The target must succeed on a DC 14 Constitution saving
throw or take 21 (6d6) necrotic damage and its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest.

Terrifying Gaze (Recharge 5-6). The Alû fixes its gaze on a


creature it can see within 30 feet of it. The target must succeed
on a DC 14 Wisdom saving throw or become frightened for 1
minute. The frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or the effect
ends for it, the target is immune to the Alû’s Terrifying Gaze for
the next 24 hours.

66
Amadlozi
he Amadlozi are ancestral spirits revered in

T
Nguni culture. They are believed to be the
souls of the departed who have the power Amadlozi
to influence the living world. These spirits Medium undead, lawful neutral
can bring blessings or misfortune
depending on the respect and offerings Armor Class 14 (natural armor)
they receive. Amadlozi are often called Hit Points 42 (5d8 + 14)

upon by their living descendants for guidance, Speed 30 ft.

protection, and aid. STR DEX CON INT WIS CHA


The appearance of Amadlozi varies, as they manifest
in forms that reflect their earthly existence. Some may 14 (+2) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 16 (+3)

appear as ethereal figures, while others take on the Skills Religion +6, Insight +7
guise of animals or natural phenomena. Despite their Damage Resistances necrotic; bludgeoning, piercing, and
otherworldly nature, Amadlozi maintain a connection to slashing from nonmagical attacks
their ancestral heritage and possess deep knowledge of Condition Immunities exhaustion, poisoned
their lineage and traditions. Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 3 (700 XP)

Incorporeal Movement. The Amadlozi can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Undead Nature. The monster does not require air, drink, eat, or
sleep.

Ancestral Wisdom. The Amadlozi has advantage on Wisdom


(Insight) checks and can use its reaction to impose
disadvantage on an attack roll against a creature it can see
within 30 feet of it.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit 7 (1d8 + 3) bludgeoning damage.

Divine Presence. Each creature of the Amadlozi’s choice within


30 feet of it must make a DC 16 Wisdom saving throw. On a
failure, a target becomes frightened for 1 minute. The
frightened target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

Spiritual Blessing (Recharge 5-6). As a bonus action, the


Amadlozi can grant temporary hit points equal to half its hit
points (rounded down) to one creature within 30 feet of it. The
target gains advantage on saving throws against being
frightened and has resistance to necrotic damage until the
Amadlozi’s next turn.

67
Amazons
mazons are a fierce society of warrior

A
women of Greek legend, known for their Amazon Scout
exceptional combat prowess and Medium humanoid, neutral good
indomitable spirit. Hailing from a hidden
and mystical land, they are a force to be Armor Class 12 (leather armor)
reckoned with on the battlefield. Bound by Hit Points 38 (7d8 + 7)
honor, discipline, and a deep sense of Speed 50 ft.
sisterhood, Amazons have carved their place in history
as formidable fighters and guardians of their sacred STR DEX CON INT WIS CHA
homeland. 14 (+2) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
These formidable warriors embody grace and
strength in equal measure. Trained from a young age in Skills Stealth +5, Perception +4, Survival +4
Senses passive Perception 14
the art of war, they master a variety of weapons and Languages Common
combat techniques, making them versatile adversaries. Challenge 2 (450 XP)
Clad in ornate armor adorned with intricate designs,
Amazons are a striking sight on the battlefield, inspiring
awe and respect among their allies and striking fear into Artificial Origin. Amazons, were sculpted and born from the

the hearts of their foes. ground are said to be as strong and as resilient as the earth.
The Amazon does not require sleep.
While their combat skills are renowned, Amazons are
not solely defined by their martial prowess. They Ambush Master. The Amazon Scout has advantage on Dexterity
possess a deep connection to nature and draw (Stealth) checks made to hide in natural environments.
inspiration from its power. They are known to have a Actions
keen affinity for archery, with their arrows flying true
and finding their mark with deadly accuracy. Multiattack. The Amazon Scout makes two attacks: one with its
Additionally, Amazons exhibit exceptional agility, using shortsword and one with its shortbow.
their nimbleness to outmaneuver their opponents and
strike with swift and precise strikes. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Beyond their physical abilities, Amazons embody a target. Hit: 5 (1d6 + 2) piercing damage.

strong sense of honor, justice, and loyalty. They are led Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
by a council of wise and experienced leaders who guide one target. Hit: 6 (1d6 + 3) piercing damage.
their society with wisdom and compassion. Amazons
value courage, integrity, and the pursuit of truth, and
their society fosters personal growth, intellectual
development, and the nurturing of each individual’s
unique talents.
Amazons are deeply connected to their ancestral
traditions and rituals, which bind them together as a
united force. They hold sacred ceremonies, invoking the
blessings of their deities and ancestors, and their chants
and battle cries echo through the air, instilling strength
and determination in their ranks. Amazons fight not
only for their land and people but also for the
preservation of their ancient traditions and the
protection of all that they hold dear.

68
Amazon Warrior Amazon General
Medium humanoid, neutral good Medium humanoid, neutral good

Armor Class 16 (chain mail, shield) Armor Class 18 (plate, shield)


Hit Points 52 (8d8 + 16) Hit Points 104 (16d8 + 32)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 16 (+3)

Skills Athletics +5, Perception +3 Skills Athletics +7, Perception +5


Senses passive Perception 13 Senses passive Perception 15
Languages Common Languages Common
Challenge 3 (700 XP) Challenge 6 (2,300 XP)

Artificial Origin. Amazons, were sculpted and born from the Artificial Origin. Amazons, were sculpted and born from the
ground are said to be as strong and as resilient as the earth. ground are said to be as strong and as resilient as the earth.
The Amazon does not require sleep. The Amazon does not require sleep.

Shield Master. When the Amazon Warrior is wielding a shield, Indomitable Presence. The Amazon General has advantage on
its Armor Class increases by 2. saving throws against being charmed or frightened.

Actions Commanding Presence. Each ally of the Amazon General within


30 feet gains a +2 bonus to attack rolls while the Amazon
Multiattack. The Amazon Warrior makes two attacks: one with General is not incapacitated.
its longsword and one with its shield bash.
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage. Multiattack. The Amazon General makes three attacks: one
with its longsword and two with its shortsword.
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature of Large size or smaller, it must succeed on a DC 13 target. Hit: 9 (1d8 + 5) slashing damage.
Strength saving throw or be knocked prone.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 5) piercing damage.

Commanding Presence. Each ally of the Amazon Queen within


Amazon Queen 30 feet gains a +2 bonus to attack rolls while the Amazon
Medium humanoid, neutral good
Queen is not incapacitated.
Armor Class 20 (plate, shield) Tactical Mastery. The Amazon Queen has advantage on
Hit Points 136 (16d8 + 64) Intelligence (History) checks related to military tactics and
Speed 30 ft. strategy. Additionally, she can use a bonus action to grant
advantage on attack rolls to a number of friendly creatures
STR DEX CON INT WIS CHA equal to her Charisma modifier (minimum of one) within 30
20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3) 20 (+5) feet, as she directs and coordinates their movements on the
battlefield.
Skills Athletics +10, Perception +8
Senses passive Perception 18 Actions
Languages Common
Multiattack. The Amazon Queen makes three attacks: one with
Challenge 10 (5,900 XP)
her greatsword and two with her shortsword.

Artificial Origin. Amazons, were sculpted and born from the Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
ground are said to be as strong and as resilient as the earth. target. Hit: 15 (2d6 + 8) slashing damage.
The Amazon does not require sleep.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Indomitable Presence. The Amazon Queen has advantage on target. Hit: 8 (1d6 + 5) piercing damage.
saving throws against being charmed or frightened.
War Cry (1/day). The Amazon Queen lets out a powerful war cry,
bolstering her allies’ resolve. All friendly creatures within 30 feet
of the Amazon Queen gain advantage on their next attack roll.

69
Anzû
he Anzû is a mythical creature originating

T
from ancient Mesopotamian mythology. It
is depicted as a large, bird-like creature Anzû
with the head of an eagle and the body of a Huge monstrosity, lawful neutral
lion. Its majestic wings span wide, granting
it impressive aerial prowess. Legends tell Armor Class 18 (natural armor)
of Anzû as a formidable guardian, dwelling Hit Points 178 (17d12 + 68)

in the mountains and guarding sacred treasures or Speed 40 ft., fly 80 ft.

divine knowledge. STR DEX CON INT WIS CHA


Anzû’s presence strikes fear into the hearts of those
who seek to trespass upon its domain. Its piercing gaze 23 (+6) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 20 (+5)

holds an air of intelligence and ancient wisdom, a Skills Perception +8


testament to its celestial origin. With its razor-sharp Damage Resistances radiant; bludgeoning, piercing, and
talons and powerful beak, the Anzû is capable of slashing from nonmagical attacks
rending foes in swift and merciless attacks. Condition Immunities charmed, frightened
The legendary Anzû is said to possess supernatural Senses darkvision 120 ft., passive Perception 18
strength and cunning, making it a fearsome opponent Languages Celestial, Common
even for the mightiest warriors. It is known to wield Challenge 13 (10,000 XP)
divine powers and can command storms and thunder,
summoning tempestuous winds and lightning bolts to Innate Spellcasting. The Anzû’s spellcasting ability is Charisma
protect what it holds dear. (spell save DC 18). It can innately cast the following spells,
requiring no material components:

At will: feather fall, gust, thunderwave


3/day each: gust of wind, call lightning
1/day each: chain lightning

Actions
Multiattack. The Anzû makes two attacks: one with its beak and
one with its talons.

Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 18 (3d8 + 6) piercing damage.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 16 (2d10 + 5) slashing damage. If the target is a creature, it
must succeed on a DC 18 Strength saving throw or be knocked
prone.

70
Aqrabuamelu
rom the ancient myths of Mesopotamia

F
emerges the Aqrabuamelu, the fearsom
scorpion people. These monsters are said to
roam the desolate desert regions, guarding
ancient tombs and sacred ruins. Its presence
strikes fear into the hearts of those who dare
to venture into its domain.
With its venomous stinger, the Aqrabuamelu is a
formidable opponent. It uses its immense strength and
agility to pounce on unsuspecting prey, swiftly
overpowering them with its deadly attacks. Legends tell
of its ability to paralyze its victims with a single sting,
leaving them at the mercy of this terrifying creature.
Aqrabuamelu
Large monstrosity, neutral evil

Armor Class 16 (natural armor)


Hit Points 105 (14d10 + 28)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

Skills Stealth +6, Perception +3


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages None
Challenge 7 (2,900 XP)

Pounce. If the Aqrabuamelu moves at least 20 feet straight


toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength
saving throw or be knocked prone.

Multiattack. The Aqrabuamelu makes three attacks: one with


its spear and two with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit 11 (2d6 + 4) slashing damage.

Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit 17 (2d8 + 6) piercing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one


creature. Hit 9 (1d10 + 4) piercing damage, and the target
must make a DC 14 Constitution saving throw, taking 21 (6d6)
poison damage on a failed save, or half as much damage on a
successful one. The target is also paralyzed for 1 minute on a
failed save. The target can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

71
Asag
eep within the bowels of the earth, the

D
monstrous Asag lurks in the shadows. Born
from the primeval chaos, this abomination of
stone and darkness embodies pure
malevolence. In ancient Sumerian legends,
the Asag is described as a creature of
immense size, with a body covered in gnarled,
rocky protrusions and a gaping maw filled with jagged
fangs.
Asag possesses formidable strength, able to rend
even the toughest stone with its mighty blows. It feeds
on the life force of living beings and delights in
spreading terror and destruction. The mere presence of
Asag can cause the earth to tremble and dark clouds to
gather, foretelling its malevolent rampage.
Asag
Huge monstrosity, chaotic evil

Armor Class 18 (natural armor)


Hit Points 187 (15d12 + 90)
Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 8 (-1) 22 (+6) 7 (-2) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, and slashing from


nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, deafened, frightened
Senses darkvision 120 ft., tremorsense 60 ft., passive
Perception 10
Languages None
Challenge 11 (7,200 XP)

Stone Camouflage. The Asag has advantage on Dexterity


(Stealth) checks made to hide in rocky terrain.

Terrifying Presence. Each creature of the Asag’s choice that is


within 60 feet of it and aware of it must succeed on a DC 16
Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Multiattack. The Asag makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit 22 (3d8 + 9) bludgeoning damage.

Life Drain (Recharge 5-6). The Asag targets one creature it can
see within 30 feet of it. The target must succeed on a DC 16
Constitution saving throw or take 33 (6d10) necrotic damage.
The Asag regains hit points equal to the necrotic damage dealt.

72
Asanbosam
ailing from the dense jungles of West

H
Africa, the Asanbosam is a fearsome
creature known for its terrifying appearance Asanbosam
and insatiable bloodlust. With razor-sharp Medium monstrosity, chaotic evil
teeth, elongated limbs, and hooks on its
hands and feet, this vampiric monster lurks Armor Class 14 (natural armor)
among the treetops, waiting to descend Hit Points 23 (3d8 + 5)

upon unsuspecting prey. Speed 30 ft., climb 30 ft.

Legends depict the Asanbosam as a creature that STR DEX CON INT WIS CHA
targets humans, particularly those who venture into its
territory. It possesses incredible agility and can move 18 (+4) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

effortlessly through the dense foliage. Its ability to hang Skills Stealth +7, Perception +4
upside down from trees, aided by its formidable hooks, Damage Resistances necrotic
allows it to surprise its victims with swift and Condition Immunities charmed
devastating attacks. Senses darkvision 60 ft., passive Perception 14
The Asanbosam derives sustenance from the blood of Languages None
its victims, using its powerful jaws to bite into the flesh Challenge 1 (200 XP)
and drain them of their life force. The sight of its
glowing red eyes and menacing fangs strikes terror into Spider Climb. The Asanbosam can climb difficult surfaces,
the hearts of those who encounter it, earning the including upside down on ceilings, without needing to make an
Asanbosam a reputation as a formidable predator of the ability check.
jungle. Multiattack. The Asanbosam makes two attacks: one with its
bite and one with its hook.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit
8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The
target’s hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the Asanbosam regains hit
points equal to that amount. The reduction lasts until the
target finishes a long rest. The target dies if this effect reduces
its hit point maximum to 0.

Hook. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Hit 9 (1d10 + 4) slashing damage.

73
Atshen
he Atshen is a creature of Native American

T
folklore, specifically from the Cheyenne
tribe. It is said to be a malevolent spirit that Atshen
dwells in the darkest corners of the Medium monstrosity, chaotic evil
wilderness, preying upon those who dare to
venture into its domain. In Cheyenne Armor Class 15 (natural armor)
mythology, the Atshen is often described as Hit Points 52 (8d8 + 16)

a shape-shifting monster that takes on the form of a Speed 40 ft.

fearsome, shadowy figure with piercing red eyes. STR DEX CON INT WIS CHA
Legends tell of the Atshen’s ability to blend
seamlessly with its surroundings, making it nearly 15 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

invisible to the unsuspecting eye. It uses this stealth to Skills Stealth +7, Perception +4
stalk its victims, striking from the shadows with deadly Senses darkvision 60 ft., passive Perception 14
precision. The Atshen is known for its incredible speed Languages None
and agility, darting through the trees and underbrush Challenge 3 (700 XP)
with supernatural swiftness.
Those who encounter the Atshen often describe an Shadow Blend. The Atshen has advantage on Dexterity (Stealth)
overwhelming sense of dread and paranoia, as if they checks made to hide in dim light or darkness.
are being watched by an unseen presence. The creature
delights in sowing fear and confusion, using its Terrifying Gaze. When a creature starts its turn within 30 feet of
supernatural powers to manipulate the minds of its the Atshen and the two of them can see each other, the Atshen
victims. It is believed that the Atshen feeds on the life can force the creature to make a DC 12 Wisdom saving throw

force and fear of its prey, growing stronger with each or be frightened for 1 minute. The frightened creature can

encounter. repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Shapechanger. The Atshen can use its action to polymorph into


a Small or Medium humanoid it has seen, or back into its true
form. Its statistics are the same in each form. Any equipment it
is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.

Actions
Multiattack. The Atshen makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit 7 (1d6 + 4) slashing damage.

74
Baigujing
aigujing, also known as the White Bone

B
Spirit, is a powerful and malevolent demon
from Chinese mythology. Appearing as a Baigujing
stunningly beautiful woman with flowing Medium fiend, chaotic evil
white hair and glowing red eyes, baigujings
use their enchanting appearance to deceive Armor Class 15 (natural armor)
and manipulate those who cross their path. Hit Points 120 (16d8 + 48)

They are masters of illusion and seduction, capable of Speed 30 ft., fly 60 ft.

transforming her appearance and luring unsuspecting STR DEX CON INT WIS CHA
victims into her grasp.
The baigujing possesses dark magic and necromantic 14 (+2) 20 (+5) 16 (+3) 18 (+4) 16 (+3) 20 (+5)

powers, able to summon and control the spirits of the Skills Deception +9, Perception +7
dead, often accompanied by a retinue of ghostly Damage Resistances cold, necrotic, poison
minions, who aid her in her sinister schemes. It is said Condition Immunities charmed, frightened, poisoned
that they delight in causing chaos and suffering, reveling Senses darkvision 120 ft., passive Perception 17
in the anguish of her victims. Languages Common, Infernal
Those who encounter a baigujing are warned to be Challenge 8 (3,900 XP)
cautious, for her beauty masks a deadly danger. They
prey upon the desires and weaknesses of mortals, Innate Spellcasting. Baigujing’s innate spellcasting ability is
tempting them with promises of wealth, power, or Charisma (spell save DC 15). She can innately cast the
forbidden knowledge. Once ensnared, the victims find following spells, requiring no material components:
themselves trapped in their clutches, their life essence
slowly drained away. At will: charm person, darkness, silent image
3/day each: dominate person, fear, invisibility, misty step
1/day each: dominate monster, mass suggestion, plane shift

Ethereal Jaunt. As a bonus action, Baigujing can magically


shift from the Material Plane to the Ethereal Plane, or vice
versa.

Actions
Multiattack. Baigujing makes three attacks: one with her claws
and two with her spectral chains.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit 10 (1d8 + 6) slashing damage.

Spectral Chains. Ranged Weapon Attack: +8 to hit, range 30/60


ft., one target. Hit 8 (1d6 + 5) force damage. If the target is a
creature, it must succeed on a DC 15 Strength saving throw or
be pulled up to 10 feet toward Baigujing.

75
Bashmu
n the ancient texts of Mesopotamian mythology,

I
the Bashmu is a fears
ome serpentine monster with a voracious Bashmu
appetite. Born from chaos and darkness, this Huge monstrosity, unaligned
creature is said to dwell in the deepest caverns
and subterranean rivers, awaiting its next meal. Armor Class 16 (natural armor)
The Bashmu is a massive snake-like creature, Hit Points 138 (12d12 + 60)

with a body covered in impenetrable scales that Speed 40 ft.

shimmer in various shades of green and black. Its eyes STR DEX CON INT WIS CHA
gleam with a malevolent intelligence, and its forked
tongue flickers in anticipation of its next strike. Legends 20 (+5) 14 (+2) 20 (+5) 2 (-4) 10 (+0) 6 (-2)

speak of the Bashmu’s immense size, stretching up to Damage Immunities poison


fifty feet in length, and its ability to swallow whole Senses blindsight 60 ft., passive Perception 10
creatures twice its size. Languages None
This formidable monster possesses potent venom, Challenge 7 (2,900 XP)
capable of incapacitating even the hardiest of warriors.
Its fangs are razor-sharp, and a single bite from the Keen Smell. The Bashmu has advantage on Wisdom
Bashmu can paralyze its prey, rendering them helpless (Perception) checks that rely on smell.
before their inevitable fate. It is said that the Bashmu’s
insatiable hunger is only matched by its insidious Venomous Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
patience, waiting silently for the perfect moment to creature. Hit 18 (3d8 + 5) piercing damage plus 14 (4d6)
strike. poison damage. The target must succeed on a DC 16

The presence of the Bashmu is often associated with Constitution saving throw or be paralyzed for 1 minute. The

calamity and disaster. Its emergence from the depths is target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
believed to foretell a time of upheaval and chaos, as if
the very earth itself rebels against the order imposed Actions
upon it. Those who encounter the Bashmu are advised
to proceed with extreme caution, for facing this ancient Multiattack. The Bashmu makes two attacks: one with its bite

embodiment of destruction is a perilous and potentially and one with its tail.

fatal endeavor. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit 18 (3d8 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature.


Hit 14 (2d6 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or
be knocked prone.

76
Camazotz
he Camazotz, originating from Mayan

T
mythology, is a creature of darkness and Camazotz
terror. With the body of a large bat and the Medium monstrosity, chaotic evil
head of a fearsome jaguar, it instills fear in
the hearts of those who dare to venture into Armor Class 15 (natural armor)
its domain. Legends describe the Camazotz Hit Points 45 (6d8 + 18)
as nocturnal hunters, lurking in the dense Speed 30 ft., fly 60 ft.
jungles and caves of Mesoamerica.
The Camazotz is known for its stealth and agility, STR DEX CON INT WIS CHA
capable of gliding silently through the night sky and 16 (+3) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
swooping down upon its prey with deadly precision. Its
razor-sharp fangs and claws make it a formidable Skills Stealth +6, Perception +4
Senses blindsight 60 ft., passive Perception 14
opponent, capable of rending flesh and bone. The Languages None
bloodlust of the Camazotz is insatiable, and it will not Challenge 3 (700 XP)
hesitate to attack anything that poses a threat to its
territory. Echolocation. The Camazotz can’t use its blindsight while
deafened.

Keen Hearing. The Camazotz has advantage on Wisdom


(Perception) checks that rely on hearing.

Actions
Multiattack. The Camazotz makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit 8 (2d4 + 3) slashing damage.

77
Campe
n Greek mythology, Campe is a fearsome and

I
grotesque creature that dwells in the depths of
Tartarus. This monstrous jailor is depicted as a
hybrid being, with a serpentine lower body, the
torso of a woman, and a lion’s head. Campe is
known for her role in guarding the Titans
imprisoned by Zeus.
Campe is a creature of immense strength and
ferocity. With her lion-like head, she possesses a savage
roar that can strike fear into the hearts of even the
bravest warriors. Her serpentine tail is capable of
constricting and crushing her enemies, while her
immense size and brute force make her a formidable
opponent on the battlefield.
Campe
Huge monstrosity, chaotic evil

Armor Class 17 (natural armor)


Hit Points 157 (15d12 + 60)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 18 (+4) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Str +10, Con +8


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages None
Challenge 8 (3,900 XP)

Roar. Each creature of Campe’s choice within 60 feet of her that


can hear her must succeed on a DC 15 Wisdom saving throw
or become frightened for 1 minute. A frightened creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Actions
Multiattack. Campe makes two attacks: one with her bite and
one with her tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 18 (3d6 + 6) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit 16 (2d8 + 6) bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple ends, the target is
restrained, and Campe can’t use her tail on another target.

78
Catoblepas Catoblepas
Large monstrosity, neutral
he Catoblepas is a legendary creature

T
originating from the vast plains of Ethiopia. Armor Class 14 (natural armor)
This fearsome beast resembles a massive Hit Points 76 (9d10 + 27)

bull with a stout and muscular body, but its Speed 40 ft.

most striking feature is its STR DEX CON INT WIS CHA
disproportionately large and heavy head. 18 (+4) 10 (+0) 16 (+3) 4 (-3) 12 (+1) 8 (-1)
With eyes perpetually cast downward and a
snakelike neck, the Catoblepas possesses a haunting Skills Perception +4
and ominous presence. Condition Immunities petrified
Found roaming the remote and desolate regions, the Senses darkvision 60 ft., passive Perception 14
Catoblepas is known for its solitary nature and its Languages None
territorial disposition. Legends speak of its gaze, which Challenge 3 (700 XP)
is said to be so potent that it can turn its victims to stone
with a single glance. The creature is often associated Petrifying Gaze. If a creature starts its turn within 30 feet of the
with doom and misfortune, and encounters with the Catoblepas and the two of them can see each other, the
Catoblepas are considered ominous omens by those Catoblepas can force the creature to make a DC 13
who believe in its existence. Constitution saving throw if the Catoblepas isn’t incapacitated.
The Catoblepas is a formidable opponent, relying on On a failed save, the creature magically begins to turn to stone
its immense strength and petrifying gaze to defend its and is restrained. The restrained creature must repeat the
territory. While it may seem slow and ponderous due to saving throw at the end of its next turn. On a success, the

the weight of its head, it possesses surprising agility effect ends. On a failure, the creature is petrified until freed by
the greater restoration spell or other magic.
when provoked. It is a creature to be approached with
caution and utmost respect, as those who Actions
underestimate its power may find themselves at the
mercy of its lethal gaze. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
13 (2d8 + 4) piercing damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 9 (1d10 + 4) bludgeoning damage.

79
Centimani
n the realms of ancient Greek mythology, the

I
Centimani are powerful giants born from the
primordial bloodshed during the Titanomachy.
Towering over the mortal races, these colossal
beings possess multiple arms and a monstrous
appearance that strikes awe and fear into those
who lay eyes upon them.
The Centimani are known for their immense strength
and endurance, capable of wreaking havoc on the
battlefield with their colossal weapons and titanic fists.
Legends speak of their insatiable hunger for power and
conquest, leading them to clash with the gods
themselves in their pursuit of dominance.
Centimani
Gargantuan giant, chaotic neutral

Armor Class 18 (natural armor)


Hit Points 230 (20d20 + 100)
Speed 40 ft.

STR DEX CON INT WIS CHA


25 (+7) 12 (+1) 20 (+5) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Dex +6, Con +10, Wis +7, Cha +8


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses passive Perception 12
Languages Giant
Challenge 14 (11,500 XP)

Siege Monster. The Centimani deals double damage to objects


and structures.

Actions
Multiattack. The Centimani makes six attacks: two with its
greatsword, two with its spear, and two with its slam.

Greatsword. Melee Weapon Attack: +12 to hit, reach 15 ft., one


target. Hit 24 (3d10 + 7) slashing damage.

Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft.


or range 30/120 ft., one target. Hit 16 (2d8 + 7) piercing
damage.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit 18 (3d6 + 7) bludgeoning damage.

80
Chanekeh
hanekeh are mischievous woodland spirits

C
originating from Aztec folklore. These playful
creatures are often depicted as small,
gnome-like beings adorned with vibrant
feathers and carrying tiny bows and arrows.
They are known to inhabit dense forests and
have a deep connection with nature.
Chanekeh delight in creating harmless pranks and
tricks, often targeting travelers or lost adventurers who
wander into their territory. They possess a keen sense
of stealth, allowing them to move through the forest
unseen and avoid detection. While mischievous,
Chanekeh rarely pose a serious threat and are more
likely to flee than engage in direct combat.
Chanekeh
Small fey, neutral

Armor Class 13 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 12 (+1)

Skills Stealth +5, Perception +4


Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Challenge 1/2 (100 XP)

Vanish. As a bonus action, the Chanekeh can magically become


invisible until it attacks or casts a spell or until its
concentration ends (as if concentrating on a spell).

Prankster’s Trick. Once per turn, when the Chanekeh hits a


creature with a ranged attack, it can force the target to make a
DC 12 Wisdom saving throw. On a failed save, the target
becomes charmed by the Chanekeh until the end of the
Chanekeh’s next turn.

Actions
Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
target. Hit 5 (1d6 + 3) piercing damage.

81
Charybdis
harybdis is a legendary sea monster of Greek

C
mythology, believed to reside in treacherous
whirlpools and devour ships that pass
through her domain. This massive creature
takes the form of a colossal whirlpool, with
its swirling waters capable of swallowing
even the largest vessels.
Sailors fear encountering Charybdis, as her immense
power and hunger are unmatched. She lies in wait,
creating fierce maelstroms that drag unsuspecting ships
to their doom. Her terrifying presence makes it nearly
impossible for sailors to escape once caught in her
swirling grasp.
Legends tell of heroes who have attempted to face
Charybdis, navigating the deadly currents and engaging
in a battle against the monstrous vortex. These
encounters require great skill and bravery, as any
misstep can lead to a watery grave.
Charybdis
Gargantuan monstrosity, chaotic evil

Armor Class 18 (natural armor)


Hit Points 220 (20d20 + 100)
Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA


25 (+7) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

Saving Throws Dex +5, Con +10, Wis +6


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities prone
Senses blindsight 120 ft., passive Perception 12
Languages None
Challenge 14 (11,500 XP)

Whirlpool. The Charybdis creates a swirling vortex in the water


within 120 feet of her. Each creature in the vortex’s area must
make a DC 18 Strength saving throw or be pulled 10 feet
toward the center of the vortex. On a failed save, a creature
takes 28 (8d6) bludgeoning damage and is restrained. A
creature restrained by the vortex can use an action to make a
DC 18 Strength check, freeing itself on a success.

Actions
Slam. Melee Weapon Attack: +12 to hit, reach 30 ft., one target.
Hit 36 (6d10 + 5) bludgeoning damage.

82
Cihuateteo
he Cihuateteo are spectral beings

T
originating from Aztec mythology. These
vengeful spirits are the restless souls of
women who died during childbirth, known
for their eerie and haunting presence.
Appearing as ethereal figures with hollow
eyes and tattered garments, they embody a
mix of sorrow and wrath.
Cihuateteo are often encountered in ancient ruins or
desolate areas, seeking solace and redemption. They
possess an otherworldly aura that fills the air with a
chilling coldness, and their mournful wails can be heard
from afar, echoing the tragedies of their past lives.
Cihuateteo
Medium undead, chaotic evil

Armor Class 12
Hit Points 45 (6d8 + 18)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Skills Stealth +4, Perception +3


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages None
Challenge 2 (450 XP)

Incorporeal Movement. The Cihuateteo can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Undead Nature. The cihuateteo does not require air, drink, eat,
or sleep.

Ethereal Sight. The Cihuateteo can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.

Wail. Once per day, as an action, the Cihuateteo releases a


mournful wail. Each non-undead creature within 30 feet of the
Cihuateteo that can hear it must make a DC 13 Wisdom saving
throw or be frightened for 1 minute. A frightened creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Actions
Ghostly Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 9 (2d6 + 2) necrotic damage.

Withering Gaze. Ranged Spell Attack: +4 to hit, range 60 ft., one


target. Hit 8 (2d6 + 1) necrotic damage.

83
Cipactli
ipactli is a fearsome aquatic creature of

C
Aztec legend, resembling a monstrous
crocodile with jagged rows of teeth and
multiple legs. It is believed to be the
primordial beast that formed the foundation
of the world according to Aztec creation
myth.
This massive reptilian creature lurks in the depths of
lakes and swamps, ready to ambush unsuspecting prey
that venture near the water’s edge. With its powerful
jaws and immense strength, Cipactli can overpower
even the most agile of creatures, making it a formidable
presence in its domain.
Cipactli
*Huge monstrosity, neutral
evil*

Armor Class 16 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 20 (+5) 2 (-4) 10 (+0) 5 (-3)

Skills Perception +4
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14
Languages None
Challenge 6 (2,300 XP)

Amphibious. Cipactli can breathe air and water.

Hold Breath. Cipactli can hold its breath for up to 1 hour.

Actions
Multiattack. Cipactli makes three attacks: one with its bite and
two with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 18 (2d10 + 7) piercing damage. If the target is a creature, it
must succeed on a DC 16 Strength saving throw or be
swallowed by Cipactli. A swallowed creature is blinded and
restrained, has total cover against attacks and other effects
outside Cipactli, and takes 21 (6d6) acid damage at the start of
each of Cipactli’s turns.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit 16 (2d8 + 7) bludgeoning damage.

84
Draugr
n the cold and desolate lands of the North, where

I
the spirits of the dead roam, the Draugr emerges Draugr Warlord
from its eternal slumber. These undead creatures Medium undead, neutral evil
were once warriors or powerful individuals who
were buried with their possessions, only to rise Armor Class 18 (natural armor, shield)
again as vengeful spirits bound to their decaying Hit Points 105 (13d8 + 45)
corpses. Speed 30 ft.
Draugr are skeletal figures wrapped in tattered
remnants of burial shrouds, their eyes burning with an STR DEX CON INT WIS CHA
ethereal glow. They possess an unnatural strength and 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 9 (-1)
a relentless desire for revenge. As guardians of ancient
tombs and burial grounds, they attack any intruders Damage Resistances necrotic, poison
who disturb their eternal rest. Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Draugr Languages understands the languages it knew in life but can’t
speak
Medium undead, neutral evil
Challenge 6 (2,300 XP)
Armor Class 13 (natural armor)
Hit Points 45 (7d8 + 14) Undead Fortitude. If damage reduces the Draugr Warlord to 0
Speed 30 ft. hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or from
STR DEX CON INT WIS CHA a critical hit. On a success, the Draugr Warlord drops to 1 hit
16 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3) point instead.

Savage Attacks. When the draugr warlord lands a critical hit, the
Damage Resistances necrotic, poison
damage is tripled rather than doubled.
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Actions
Languages understands the languages it knew in life but can’t Multiattack. The Draugr Warlord makes three melee attacks:
speak two with its longsword and one with its claw.
Challenge 2 (450 XP)
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit 9 (1d8 + 5) slashing damage.
Undead Fortitude. If damage reduces the Draugr to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
damage taken, unless the damage is radiant or from a critical 8 (1d6 + 5) slashing damage plus 5 (1d10) necrotic damage.
hit. On a success, the Draugr drops to 1 hit point instead.
Frightening Gaze. The Draugr targets one creature it can see
Actions within 30 feet of it. If the target can see the Draugr, it must
succeed on a DC 12 Wisdom saving throw or be frightened
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
until the end of its next turn. If the target fails the saving throw
target. Hit 7 (1d8 + 3) slashing damage. by 5 or more, it is also paralyzed for the same duration.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
Aura of Decay. The Draugr Warlord exudes an aura of decay in a
6 (1d6 + 3) slashing damage plus 3 (1d6) necrotic damage. 10-foot radius. At the start of each of its turns, each creature
Frightening Gaze. The Draugr targets one creature it can see within the aura takes 5 (1d10) necrotic damage. Additionally,
within 30 feet of it. If the target can see the Draugr, it must the aura causes non-magical weapons held by creatures other
succeed on a DC 12 Wisdom saving throw or be frightened than the Draugr Warlord to rust and corrode.
until the end of its next turn. If the target fails the saving throw
Warlord’s Command. The Draugr Warlord summons 1d4
by 5 or more, it is also paralyzed for the same duration. draugrs. They appear in 1d4 rounds and will cooperate with the
warlord.

85
A draugr, its eyes glowing red with its thirst for blood.

86
Eye of Ra
eep within the ancient temples dedicated to

D
the sun god, Ra, the Ra manifests as blazing,
floating orbs of divine radiance. As guardians Eye of Ra
of sacred places, these celestial entities watch Large celestial, lawful good
over the secrets and treasures hidden within
the temple walls, ready to unleash divine Armor Class 18 (natural armor)
wrath upon any who dare to desecrate Hit Points 120 (16d10 + 32)

hallowed grounds. Speed 0 ft., fly 60 ft. (hover)

The Eye of Ra emanates a blinding light that pierces STR DEX CON INT WIS CHA
through the darkness, revealing all that lies within its
gaze. Its presence is awe-inspiring, and its divine power 18 (+4) 14 (+2) 15 (+2) 16 (+3) 20 (+5) 19 (+4)

can incinerate even the most formidable adversaries. Saving Throws Dex +6, Con +5, Wis +9, Cha +8
Legends speak of its ability to scorch the wicked and Skills Perception +9
guide the righteous. Damage Immunities radiant
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, prone
Senses truesight 120 ft., passive Perception 19
Languages Celestial, Common, understands all languages
Challenge 8 (3,900 XP)

Radiant Aura. Any creature that starts its turn within 10 feet of
the Eye of Ra takes 5 (1d10) radiant damage.

Actions
Blinding Ray. The Eye of Ra targets one creature it can see
within 120 feet of it. The target must succeed on a DC 16
Dexterity saving throw or be blinded for 1 minute. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Glorious Beam. The Eye of Ra releases a brilliant beam of


radiant energy in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity saving throw,
taking 33 (6d10) radiant damage on a failed save, or half as
much damage on a successful one.

Healing Burst (3/Day). The Eye of Ra releases a burst of healing


energy. Each creature of its choice within 30 feet of it regains 22
(4d10) hit points.

Divine Shield. The Eye of Ra creates a protective shield of


radiant energy around itself or a creature it can see within 30
feet of it. The shield grants temporary hit points equal to 5
times the Eye of Ra’s challenge rating (40 temporary hit
points).

Celestial Presence. The divine presence of the Eye of Ra grants


advantage on saving throws against being frightened to
friendly creatures within 30 feet of it.

87
Fenrir
eep within the frozen forests of the Nordic

D
realms, a fearsome beast known as Fenrir
prowls. This monstrous wolf, said to be the
offspring of the trickster god Loki, embodies
raw power and untamed ferocity. Its massive
frame is covered in thick, matted fur, and its
eyes burn with a hunger for destruction.
Legends speak of Fenrir’s insatiable appetite, as it
devours anything in its path, be it mortal or divine. Its
jaws possess an unholy strength, capable of crushing
even the mightiest of warriors. With each passing day,
Fenrir grows larger and stronger, a constant threat to
the realms of gods and mortals alike.
Fenrir
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)


Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 6 (-2)

Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t silvered
Senses darkvision 60 ft., passive Perception 14
Languages None
Challenge 4 (1,100 XP)

Keen Hearing and Smell. The Fenrir has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Blood Frenzy. The Fenrir has advantage on melee attack rolls


against any creature that doesn’t have all its hit points.

Pack Tactics. The Fenrir has advantage on an attack roll against


a creature if at least one of the Fenrir’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
11 (2d6 + 4) piercing damage.

Frightful Presence. Each creature of the Fenrir’s choice that is


within 60 feet of the Fenrir and aware of it must succeed on a
DC 12 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Howl (Recharge 5-6). The Fenrir releases a chilling howl. Each


creature within 60 feet of the Fenrir that can hear it must
succeed on a DC 12 Wisdom saving throw or be frightened
until the end of its next turn.

88
Jikininki
n the desolate graveyards and forgotten places of

I
Japan, the Jikininki dwells as a cursed undead
creature. Once human, this pitiful creature is Jikininki
condemned to feed upon the remains of the Medium undead, chaotic evil
deceased. Its emaciated form is twisted and
contorted, reflecting the torment and suffering it Armor Class 12
endured in life. Hit Points 45 (6d8 + 18)

Jikininki appears as a ghastly apparition with sunken Speed 30 ft.

eyes and decaying flesh. It exudes an aura of death and STR DEX CON INT WIS CHA
decay, accompanied by a putrid stench that permeates
the air. Consumed by an insatiable hunger for 15 (+2) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 6 (-2)

human flesh, the Jikininki feasts upon the corpses it Skills Stealth +4, Perception +2
finds, driven by a relentless and macabre compulsion. Damage Resistances necrotic
Though the Jikininki is repulsive in nature, it is not Damage Immunities poison
inherently malevolent. It is a creature bound by its Condition Immunities poisoned
curse, eternally tormented by its actions. Some tales Senses darkvision 60 ft., passive Perception 12
speak of moments of remorse and sadness that flicker Languages None
within the eyes of a Jikininki, revealing the last Challenge 3 (700 XP)
remnants of its humanity.
Undead Fortitude. If damage reduces the Jikininki to 0 hit
points, it must make a Constitution saving throw with a DC of
5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the Jikininki drops to 1 hit point
instead.

Stench of Death. Any creature that starts its turn within 5 feet of
the Jikininki must succeed on a DC 12 Constitution saving
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the
Jikininki’s Stench of Death for 24 hours.

Actions
Multiattack. The Jikininki makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage. If
the target is a creature, it must succeed on a DC 12
Constitution saving throw or have its hit point maximum
reduced by an amount equal to the necrotic damage taken.
This reduction lasts until the target finishes a long rest.

89
Jubokko
eep within haunted forests and ancient groves

D
of Japan, the Jubokko lurks, a malevolent tree
that thirsts for the blood of unsuspecting
wanderers. Its gnarled branches resemble
twisted limbs, ending in razor-sharp thorns
that drip with a deadly toxin. Legends whisper
of lost souls and ill-fated travelers who have
met their demise beneath its shadowy canopy.
Jubokko
Large plant, neutral evil

Armor Class 15 (natural armor)


Hit Points 52 (8d10 + 8)
Speed 10 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

Skills Perception +4
Damage Resistances bludgeoning, piercing
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 14
Languages None
Challenge 3 (700 XP)

False Appearance. While the Jubokko remains motionless, it is


indistinguishable from an ordinary tree.

Root Tentacles. The Jubokko can have up to two tentacles at a


time. Each tentacle can make one vine attack.

Actions
A jubokko tree with an unfortunate victim ensnared in it.
Multiattack. The Jubokko makes two vine attacks.

Vine. Melee Weapon Attack: +6 to hit, reach 15 ft., one target.


Hit 10 (2d6 + 4) slashing damage, and the target must succeed
on a DC 14 Strength saving throw or be grappled (escape DC
14). Until this grapple ends, the target is restrained, and the
Jubokko can’t use the same tentacle on another target.

90
Kappa
egends tell of mischievous water-dwelling

L
creatures known as Kappa, infamous for
their pranks and fondness for cucumber
offerings. These small, reptilian beings
possess the features of both a turtle and a
monkey, with a hollow filled with water atop
their heads. While often playful, Kappa are
not to be underestimated, as their mischievous nature
can quickly turn malevolent.
Kappa
Small humanoid, chaotic neutral

Armor Class 13 (natural armor)


Hit Points 27 (6d6 + 6)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (-1)

Skills Stealth +5, Athletics +2, Perception +4


Senses darkvision 60 ft., passive Perception 14
Languages
Aquan
Challenge 1/2 (100 XP)

Amphibious. The Kappa can breathe air and water.

Dexterous Swimmer. The Kappa has advantage on Dexterity


(Stealth) checks made while swimming.

Actions
Multiattack. The Kappa makes two unarmed strikes or two
kawarimi attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit 5 (1d4 + 3) bludgeoning damage.

Kawarimi. The Kappa uses its reaction to magically swap places


with a willing creature within 5 feet of it, provided that the
creature is not incapacitated. The Kappa and the target
exchange positions, including any equipment the target is
wearing or carrying. This ability can be used once per short
rest.

91
Kusarikku
rom the desolate plains of ancient

F
Mesopotamia emerges the Kusarikku, a
formidable creature with the body of a lion
and the wings of an eagle. A loyal servant of
the gods, the Kusarikku is often depicted as
a guardian of sacred sites and temples,
feared by trespassers who dare to defile
hallowed ground.
Kusarikku
Large monstrosity, neutral

Armor Class 15 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages None
Challenge 4 (1,100 XP)

Pounce. If the Kusarikku moves at least 20 feet straight toward


a creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the Kusarikku can
make one bite attack against it as a bonus action.

Actions
Multiattack. The Kusarikku makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
10 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 8 (1d8 + 4) slashing damage.

92
Lindworm
indworms, also known as lindwyrms or

L
lindwurms, are mythical creatures of Norse Lindworm
folklore that inhabit the depths of ancient Huge dragon, neutral
forests. Resembling colossal serpent
monsters, these enigmatic beings bear Armor Class Scales
resemblance to dragons in their formidable Hit Points High
nature. Speed Slithering
These majestic creatures are renowned for their
serpentine bodies, covered in scales of various hues, Skills Stealth +6, Perception +5

from earthy browns and mossy greens to vibrant shades Senses Blindsight 60 ft., darkvision 120 ft., passive Perception

of crimson and gold. Their sinuous forms undulate with 15


Languages None
graceful power as they navigate through the dense Challenge High
undergrowth of their woodland realms.
The lindworm’s imposing presence strikes awe and
fear in those who encounter them. Their massive heads Legendary Presence. Lindworms possess an aura of ancient

are adorned with rows of sharp teeth, capable of power, commanding respect and fear among creatures in their
vicinity.
delivering a devastating bite to any who dare to
challenge them. Gleaming eyes, like fiery orbs, survey Venomous Bite. The lindworm’s bite carries potent venom,
their surroundings with unwavering intensity, ever inflicting not only physical harm but also the debilitating
watchful for intruders. effects of its poisonous essence.
Within the heart of the forest, the lindworms claim Forest Dominion. Deeply connected to their forest habitats,
their territories, guarding ancient secrets and hidden lindworms possess an instinctual understanding of the flora
treasures. Legends speak of their ability to spew and fauna within their domains, utilizing their surroundings to
venomous breath that can burn and corrode, leaving a their advantage.
path of destruction in its wake. Some tales even Actions
describe their ability to fly briefly, soaring above the
treetops with a grace that defies their size. Serpentine Strike. Melee Weapon Attack: The lindworm
Rarely seen, lindworms are creatures of mystery and unleashes a swift and precise strike with its fangs, targeting
myth. The tales that surround them are woven with multiple opponents within reach.
cautionary warnings and tales of heroic encounters.
Those who venture into their domain must tread Corrosive Breath. Breath Weapon: The lindworm releases a
carefully, for disturbing the slumber of a lindworm can caustic breath, capable of dissolving even the hardiest of
have dire consequences. substances and leaving devastation in its wake.

As guardians of the forest depths, the lindworms Terrifying Roar. The lindworm emits a deafening roar, instilling
embody the untamed power and majesty of nature, fear and dread in all who hear it, potentially causing them to
reminding all who hear their name of the awe-inspiring flee in panic.
creatures that dwell within the realms of Norse folklore.

93
A lindworm waiting to find its prey.

94
Lung Dragons
Chiang Lung
Young Chiang Lung
Chiang Lung dragons are majestic and wise creatures Large dragon, lawful good
from Chinese mythology, revered for their connection to
water and their benevolent nature. These serpentine Armor Class 16 (natural armor)
dragons are known for their vibrant, iridescent scales Hit Points 76 (8d10 + 32)
that shimmer like precious gems. Legends tell of their Speed 40 ft., fly 60 ft., swim 60 ft.
ability to control rain, rivers, and the tides, bringing
prosperity and harmony to the lands they inhabit. STR DEX CON INT WIS CHA
According to ancient tales, Chiang Lung dragons are 19 (+4) 14 (+2) 18 (+4) 16 (+3) 18 (+4) 16 (+3)
the guardians of sacred waters and embody the virtues
of wisdom, strength, and balance. They are often Saving Throws Dex +5, Con +7, Wis +7, Cha +6
depicted in Chinese artwork as symbols of good fortune, Skills Perception +7

fertility, and protection. These magnificent creatures are Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., passive Perception
highly respected and celebrated in traditional festivals 17
and rituals. Languages Draconic, Common
Challenge 4 (1,100 XP)

Chiang Lung Wyrmling Water Breathing. The Chiang Lung can breathe underwater
Medium dragon, lawful good indefinitely.
Armor Class 14 (natural armor) Aquatic Camouflage. The Chiang Lung has advantage on
Hit Points 27 (6d8) Dexterity (Stealth) checks while underwater.
Speed 30 ft., swim 40 ft.
Reflective Scales. When the Chiang Lung is targeted by a spell
STR DEX CON INT WIS CHA that requires a Dexterity saving throw, it can use its reaction to
15 (+2) 14 (+2) 15 (+2) 14 (+2) 16 (+3) 14 (+2) gain advantage on the saving throw if it can see the caster.

Skills Perception +5 Actions


Damage Immunities cold Multiattack. The Chiang Lung makes three attacks: one with its
Senses blindsight 10 ft., darkvision 60 ft., passive Perception bite and two with its claws.
15
Languages Draconic, Common Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Challenge 1/4 (50 XP) Hit 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
Water Breathing. The Chiang Lung can breathe underwater 9 (1d8 + 4) slashing damage.
indefinitely.

Aquatic Camouflage. The Chiang Lung has advantage on


Dexterity (Stealth) checks while underwater.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
5 (1d6 + 2) piercing damage.

95
Adult Chiang Lung Ancient Chiang Lung
Huge dragon, lawful good Gargantuan dragon, lawful good

Armor Class 18 (natural armor) Armor Class 20 (natural armor)


Hit Points 178 (17d12 + 68) Hit Points 363 (22d20 + 132)
Speed 40 ft., fly 80 ft., swim 80 ft. Speed 40 ft., fly 100 ft., swim 100 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 18 (+4) 20 (+5) 18 (+4) 25 (+7) 14 (+2) 22 (+6) 20 (+5) 24 (+7) 20 (+5)

Saving Throws Dex +6, Con +8, Wis +10, Cha +9 Saving Throws Dex +7, Con +11, Wis +13, Cha +10
Skills Perception +10 Skills Perception +13
Damage Immunities cold Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception Senses blindsight 120 ft., darkvision 120 ft., passive Perception
20 23
Languages Draconic, Common Languages Draconic, Common
Challenge 11 (7,200 XP) Challenge 17 (18,000 XP)

Water Breathing. The Chiang Lung can breathe underwater Water Breathing. The Chiang Lung can breathe underwater
indefinitely. indefinitely.

Aquatic Camouflage. The Chiang Lung has advantage on Aquatic Camouflage. The Chiang Lung has advantage on
Dexterity (Stealth) checks while underwater. Dexterity (Stealth) checks while underwater.

Reflective Scales. When the Chiang Lung is targeted by a spell Reflective Scales. When the Chiang Lung is targeted by a spell
that requires a Dexterity saving throw, it can use its reaction to that requires a Dexterity saving throw, it can use its reaction to
gain advantage on the saving throw if it can see the caster. gain advantage on the saving throw if it can see the caster.

Actions Actions
Multiattack. The Chiang Lung makes three attacks: one with its Multiattack. The Chiang Lung makes three attacks: one with its
bite and two with its claws. bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit 17 (2d10 + 6) piercing damage. Hit 21 (3d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit 13 (2d6 + 6) slashing damage. Hit 17 (2d10 + 7) slashing damage.

Tail Slap. Melee Weapon Attack: +10 to hit, reach 20 ft., one Tail Slap. Melee Weapon Attack: +14 to hit, reach 30 ft., one
target. Hit 15 (2d8 + 6) bludgeoning damage. target. Hit 19 (2d12 + 7) bludgeoning damage.

96
Li Lung Young Li Lung
Li lung, also known as earth dragons, are majestic Large dragon, neutral
creatures that dwell deep within the earth. Despite their
immense size, reaching up to 120 feet in length, they Armor Class 18 (natural armor)
lack scales and are instead covered in a coarse black fur Hit Points 101 (12d10 + 36)
resembling metallic wires. Only in their hatchling stage Speed 40 ft., burrow 30 ft., fly 80 ft.

do li lungs possess scales, usually displaying a light


green color. As they grow older, their scales are STR DEX CON INT WIS CHA

gradually replaced by fur, completely disappearing by 21 (+5) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 14 (+2)

the time they reach juvenile age. Li lungs possess a Skills Perception +6
unique appearance, with a body and tail reminiscent of Senses blindsight 60 ft., darkvision 120 ft., passive Perception
a lion, yet bearing a humanoid-like face. The tail of a li 16
lung is adorned with vibrant feathers akin to those of a Languages Draconic, Common
peacock. It is also the only lung dragon species that Challenge 6 (2,300 XP)
possesses wings. Earthen Burrower. The young li lung can burrow through solid
earth at its full burrow speed.
Li Lung Wyrmling
Medium dragon, neutral
Actions
Armor Class 17 (natural armor) Multiattack. The young li lung makes two bite attacks and one
Hit Points 52 (8d8 + 16) claw attack.
Speed 30 ft., burrow 20 ft., fly 60 ft.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 12 (2d6 + 5) piercing damage.
19 (+4) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 12 (+1)
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) slashing damage.
Skills Perception +3
Senses blindsight 30 ft., darkvision 120 ft., passive Perception Terrifying Roar (Recharge 5-6). Each creature of the li lung’s
13 choice within 30 feet of it must succeed on a DC 13 Wisdom
Languages Draconic, Common saving throw or become frightened for 1 minute. A creature
Challenge 2 (450 XP) can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Earthen Burrower. The li lung wyrmling can burrow through
solid earth at half its burrow speed.

Actions
Multiattack. The li lung wyrmling makes one bite attack and
one claw attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) slashing damage.

97
Adult Li Lung Ancient Li Lung
Huge dragon, neutral Gargantuan dragon, neutral

Armor Class 19 (natural armor) Armor Class 21 (natural armor)


Hit Points 195 (17d12 + 85) Hit Points 355 (21d20 + 147)
Speed 50 ft., burrow 40 ft., fly 100 ft. Speed 60 ft., burrow 50 ft., fly 120 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 19 (+4) 14 (+2) 16 (+3) 16 (+3) 25 (+7) 14 (+2) 21 (+5) 16 (+3) 18 (+4) 18 (+4)

Skills Perception +8, Stealth +6 Skills Perception +11, Stealth +9


Senses blindsight 120 ft., darkvision 120 ft., passive Perception Senses blindsight 240 ft., darkvision 120 ft., passive Perception
18 21
Languages Draconic, Common Languages Draconic, Common
Challenge 12 (8,400 XP) Challenge 19 (22,000 XP)

Earthen Burrower. The adult li lung can burrow through solid Earthen Burrower. The ancient li lung can burrow through solid
earth at its full burrow speed. earth at its full burrow speed.

Earth Glide. The adult li lung can burrow through nonmagical, Earth Glide. The ancient li lung can burrow through
unworked earth and stone. While doing so, the li lung doesn’t nonmagical, unworked earth and stone. While doing so, the li
disturb the material it moves through. lung doesn’t disturb the material it moves through.

Legendary Resistance (3/Day). If the ancient li lung fails a saving


Actions throw, it can choose to succeed instead.

Multiattack. The adult li lung makes three attacks: one bite and
two claw attacks. Actions
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Multiattack. The ancient li lung makes three attacks: one bite
Hit: 16 (2d8 + 7) piercing damage. and two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Bite. Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
Hit: 14 (2d6 + 7) slashing damage. Hit: 20 (2d10 + 9) piercing damage.

Terrifying Roar (Recharge 5-6). Each creature of the li lung’s Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
choice within 30 feet of it must succeed on a DC 15 Wisdom Hit: 18 (2d8 + 9) slashing damage.
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, Terrifying Roar (Recharge 5-6). Each creature of the li lung’s
ending the effect on itself on a success. choice within 30 feet of it must succeed on a DC 17 Wisdom
saving throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

98
common tactic employed by lung wangs is to swim
Lung Wang Wyrmling beneath a ship and then surface, attempting to capsize
Tiny dragon, lawful neutral it. They utilize their breath weapon, a cone of steam, or
their formidable teeth and claws to engage in combat.
Armor Class 16 (natural armor) However, if a ship’s crew or passengers display
Hit Points 35 (7d4 + 14) sufficient deference and offer their cargo as tribute, the
Speed 10 ft., swim 40 ft. lung wang may show mercy.
From birth, lung wangs possess the ability to breathe
STR DEX CON INT WIS CHA
both water and air. They also possess innate magical
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
capabilities, such as influencing lesser creatures with
scaly command. Additionally, lung wangs can cast
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14 obscuring mist and solid fog multiple times a day, as
Languages Draconic, Aquan well as horrid wilting, wall of fog, and suggestion once
Challenge 1 (200 XP) per day. These majestic creatures are immune to heat
and fire attacks, whether mundane or magical.
Amphibious. The lung wang can breathe air and water.

Steam Breath (Recharge 5-6). The lung wang exhales a cone of Young Lung Wang
steam in a 30-foot cone. Each creature in that area must make Medium dragon, lawful neutral
a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on
a failed save, or half as much damage on a successful one. The Armor Class 17 (natural armor)
steam can pass through water without hindrance and functions Hit Points 105 (14d8 + 42)
both underwater and above water. Speed 20 ft., swim 60 ft.

Actions STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 14 (+2)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit
4 (1d4 + 2) piercing damage.
Skills Perception +7
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit Senses darkvision 60 ft., passive Perception 17
4 (1d4 + 2) slashing damage. Languages Draconic, Aquan
Challenge 5 (1,800 XP)

Lung Wang Amphibious. The lung wang can breathe air and water.

Lung wangs, also known as sea dragons, are enormous Steam Breath (Recharge 5-6). The lung wang exhales a cone of
creatures that dwell in the oceans. They are distant steam in a 40-foot cone. Each creature in that area must make
relatives of dragon turtles, characterized by their a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on
colossal size and unique features. A lung wang’s a failed save, or half as much damage on a successful one. The
massive shell, covered in thick green scales adorned steam can pass through water without hindrance and functions

with silver spots, spans up to 135 feet in diameter. The both underwater and above water.

neck and head of the lung wang are adorned with Actions
smaller, lighter green scales accented with golden
spots. Its front legs resemble large flippers, reaching Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
about 80% of the length of its shell, and each ends with Hit 11 (2d6 + 4) piercing damage.
two incredibly sharp talons. With a head resembling Claw. Melee Weapon Attack: +6 to hit, reach
that of a shen lung, a lung wang possesses long, flowing 5 ft., one target. Hit 8 (1d8 + 4) slashing damage.
golden whiskers.
Lung wangs maintain genial relationships with other
lung dragons, particularly shen lung, while avoiding tun
mi lung. They also foster friendly relations with ocean-
dwelling creatures like hai nu, ningyo, sharks, and
whales. These majestic creatures demand tribute from
ships or creatures entering their territory. Captains of
ships passing through their domain regularly dispose of
a predetermined amount of treasure into the sea as a
gesture of respect. Lung wangs possess multiple hidden
treasure hordes scattered throughout their territory.
Territorial by nature, lung wangs fiercely defend their
domain and will attack uninvited ships or intruders. A

99
Adult Lung Wang Ancient Lung Wang
Large dragon, lawful neutral Huge dragon, lawful neutral

Armor Class 19 (natural armor) Armor Class 21 (natural armor)


Hit Points 189 (18d10 + 90) Hit Points 385 (22d12 + 242)
Speed 30 ft., swim 80 ft. Speed 40 ft., swim 100 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 16 (+3) 24 (+7) 22 (+6) 24 (+7) 20 (+5) 20 (+5) 20 (+5)

Skills Perception +9 Skills Perception +12


Senses darkvision 120 ft., passive Perception 19 Senses darkvision 120 ft., passive Perception 22
Languages Draconic, Aquan Languages Draconic, Aquan
Challenge 10 (5,900 XP) Challenge 19 (22,000 XP)

Amphibious. The lung wang can breathe air and water. Amphibious. The lung wang can breathe air and water.

Steam Breath (Recharge 5-6). The lung wang exhales a cone of Steam Breath (Recharge 5-6). The lung wang exhales a cone of
steam in a 60-foot cone. Each creature in that area must make steam in a 90-foot cone. Each creature in that area must make
a DC 17 Dexterity saving throw, taking 45 (10d8) fire damage a DC 20 Dexterity saving throw, taking 72 (16d8) fire damage
on a failed save, or half as much damage on a successful one. on a failed save, or half as much damage on a successful one.
The steam can pass through water without hindrance and The steam can pass through water without hindrance and
functions both underwater and above water. functions both underwater and above water.

Actions Actions
Multiattack. The lung wang makes three attacks: one with its Multiattack. The lung wang makes three attacks:
bite and two with its claws. one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
Hit 16 (2d10 + 5) piercing damage. Hit 22 (3d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit 12 (2d6 + 5) slashing damage. Hit 18 (2d10 + 7) slashing damage.

100
Pan Lung Wyrmling
Tiny dragon, lawful neutral Young Pan Lung
Small dragon, lawful neutral
Armor Class 15 (natural armor)
Hit Points 27 (6d4 + 12) Armor Class 17 (natural armor)
Speed 20 ft., fly 40 ft., swim 20 ft. Hit Points 68 (8d8 + 32)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 16 (+3) 14 (+2) 12 (+1)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13 Skills Perception +5
Languages Draconic, Aquan Senses darkvision 60 ft., passive Perception 15
Challenge 1/2 (100 XP) Languages Draconic, Aquan
Challenge 3 (700 XP)

Water Breathing. The pan lung can breathe only underwater.


Water Breathing. The pan lung can breathe only underwater.
Innate Spellcasting. The pan lung’s innate spellcasting ability is
Intelligence (spell save DC 12). The pan lung can innately cast Innate Spellcasting. The pan lung’s innate spellcasting ability is
the following spells, requiring no material components: Intelligence (spell save DC 13). The pan lung can innately cast
the following spells, requiring no material components:
At will: dancing lights, friends
1/day each: color spray, fog cloud At will: dancing lights, friends
2/day each: color spray, fog cloud
Actions
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit
4 (1d4 + 2) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
6 (1d6 + 3) piercing damage.

Tail Grapple. Melee Weapon Attack: +4 to hit, reach 10 ft., one


Pan Lung creature. Hit 5 (1d4 + 3) bludgeoning damage, and the target
Pan lungs are enormous dragons, reaching lengths of is grappled (escape DC 13). Until this grapple ends, the target
up to 142 feet. They have a slender and coiled body, is restrained, and the pan lung can’t use its tail attack on

similar in appearance to shen lungs but longer and another target.

thinner. Their scales, initially gray, can develop into


various colors such as green, orange, and red. The
scales shimmer in sunlight due to their natural oiliness.
Pan lungs possess a polychromatic mane that
surrounds their neck and prominent dark whiskers.
Before engaging in combat, pan lungs carefully
evaluate their adversaries, taking the time to appraise
their skills and limitations. They employ tactics such as
casting phantasmal force or ventriloquism to distract
attackers, or summoning minions to attack on their
behalf. When they do decide to attack directly, they
unleash savage assaults using their claws, teeth, and tail
to inflict devastating damage. They can also constrict
their victims by coiling their tail around them, effectively
immobilizing them and draining their life force.
an lungs possess innate magical abilities. They can
use scaly command to control several creatures, the
number depending on their age. Additionally, they have
the power to cast spells such as water fire. They can
cast spells like bane, bless, charm monster, curse, major
image, phantasmal force, silent image, and
ventriloquism multiple times a day. Once a day, they can
unleash more potent spells like mirage arcana and
phantasmal killer.

101
Adult Pan Lung the following spells, requiring no material components:
Medium dragon, lawful neutral At will: dancing lights, friends
3/day each: color spray, fog cloud, mirror image
Armor Class 19 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 40 ft., fly 80 ft., swim 40 ft.
Actions
Multiattack. The pan lung makes three attacks: one with its bite
STR DEX CON INT WIS CHA and two with its claws.
16 (+3) 20 (+5) 18 (+4) 18 (+4) 16 (+3) 14 (+2)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
Skills Perception +7 11 (2d6 + 4) piercing damage.
Senses darkvision 120 ft., passive Perception 17
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
Languages Draconic, Aquan
9 (1d8 + 5) slashing damage.
Challenge 9 (5,000 XP)
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Water Breathing. The pan lung can breathe only underwater. Hit 8 (1d6 + 4) bludgeoning damage, and the target is grappled
(escape DC 15). Until this grapple ends, the target is
Innate Spellcasting. The pan lung’s innate spellcasting ability is restrained, and the pan lung can’t use its tail attack on another
Intelligence (spell save DC 14). The pan lung can innately cast target.

Ancient Pan Lung Actions


Huge dragon, lawful neutral
Multiattack. The pan lung can use its Frightful Presence. It then
Armor Class 22 (natural armor) makes three attacks: one with its bite and two with its claws.
Hit Points 385 (22d12 + 264) Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Speed 50 ft., fly 100 ft., swim 50 ft. Hit 22 (4d6 + 6) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
22 (+6) 24 (+7) 22 (+6) 22 (+6) 20 (+5) 18 (+4) Hit 16 (2d8 + 6) slashing damage.

Skills Perception +11 Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature.
Senses darkvision 120 ft., passive Perception 21 Hit 14 (2d6 + 6) bludgeoning damage, and the target is
Languages Draconic, Aquan grappled (escape DC 20). Until this grapple ends, the target is
Challenge 20 (25,000 XP) restrained, and the pan lung can’t use its tail attack on another
target.

Water Breathing. The pan lung can breathe only underwater. Frightful Presence. Each creature of the pan lung’s choice that is
within 120 feet of the pan lung and aware of it must succeed on
Innate Spellcasting. The pan lung’s innate spellcasting ability is a DC 18 Wisdom saving throw or become frightened for 1
Intelligence (spell save DC 17). The pan lung can innately cast minute. A creature can repeat the saving throw at the end of
the following spells, requiring no material components: each of its turns, ending the effect on itself on a success.
At will: dancing lights, friends Breath Weapon (Recharge 5-6). The pan lung exhales water in a
3/day each: color spray, fog cloud, mirror image 60-foot line that is 10 feet wide. Each creature in that line must
1/day each: blur, control water, gaseous form make a DC 20 Dexterity saving throw, taking 63 (18d6) cold
damage on a failed save, or half as much damage on a
successful one.

102
Shen Lung Wyrmling
Young Shen Lung
Medium dragon, lawful neutral
Large dragon, lawful neutral
Armor Class 16 (natural armor)
Hit Points 45 (6d8 + 18) Armor Class 18 (natural armor)
Speed 30 ft., swim 40 ft. Hit Points 97 (13d10 + 26)
Speed 40 ft., swim 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 14 (+2) 13 (+1) 14 (+2) STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 16 (+3) 15 (+2) 16 (+3)
Skills Perception +4, Stealth +2
Damage Immunities lightning Skills Perception +6, Stealth +4
Condition Immunities frightened Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Perception Condition Immunities frightened
14 Senses blindsight 60 ft., darkvision 120 ft., passive Perception
Languages Draconic 16
Challenge 2 (450 XP) Languages Draconic
Challenge 6 (2,300 XP)
Amphibious. The Shen Lung can breathe air and water.
Amphibious. The Shen Lung can breathe air and water.
Actions
Actions
Multiattack. The Shen Lung makes two attacks: one with its
bite and one with its claws. Multiattack. The Shen Lung makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 3) piercing damage. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage.

Shen Lung
Enormous creatures, Shen Lungs are physically
distinguished by their impressive size. They bear a
resemblance to Pan Lung, but are shorter and thicker in
build. As hatchlings, their scales possess dull hues,
ranging from blue, green, orange, to red, sometimes
displaying a vibrant combination of colors. As they
mature, their scales gradually brighten. Shen Lungs
feature ridges along their backs, a spiked tail, and two
horns atop their heads. Notably, their snouts are
adorned with prominent gold-colored whiskers.

103
Adult Shen Lung Ancient Shen Lung
Huge dragon, lawful neutral Gargantuan dragon, lawful neutral

Armor Class 20 (natural armor) Armor Class 22 (natural armor)


Hit Points 217 (14d12 + 112) Hit Points 487 (25d20 + 225)
Speed 50 ft., swim 60 ft. Speed 60 ft., swim 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 18 (+4) 17 (+3) 18 (+4) 25 (+7) 10 (+0) 24 (+7) 20 (+5) 19 (+4) 20 (+5)

Skills Perception +9, Stealth +5 Skills Perception +13, Stealth +7


Damage Immunities lightning Damage Immunities lightning
Condition Immunities frightened Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception Senses blindsight 120 ft., darkvision 120 ft., passive Perception
19 23
Languages Draconic Languages Draconic
Challenge 14 (11,500 XP) Challenge 20 (25,000 XP)

Amphibious. The Shen Lung can breathe air and water. Amphibious. The Shen Lung can breathe air and water.

Actions Actions
Multiattack. The Shen Lung makes three attacks: one with its Multiattack. The Shen Lung makes three attacks: one with its
bite and two with its claws. bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 7) piercing damage.
Hit: 17 (2d10 + 6) piercing damage. Claws. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 19 (2d10 + 7) slashing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 6) slashing damage.

Yu Lung
Yu Lung, also known as carp dragons, are majestic
creatures found in lakes and rivers. Resembling giant
carp, these dragons possess scales that shimmer in
shades of vibrant colors, ranging from serene blues and
greens to fiery reds and golds. They are known for their
graceful movements through the water, gliding with
fluid agility.

104
Yu Lung Wyrmling Young Yu Lung
Medium dragon, unaligned Large dragon, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 33 (6d8 + 6) Hit Points 101 (12d10 + 36)
Speed 30 ft., swim 40 ft. Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 12 (+1)

Skills Perception +3 Skills Perception +6


Senses blindsight 30 ft., darkvision 60 ft., passive Perception Senses blindsight 30 ft., darkvision 120 ft., passive Perception
13 16
Languages Draconic Languages Draconic
Challenge 2 (450 XP) Challenge 6 (2,300 XP)

Amphibious. The Yu Lung can breathe air and water. Amphibious. The Yu Lung can breathe air and water.

Water Glide. The Yu Lung can move across the surface of water Water Glide. The Yu Lung can move across the surface of water
as if it were solid ground. as if it were solid ground.

Water Manipulation. The Yu Lung can use its action to create a Water Manipulation. The Yu Lung can use its action to create a
wave that travels along the ground, up to 30 feet long and 10 wave that travels along the ground, up to 30 feet long and 15
feet wide. Each creature on that path must make a DC 13 feet wide. Each creature on that path must make a DC 15
Strength saving throw or be knocked prone. Strength saving throw or be knocked prone.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit Multiattack. The Yu Lung makes two attacks: one with its bite
6 (1d8 + 2) piercing damage. and one with its tail.

Tail Slap. Melee Weapon Attack: +4 to hit, reach 10 ft., one Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
target. Hit 5 (1d6 + 2) bludgeoning damage. Hit 10 (1d10 + 4) piercing damage.

Tail Slap. Melee Weapon Attack: +7 to hit, reach 15 ft., one


target. Hit 8 (1d8 + 4) bludgeoning damage.

105
A yu lung swimming through the ocean.

106
Adult Yu Lung Ancient Yu Lung
Huge dragon, unaligned Gargantuan dragon, unaligned

Armor Class 18 (natural armor) Armor Class 20 (natural armor)


Hit Points 189 (18d12 + 72) Hit Points 615 (30d20 + 300)
Speed 50 ft., swim 80 ft. Speed 60 ft., swim 100 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 26 (+8) 16 (+3) 24 (+7) 22 (+6) 20 (+5) 18 (+4)

Skills Perception +9 Skills Perception +14


Senses blindsight 60 ft., darkvision 120 ft., passive Perception Senses blindsight 120 ft., darkvision 120 ft., passive Perception
19 24
Languages Draconic Languages Draconic
Challenge 13 (10,000 XP) Challenge 24 (62,000 XP)

Amphibious. The Yu Lung can breathe air and water. Amphibious. The Yu Lung can breathe air and water.

Water Glide. The Yu Lung can move across the surface of water Water Glide. The Yu Lung can move across the surface of water
as if it were solid ground. as if it were solid ground.

Water Manipulation. The Yu Lung can use its action to create a Water Manipulation. The Yu Lung can use its action to create a
wave that travels along the ground, up to 40 feet long and 20 wave that travels along the ground, up to 60 feet long and 30
feet wide. Each creature on that path must make a DC 17 feet wide. Each creature on that path must make a DC 20
Strength saving throw or be knocked prone. Strength saving throw or be knocked prone.

Actions Actions
Multiattack. The Yu Lung makes three attacks: one with its bite Multiattack. The Yu Lung makes three attacks: one with its bite
and two with its claws. and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
*Hit Hit 22 (3d8 + 9) piercing damage.

16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit 18 (2d10 + 9) slashing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit 12 (2d6 + 5) slashing damage.

107
Mimixcoa
imixcoa, the Aztec cloud serpents, are

M
awe-inspiring creatures that command
the skies and embody the power and Mimixcoa
majesty of the storm. These colossal Gargantuan celestial, neutral
serpents, with scales glistening like
thunderclouds and vibrant feathers Armor Class 18 (natural armor)
adorning their serpentine bodies, are Hit Points 280 (16d20 + 112)

revered as celestial beings in Aztec mythology. Speed 40 ft., fly 80 ft.

Mimixcoa are often found coiled within the heart of STR DEX CON INT WIS CHA
swirling storms, their sinuous forms twisting and
turning amidst thunder and lightning. Legends speak of 24 (+7) 14 (+2) 24 (+7) 18 (+4) 20 (+5) 22 (+6)

their ability to control weather phenomena, conjuring Saving Throws Dex +7, Con +13, Wis +10, Cha +11
torrential rain, powerful winds, and devastating Skills Perception +17
lightning strikes at will. It is said that their movements Damage Immunities lightning
and the patterns they create in the sky serve as celestial Condition Immunities charmed, frightened
omens, foretelling the rise and fall of empires and the Senses truesight 120 ft., passive Perception 27
coming of great events. Languages Celestial, Common, Draconic
These divine beings are not mere creatures of Challenge 18 (20,000 XP)
destruction but also agents of balance and renewal.
Mimixcoa’s rainfall nourishes the earth, revitalizing Innate Spellcasting. The Mimixcoa’s spellcasting ability is
crops and bringing life to the land. They are often Charisma (spell save DC 19). The Mimixcoa can innately cast
associated with fertility and abundance, as their the following spells, requiring no material components:
presence signifies a bountiful harvest and prosperity for
the Aztec people. At will: call lightning, control weather, gust of wind
3/day each: chain lightning, storm of vengeance

Storm Aura. The area within 30 feet of the Mimixcoa is


difficult terrain for creatures other than the Mimixcoa. The area
is also lightly obscured. Any ranged attack made against the
Mimixcoa has disadvantage.

Legendary Resistance (3/Day). If the Mimixcoa fails a saving


throw, it can choose to succeed instead.

Actions
Multiattack. The Mimixcoa makes three attacks: one with its
bite and two with its constricting coils.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit 24 (3d10 + 7) piercing damage plus 14 (4d6) lightning
damage.

Constricting Coils. Melee Weapon Attack: +13 to hit, reach 15 ft.,


one target. Hit 19 (2d10 + 8) bludgeoning damage plus 14
(4d6) lightning damage, and the target is grappled (escape DC
19). Until this grapple ends, the target is restrained, and the
Mimixcoa can’t constrict another target.

108
N-Dam-Keno-Wet
-Dam-Keno-Wet is a malevolent creature

N
from the folklore of the Abenaki people,
a Native American tribe from the N-Dam-Keno-Wet
northeastern United States and eastern Medium monstrosity, chaotic evil
Canada. These wicked mermen are
known for their cunning and malefic Armor Class 15 (natural armor)
nature, dwelling in the depths of lakes, Hit Points 78 (12d8 + 24)

rivers, and coastal waters. Speed 30 ft., swim 60 ft.

Resembling humanoid fish, N-Dam-Keno-Wet STR DEX CON INT WIS CHA
possess sleek, muscular bodies covered in scales that
shimmer with dark hues, blending seamlessly with the 18 (+4) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

shadows of their aquatic domain. Their piercing, Skills Stealth +5, Perception +4
malicious eyes reflect a deep-seated hatred and hunger Damage Resistances cold
for power. Armed with razor-sharp claws and serrated Senses darkvision 60 ft., passive Perception 14
teeth, they are formidable predators in the underwater Languages Aquan
realm. Challenge 5 (1,800 XP)
These vengeful beings hold a particular animosity
towards humans and are notorious for luring Amphibious. N-Dam-Keno-Wet can breathe air and water.
unsuspecting victims into their clutches. With their
enchanting voices, they weave haunting melodies that Aquatic Spellcasting. N-Dam-Keno-Wet is a 6th-level spellcaster.
echo through the water, mesmerizing those who hear Its spellcasting ability is Intelligence (spell save DC 12, +4 to
them. Once ensnared, the N-Dam-Keno-Wet pounce hit with spell attacks). It requires no material components to

upon their prey, reveling in the suffering they inflict. cast its spells. N-Dam-Keno-Wet has the following wizard

It is said that these evil mermen possess dark magic, spells prepared:
Cantrips (at will): ray of frost, shocking grasp 1st level (4
using it to manipulate water and conjure deadly aquatic slots): armor of Agathys, fog cloud, witch bolt 2nd level (3 slots):
creatures to aid them in their sinister pursuits. Legends hold person, misty step 3rd level (3 slots): counterspell, lightning
warn of their ability to create treacherous whirlpools bolt
and underwater currents that can drown even the most Actions
skilled swimmers.
Multiattack. N-Dam-Keno-Wet makes two attacks: one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
9 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 7 (1d8 + 4) slashing damage.

109
Nagual
n Mesoamerican folk religion, the Nagual is a

I
fascinating manifestation of human-animal
transformation. Believed to possess the power to Nagual
shapeshift into their tonal animal counterpart, Medium humanoid, any alignment
Naguals are revered individuals who tap into
profound spiritual insights and gain access to Armor Class 15 (natural armor)
hidden powers. The concept of Nagualism Hit Points 78 (12d8 + 24)

revolves around the deep connection between humans Speed 30 ft.

and their tonal animals, which are symbolic STR DEX CON INT WIS CHA
representations of their inner selves.
The Nagual’s transformation is not merely physical; it 14 (+2) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 16 (+3)

is a spiritual and metaphysical journey that allows them Skills Perception +4, Survival +4
to embody the characteristics and qualities of their tonal Senses passive Perception 14
animal. This extraordinary ability grants them unique Languages Common, Animal Tongues
insights, heightened senses, and an intimate bond with Challenge 5 (1,800 XP)
the natural world. As they shift between human and
animal forms, Naguals tap into a wellspring of ancient Animal Affinity. The Nagual has advantage on all Wisdom
wisdom and power. (Animal Handling) checks and Charisma checks when
interacting with animals.

Shapechanger. The Nagual can use its bonus action to


magically polymorph into its tonal animal form, or back into its
humanoid form. While in animal form, it retains its
Intelligence, Wisdom, and Charisma scores and gains the
movement and senses of the chosen animal.

Actions
Multiattack. The Nagual makes two attacks: one with its bite
and one with its weapon.

Bite (Humanoid Form Only). Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit 7 (1d8 + 3) piercing damage.

Claw (Animal Form Only). Melee Weapon Attack: +5 to hit, reach


5 ft., one target. Hit 6 (1d6 + 3) slashing damage.

Sword (Humanoid Form Only). Melee or Ranged Weapon Attack:


+5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 14 (2d6
+ 5) slashing damage.

110
Nimerigar
n the folklore of the Shoshone people of North

I
America’s Rocky Mountains, the Nimerigar are
legendary beings that captivate the imagination Nimerigar
with their diminutive size and formidable Small humanoid, neutral evil
reputation. These little people, often standing no
more than a few feet tall, are said to possess Armor Class 15 (leather armor)
incredible skill in archery, wielding tiny bows that Hit Points 27 (6d6 + 6)

shoot poisoned arrows. Legends describe them as an Speed 25 ft.

aggressive race, earning the ominous name “people STR DEX CON INT WIS CHA
eaters” due to their alleged cannibalistic tendencies.
According to Shoshone tales, the Nimerigar had a 8 (-1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

strict societal code, and those who fell ill and became Skills Stealth +6, Perception +4
unable to contribute to their community were put to Senses darkvision 60 ft., passive Perception 14
death with a swift blow to the head. This ruthless Languages Common, Undercommon
practice highlights their unforgiving nature and the Challenge 1/2 (100 XP)
importance they
placed on strength and utility within their society. Nimble Escape. The Nimerigar can take the Disengage or Hide
Despite their size, the Nimerigar were formidable action as a bonus action on each of its turns.
adversaries, using their agility and expertise in archery
to outmaneuver and overwhelm their enemies. Their Poisoned Arrows. The Nimerigar’s ranged attacks with a bow are
ability to navigate the treacherous terrain of the Rocky coated in poison. A creature hit by the Nimerigar’s poisoned
Mountains made them masters of guerrilla warfare, arrow must make a DC 12 Constitution saving throw or take 7

disappearing into the wilderness as quickly as they (2d6) poison damage and become poisoned for 1 minute. The

appeared. poisoned creature can repeat the saving throw at the end of
each of its turns, ending the effect on a success.

Actions
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one target. Hit 6 (1d6 + 4) piercing damage plus 7 (2d6)
poison damage on a failed saving throw against Poisoned
Arrows.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit 4 (1d4 + 2) piercing damage.

111
Nommo
he Nommo, revered ancestral spirits in

T
Dogon religion and cosmogony, hold a
place of profound significance within the Nommo
Dogon people of Mali. These primordial Medium celestial, lawful neutral
beings, sometimes referred to as demi
deities, are considered the “Masters of the Armor Class 17 (natural armor)
Water” and “the Teachers” by their devoted Hit Points 120 (16d8 + 48)

followers. The word “Nommos” derives from a Dogon Speed

term meaning “to make one drink,” emphasizing their 30 ft., swim 60 ft.
connection to life-giving waters.
Depictions of the Nommo in Dogon folk art reveal STR DEX CON INT WIS CHA
their unique amphibious nature and hermaphroditic 18 (+4) 14 (+2) 16 (+3) 20 (+5) 20 (+5) 18 (+4)
form. These enigmatic beings possess humanoid upper
torsos, legs/feet, and a distinctive fish-like lower torso Skills Perception +9, Religion +9

and tail. Their appearance symbolizes the sacred union Damage Resistances cold, fire, lightning
Condition Immunities charmed, exhaustion, frightened
of the earthly and aquatic realms, representing the Senses darkvision 120 ft., passive Perception 19
interconnectedness of all existence. Languages Celestial, Common, Dogon, Telepathy 120 ft.
The Nommo are associated with profound wisdom, Challenge 9 (5,000 XP)
divine knowledge, and spiritual enlightenment. They are
revered as cosmic teachers who guide humanity on the Amphibious. The Nommo can breathe air and water.
path of cosmic harmony and understanding. Through
their teachings and interventions, the Nommo play a Divine Insight. The Nommo has advantage on all Intelligence
vital role in shaping the Dogon culture and religious (Religion) checks and Wisdom saving throws.
practices. Aquatic Master. The Nommo has a swimming speed of 60 feet
and can breathe underwater.

Actions
Multiattack. The Nommo makes two attacks: one with its staff
and one with its slam.

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
10 (1d8 + 6) bludgeoning damage plus 9 (2d8) radiant
damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) radiant
damage.

112
Nun’Yunu’Wi
he Nun’Yunu’Wi, known as “dressed in

T
stone” in Cherokee mythology, is a
formidable monster that strikes fear into Nun’Yunu’Wi
the hearts of the Cherokee people. It Large monstrosity, chaotic evil
manifests as a humanoid creature with
skin as hard as stone, rendering it Armor Class 18 (natural armor)
impervious to conventional weapons. This Hit Points 136 (16d10 + 48)

monstrous being wields a magical cane, which aids it in Speed 40 ft.

locating and targeting its unfortunate victims. STR DEX CON INT WIS CHA
Furthermore, the Nun’Yunu’Wi possesses potent
sorcery and medicinal powers, blurring the line between 18 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 14 (+2)

monster and powerful shaman. Skills Arcana +6, Perception +6


Feasting upon human beings, the Nun’Yunu’Wi is a Damage Resistances bludgeoning, piercing, and slashing from
creature that dwells in the realms of darkness and nonmagical attacks
spirits. Its ability to manipulate minds enables it to Senses darkvision 60 ft., passive Perception 16
control and influence the actions of unsuspecting Languages None
individuals. The legend recounts how the monster was Challenge 9 (5,000 XP)
lured to a village, guided by its enchanted cane.
However, the villagers had been forewarned by a hunter Magic Resistance. The Nun’Yunu’Wi has advantage on saving
who had encountered the creature in the mountains. throws against spells and other magical effects.
The village’s wise medicine man devised a plan to
combat the seemingly invulnerable monster. He Stone Skin. The Nun’Yunu’Wi’s skin is hardened like stone,

revealed that the Nun’Yunu’Wi was repelled by the providing it with natural armor and resistance to nonmagical

presence of menstruating women. As a result, seven physical damage.

menstruating women were assembled and placed Mind Control. The Nun’Yunu’Wi can use its action to attempt
before the village, exposing their sacred power. As the to magically control the mind of one creature it can see within
monster gazed upon them, its strength waned until it 60 feet of it. The target must succeed on a DC 15 Wisdom
became immobilized. Seizing this opportunity, the saving throw or be charmed by the Nun’Yunu’Wi and under its
medicine man ignited the creature, reducing it to ashes. control for 1 minute or until the Nun’Yunu’Wi uses this feature
From the remains, a magnificent jewel and crimson again. The charmed target obeys the Nun’Yunu’Wi’s verbal or

pigments were discovered, signifying the defeat of the telepathic commands.

dreaded Nun’Yunu’Wi. Actions


Multiattack. The Nun’Yunu’Wi makes three attacks: one with
its claws and two with its cane.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit 13 (2d8 + 4) slashing damage.

Cane. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic
damage.

113
Nuppeppō
he Nuppeppō is a peculiar yōkai from

T
Japanese folklore that emerged during the
Edo Period. This enigmatic creature is
depicted as a formless mass of flesh, with
its face and body covered in
indistinguishable wrinkles. Resembling a
lump of meat with a single head, the
Nuppeppō is an eerie sight to behold.
Stories of the Nuppeppō describe it as a creature that
often roams in desolate places, particularly graveyards
and abandoned sites. While it lacks physical prowess or
formidable abilities, the Nuppeppō is associated with a
unique trait—its flesh is believed to possess mystical
properties. Legends tell of individuals who encounter
the Nuppeppō, collecting pieces of its flesh to create
potions and talismans with extraordinary effects.
Despite its grotesque appearance, the Nuppeppō is
generally considered harmless. It is more of a curiosity,
attracting attention for its bizarre existence and the
mystery surrounding its origin. Some believe that the
Nuppeppō represents the transitory nature of life and
the impermanence of the physical form.
Nuppeppō
Medium aberration, neutral

Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

Skills Perception +2, Stealth +3


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages None
Challenge 2 (450 XP)

Flesh Manipulation. The Nuppeppō can manipulate its


malleable flesh. As a bonus action, it can squeeze through
spaces as narrow as 1 inch wide and doesn’t require
squeezing. It can also elongate its limbs, increasing its reach
by 5 feet until the start of its next turn.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit 6 (1d8 + 2) bludgeoning damage.

114
Obambou
he Obambou is a supernatural being deeply ability to possess individuals, causing them to fall ill or

T
rooted in the folklore of Central African suffer from unexplained
tribes. Represented as an entity with both afflictions. Additionally, there are accounts of the
malevolent and benevolent aspects, the Obambou desiring a physical dwelling—a home built
Obambou possesses the power to wreak specifically for its presence.
havoc or bring about blessings depending Beliefs surrounding the Obambou vary among
on its will. It is often described as an evil different tribes, yet a common thread is the recognition
force capable of inflicting illness and misfortune upon of its power and the need to appease or protect against
those it encounters. In some African cultures, the its malevolence. Rituals, offerings, and protective
Obambou is referred to as a devil, associated with talismans are employed to guard against the influence
malevolent spirits or the restless souls of the unburied. and wrath of the Obambou, reflecting a delicate balance
The Obambou’s intentions and actions are between fear and reverence.
unpredictable, reflecting its capricious nature. It has the
Obambou At will: charm person, darkness, minor illusion
Medium fiend, chaotic evil
3/day each: charm monster, dispel magic, invisibility
Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30) Possession. The Obambou can use its action to attempt to
Speed 30 ft. possess a humanoid within 5 feet of it. The target must
succeed on a DC 15 Wisdom saving throw or be possessed by
STR DEX CON INT WIS CHA the Obambou. While possessed, the target is incapacitated,
and its speed is halved. The Obambou controls the body but
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)
doesn’t deprive the target of awareness. The possession lasts
until the body drops to 0 hit points or the Obambou ends it as
Skills Deception +7, Perception +4 a bonus action.
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed
Actions
Senses darkvision 60 ft., passive Perception 14 Multiattack. The Obambou makes two attacks: one with its
Languages Abyssal, Common, Infernal claws and one with its bite.
Challenge 5 (1,800 XP)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit 8 (1d8 + 4) slashing damage.
Innate Spellcasting. The Obambou’s spellcasting ability is
Charisma (spell save DC 15). It can innately cast the following Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
spells, requiring no material components: 9 (1d10 + 4) piercing damage plus 7 (2d6) poison damage.

115
Phoenix
he phoenix is a magnificent creature deeply

T
rooted in ancient mythology across various
cultures, including Greek, Egyptian, and Phoenix
Persian legends. This immortal bird is Large celestial, neutral
renowned for its ability to undergo a
cyclical rebirth, rising anew from the ashes Armor Class 17 (natural armor)
of its previous incarnation. The phoenix is Hit Points 136 (16d10 + 48)

intimately connected to the sun, drawing strength and Speed 30 ft., fly 90 ft.

vitality from its radiant energy. STR DEX CON INT WIS CHA
Legends surrounding the phoenix’s demise vary.
Some tales depict the phoenix engulfed in a spectacular 18 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 20 (+5)

display of flames, burning itself to ashes before being Saving Throws Dexterity +7, Wisdom +6, Charisma +10
reborn. Others describe a more subtle process, where Skills Perception +6
the phoenix peacefully passes away, its body Damage Resistances radiant; bludgeoning, piercing, and
decomposing and transforming into the essence of new slashing from nonmagical attacks
life. Regardless of the specific account, the phoenix’s Condition Immunities charmed, exhaustion, frightened
rebirth symbolizes resilience, transformation, and the Senses darkvision 60 ft., passive Perception 16
eternal cycle of life. Languages Celestial
Challenge 10 (5,900 XP)

Fiery Aura. Any creature that starts its turn within 5 feet of the
phoenix takes 5 (1d10) fire damage.

Fire Form. The phoenix can move through a space as narrow as


1 inch wide without squeezing. A creature that touches the
phoenix or hits it with a melee attack while within 5 feet of it
takes 5 (1d10) fire damage.

Illumination. The phoenix sheds bright light in a 30-foot radius


and dim light for an additional 30 feet.

Rebirth. Once the pheonix dies, it revives after 1d6 days.

Actions
Multiattack. The phoenix makes two attacks: one with its beak
and one with its talons.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit
13 (2d8 + 4) piercing damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit 10 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The phoenix exhales fire in a 30-foot


cone. Each creature in that area must make a DC 15 Dexterity
saving throw, taking 24 (7d6) fire damage on a failed save, or
half as much damage on a successful one.

116
Pukwudgie
he Pukwudgie is a fascinating creature

T
deeply rooted in the folklore of the
Wampanoag people. These humanoid
beings are said to inhabit the dense forests
of Delaware and Prince Edward Island.
Standing at a height of two to three feet (61
to 91 cm), Pukwudgies are
known for their mischievous nature and elusive
presence.
Legends describe the Pukwudgie as diminutive
beings resembling miniature humans. Despite their
small stature, they possess extraordinary agility and
wilderness survival skills. Pukwudgies are notorious
tricksters, often playing pranks on unsuspecting
individuals who venture too close to their woodland
territories.
In some accounts, the Pukwudgie is associated with a
guardianship role, protecting the natural world and its
inhabitants. However, their temperamental nature can
quickly turn hostile, particularly when their forest
homes are threatened. It is wise for wanderers to
approach Pukwudgie habitats with caution, respecting
the delicate balance between the human and spirit
realms.
Pukwudgie
Small fey, neutral

Armor Class 13 (natural armor)


Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Stealth +5, Perception +4


Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 1/4 (50 XP)

Nimble Escape. The pukwudgie can take the Disengage or Hide


action as a bonus action on each of its turns.

Limited Invisibility. As a bonus action, the pukwudgie can


magically turn invisible until the start of its next turn or until it
attacks or casts a spell.

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit 5 (1d4 + 3) piercing damage.

Blinding Dart. Ranged Weapon Attack: +5 to hit, range 30/90 ft.,


one target. Hit 5 (1d4 + 3) piercing damage, and the target
must succeed on a DC 11 Constitution saving throw or be
blinded until the start of its next turn.

117
Quinametzin
he Quinametzin are ancient beings steeped

T
in the rich tapestry of Aztec mythology.
According to the legends, they once thrived Qu
during the era of the Sun of Rain, known as inametzin Huge giant, lawful neutral
Nahui-Quiahuitl. However, their
prosperous civilization came to a tragic end Armor Class 16 (natural armor)
due to divine punishment brought upon Hit Points 230 (20d12 + 100)

them by the gods themselves. Speed 40 ft.

The Quinametzin were condemned by the deities for STR DEX CON INT WIS CHA
their failure to venerate them properly. Great calamities
and catastrophic events unfolded, signaling the downfall 24 (+7) 12 (+1) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

of this mighty race. The construction of awe-inspiring Saving Throws Constitution +9, Wisdom +8, Charisma +8
structures such as the pyramid of Cholula and the City Skills Perception +8
of Teotihuacan, known as “The Place Where Men Senses passive Perception 18
Become Gods,” was attributed to the Quinametzin Languages Common, Giant
Giants. Challenge 12 (8,400 XP)
Their monumental architecture and engineering feats
stood as a testament to their former glory, but now lie in Innate Spellcasting. The quinametzin’s innate spellcasting
ruins, remnants of a lost era. The Quinametzin serve as ability is Charisma (spell save DC 16). It can innately cast the
a cautionary tale, a reminder of the consequences that following spells, requiring no material components:
befall those who disregard the power and demands of
the divine forces. At will: detect magic, feather fall, pass without trace

3/day each: dispel magic, stone shape

1/day each: legend lore, wall of stone

Siege Monster. The quinametzin deals double damage to


objects and structures.

Actions
Multiattack. The quinametzin makes three attacks: one with its
bite and two with its greatsword.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit 24 (3d10 + 7) piercing damage.

Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit 32 (4d12 + 7) slashing damage.

118
Raijū
aijū, meaning “thunder animal” or “thunder

R
beast,” is a legendary creature from Japanese
mythology. It is often depicted as a wolf or Raijū
dog enveloped in lightning, although it can Medium monstrosity, chaotic neutral
also take the form of various other animals,
such as tanuki, leopard, fox, or even mythical Armor Class 15
creatures like dragons and qilins. Raijū is Hit Points 75 (10d8 + 30)

believed to be composed of lightning itself, with a body Speed 40 ft.

that emanates white and blue hues. When it moves, it STR DEX CON INT WIS CHA
resembles a ball of lightning, and its cry resonates like
thunder. 18 (+4) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

As the companion of Raijin, the Shinto god of Skills Perception +4, Stealth +6
lightning, Raijū is usually calm and harmless. However, Damage Resistances lightning, thunder
during thunderstorms, it becomes agitated and exhibits Senses darkvision 60 ft., passive Perception 14
lively behavior, leaping among trees, fields, and even Languages None
buildings. It is said that Raijū’s claws scratch trees Challenge 4 (1,100 XP)
struck by lightning.
One peculiar behavior of Raijū is its tendency to sleep Nimble Escape. The Raijū can take the Disengage or Hide action
in human navels. This quirk prompts Raijin to shoot as a bonus action on each of its turns.
lightning arrows at the creature, waking it up and
inadvertently harming the person in whose belly it had Lightning Pounce. If the Raijū moves at least 20 feet straight
nestled. As a result, superstitious individuals often sleep toward a creature and then hits it with a claw attack on the

on their stomachs during stormy weather, while legends same turn, that target must succeed on a DC 14 Strength

claim that Raijū only seeks refuge in the navels of those saving throw or be knocked prone. If the target is prone, the
Raijū can make one bite attack against it as a bonus action.
who sleep outdoors.
Actions
Multiattack. The Raijū makes two attacks: one with its bite and
one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
9 (1d10 + 4) piercing damage plus 7 (2d6) lightning damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 8 (1d8 + 4) slashing damage.

119
Serpopard
he Serpopard is a mythical creature known

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from ancient Egyptian and Mesopotamian
art. Its name is a combination of “serpent”
and “leopard” due to its unique
appearance. Often depicted in ancient
artwork, the Serpopard is portrayed as a
creature with the body of a
leopard and the elongated neck and head of a serpent.
However, interpretations also suggest that it could
represent a lion with a serpent-like neck. Despite its
prominence in ancient art, no specific name for this
creature is found in ancient texts.
The Serpopard, with its enigmatic hybrid form, holds
a mysterious place in the mythology of these ancient
cultures. It is often associated with the symbolism of
power, strength, and the union of different realms,
blending elements of the terrestrial and the celestial.
Serpopard
Large monstrosity, unaligned

Armor Class 14
Hit Points 102 (12d10 + 36)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)

Skills Perception +5
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 15
Languages None
Challenge 5 (1,800 XP)

Multiattack. The Serpopard makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit
11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit 13 (2d8 + 4) slashing damage.

120
Siren
irens, derived from Greek mythology, are

S
captivating and alluring beings known for
their enchanting voices. These seductive Siren
creatures, often depicted as female figures, Medium fey, neutral evil
possess voices so irresistible that they can
entice sailors and travelers, drawing them Armor Class 13
towards danger. In the Odyssey, the hero Hit Points 66 (12d8 + 12)

Odysseus encounters the Sirens while on his perilous Speed 0 ft., fly 40 ft. (hover)

journey, but he and his crew are saved through his STR DEX CON INT WIS CHA
cunning and the help of divine intervention.
According to ancient Greek lore, the Sirens resided 8 (-1

on small islands, commonly referred to as Sirenum ) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 20 (+5) |
scopuli. These islands were characterized by
treacherous cliffs and rocky shores, providing an ideal Skills Deception +9, Persuasion +9
setting for luring unsuspecting victims to their doom. Damage Immunities psychic
Some accounts place the Sirens on Cape Pelorum or Senses darkvision 60 ft., passive Perception 11
the islands known as Sirenuse near Paestum or in Languages Common, Sylvan
Capreae. These perilous locations served as cautionary Challenge 5 (1,800 XP)

reminders of the dangerous temptations embodied by


the Sirens. Song of Enthrallment. As an action, the Siren sings a captivating
melody. Each humanoid and giant within 60 feet of the Siren
that can hear her must succeed on a DC 15 Wisdom saving
throw or be charmed until the song ends or the Siren stops
singing. The charmed creature is incapacitated and has a flying
speed of 0 feet. The effect ends if the charmed creature takes
any damage or if someone else uses an action to shake the
creature out of its stupor.

Mystic Charm. The Siren has advantage on saving throws


against spells and other magical effects.

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit 6 (1d4 + 4) piercing damage.

Siren’s Lament (Recharge 5-6). The Siren unleashes a mournful


cry. Each creature of the Siren’s choice within 30 feet of her
must make a DC 15 Wisdom saving throw. On a failed save,
the target takes 18 (4d8) psychic damage and is stunned until
the end of its next turn. On a successful save, the target takes
half damage and isn’t stunned.

121
Skin-Walker
n Navajo culture, the Skin-Walker, known as “yee

I
naaldlooshii,” is a dreaded and malevolent witch
capable of transforming into, possessing, or
disguising themselves as animals. These cunning
beings are associated with dark magic and are
feared for their ability to bring harm and
misfortune. Skin-Walkers are never revered as
healers but rather as agents of chaos and malevolence.
Skin-Walker
Medium humanoid (shapechanger), neutral evil

Armor Class 13 (natural armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

Skills Stealth +5, Perception +4, Deception +3


Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t silvered
Senses darkvision 60 ft., passive Perception 14
Languages Navajo
Challenge 5 (1,800 XP)

Shapechanger. The Skin-Walker can use its action to polymorph


into a beast it has seen, or back into its true form. Its statistics
are the same in each form, except for its speed. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.

Keen Senses. The Skin-Walker has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Malevolent Magic. The Skin-Walker is proficient in the


Deception skill and can cast the disguise self spell at will without
expending a spell slot. Its spellcasting ability is Charisma (spell
save DC 12).

Actions
Multiattack. The Skin-Walker makes two attacks: one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit 7 (2d4 + 3) slashing damage.

122
Spartoi
he Spartoi were created in Greek

T
mythology after Ares’s dragon offspring
was slain. Its teeth were sown into the
fertile ground, drenched in blood, and
eventually sprouted into a legion of fierce
and inhumanly powerful beings. These
loyal soldiers and formidable hunters are
renowned for their unmatched strength and resilience.
Spartoi can be summoned to fulfill various purposes,
including hunting down individuals or serving as mighty
warriors in times of war. The task of summoning them
requires the rare and challenging act of killing a dragon
and bathing one of its teeth in the blood of its own kind
for several days.
Spartoi
Medium humanoid, lawful neutral

Armor Class 18 (plate)


Hit Points 126 (12d10 + 60)
Speed 30 ft.

| STR | DEX
| CON | INT | WIS | CHA | |:—–:|:—–:|:—–:|:—–:|:—–:|:—–:| |
20 (+5) | 14 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 10 (+0) |

Saving Throws Str +8, Con +8


Skills Athletics +8
Damage Resistances fire
Senses passive Perception 11
Languages Greek
Challenge 6 (2,300 XP)

Powerful Build. The Spartoi is considered to be one size larger


when determining its carrying capacity and the weight it can
push, drag, or lift.

Relentless Endurance. When the Spartoi is reduced to 0 hit


points but not killed outright, it can drop to 1 hit point instead.
It can’t use this feature again until it finishes a long rest.

Actions
Multiattack. The Spartoi makes two melee attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit 10 (1d8 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range


100/400 ft., one target. Hit 6 (1d10 + 1) piercing damage.

123
Spawn of Apophis
pawned by the chaotic god Apophis, the on Ra as he journeys to the underworld, seeking to

S
enemy of the sun god Ra in Egyptian bring about the destruction of the sun itself. Apophis
mythology, the Spawn of Apophis are holds a particular disdain for priests devoted to sun
serpentine beings of pure chaos created with deities, relentlessly hunting them down. It attacks any
the sole purpose of destroying Re-Horakhty living creature that opposes its chaotic nature and is not
and his followers. Every night, Apophis and its a follower of Apophis.
malevolent progeny launch relentless attacks
Spawn of Apophis it can choose to succeed instead.
Large monstrosity, chaotic evil Magic Resistance. The Spawn of Apophis has advantage on
saving throws against spells and other magical effects.
Armor Class 15 (natural armor)
Hit Points 168 (16d10 + 80) Actions
Speed 40 ft., swim 40 ft.
Multiattack. The Spawn of Apophis makes two attacks: one with
STR DEX CON INT WIS CHA its bite and one with its tail.
20 (+5) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 10 (+0) Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 16 (2d10 + 5) piercing damage plus 10 (3d6) poison
Saving Throws Dex +5, Con +9, Wis +4 damage.
Skills Perception +4, Stealth +5
Damage Resistances acid, lightning, thunder; bludgeoning, Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
piercing, and slashing from nonmagical attacks Hit 18 (2d12 + 5) bludgeoning damage.
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14 Swallow. The Spawn of Apophis makes one bite attack against a
Languages Abyssal Large or smaller creature it is grappling. If the attack hits, the
Challenge 9 (5,000 XP) target is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks and
other effects outside the Spawn of Apophis, and it takes 21
Amphibious. The Spawn of Apophis can breathe air and water. (6d6) acid damage at the start of each of the Spawn of
Legendary Resistance (3/Day). If the Spawn of Apophis fails a Apophis’s turns. The Spawn of Apophis can have only one
saving throw, creature swallowed at a time.

124
Stymphalian Birds
he Stymphalian birds are a group of

T
voracious creatures in Greek mythology,
known for their menacing presence and
deadly nature. These birds derive their
name from their dwelling in the swampy
region of Stymphalia. Feared by many, they
possess unique characteristics that make
them formidable adversaries.
The Stymphalian birds are man-eating creatures with
beaks forged from bronze, capable of inflicting severe
damage. Their feathers, sharp as metal, can be
launched at their victims with deadly accuracy.
Additionally, their dung carries a poisonous venom,
further enhancing their lethal capabilities.
Stymphalian Birds
Medium monstrosity, chaotic evil

Armor Class 15 (natural armor)


Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 13
Languages None
Challenge 3 (700 XP)

Dive Attack. If the Stymphalian bird dives at least 30 feet


straight toward a target and then hits it with a melee weapon
attack, the attack deals an extra 3 (1d6) piercing damage to the
target.

Feathered Volley. The Stymphalian bird releases a volley of


sharp metallic feathers. Each creature in a 10-foot radius
centered on the bird must make a DC 13 Dexterity saving
throw, taking 10 (3d6) piercing damage on a failed save, or half
as much damage on a successful one.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
7 (2d4 + 2) piercing damage.

125
Şüräle
üräle is a mischievous forest spirit found in

S
Turkic mythology. Dwelling within the depths
of the forests, Şüräle possesses a distinctive Şüräle
appearance and displays a range of *Medium fey,
supernatural abilities. However, caution is chaotic neutral*
advised when encountering this elusive entity.
Description: Şüräle is characterized by its Armor Class 14 (natural armor)

long fingers, a horn adorning its forehead, and a body Hit Points 45 (7d8 + 14)
Speed 30 ft.
covered in wool-like fur. It has the ability to shapeshift
into various forms, making it an elusive and STR DEX CON INT WIS CHA
unpredictable entity. In its human form, Şüräle appears 12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
as a peasant with glowing eyes and notably wears shoes
that are reversed. Those who befriend Şüräle may gain Skills Perception +3, Stealth +5
access to the secrets of magic, but the spirit’s true Senses darkvision 60 ft., passive Perception 13
nature remains enigmatic. Languages Common, Sylvan
Farmers and shepherds often form pacts with Şüräle Challenge 2 (450 XP)
to safeguard their crops and livestock, utilizing its
supernatural powers for protection. However, the forest Shapechanger. Şüräle can use its action to polymorph into a
spirit also possesses mischievous inclinations. It may small or medium humanoid or back into its true form, which is
lead unsuspecting individuals astray, inflict illness upon a Medium fey. Its statistics are the same in each form. Any
them, or even resort to its infamous method of tickling equipment it is wearing or carrying isn’t transformed.
victims to their demise. Legends warn of its propensity
for hiding woodcutters’ axes, causing frustration and Tickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit 8 (1d8 + 4) slashing damage.
confusion.
Actions
Confusing Whispers. Şüräle utters a stream of confusing
whispers. Each creature within 30 feet of Şüräle that can hear it
must succeed on a DC 13 Wisdom saving throw or be
confused until the end of its next turn.

Invisible Passage. Şüräle magically turns invisible until it attacks,


casts a spell, or uses its Shapechanger trait.

126
Telchines
he Telchines are ancient beings known in

T
Greek mythology as the original
inhabitants of the island of Rhodes, while
also making appearances in Crete and
Cyprus. These enigmatic creatures possess
a rich mythological background, adding
intrigue and mystique to the realms in
which they reside.
Telchines
Medium humanoid, neutral evil

Armor Class 15 (natural armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Aquan
Challenge 3 (700 XP)

Amphibious. The Telchines can breathe air and water.

Sorcerous Affinity. The Telchines have innate spellcasting ability.


Its spellcasting ability is Intelligence (spell save DC 11, +3 to
hit with spell attacks). The Telchines can innately cast the
following spells, requiring no material components: At will: ray
of frost 1/day each: fog cloud, water breathing

Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit 6 (1d6 + 3) slashing damage.

Ray of Frost. Ranged Spell Attack: +3 to hit, range 60 ft., one


target. Hit 4 (1d8) cold damage, and the target’s speed is
reduced by 10 feet until the start of the Telchines’ next turn.

127
Thunderbird
he thunderbird is a legendary creature

T
deeply rooted in the history and culture of
North American indigenous peoples. Thunderbird
Revered as a supernatural being of Huge celestial, chaotic good
immense power and strength, it holds a
significant place in the art, songs, and oral Armor Class 17 (natural armor)
traditions of various indigenous cultures. Hit Points 136 (13d12 + 52)

While prominently depicted in the folklore of Pacific Speed 40 ft., fly 80 ft.

Northwest Coast communities, the thunderbird is also STR DEX CON INT WIS CHA
found in diverse forms among indigenous peoples of the
American Southwest, East Coast, Great Lakes, and 22 (+6) 16 (+3) 18 (+4) 14 (+2) 20 (+5) 18 (+4)

Great Plains. Skills Perception +9, Survival +9


This awe-inspiring creature has gained notoriety in Damage Immunities lightning, thunder
modern times as a cryptid, akin to legendary creatures Senses darkvision 120 ft., passive Perception 19
like Bigfoot and the Loch Ness Monster. It captivates Languages understands Common, Auran, and one tribal
the imagination with its majestic presence and language
enigmatic nature, embodying the raw forces of thunder Challenge 9 (5,000 XP)
and lightning. Legends speak of the thunderbird soaring
through the skies, its wings creating storms and Storm Aura. The area within 30 feet of the thunderbird is
thunderous booms that echo across the land. difficult terrain for creatures other than the thunderbird. When
the thunderbird takes damage, each creature within this aura
must succeed on a DC 16 Dexterity saving throw or take 7
(2d6) lightning damage.

Actions
Lightning Strike (Recharge 5-6). The thunderbird calls upon the
power of thunder and lightning. Each creature of the
thunderbird’s choice within 10 feet of it must make a DC 16
Dexterity saving throw, taking 24 (7d6) lightning damage on a
failed save, or half as much damage on a successful one.

Multiattack. The thunderbird makes two attacks: one with its


beak and one with its talons.

Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing damage.

Talons. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 7) slashing damage.

128
Titan
itans are the largest among the true giant or psionic abilities, while they are not known for their

T
races, surpassing the height of cloud and proficiency in rune magic.
storm giants. These colossal beings With their colossal size, intelligence, and magical
resemble muscular humans, typically abilities, titans command great respect and influence
lacking facial hair. within giant society. They are regarded as leaders and
As a race, titans boast exceptional guides by other giants, due to their exceptional
intelligence, often ranking among the most knowledge and wisdom.
intellectual of giants. Many titans possess spellcasting
5th level (3 slots): cloudkill, telekinesis
Titan 6th level (1 slot): chain lightning, globe of invulnerability
Huge giant, chaotic neutral 7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): earthquake, mind blank
Armor Class 18 (natural armor) 9th level (1 slot): meteor swarm, wish
Hit Points 385 (26d12 + 234)
Speed 40 ft. Etherealness (2/Day). As a bonus action, the titan can
magically shift from the Material Plane to the Ethereal Plane, or
STR DEX CON INT WIS CHA vice versa.
30 (+10) 10 (+0) 29 (+9) 18 (+4) 16 (+3) 15 (+2) Innate Spellcasting. The titan’s innate spellcasting ability is
Charisma (spell save DC 17). It can innately cast the following
Saving Throws Str +17, Dex +6, Con +16, Int +9, Wis +8, Cha spells, requiring no material components:
+7
Skills Perception +14 At will: detect evil and good, detect magic, invisibility
Damage Resistances bludgeoning, piercing, and slashing from 3/day each: chain lightning, dimension door, holy smite
nonmagical attacks 1/day each: meteor swarm, plane shift
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 24 Actions
Languages Common, Giant Multiattack. The titan makes two warhammer attacks or uses
Challenge 23 (50,000 XP)
Thunderous Leap and makes one warhammer attack.

Spellcasting. The titan is a 20th-level spellcaster. Its spellcasting Warhammer. Melee Weapon Attack: +17 to hit, reach 15 ft., one
ability is Intelligence (spell save DC 17, +9 to hit with spell target. Hit: 36 (4d12 + 10) bludgeoning damage.
attacks). The titan has the following wizard spells prepared:
Thunderous Leap. The titan magically leaps up to 60 feet in a
Cantrips (at will): mage hand, prestidigitation, shocking grasp straight line and can make one warhammer attack at any point
1st level (4 slots): shield, magic missile during that leap. Each creature within 10 feet of the titan at the
2nd level (3 slots): blur, mirror image end of the leap must make a DC 20 Strength saving throw,
3rd level (3 slots): counterspell, lightning bolt taking 27 (5d10) bludgeoning damage on a failed save, or half
4th level (3 slots): dimension door, fire shield as much damage on a successful one.

129
Tlahuelpuchi
he tlahuelpuchi is a dreaded creature, a

T
type of vampire or witch that exists within
human society. This supernatural being Tlahuelpuchi
dwells alongside its human family, Medium monstrosity, neutral evil
concealing its dark nature with an outward
appearance of normalcy. With the ability to Armor Class 15 (natural armor)
shape-shift, it preys upon infants, Hit Points 78 (12d8 + 24)

sustaining itself by sucking their blood during the night. Speed 30 ft.

When in its transformed state, the tlahuelpuchi emits a STR DEX CON INT WIS CHA
faint, ethereal aura.
Tlahuelpuchi are burdened with an inherent curse 16 (+3) 18 (+4) 15 (+2) 14 (+2) 16 (+3) 18 (+4)

that they cannot escape. They become aware of their Skills Perception +7, Deception +7, Stealth +7
true nature during puberty, discovering the grim reality Damage Resistances necrotic
that they must consume the life force of others to Senses darkvision 60 ft., passive Perception 17
survive. Most tlahuelpuchi are female, and they possess Languages Common, Abyssal
greater power than their male counterparts. They form Challenge 5 (1,800 XP)
their own societies, with each tlahuelpuchi staking out
its own territory. They also forge alliances with Shapechanger. The tlahuelpuchi can use its action to
shamans and other supernatural creatures, as a shaman polymorph into a Small or Medium humanoid or back into its
would not betray a suspected tlahuelpuchi. true form. Its statistics, other than its size, are the same in
One of the telltale signs of a victim claimed by the each form. Any equipment it is wearing or carrying is not
tlahuelpuchi is the presence of bruises on the upper transformed. It reverts to its true form if it dies.

body. While their primary source of sustenance is Actions


children, they are capable of killing individuals of any
age. Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
incapacitated humanoid grappled by the tlahuelpuchi. Hit: The
target is paralyzed, and the tlahuelpuchi drains 14 (4d6) hit
points from the target. The tlahuelpuchi gains temporary hit
points equal to the hit points drained.

Charm. The tlahuelpuchi targets one humanoid it can see


within 30 feet of it. If the target can see the tlahuelpuchi, it
must succeed on a DC 15 Wisdom saving throw or be
magically charmed until the tlahuelpuchi harms it or until the
tlahuelpuchi’s concentration ends (as if concentrating on a
spell). The charmed target obeys the tlahuelpuchi’s verbal or
telepathic commands.

130
Tsuchigumo
Tsuchigumo
n Japanese folklore, the Tsuchigumo are

I
fearsome spider-like creatures that dwell in the Large monstrosity, chaotic evil

deep forests and mountains of ancient Japan. Armor Class 16 (natural armor)
These monstrous beings, often depicted as Hit Points 112 (15d10 + 30)
enormous spiders with grotesque human faces, Speed 40 ft., climb 40 ft.
strike fear into the hearts of those who dare to
venture into their territories. STR DEX CON INT WIS CHA
Legend tells of the Tsuchigumo’s cunning and 18 (+4) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
malevolence, as they lay intricate traps and ensnare
unsuspecting prey with their sticky webs. Their eight Skills Stealth +7, Perception +6
powerful legs allow them to move swiftly and silently Damage Resistances piercing, slashing
through the underbrush, making them formidable Condition Immunities poisoned

hunters and ambush predators. Senses darkvision 60 ft., passive Perception 16


Languages None
Tsuchigumo are known for their dark and insidious Challenge 6 (2,300 XP)
magic, capable of weaving illusions and manipulating
the natural world to their advantage. They possess a
deep connection to the earth, drawing strength from the Spider Climb. The Tsuchigumo can climb difficult surfaces,

land itself and using it to enhance their abilities. It is including upside down on ceilings, without needing to make an

said that these creatures can control the elements, ability check.
Web Sense. While in contact with a web, the Tsuchigumo
summoning storms, and causing the very ground to knows the exact location of any other creature in contact with
tremble beneath their presence. the same web.
Encountering a group of Tsuchigumo is a harrowing Web Walker. The Tsuchigumo ignores movement restrictions
experience, as they coordinate their attacks with deadly caused by webbing.
precision. Their spider-like agility, combined with their Actions
potent venom and razor-sharp fangs, make them
formidable adversaries. Those who face the Multiattack. The Tsuchigumo makes three attacks: two with its
Tsuchigumo must be prepared for a battle of wits and bite and one with its web strand.
strength, for these cunning monsters will stop at Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
nothing to protect their domains and satisfy their Hit 12 (2d8 + 4) piercing damage, and the target must make a
insatiable hunger. DC 14 Constitution saving throw or take 10 (3d6) poison
damage.
Web. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one
creature. Hit 9 (2d6 + 2) bludgeoning damage, and the target
is restrained by webbing. As an action, the restrained target
can make a DC 14 Strength check to break free.

131
Tsukumogami
sukumogami are ancient Japanese spirits

T
that inhabit everyday objects, bringing Lantern
them to life with supernatural powers and Small construct, chaotic neutral
personalities. Born from the belief that
objects have souls and can attain divinity Armor Class 12
after a hundred years of existence, these Hit Points 22 (5d6 + 5)
mischievous spirits dwell within tools, Speed 0 ft., fly 30 ft.
utensils, and household items. Tsukumogami are
known to exhibit a wide range of behaviors, from STR DEX CON INT WIS CHA
benevolent and helpful to vengeful and malevolent. 6 (-2) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 14 (+2)
Each Tsukumogami possesses its own unique
abilities and characteristics, reflecting the nature and Damage Immunities fire, poison
Condition Immunities blinded
purpose of the object it inhabits. These spirits often Senses darkvision 60 ft., passive Perception 10
manifest their powers in playful or eerie ways, adding Languages understands Common and any languages spoken
an air of mysticism to their presence. While some by its previous owners, but can’t speak
Tsukumogami may seek revenge on their neglectful or
mistreating owners, others offer assistance and
protection to those who show them respect and care. Eerie Glow. The lantern sheds dim light in a 10-foot radius and
bright light for an additional 10 feet.
The world of Tsukumogami is a realm where the
inanimate becomes animated, and the mundane holds Actions
hidden secrets. It is a realm where a broom may sweep
on its own, a paper lantern may emit an otherworldly Burning Radiance. The lantern releases a burst of burning

glow, or a teapot may pour tea with a will of its own. radiance. Each creature in a 10-foot radius centered on the
lantern must make a DC 12 Dexterity saving throw, taking 10
Beware the wrath of a Tsukumogami, for their powers (3d6) fire damage on a failed save, or half as much damage on
can be both enchanting and treacherous. a successful one.

Broom
Teapot
Small construct, neutral Tiny construct, lawful neutral

Armor Class 13 (natural armor) Armor Class 14


Hit Points 18 (4d6 + 4) Hit Points 12 (4d4)
Speed 30 ft., fly 30 ft. Speed 0 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1) STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 6 (-2)
Skills Perception +4
Damage Immunities poison Skills Perception +5
Condition Immunities poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14\ Condition Immunities blinded, deafened, exhaustion, poisoned
Languages understands Common and any languages spoken Senses darkvision 60 ft., passive Perception 15
by its previous owners, but can’t speak Languages understands Common and any languages spoken
by its previous owners, but can’t speak
Broomstick Flight. The broom can fly magically and hover in the
air. Boiling Fury. When the teapot is damaged, it emits a scalding
spray of boiling water. Each creature within 5 feet of the teapot
Actions must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire
damage on a failed save, or half as much damage on a
Whisk Sweep. Melee Weapon Attack: +5 to hit, reach 5 ft., one successful one.
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Actions
Boiling Jet. Ranged Spell Attack: +3 to hit, range 30 ft., one
target. Hit: 6 (2d4 + 1) fire damage.

132
Scroll Ink Brush
Tiny construct, lawful neutral Tiny construct, lawful neutral

Armor Class 12 Armor Class 13


Hit Points 10 (4d4) Hit Points 8 (4d4)
Speed 0 ft. Speed 0 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 6 (-2) 4 (-3)

Skills Arcana +5, History +5 14 (+2) | 10 (+0) | 14 (+2) | 12 (+1) | 6 (-2) |


Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned Skills Perception +3, Calligraphy Tools +4
Senses darkvision 60 ft., passive Perception 11 Damage Immunities poison
Languages understands Common and any languages written Condition Immunities blinded, deafened, exhaustion, poisoned
on it, but can’t speak Senses darkvision 60 ft., passive Perception 13
Languages understands Common and any languages spoken
by its previous owners, but can’t speak
Arcane Secrets. The scroll can cast the identify spell once per
day without requiring components.
Calligraphy. The ink brush can create intricate symbols and
Actions characters on any surface, replicating written languages or
creating works of art.
Scroll Attack. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit: The target must succeed on a DC 12 Wisdom Actions
saving throw or be affected by a random spell stored within the
scroll (choose a spell of 1st or 2nd level). Ink Spray. Ranged Spell Attack: +4 to hit, range 30 ft., one target.
Hit: 5 (2d4) acid damage and the target must succeed on a DC
12 Dexterity saving throw or be blinded until the end of its next
turn.
Fan
Tiny construct, neutral

Armor Class 13
Hit Points 8 (4d4)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA


4 (-3) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 6 (-2)

Skills Perception +3
Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common and any languages spoken
by its previous owners, but can’t speak

Gust of Wind. As an action, the fan can create a 15-foot cone of


strong wind originating from itself. Each creature in that area
must succeed on a DC 12 Strength saving throw or be pushed
10 feet away from the fan.

Actions
Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) bludgeoning damage.

133
Tzitzimeh
he Aztec Tzitzimitl, or Tzitzimimeh in their insidious agenda, they strive to sow discord and conflict

T
plural form, are the dreaded spawns of the between the sun and moon, hoping to instigate their
chaotic and feared goddess Itzpapalotl. mutual destruction and engulf the earth in a cataclysmic
These malevolent entities disguise conflagration: their wars with the gods are what causes
themselves as stars, lurking in the night sky solar eclipses. To further exacerbate their destructive
to carry out their ultimate goal: the nature, Tzitzimiteh possess an insatiable appetite for
destruction of the mortal world. With an devouring mortals.
Ultimate Mission During a solar or lunar eclipse, the tzitzimitl
Dark Star Tzitzimitl has advantage on all saving throws and attack rolls.
Medium fiend, chaotic evil
Spellcasting. The Dark Star Tzitzimitl is a 9th-level spellcaster.
Armor Class 15 (natural armor) Its spellcasting ability is Charisma (spell save DC 16, +8 to hit
Hit Points 112 (15d8 + 45) with spell attacks). The Dark Star Tzitzimitl has the following
Speed 30 ft., fly 60 ft. sorcerer spells prepared:

STR DEX CON INT WIS CHA Cantrips (at will): eldritch blast, mage hand, minor illusion
16 (+3) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 18 (+4) 1st level (4 slots): charm person, shield, thunderwave
2nd level (3 slots): darkness, hold person, misty step
Saving Throws Dexterity +9, Wisdom +6, Charisma +8 3rd level (3 slots): counterspell, fireball, fly
Skills Perception +6, Stealth +9 4th level (3 slots): dimension door, greater invisibility
Damage Resistances necrotic 5th level (1 slot): cloudkill
Damage Immunities poison
Condition Immunities poisoned Actions
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Celestial, Common Multiattack. The Dark Star Tzitzimitl makes two attacks: one
Challenge 9 (5,000 XP) with its bite and one with its claw.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit
Radiation Aura. Any creature that starts its turn within 30 feet of 13 (2d8 +
the Dark Star Tzitzimitl takes 5 (1d10) radiant damage.
Creatures that are immune to being blinded are unaffected by 4. piercing damage plus 7 (2d6) necrotic damage.
this aura.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit 11 (2d6 + 4) slashing damage.

134
Radiant Star Tzitzimitl Ultimate Mission During a solar or lunar eclipse, the tzitzimitl
Medium fiend, chaotic evil has advantage on all saving throws and attack rolls.

Armor Class 16 (natural armor) Spellcasting. The Radiant Star Tzitzimitl is a 10th-level
Hit Points 136 (16d8 + 64) spellcaster. Its spellcasting ability is Charisma (spell save DC
Speed 40 ft., fly 60 ft. 18, +10 to hit with spell attacks). The Radiant Star Tzitzimitl has
the following sorcerer spells prepared:
STR DEX CON INT WIS CHA
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
18 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 20 (+5) 1st level (4 slots): detect magic, mage armor, shield,
thunderwave
Saving Throws Constitution +8, Wisdom +7, Charisma +10 2nd level (3 slots): darkness, hold person, misty step
Skills Perception +7, Stealth +8 3rd level (3 slots): counterspell, fireball, fly
Damage Resistances radiant 4th level (3 slots): banishment, dimension door, greater
Damage Immunities poison invisibility
Condition Immunities poisoned 5th level (2 slots): cloudkill, hold monster
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Celestial, Common
Challenge 10 (5,900 XP)
Actions
Multiattack. The Radiant Star Tzitzimitl makes two attacks: one
Blinding Aura. Any creature that starts its turn within 30 feet of with its bite and one with its claw.
the Radiant Star Tzitzimitl must make a DC 17 Constitution
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit
saving throw. On a failed save, the creature is blinded until the 15 (2d10 + 4) piercing damage plus 10 (3d6) radiant damage.
start of its next turn. On a successful save, the creature is
immune to the Radiant Star Tzitzimitl’s Blinding Aura for the Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit
next 24 hours. 13 (2d8 + 4) slashing damage.

Itzpapalotl, the Fallen Ultimate Mission During a solar or lunar eclipse, the tzitzimitl
Godess has advantage on all saving throws and attack rolls.
Medium fiend, chaotic evil
Spellcasting. Itzpapalotl is an 18th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 21, +13 to hit
Armor Class 18 (natural armor) with spell attacks). Itzpapalotl has the following sorcerer spells
Hit Points 180 (20d8 + 90) prepared:
Speed 40 ft., fly 60 ft.
Cantrips (at will): eldritch blast, mage hand, minor illusion,
STR DEX CON INT WIS CHA prestidigitation
20 (+5) 20 (+5) 20 (+5) 18 (+4) 18 (+4) 22 (+6) 1st level (4 slots): charm person, shield, thunderwave
2nd level (3 slots): darkness, hold person, misty step
Saving Throws Dexterity +11, Constitution +11, Wisdom +9, 3rd level (3 slots): counterspell, fireball, fly
Charisma +13 4th level (3 slots): dimension door, greater invisibility
Skills Perception +9, Stealth +11 5th level (3 slots): cloudkill, hold monster
Damage Resistances necrotic, radiant; bludgeoning, piercing, 6th level (1 slot): circle of death
and slashing from nonmagical attacks 7th level (1 slot): etherealness
Damage Immunities poison 8th level (1 slot): sunburst
Condition Immunities poisoned 9th level (1 slot): meteor swarm
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Celestial, Common Actions
Challenge 17 (18,000 XP)
Multiattack. Itzpapalotl makes two attacks: one with her bite
and one with her claw.
Legendary Resistance (3/Day). If Itzpapalotl fails a saving throw,
she can choose to succeed instead. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit
20 (3d8 + 7) piercing damage plus 10 (3d6) necrotic damage.
Radiation Aura. Any creature that starts its turn within 30 feet of
Itzpapalotl takes 10 (3d6) radiant damage. Additionally, any Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
creature that is hit by one of Itzpapalotl’s melee attacks must Hit 16 (2d10 + 7) slashing damage.
succeed on a DC 19 Constitution saving throw or be blinded
until the start of its next turn. A creature that succeeds on the Teleport. Itzpapalotl magically teleports up to 60 feet to an
saving throw is immune to Itzpapalotl’s Blinding Aura for the unoccupied space she can see.
next 24 hours.

135
The terrifying visage of a tzitzimitl, the Aztec cosmic horrors.

136
Ugallu
gallu, known as the “Big Weather-Beast,”

U
is a formidable creature originating from
Sumerian and Akkadian mythology. This
lion-headed storm-demon possesses the
unique feature of bird-like feet, combining
the strength and ferocity of a lion with the
swift and agile nature of a bird.
Throughout the first millennium BC, Ugallu was
revered and depicted on protective amulets and clay
figurines made of yellow clay or tamarisk.
Ugallu
Large fiend, chaotic evil

Armor Class 16 (natural armor)


Hit Points 126 (12d10 + 60)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 20 (+5) 10 (+0) 16 (+3) 12 (+1)

Skills Perception +7
Damage Resistances lightning, thunder
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common
Challenge 9 (5,000 XP)

Flyby. The Ugallu doesn’t provoke opportunity attacks when it


flies out of an enemy’s reach.

Storm Aura. At the start of each of its turns, the Ugallu can
choose a point within 30 feet of it. Stormy winds and crackling
energy swirl in a 20-foot radius centered on that point. Each
creature in the area must make a DC 15 Strength saving throw,
taking 16 (3d10) bludgeoning damage and 13 (3d8) lightning
damage on a failed save, or half as much damage on a
successful one. Additionally, the area becomes difficult terrain
until the start of the Ugallu’s next turn.

Multiattack. The Ugallu makes three attacks: one with its bite
and two with its claws.

Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.

Lightning Breath (Recharge 5-6). The Ugallu exhales a line of


crackling lightning 60 feet long and 5 feet wide. Each creature
in that line must make a DC 15 Dexterity saving throw, taking
31 (7d8) lightning damage on a failed save, or half as much
damage on a successful one.

137
Uridimmu
ridimmu, meaning “mad dogs,” “rabid

U
dogs,” or “howling dogs,” are canine Uridimmu
humanoids of Mesapotamian myth with a Medium monstrosity, lawful neutral
strong allegiance to the Kusarikku. These
creatures were specifically created to Armor Class 17 (natural armor)
guard and protect mountains and palaces Hit Points 84 (8d8 + 48)
from malevolent entities. Speed 40 ft.
Working in harmony with the Kusarikku, Uridimmu’s
fierce loyalty and STR DEX CON INT WIS CHA
unyielding strength make them formidable defenders. 20 (+5) 14 (+2) 22 (+6) 10 (+0) 12 (+1) 8 (-1)
Legends and tales depict them standing as the first line
of defense against wicked creatures, their howls Skills Perception +4, Survival +4
Damage Resistances bludgeoning, piercing, and slashing from
echoing through the mountains as a warning to those nonmagical attacks
who dare to trespass. Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (1,800 XP)

Keen Hearing and Smell. The Uridimmu has advantage on


Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Uridimmu has advantage on attack rolls


against a creature if at least one of its allies is within 5 feet of
the creature and the ally isn’t incapacitated.

Multiattack. The Uridimmu makes two attacks: one with its bite
and one with its longsword.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
14 (2d6 + 5) piercing damage.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 10 (1d8 + 5) slashing damage.

138
An Uridimmu charging into battle.

139
Valkyrie
alkyries, divine maidens of Norse mythology,

V
are powerful and revered figures associated
with battle, destiny, and the afterlife. These Valkyrie
valiant beings, known as “choosers of the Medium celestial, lawful good
slain,” serve as Odin’s loyal handmaidens,
tasked with selecting fallen warriors worthy Armor Class: 19 (plate) Hit Points: 157 (15d8 + 90) Speed: 50 ft.,
of entering the grand halls of Valhalla. fly 60 ft.

As ethereal beings, Valkyries possess an otherworldly


beauty and grace. They are adorned in shimmering STR DEX CON INT WIS CHA

armor and wield weapons of legendary craftsmanship. 18 (+4) 20 (+5) 22 (+6) 14 (+2) 18 (+4) 20 (+5

Mounted upon majestic steeds, they soar across the )|


skies, guiding the souls of the fallen and engaging in
fierce battles when necessary. Saving Throws Dexterity +9, Wisdom +8, Charisma +9
Valkyries exhibit unwavering loyalty to their divine Skills Athletics +8, Perception +8
duties, and their presence on the battlefield instills both Damage Resistances radiant; bludgeoning, piercing, and
fear and inspiration in mortals. They are renowned for slashing from nonmagical attacks
their exceptional combat skills, utilizing a variety of Damage Immunities necrotic
weapons with deadly precision. To face a Valkyrie in Condition Immunities charmed, exhausted, frightened

combat is to confront a force that blends martial Senses truesight 120 ft., passive Perception 18
Languages Common, Celestial
prowess with divine purpose. Challenge 13 (10,000 XP)

Divine Awareness. The Valkyrie knows if it hears a lie.

Innate Spellcasting. The Valkyrie’s innate spellcasting ability is


Charisma (spell save DC 17). It can innately cast the following
spells, requiring no material components:

At will: cure wounds, guiding bolt


3/day each: banishment, divine favor
1/day each: divine word, raise dead

Actions
Multiattack. The Valkyrie makes two attacks with its longsword
or uses its Hallowed Lance and makes one attack with its
longsword.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
slashing damage if used with two hands.

Hallowed Lance. Melee Weapon Attack: +9 to hit, reach 10 ft.,


one target. Hit: 10 (1d10 + 5) piercing damage. If the target is a
creature of evil alignment, it must succeed on a DC 16
Constitution saving throw or be stunned until the start of the
Valkyrie’s next turn.

Divine Arrow (Recharge 5-6). The Valkyrie fires a radiant arrow at


a creature it can see within 150 feet. The target must make a
DC 17 Dexterity saving throw, taking 35 (10d6) radiant damage
on a failed save, or half as much damage on a successful one.

140

Valkyrie Commander
Medium celestial, lawful good

Armor Class: 21 (plate, shield) Hit Points: 200 (16d8 + 128)


Speed: 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 22 (+6) 24 (+7) 16 (+3) 20 (+5) 22 (+6)

Saving Throws: Dexterity +11, Wisdom +10, Charisma +11


Skills: Athletics +10, Perception +10, Intimidation +11 Damage
Resistances: radiant; bludgeoning, piercing, and slashing from
nonmagical attacks Damage Immunities: necrotic Condition
Immunities: charmed, exhausted, frightened Senses: truesight
120 ft., passive Perception 20 Languages: Common, Celestial
Challenge: 15 (13,000 XP)

Divine Awareness. The Valkyrie Commander knows if it hears a


lie.

Innate Spellcasting. The Valkyrie Commander’s innate


spellcasting ability is Charisma (spell save DC 19). It can
innately cast the following spells, requiring no material
components:

At will: cure wounds, guiding bolt, divine favor


3/day each: banishment, death ward
1/day each: divine word, raise dead

Aura of Command. The Valkyrie Commander emits an aura of


command within 30 feet, granting friendly creatures advantage
on saving throws against being frightened and resistance to
necrotic damage.

Multiattack. The Valkyrie Commander makes two attacks with


its longsword or uses its Hallowed Lance and makes one
attack with its longsword.

Actions
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 12 (1d8 + 7) slashing damage, or 13 (1d10 + 7)
slashing damage if used with two hands.

Hallowed Lance. Melee Weapon Attack: +11 to hit, reach 10 ft.,


one target. Hit: 13 (1d10 + 7) piercing damage. If the target is a
creature of evil alignment, it must succeed on a DC 18
Constitution saving throw or be stunned until the start of the
Valkyrie Commander’s next turn.

Divine Arrow (Recharge 5-6). The Valkyrie Commander fires a


radiant arrow at a creature it can see within 150 feet. The target
must make a DC 19 Dexterity saving throw, taking 42 (12d6)
radiant damage on a failed save, or half as much damage on a
successful one.

Heavenly Shield (Recharge 5-6). The Valkyrie Commander raises


her shield, invoking divine protection. Until the start of her next
turn, she gains a +4 bonus to AC, and any friendly creatures
within 30 feet of her have advantage on saving throws against
spells and other magical effects.

141
Wendigo
he Wendigo is a horrifying creature from

T
Native American folklore, believed to be a
malevolent spirit or a possessed human Wendigo
transformed by cannibalism. It embodies Large monstrosity, chaotic evil
the insatiable hunger and the destructive
forces of winter. Legends tell of individuals Armor Class 14 (natural armor)
who resort to cannibalism in desperate Hit Points 136 (16d10 + 48)

times, and as a result, they are cursed to become Speed 40 ft., climb 40 ft.

Wendigos, cursed beings trapped in eternal torment. STR DEX CON INT WIS CHA
The Wendigo is depicted as a towering and emaciated
figure, with pale, frostbitten skin stretched taut over its 20 (+5) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

skeletal frame. Its eyes burn with a relentless hunger, Skills Stealth +6, Perception +5
and its elongated limbs end in wicked claws. Covered in Damage Resistances cold, necrotic; bludgeoning, piercing, and
matted, icy fur, it is an embodiment of frigid wilderness slashing from nonmagical attacks
and unforgiving winter. Damage Immunities poison
This cursed creature is forever consumed by an Condition Immunities exhaustion, poisoned
insatiable appetite for human flesh. It prowls through Senses darkvision 120 ft., passive Perception 15
snow-covered forests, its eerie howls carried by the Languages None
biting wind. The mere presence of a Wendigo chills the Challenge 9 (5,000 XP)

air and freezes the hearts of those unfortunate enough


to encounter it. The Wendigo is a creature of despair Keen Smell. The Wendigo has advantage on Wisdom
and relentless pursuit, haunting the darkest corners of (Perception) checks that rely on smell.
the human psyche. Chilling Aura. Any creature that starts its turn within 10 feet of
the Wendigo must make a DC 16 Constitution saving throw or
take 7 (2d6) cold damage and have its speed reduced by 10
feet until the start of its next turn.

Winter’s Embrace. The Wendigo is immune to cold damage,


and it can move through difficult terrain created by ice or snow
without spending extra movement.

Actions
Multiattack. The Wendigo makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 5) piercing damage plus 10 (3d6) cold damage.
The target must succeed on a DC 16 Constitution saving throw
or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 5) slashing damage plus 7 (2d6) cold damage.

Winter’s Grasp (Recharge 5-6). The Wendigo targets a creature it


can see within 60 feet. The target must make a DC 16 Strength
saving throw or be restrained by icy tendrils for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. While restrained,
the target takes 10 (3d6) cold damage at the start of each of its
turns.

142
PART III
Gods and Myths

143
African Mythology
frican mythology is a tapestry woven with

A
vibrant tales, diverse beliefs, and rich
cultural traditions. With the continent’s
vastness and multitude of cultures, African
mythology encompasses a wide array of
stories, gods, and cosmologies.
Ancestral Spirits
Ancestral veneration holds deep significance in African
mythology. Ancestors are revered as guardians,
mediators, and protectors of the living. It is believed that
they retain a strong connection to the mortal realm and
possess the wisdom and power to influence the lives of
their descendants.
Ancestral spirits are viewed as intermediaries
between the divine realm and humanity. They serve as
guides, offering counsel, protection, and blessings.
Rituals, offerings, and ceremonies are performed to
honor and communicate with the ancestors, seeking
their guidance and intervention in daily life.
Across different African cultures, ancestral spirits
may be represented in various forms, such as shadows,
dreams, or animal familiars. Ancestor reverence fosters
a sense of continuity, fostering respect for lineage, A depiction of Anansi the spider
traditions, and the interconnectedness of past, present,
and future. Creation Myths
Trickster Figures African mythology abounds with diverse creation myths,
Trickster figures appear in many African mythologies, offering explanations for the origins of the world and
often playing mischievous, clever, or disruptive roles. humanity. These myths highlight the diversity and
These tricksters possess supernatural powers and creativity present within African cultures, with each
embody both the light and dark aspects of human myth reflecting unique cosmological beliefs.
nature. They challenge societal norms, question In many creation stories, a supreme deity or a group
authority, and teach moral lessons through their antics. of gods creates the world and its inhabitants. The
Among the well-known trickster figures is Anansi, a methods of creation can vary widely, from divine words
spider-like being in West African folklore. Anansi is a or thoughts to physical crafting or procreation. Creation
cunning and shape-shifting character, embodying the myths often emphasize the interconnectedness of all
essence of storytelling, wisdom, and trickery. Through living beings and the vital role of humans within the
his adventures, Anansi teaches listeners important greater cosmic order.
moral lessons and imparts cultural knowledge. Some African creation myths highlight the
Another prominent trickster figure is Eshu or Legba, importance of harmony and balance, portraying the
found in various West African traditions. Eshu is the universe as a delicate equilibrium between opposing
messenger of the gods, associated with crossroads and forces. These myths convey the significance of
thresholds. He possesses both a mischievous and maintaining this balance and the dire consequences that
benevolent nature, often challenging individuals to can arise from disrupting it.
make ethical choices and testing their integrity. Nature Spirits and Animal
Symbolism
A profound connection with nature is a recurring theme
in African mythology. Various spirits and deities are
associated with specific natural elements, such as
rivers, mountains, forests, and animals. These nature
spirits are believed to embody the essence and power of
these natural phenomena.

144
Animal symbolism plays a significant role in African being shared through generations via storytelling,
mythology, with animals often representing specific songs, and rituals. This oral transmission ensures the
traits, qualities, or spiritual forces. For example, the lion preservation and continued vitality of the mythic
may symbolize strength and leadership, the elephant narratives.
wisdom and memory, and the snake transformation and Oral tradition allows for flexibility and adaptation,
healing. enabling different regions and communities to shape
Animals are revered as spiritual messengers, and contribute to the mythology. Mythic tales often
mediators, and guides. They feature prominently in intertwine with historical events, local customs, and
myths, folklore, and rituals, serving as teachers and cultural practices, creating a living mythology that
protectors. The relationships between humans and evolves alongside the people.
animals in African mythology reflect a deep respect for Myths serve multiple functions within African
the interconnectedness of all living beings. societies. They entertain, educate, and connect
Oral Tradition and
individuals to their cultural heritage. They provide
explanations for natural phenomena, moral teachings,
Mythological Transmission and insight into the human condition. Through
African mythology has predominantly been passed storytelling, African mythology fosters a sense of
down through oral tradition, with stories and myths identity, unity, and communal values.
African Pantheon
Deity Alignment Suggested Domain Holy Symbol
Amadioha, god of thunder and justice LN Tempest, Order A lightning bolt and scales
Anansi, the trickster spider CN Trickery A spider web
Eshu, the messenger and trickster CN Trickery A carved wooden staff
Legba, the gatekeeper and guardian of crossroads N Trickery A crossroads signpost
Mami Wata, goddess of water and fertility N Life, Nature A mermaid
Nyami Nyami, river god N Nature, Tempest A serpent-like river creature
Ogun, god of iron and warfare LN War, Forge A sword and an anvil
Orunmila, god of wisdom and divination LN Knowledge, Order A divination chain
Oshun, goddess of love and beauty NG Life, Light A mirror and a fan
Oya, goddess of storms and winds CN Tempest A whirlwind
Shango, god of thunder and fire CG Tempest, Light A double-headed axe
Yemoja, goddess of the sea and fertility NG Life, Tempest Waves and a seashell

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East Asian Mythology
ast Asian mythology encompasses a rich presence is often associated with royalty, prosperity,

E
tapestry of beliefs, legends, and tales that and harmony.
have shaped the cultural and spiritual
landscape of the region. From the Japanese Mythology
celestial realms of gods and goddesses to Japanese mythology is a blend of indigenous beliefs and
the mystical creatures that inhabit the influences from Chinese and Korean mythologies. It is
earthly realm, the mythologies of Korea, intricately woven into the fabric of Japanese culture and
China, and Japan offer captivating narratives and has shaped its religious practices and artistic
profound insights into the human experience. expressions. Here are notable elements of Japanese
mythology.
Chinese Mythology
Chinese mythology encompasses a vast and complex Amaterasu and the Shinto
pantheon of gods, goddesses, legendary creatures, and Pantheon
mythical figures. It has influenced Chinese culture, Amaterasu, the Sun Goddess, holds a central place in
philosophy, and arts for thousands of years. Here are Japanese mythology. She is considered the ancestor of
some key aspects of Chinese mythology: the Imperial family and the deity who bestows light and
The Three Sovereigns and Five life upon the world. The Shinto pantheon consists of
Emperors numerous gods and goddesses representing various
natural and celestial phenomena. Kami, the spirits or
Chinese mythology begins with the Three Sovereigns deities of Shinto, are believed to inhabit sacred places,
and Five Emperors, semi-divine figures who ruled over objects, and natural elements. They are revered and
ancient China in different epochs. They are revered as worshipped in shrines, and rituals are conducted to
the founders of Chinese civilization and are associated maintain a harmonious relationship between humans
with the development of agriculture, medicine, and the and the divine.
arts. The Three Sovereigns include Fu Xi, the divine Yōkai and Spirits
ancestor of humanity; Nüwa, the goddess who repaired
the heavens and created humans; and Shennong, the Japanese folklore abounds with a diverse array of
god of agriculture and herbal medicine. The Five supernatural creatures, known as yōkai. These entities
Emperors, on the other hand, were legendary rulers range from mischievous spirits to malevolent demons,
who contributed to the establishment of social order and even benevolent guardian figures. Yōkai inhabit the
and moral principles. natural world and often possess unique abilities or
Journey to the West distinctive physical traits. They serve as a reminder of
the coexistence of the mundane and the extraordinary,
One of the most famous Chinese myths is the epic tale blurring the boundaries between the seen and unseen
of the Journey to the West. It follows the adventures of realms. Yōkai have found their way into various forms of
the Monkey King, Sun Wukong, as he accompanies the Japanese art, literature, and entertainment, capturing
Buddhist monk Xuanzang on a perilous journey to the imagination of people throughout history.
obtain sacred Buddhist scriptures. The story showcases The Tale of the Bamboo Cutter
themes of heroism, enlightenment, and the triumph of
good over evil. Along the journey, Sun Wukong The Tale of the Bamboo Cutter, also known as
encounters numerous mythical creatures, engages in “Taketori Monogatari” in Japanese, is a celebrated
battles with gods and demons, and undergoes spiritual folktale from ancient Japan. It is considered one of the
transformations, ultimately attaining enlightenment and oldest extant works of Japanese literature and holds a
redemption. special place in Japanese cultural heritage. This
Dragons and Phoenixes enchanting tale weaves together themes of love, nature,
and the ephemeral nature of life.
Dragons and phoenixes hold great significance in The story follows the life of a humble bamboo cutter
Chinese mythology. The dragon is revered as a symbol named Taketori no Okina, who one day discovers a tiny
of power, wisdom, and good fortune, while the phoenix baby girl inside a glowing bamboo shoot. Overjoyed, he
represents beauty, prosperity, and feminine virtues. and his wife adopt the child and name her Kaguya-hime,
These mythical creatures are associated with the which means “Princess Kaguya.” As Kaguya-hime
imperial court and often depicted in art, architecture, grows, she becomes an extraordinarily beautiful young
and celebrations. Dragons and phoenixes are believed woman, captivating all who see her.
to bring blessings and auspicious energy, and their

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News of Kaguya-hime’s beauty spreads far and wide, Korean Mythology
and she soon attracts the attention of many noble Korean mythology is deeply rooted in shamanistic
suitors, including princes and even the Emperor traditions and the worship of various deities and spirits.
himself. However, Kaguya-hime rejects all offers of It reflects the Korean people’s reverence for nature,
marriage, as she has a deep longing for her celestial ancestral spirits, and the forces that govern the
home and feels an intrinsic connection to the moon. universe. Here are some prominent elements of Korean
As the tale unfolds, it is revealed that Kaguya-hime is, mythology:
in fact, a celestial being sent to Earth from the moon.
The bamboo cutter’s discovery of her was no accident Dangun and the Founding of
but rather a test from the moon people to observe her
life among humans. Kaguya-hime’s celestial origins Korea
become more apparent as she begins to exhibit ethereal The myth of Dangun tells the story of the legendary
qualities and longs to return to her true home. founder of Korea. According to the myth, Dangun was
Ultimately, Kaguya-hime’s time on Earth comes to an born from the union of Hwanung, a divine being, and a
end, and she must return to the moon. With a heavy bear transformed into a woman. Dangun established
heart, she bids farewell to her loved ones, leaving the first kingdom, Gojoseon, and is considered the
behind tokens of remembrance and gratitude. The tale progenitor of the Korean people. The myth serves as a
ends with the sorrowful departure of Kaguya-hime, her foundation for Korean national identity and highlights
radiance illuminating the night sky as she ascends to the close connection between humans and nature.
her celestial abode.
Mountain Spirits
Mountains hold a sacred place in Korean mythology,
believed to be the dwelling places of powerful spirits
known as Sanshin. These mountain spirits are revered
as protectors of nature and guardians of specific
regions. People pay homage to them through rituals,
seeking their blessings and guidance. Sanshin are often
depicted as elderly hermits or scholars, symbolizing
their wisdom and connection to the spiritual realm.
Dragon Kings and Water Spirits
Korea has a rich tradition of mythical water creatures,
including Dragon Kings and water spirits. These
entities are associated with bodies of water, such as
rivers, lakes, and oceans, and are believed to have the
power to control rain, droughts, and floods. Dragon
Kings are often depicted as benevolent rulers who bring
abundant rainfall, ensuring fertility and prosperity.
Water spirits, on the other hand, can be both benevolent
and mischievous, sometimes luring unsuspecting
individuals into the depths of the water.

A scene from The Tale of the Bamboo Cutter

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Chinese Pantheon
Deity Alignment Suggested Domain Holy Symbol
Bixia, goddess of fertility N Life, Light A sun rising over mountains
Caishen, god of wealth LN Knowledge, Trickery A golden cudgel
Chang’e, goddess of the moon CG Cosmos, Trickery A crescent moon with a jade rabbit
Dianmu, goddess of lightning LN Tempest A lightning bolt
Di Jun, emperor of the sun and moon LN Light, Life A sun and a moon together
Doumu, cosmic mother of the Big Dipper N Knowledge, Life The Big Dipper constellation
Dragon King, god of waters and weather N Nature, Tempest A dragon coiling around a pearl
Ji Gong, champion of the oppressed CG Trickery A monk’s begging bowl
Jiutian Xuannu, goddess of war, sex, and longevity N War, Life A sword and a scroll
Lei Gong, god of thunder LN Tempest A pair of thunderclouds
Lu Ban, god of carpentry LN Knowledge, Order A carpentry tool
Mazu, goddess of the sea LG Life, Tempest A golden statue of a woman on a boat
Nuba, goddess of droughts CG Nature, Life A withered branch
Nuwa, creator of mankind NG Creation, Life A snake with a human head
Pangu, god of creation N Creation A giant with a hammer
Shennong, god of farming and medicine LG Life, Nature A farmer with a basket of herbs
Sun Wukong, god of trickery CN Trickery, War A staff with a golden hoop
Wenchang Wang, god of literature and culture LN Knowledge, Order A scroll with a quill pen
Xiwangmu, queen mother of life and death N Life, Death A peach tree with ripe peaches
Yan Wang, king of hell and judge of the dead LE Death A scale weighing souls
Yue Lao, god of love and marriage N Life, Knowledge A red thread
Yu Shi, god of rane LN Life, Nature Raindrops
Zhong Kui, demon hunter and protector deity LG Knowledge A demon’s face

Japanese Pantheon
Deity Alignment Suggested Domain Holy Symbol
Amaterasu, goddess of the sun LG Light, Life A rising sun
Amatsumikaboshi, god of chaos and darkness CE Trickery, Death A swirling void
Benzaiten, goddess of arts and music CG Knowledge, Life A biwa, a traditional Japanese lute
Bishamonten, god of warriors and protection LG War, Protection A suit of armor
Daikoku, god of wealth and prosperity N Knowledge, Trickery A mallet
Fujin, god of wind N Nature, Tempest A gust of wind
Hachiman, god of war and archery LN War, Order A bow and arrow
Hotei, god of happiness and contentment NG Life, Light A laughing Buddha
Inari, goddess of rice and fertility NG Life, Nature A sheaf of rice
Izanagi, god of creation and life NG Life, Nature A pair of interlocking circles
Izanami, goddess of death and the underworld NE Death, Grave A pair of crossed sickles
Jizo, guardian of children and travelers NG Life, Protection A stone monk statue
Kaguya-hime, princess from the moon N Cosmos, Life A bamboo stalk
Kannon, goddess of compassion LG Life, Light A lotus flower
Omoikane, god of wisdom and intellect LN Knowledge, Order A scroll with a quill pen
Raijin, god of thunder and lightning CN Tempest A drum with lightning bolts
Sarutahiko, god of guidance and crossroads LN Knowledge, Order A walking stick
Susano-o, god of storms and seas CN Tempest, Nature A pair of crossed swords
Susanoo, god of the sea and storms CN Tempest, Nature A dragon-headed sword
Tsukuyomi, god of the moon LN Light, Trickery A crescent moon
Uzume, goddess of laughter and dance CG Trickery, Life A fan and a mask

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Korean Pantheon
Suggested
Deity Alignment Domain Holy Symbol
Changsega, goddess of the moon CG Cosmos, Trickery A crescent moon with a rabbit
Dangun, legendary founder of Korea LG Life, Order A mountain peak with a red sun
Hae Mosu, god of the sea N Tempest, Nature A wave with a trident
Haemosu, god of the sun LG Light, Life A radiant sun with wings
Haenim, goddess of the sky NG Light, Knowledge A blue sky with a shining sun
Hwanung, god of heaven NG Life, Light A radiant sun with wings
Jacheongbi, goddess of agriculture NG Life, Nature A rice stalk with golden grains
Jumong, legendary hero and archer CG War, Trickery A bow and arrow
Oegimi, god of five grains NG Life, Nature A sheaf of wheat with barley, rice, millet, and
beans
Samshin Halmoni, goddess of childbirth NG Life, Protection A mother cradling a baby
Seolmundae Halmang, goddess of the harvest LG Life, Nature A cornucopia overflowing with fruits and
vegetables
Ungnyeo, bear-woman and mother of Dangun NG Life, Protection A bear paw with a flower
Yeomra, king of the underworld and judge of the LN Death A pair of scales with souls
dead
Yongwang, dragon king of the sea LN Tempest, Nature A dragon coiled around a trident

A painting depicting thirty-two important deities of Korean mythology.

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Egyptian Mythology
he mythology of ancient Egypt is a rich This creation myth represents the emergence of order

T
tapestry of gods, goddesses, and mythical from chaos and the establishment of the divine
tales that provided the foundation for the hierarchy that governed the world. It also reflects the
religious beliefs and practices of the deep reverence the ancient Egyptians held for the sun
civilization. From creation myths to stories as the source of life and the divine force that sustains
of divine interactions, Egyptian mythology the universe.
offers a captivating glimpse into the Afterlife and the Journey of
worldview of the ancient Egyptians.
the Soul
Creation
At the heart of Egyptian mythology lies the story of In Egyptian mythology, the afterlife held great
creation, which tells of the emergence of the world and importance and was intricately connected to the belief
the gods. According to the most prevalent myth, the in the immortality of the soul. The Egyptians believed
universe was initially a vast, dark sea called Nun, from that after death, the soul embarked on a perilous
which a primordial hill known as the Benben emerged. journey to reach the afterlife and be judged by the god
From this hill, the sun god Atum-Ra, the embodiment of Osiris.
divine essence, came into being. To ensure a successful journey, the deceased
Atum-Ra, through his own power and will, created the underwent a process of mummification, which
other gods and goddesses. He brought forth Shu, the preserved the body for the soul’s return. The body,
god of air, and Tefnut, the goddess of moisture, who referred to as the “ka,” was believed to be essential for
then gave rise to Geb, the earth, and Nut, the sky. The the soul’s continued existence in the afterlife. Elaborate
union of Geb and Nut resulted in the birth of Osiris, Isis, tombs and funerary rituals were conducted to honor the
Set, and Nephthys, who would become central figures deceased and provide them with the necessary
in Egyptian mythology. provisions and tools for the journey.

This sample from an Egyptian funerary text shows a heart being weighed.

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The journey of the soul was depicted in the myth known The journey of Ra through the Duat, the realm of the
as the “Book of the Dead” or the “Book of Coming Forth dead, was filled with perils. He encountered monstrous
by Day.” This collection of spells and rituals guided the serpents and other malevolent creatures, and in some
deceased through the trials and challenges they would versions of the myth, he faced a great cosmic battle
face in the underworld. It offered instructions on how to against the serpent Apep, who sought to devour the sun
navigate the treacherous realms, overcome obstacles, and plunge the world into eternal darkness.
and ultimately reach the Hall of Ma’at, where the soul
would be judged.
In the Hall of Ma’at, the heart of the deceased was
weighed against the feather of Ma’at, the goddess of
truth and justice. If the heart was lighter than the
feather, signifying a life lived in accordance with ma’at
(divine order and truth), the soul would be granted
eternal life in the blissful realm of the Field of Reeds. If
the heart was heavy with wrongdoing, it would be
devoured by the devourer of souls, and the soul would
cease to exist.
The concept of the afterlife and the journey of the soul
represented the eternal cycle of life, death, and rebirth
in Egyptian mythology. It emphasized the importance of
moral conduct, righteous living, and the pursuit of ma’at
to ensure a favorable outcome in the afterlife.
Osiris and Set
The myth of Osiris and Set is a fundamental tale in
Egyptian mythology, exploring themes of death,
resurrection, and the struggle between order and chaos.
Osiris, the god of the afterlife and fertility, ruled Egypt
as a wise and just king. However, his brother Set, the
god of chaos and disorder, became jealous and sought
to usurp Osiris’ throne.
Set tricked Osiris into entering a coffin, which he
sealed and threw into the Nile River. Osiris drowned,
and his body was torn apart and scattered throughout
Egypt. Devastated by the loss of her husband, Isis, the Ra along with the goddess Imentet.
wife and sister of Osiris, embarked on a quest to recover
his body and restore him to life.
With the help of other gods, Isis managed to find and
reassemble Osiris’ body. She used her magical powers
to revive him briefly, and during this time, Osiris and
Isis conceived their son, Horus. Osiris then passed into
the afterlife, becoming the ruler of the underworld.
The story of Osiris and Set reflects the eternal
struggle between order and chaos, as well as the cycle
of life, death, and rebirth. Osiris became a symbol of
resurrection and the afterlife, offering hope to the
ancient Egyptians that they too could achieve eternal
life after death.
Ra and the Sun Boat
Ra, the sun god, played a pivotal role in Egyptian
mythology, representing the life-giving force of the sun
and the cyclical nature of existence. Each day, Ra sailed
across the sky on his solar barque, bringing light and
warmth to the world. At night, he traveled through the
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Ra’s nightly journey represented the continuous vitality. The restored eye became known as the Eye of
struggle between light and darkness, good and evil. It Horus or the Wadjet eye, symbolizing divine restoration
symbolized the cycle of the sun, with Ra’s triumph over and protection.
darkness each morning ensuring the dawn of a new day The Eye of Horus was regarded as a potent symbol in
and the perpetuation of life. ancient Egyptian culture, representing the healing and
This myth emphasized the importance of Ra as the protective powers of the gods. It was often depicted as a
supreme deity and the source of light, warmth, and life. stylized human eye with markings resembling the
The ancient Egyptians revered Ra and believed that his plumage of a falcon, the sacred bird associated with
journey through the underworld ensured the Horus.
continuation of the cosmic order. The myth of the Eye of Horus highlighted the
The Eye of Horus importance of divine intervention and the restoration of
balance and order in the face of adversity. It also
The Eye of Horus is a myth that centers around the emphasized the protective and regenerative aspects of
power and protection of the sky god Horus. In the myth, the gods in ancient Egyptian belief.
Horus engaged in a fierce battle with his uncle, Set, who These sections provide insights into the captivating
had murdered Horus’ father, Osiris. During the fight, myths of Egyptian mythology, encompassing the
Set injured Horus’ eye, either gouging it out completely creation of the world, the struggle between gods, the
or damaging it. journey of the sun, and the symbolism of the Eye of
The eye became associated with the power of healing, Horus. Each myth offers a glimpse into the ancient
protection, and royal authority. In some versions of the Egyptians’ worldview, their beliefs about divinity, and
myth, the goddess Hathor or the god Thoth healed the eternal cycles that shaped their understanding of life
Horus’ damaged eye, restoring its full strength and and the cosmos.
Egyptian Pantheon (Expanded)
Suggested
Deity Alignment Domain Holy Symbol
Amun, god of air and hidden power N Knowledge, A ram-headed man wearing a tall feathered crown
Trickery
Atum, god of creation and the setting N Life, Light A solar disk descending below the horizon
sun
Geb, god of the earth N Nature A reclining man covered in green vegetation
Horus, god of the sky and kingship LG War, Light A falcon-headed man wearing the Double Crown of Upper and
Lower Egypt
Ma’at, goddess of truth, justice, and LG Life, Light An ostrich feather
harmony
Nut, goddess of the sky N Knowledge, Life A woman covered in stars, arched over the earth
Ra, god of the sun LG Light, War A solar disk encircled by a scarab beetle
Sekhmet, goddess of war and healing CG War, Life A lioness-headed woman
Sobek, god of water and crocodiles LE Nature, Tempest A crocodile head with horns and plumes

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Greek Mythology
t the heart of Greek mythology are the gods and destinies of mortals, intervening in their affairs and

A
and goddesses who ruled over the cosmos. bestowing blessings or curses upon them.
Zeus, the king of the gods, presided over Prometheus and the Theft of
Mount Olympus alongside his siblings and
fellow Olympians, including Poseidon, god Fire
of the seas, and Athena, goddess of wisdom Prometheus, a Titan known for his cunning and
and warfare. These deities, with their compassion for humanity, defied the will of Zeus and
extraordinary powers and human-like qualities, brought a precious gift to humankind—fire. Prior to this
interacted with mortals, intervening in their lives, act, humans lived in darkness, lacking the warmth and
bestowing blessings or curses, and influencing the illumination that fire provides.
course of human history. Enraged by Prometheus’ audacity, Zeus devised a
Greek mythology also tells of heroic figures like punishment to deter both the Titan and humanity.
Heracles (Hercules), who embarked on epic quests and Prometheus was chained to a rock, and each day, an
performed incredible feats of strength, and Odysseus, eagle descended to peck at his liver, which regenerated
the cunning hero of the Odyssey who journeyed across overnight, subjecting him to perpetual suffering.
treacherous seas to return home. These heroes Despite his torment, Prometheus’s act of benevolence
encountered mythical creatures, faced daunting could not be undone. The stolen fire remained in the
challenges, and grappled with the complexities of fate hands of humans, forever altering their existence. Fire
and destiny. became a symbol of progress, enlightenment, and the
Creation of the Universe spark of civilization, passed down through the
In the depths of Chaos, the ancient Greeks believed that generations.
the universe began its existence. From this primordial The Labors of Heracles
void emerged three powerful deities who shaped the Heracles, renowned for his unparalleled strength and
fabric of reality. Gaia, the embodiment of Earth, valor, embarked on a quest to atone for a grave sin
provided the foundation upon which life would flourish. committed during a fit of madness. To cleanse his soul
Tartarus, the dark abyss, became the realm of the and secure his place among the gods, he was tasked
Underworld, home to the souls of the deceased. Eros, with twelve labors, each more arduous than the last.
the force of Love, sparked the passions that would drive These labors included the slaying of the invulnerable
creation forward. Nemean Lion, the defeat of the nine-headed Hydra, the
This cosmic trio set the stage for the birth of the gods, capture of the Golden Hind, and the cleaning of the
the Titans, and all that would come after. Their Augean stables. Heracles faced countless trials, battling
existence formed the delicate balance between light and monstrous creatures and overcoming seemingly
darkness, order and chaos, guiding the unfolding insurmountable obstacles.
tapestry of Greek mythology. Through these labors, Heracles not only proved his
The Titans and the Olympians physical prowess but also demonstrated virtues such as
Before the reign of the Olympian gods, there was a time perseverance, courage, and resourcefulness. His
when the Titans held dominion over the cosmos. journey epitomized the hero’s path and the
Among them, Cronus, a Titan of immense power, transformative power of redemption.
overthrew his father Uranus to claim the throne. Yet, his
own reign was challenged by his son Zeus, who led the
Olympian gods in a formidable struggle known as the
Titanomachy.
In this epic clash, Zeus and his siblings, Poseidon,
god of the seas, and Hades, lord of the Underworld, rose
up against Cronus and the Titans. With the help of other
gods and allies, the Olympians emerged victorious,
banishing the Titans to the depths of Tartarus.
Zeus, as the king of the gods, ruled from his celestial
throne atop Mount Olympus. He became the central
figure of the Greek pantheon, presiding over the gods
and governing the mortal realm. With his siblings and
later generations of gods, such as Hera, Demeter,
Hestia, and Aphrodite, the Olympians shaped the lives

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The Trojan War
known for his invulnerability save for his heel, was the
Greeks’ greatest warrior. Odysseus, renowned for his
The Trojan War stands as one of the most legendary cunning intellect, devised the ingenious plan of the
conflicts in Greek mythology, fueled by a tale of love, Trojan Horse, which ultimately led to the downfall of
betrayal, and destiny. It began with the abduction of Troy.
Helen, the wife of King Menelaus of Sparta, by Prince The Trojan War was a crucible of heroism, tragedy,
Paris of Troy. This grievous act ignited the wrath of the and divine intervention. It revealed the fickleness of the
Greeks and sparked a ten-year war. gods, the complexity of human nature, and the
Famous heroes, such as Achilles, Odysseus, and devastating consequences of pride and folly. The war
Hector, took center stage in this epic struggle. Achilles, itself became a symbol of the eternal struggle between
mortal ambition and the capriciousness of fate.
Greek Pantheon (Expanded)
Deity Alignment Suggested Domain Holy Symbol
Adika, godess of injustice CE Chaos A spear
Asclepius, god of medicine NG Life The caduceus
Aether, god of light and chaos CE Chaos, Light A ray of light
Cronus, titan of time CE Chaos, Time A scythe, a sickle
Cymopoleia, daughter of Poseidon CE Tempest, Chaos A coral skull
Dike, godess of balance CE Justice A scale
Eileithyia, goddess of childbirth NG Life Knotted cord
Eros, god of love and desire CG Light Bow and arrow
Geras, god of old age CE Time Dead skin
Hygeia, godess of health NG Life A human heart
Hypnos, god of sleep N Dream A cradle
Morpheus, lord of dreams CN Dream, Knowledge Wings and poppies
Nemesis, godess of vengance CN Order, Chaos A whip
Persephone, queen of the underworld LE Death Pomegranate
Tartarus, spirit of hell CE Death, Chaos Chasms
Thanatos, god of death N Death, Order A wreath of flowers

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Mesoamerican Mythology
eligious beliefs can be very similair or very seen as a reciprocal exchange, ensuring the continued

R
different accross Mesoamerican cultures. For support and protection of the deities.
that reason, Mesoamerican mythology as a Furthermore, sacrifice was intertwined with notions
whole is explored in this section, followed by of regeneration and renewal. It was believed that
both Mayan and Aztec mythology. through sacrifice, the life force released would nourish
the gods and enable the cycle of creation to perpetuate.
The spilled blood and the act of sacrifice itself were
seen as catalysts for cosmic renewal and the restoration
Sacrifices of harmony within the universe.
Mesoamerican societies, including the Aztecs, Maya, Sacred Ballgame
and various other cultures, believed that sacrifice played In the realms of Mesoamerican civilizations, ballgames
a crucial role in maintaining the delicate balance held profound cultural significance, weaving together
between the mortal realm and the divine. They viewed elements of sport, myth, and ritual. These games, played
the universe as a complex web of interconnecting in grand ball courts, were far more than mere
forces, and sacrifice was seen as a means of nourishing entertainment—they were sacred events laden with
and appeasing the powerful deities who governed symbolic meaning.
various aspects of life. The ballgame, known by various names across
By offering valuable goods, animals, and even human Mesoamerica, such as ōllamaliztli among the Aztecs
lives, Mesoamerican civilizations sought to demonstrate and pitz among the Maya, was a team-based sport
their devotion and gratitude to the gods. Sacrifice was played on a narrow court using a rubber ball. The
believed to ensure the continued flow of life-sustaining objective was to propel the ball through stone hoops
forces, such as rainfall, fertility, and agricultural using only the hips, elbows, or other body parts, without
abundance. It was also seen as a way to repay the gods the use of hands or feet.
for the creation of the world and the gifts bestowed The ballgames were often imbued with religious and
upon humankind. mythological significance. They symbolized the eternal
Mesoamerican cultures practiced various forms of cosmic struggle between opposing forces, such as light
sacrifice, each serving a specific purpose within their and darkness, life and death, or the gods themselves.
religious framework: The game represented a microcosm of the world, where
Blood Sacrifice. Blood was regarded as a potent life
the players’ actions mirrored the cosmic battles and the
force and a conduit between the mortal and divine constant strive for balance.
realms. Animals, such as jaguars, eagles, and quetzal The ballgame was deeply intertwined with mythology
birds, were often ritually sacrificed to honor specific and religious beliefs. Mythical tales often depicted gods
deities associated with warfare, fertility, or rain. The engaging in ballgames, serving as cosmic champions
blood was collected and offered to the gods through and setting precedents for mortal players. These games
elaborate rituals. were seen as reenactments of the gods’ exploits,
Auto-Sacrifice. Individuals would willingly offer their
allowing humans to participate in the divine realm.
own blood as a personal sacrifice. This could be In some versions of the myth, the ballgame had
done through self-inflicted wounds, such as piercing profound implications for human sacrifice. The outcome
the tongue, earlobes, or genitals. The blood was of the game was believed to influence the fate of the
considered a sacred offering, symbolizing personal cosmos and the well-being of the community. Winning
devotion and strength of spirit. the game was seen as an act of cosmic harmony, while
Human Sacrifice. In certain circumstances, human
losing could bring dire consequences. In extreme cases,
sacrifice was practiced. Captives from warfare or the losing team and even their captain could face
volunteers, known as “nahualli,” were chosen as sacrificial rituals to appease the gods and restore
offerings to the gods. Human sacrifice was often balance.
associated with major religious events, such as the The ballgames also had social and political
dedication of temples or the appeasement of deities implications. They served as a means to strengthen
during times of crisis. community bonds, foster alliances, and resolve conflicts
between rival factions. They showcased the physical
Mesoamerican beliefs regarding sacrifice were prowess and skills of the players, with successful teams
imbued with deep symbolic significance. Sacrificial and individuals earning respect, prestige, and privileges
rituals were considered acts of communication, within society.
allowing humans to establish a direct connection with
the divine realm. The act of offering life to the gods was

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civilization of awe-inspiring temples, intricate canals,
and bustling markets.
Qutzalcoatl’s Departure
Quetzalcoatl, the revered deity known as the feathered
serpent, holds a central place in Aztec mythology. As a
patron of civilization, arts, and knowledge, Quetzalcoatl
was believed to have played a pivotal role in the creation
of humankind.
One of the most significant events in Quetzalcoatl’s
mythos is his departure from the mortal realm.
According to legend, Quetzalcoatl, overcome by a sense
of guilt and sorrow, set off on a journey to atone for past
The Aztec city of Tenochtitlan transgressions. He vowed to return one day, bringing
with him a new era of peace and prosperity for his
Additionally, ballgames were occasions for the ruling people.
elite to display their power and authority. Kings and Quetzalcoatl’s departure is often associated with the
nobles often participated in or presided over the games, planet Venus. In Mesoamerican astronomy, Venus was
using them as platforms to demonstrate their divine regarded as a celestial entity closely tied to
right to rule and establish their connection to the gods. Quetzalcoatl’s identity. As the morning star, Venus
appeared in the sky before sunrise, while as the evening
Aztec Mythology star, it graced the western sky after sunset. The
movements of Venus were intricately linked to
Creation Myth Quetzalcoatl’s mythical journey, symbolizing cycles of
Long ago, before time had a name, the universe existed birth, death, and rebirth.
in darkness and void. It was during this primordial era The departure of Quetzalcoatl became a powerful
that the gods convened in Teotihuacan, the place of the motif in Aztec culture, signifying the inevitable rise and
gods, to shape the destiny of the cosmos. Thus began fall of civilizations. It represented the cyclical nature of
the mythic saga of the Five Suns. existence and the ebb and flow of cosmic forces. Aztecs
According to Aztec belief, the world has undergone eagerly anticipated the return of Quetzalcoatl, hoping
four cycles of creation and destruction, each associated for a new era of enlightenment and harmony.
with a sun. The gods sacrificed themselves to create Sacred Calendar
and maintain these suns, but each eventually met a The Aztecs possessed a profound understanding of time
cataclysmic end. The current epoch, the Fifth Sun, and its relationship to the cosmos. Their sacred
emerged after the god Nanahuatzin sacrificed himself in calendar system consisted of two intertwined calendars
a fiery blaze to bring light and life to the world. This —the Tonalpohualli and the Xiuhpohualli—each serving
world, our world, exists precariously between creation distinct purposes.
and destruction. The Tonalpohualli, often referred to as the “Count of
Tenochtitlan Days,” consisted of 260 days divided into 20 periods
One of the most renowned tales in Aztec mythology is called “trecenas,” with each period represented by a
the founding of Tenochtitlan, the magnificent capital of unique combination of 13 numbers and 20 day signs.
the Aztec Empire. The Aztecs, originally a nomadic The day signs were associated with various natural and
people, were guided by their patron deity, supernatural entities, such as animals, elements, and
Huitzilopochtli, the god of war and the sun. gods. This sacred calendar governed ritual activities,
Huitzilopochtli beckoned his chosen people to search divination practices, and the interpretation of personal
for the sign that would mark their destined homeland— destinies. The interplay between the day signs and
an eagle perched upon a cactus devouring a serpent. numbers was believed to influence the energies and
Driven by Huitzilopochtli’s divine call, the Aztecs attributes of individuals born on specific days, shaping
embarked on a journey that led them to the Valley of their character and destiny.
Mexico. There, upon a small island in Lake Texcoco,
they beheld the fateful sight—an eagle, resplendent in its
majesty, atop a cactus as it consumed its prey. This
mystical vision marked the spot where the Aztecs would
establish their grand city, Tenochtitlan. Guided by their
faith and reverence for their gods, the Aztecs built a

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On the other hand, the Xiuhpohualli was a solar
calendar primarily used for agricultural and seasonal
purposes. It consisted of 365 days divided into 18
“veintenas” or twenty-day periods, with an additional 5
“nemontemi” days considered inauspicious and marked
as a time of introspection and ritual cleansing. The
Xiuhpohualli tracked the movement of the sun and
guided the timing of agricultural activities, festivals, and
ceremonial events.
Together, the Tonalpohualli and Xiuhpohualli formed
a harmonious intertwining of celestial and earthly
cycles, reflecting the Aztec worldview that connected
human existence with the rhythmic patterns of the
universe.
Mayan Mythology
Creation Myth
At the heart of Mayan mythology lies the Popol Vuh, the
sacred book that recounts the creation of the world and
the origins of humanity. This mythic narrative weaves
together gods, heroes, and the timeless struggle The Mayan calendar
between cosmic forces. The Long Count
According to the Popol Vuh, the gods embarked on a
series of trials and tribulations to create the world and The Mayans possessed a sophisticated understanding of
its inhabitants. Through their divine powers, they time, viewing it as a cyclical force that influences the
shaped the Earth, the skies, and all living beings. Yet, rise and fall of civilizations. At the heart of their
the gods faced numerous obstacles, including timekeeping system was the Long Count, a method of
treacherous deities and the challenges of crafting measuring time in vast cycles.
humans capable of worshiping and revering their The Long Count tracked the passage of time by
creators. calculating intervals known as B’ak’tuns. Each B’ak’tun
The Popol Vuh delves into the cosmic battles, heroic represented a period of approximately 394 years. These
quests, and sacrifices that ultimately led to the B’ak’tuns were further divided into smaller units, such
establishment of the world we know. It reveals the as K’atuns, Tun, Winal, and K’in, offering a precise
Mayan understanding of humanity’s place within the means of time measurement.
divine order and the importance of maintaining a According to Mayan cosmology, the world underwent
harmonious relationship with the gods. a series of cycles, and the Long Count enabled the Maya
Sacred Calendar
to determine their place within these cosmic cycles. It
allowed them to record historical events, track celestial
Similar to the Aztecs, the Maya possessed intricate phenomena, and anticipate the unfolding of significant
calendar systems that harmonized with celestial cycles changes.
and guided their spiritual and agricultural practices. Central to Mayan mythology is the understanding that
The Tzolk’in, also known as the “Sacred Round,” the Long Count and its cycles signify not just an ending
comprised 260 days, combining 13 numbers with 20 but a new beginning. The belief in the eternal cycle of
day signs. Each day sign represented a unique time reflects the Mayan perception of the ever-changing
combination of animal, deity, and natural phenomena, nature of existence.
infusing each day with distinct energies and qualities. Just as the Long Count reveals the rise and fall of
The Tzolk’in served as a portal to the divine, guiding civilizations, it also offers the promise of rebirth and
ceremonies, and providing a framework for interpreting renewal. Mayan mythology teaches that endings and
personal destinies and aligning with cosmic forces. beginnings are intertwined, symbolizing the eternal
Complementing the Tzolk’in was the Haab, a solar cycle of life, death, and rebirth.
calendar consisting of 365 days divided into 18
“months” of 20 days each, with an additional period
called “Wayeb” comprising only five days. The Haab
tracked agricultural seasons, allowing the Maya to plan
their farming activities and anticipate celestial events
tied to specific months.

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Aztec Pantheon
Deity Alignment Suggested Domain Holy Symbol
Chalchiuhtlicue, goddess of water, wife of Tlaloc NG Tempest A storm cloud
Chantico, god of fire CE Order, Knowledge A turquoise flame
Cipactonal, god of astrology and daytime LG Cosmos, Light The top half of the Aztec calendar
Huitzilopochtli, god of sacrifice and war, patron of the CG War A stone with his image carved on it
Aztecs
Ilamatecuhtli, goddess of weaving and art N Knowledge A stone with her image carved on it
Metztli, goddess of Vengeance and the Moon CG Justice, Cosmos A silver crescent
Mictecacihuatl, queen of the dead CG Death A runed skull
Mictlantecuhtli, king of the dead CG Death A runed skull
Oxomo, goddess of astrology and nighttime LG Cosmos The bottom half of the Aztec
calendar
Piltzintecuhtli, god of healing and visions N Cosmos, Life, The planet Mercury
Knowledge
Tezcatlipoca, god of night, death, and sorcery CE Night An obsidian skull
Tlaloc, god of rain, storms, and water NG Tempest, Life A raindrop
Tlaltechutli, goddess of earth and nature CG Nature A thorn vine
Tlazolteotl, goddess of insanity and disease CG Madness, Plague A thorn vine
Tonatiuh, god of the sun LG Life, Light A stone sun
Xoaltentli, god of Sleep and Dreams LN Dream A coyote cradled on a crescent moon
Xipe Totec, god of fertility and sacrifice CG Life, Sacrifice A sacrificial knife

Mayan Pantheon
Deity Alignment Suggested Domain Holy Symbol
Ah Puch, god of death and the underworld NE Death, Grave A skull adorned with bones
Chaac, god of rain, thunder, and agriculture NG Tempest, Nature A rain cloud with lightning
Ek Chuah, god of merchants and trade LN Knowledge, Trickery A jade figurine of a merchant
Hunahpu, god of the sun and war CG War, Light A flaming sun disc
Ix Chel, goddess of the moon, fertility, and weaving N Life, Knowledge A crescent moon with a weaving shuttle
Itzamna, god of creation, wisdom, and the sky LG Knowledge, Light A quetzal bird perched on a celestial sphere
Ixtab, goddess of suicide CE Death, Madness A noose or a hangman’s knot
Kukulkan, god of wind, serpent, and wisdom LN Tempest, A feathered serpent
Knowledge
Mam, god of creation and father of all gods N Life, Knowledge A swirling cosmic symbol
Xbalanque, god of hunters, games, and twins CG Trickery, War A pair of crossed blowguns
Xaman Ek, god of healing and medicine NG Life, Knowledge A healing herb or a healing staff
Xmucane and Xpiacoc, goddesses of creation and N Life, Knowledge A pair of intertwined figures or a birthing
childbirth mother
Yum Kaax, god of agriculture and fertility NG Nature, Life An ear of corn or a blooming flower

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Mesapotamian Mythology
esopotamian mythology is replete with In Enuma Elish, the world is born out of chaos. The

M
tales of creation, where the universe story begins with the primordial gods Apsu (freshwater)
emerges from the chaos of primordial and Tiamat (saltwater) giving birth to a pantheon of
waters and gods fashion the Earth and gods. However, the younger gods become restless,
heavens. These stories are intertwined causing disturbance and noise that agitates Apsu.
with epic narratives, such as the Epic of Tiamat decides to retaliate, seeking revenge against the
Gilgamesh, which explores themes of younger gods.
mortality, heroism, and the quest for immortality. The god Ea, fearing the destruction of the younger
The Mesopotamians also had a complex gods, cleverly slays Apsu. Tiamat, consumed with grief
understanding of the afterlife, believing in a shadowy and anger, becomes the embodiment of chaos and
underworld known as the “Land of No Return.” They threatens to destroy the gods. The chief god Marduk
performed intricate rituals and built grand temples to volunteers to face Tiamat in battle and is granted
honor their gods, seeking protection, prosperity, and supreme power and authority over the universe.
favor from the divine. In an epic battle, Marduk defeats Tiamat, splitting her
Mesopotamian mythology provides a window into the body to create the heavens and the earth. Marduk then
beliefs, values, and aspirations of these ancient establishes the order of the universe, assigning roles to
civilizations. It offers insights into their cosmology, the gods and creating humanity to serve the gods. The
social structures, and the enduring human quest for story culminates with the exaltation of Marduk as the
meaning and connection with the divine. king of the gods and the establishment of Babylon as
Enuma Elish the center of the world.
Enuma Elish emphasizes the divine hierarchy, the
Enuma Elish, meaning “When on High,” is an ancient triumph of order over chaos, and the role of humanity in
Mesopotamian epic that provides a creation myth and serving the gods. It serves as a foundation for
an account of the struggle for power among the gods. understanding Mesopotamian cosmology and the
This epic, considered one of the oldest recorded religious beliefs surrounding the origins of the world.
creation myths, originates from Babylon and offers
insights into the religious beliefs and cosmology of
ancient Mesopotamia.

A possible depiction of Tiamat’s defeat.

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Atrahasis
The gods appeal to Erra’s patron, the god Marduk, to
intervene and restore order.
The myth of Atrahasis, also known as the “Atra-Hasis Marduk confronts Erra, reminding him of the
Epic,” offers a different perspective on creation and the harmony and balance that should exist between gods
flood compared to other Mesopotamian myths. It and humans. Eventually, Erra relents and withdraws his
explores themes of human rebellion, divine punishment, destructive forces, bringing an end to the chaos. The
and the establishment of order. story serves as a warning of the dire consequences that
In the myth, humanity becomes increasingly noisy arise from human wrongdoing and the necessity of
and burdensome to the gods, who grow tired of their divine intervention to restore order.
toil. The god Enlil, seeking respite, proposes the The Epic of Erra addresses the Mesopotamian belief
extermination of humanity through a catastrophic flood. in divine punishment and the delicate balance between
However, the god Enki, who sympathizes with the gods’ wrath and humanity’s adherence to moral
humanity, secretly warns Atrahasis, a wise and codes. It reflects the Mesopotamian worldview,
righteous man, about the impending disaster. highlighting the fragility of human existence and the
Atrahasis heeds the warning and builds an ark to save consequences of straying from the gods’ divine order.
himself, his family, and various animals. As the Ishtar’s Descent to the
floodwaters rise, the gods regret their decision, realizing
the silence and emptiness that follow the destruction of Underworld
humanity. After the flood subsides, Atrahasis offers The myth of Ishtar’s Descent to the Underworld, also
sacrifices to the gods, and humanity is granted a known as Inanna’s Descent, tells the story of the
reprieve and the opportunity to repopulate the Earth. goddess Ishtar (Inanna) as she journeys to the realm of
The Epic of Gilgamesh the dead to confront and rescue her sister Ereshkigal.
This myth explores themes of love, death, power
The Epic of Gilgamesh is an ancient Mesopotamian dynamics, and the cycle of life.
poem that follows the adventures of the legendary hero In the story, Ishtar descends into the underworld,
Gilgamesh, the king of Uruk. It explores themes of passing through seven gates, and at each gate, she is
friendship, mortality, the search for immortality, and the required to surrender a piece of her divine attire until
role of humans in the face of the divine. she stands before Ereshkigal naked and powerless.
Gilgamesh, a powerful and arrogant ruler, oppresses Ereshkigal, the queen of the underworld, seeks to exert
his people, prompting the gods to create a rival to her dominance over Ishtar and inflicts various
challenge him. The gods create Enkidu, a wild man, punishments upon her.
who becomes Gilgamesh’s companion and equal. As Ishtar remains in the underworld, the world above
Together, they embark on various quests and falls into desolation and decay. The other gods
adventures, including the battle against the monster intervene, sending emissaries to rescue Ishtar. With the
Humbaba and the search for eternal life. help of her loyal followers, Ishtar is eventually freed,
However, despite their heroic endeavors, they fail to and she returns to the realm of the living, bringing
obtain immortality. Gilgamesh, devastated by the death fertility, vitality, and the cycle of life back to the world.
of Enkidu, sets out on a quest to find the secret of
eternal life. Along the way, he encounters Utnapishtim,
the survivor of the Great Flood, who shares his story
and reveals the futility of immortality. Gilgamesh
returns to Uruk, accepting his mortality and recognizing
the importance of leaving a lasting legacy through his
deeds.
The Epic of Erra
The Epic of Erra is a Mesopotamian myth that explores
the consequences of human sins and the divine
punishment inflicted upon humanity. The epic centers
around the god Erra, a fearsome warrior who brings
chaos, destruction, and disease to the world due to
humanity’s transgressions.
In the story, Erra is provoked by the goddess Ishum,
who laments the injustices and wickedness committed
by humanity. Erra decides to unleash his destructive
power upon the world, causing turmoil and suffering.

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Mesapotamian Pantheon
Deity Alignment Suggested Domain Holy Symbol
Anu, god of the sky LG Knowledge, Order, Tempest A cloud
Anshar, king of the heavens NE Trickery A broken cloud
Dahak, the snake king CE Chaos, Death, War A flaming serpent
Druaga, god of devils LE Order, Death A flaming mace made of bones
Enlil, chief of the gods NG Light, War A horned cap
Enki, god of water, knowledge, and creation NG Tempest, Knowledge A serpent
Gilgamesh, prince of war NG War A bull or a lion
Girru, god of light and fire NG Light, Order A bright fire
Irra, god of scorched earth and disease CE War, Chaos, Plague A burning skull
Ishtar, godess of love, magic, and war N Light, War Eigth-pointed star, a dove
Ki, the earth queen NG Nature A flower
Marduk, patron of Babylon LN Order, Protection A spade
Nanna-Sin, warring god of the moon CG Light, Cosmos, War A cresent moon
Nergal, god of death and destruction CE Death, Plague, Chaos A mace decorated with lion heads
Ninurta, god of farming, healing, law, scribes, and war CG Life, War, Knowledge, Order A pair of wings
Tiamat, goddess of primordial chaos CE Death, Chaos A sea serpent
Utu, god of the sun and divine justice CG Chaos, War, Justice, Light The Sun

The god Ninurta chasing an Anzû

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Norse Mythology
entral to Norse mythology is the concept of 1. Asgard: The realm of the Æsir gods, presided over

C
fate and the interconnectedness of all beings. by Odin. It is a place of divine power and majestic
The gods themselves are subject to fate and palaces, including Valhalla, where fallen warriors are
the cycles of creation, destruction, and taken after death.
rebirth. Ragnarök, the prophesied end of the 2. Midgard: The realm of humans, positioned in the
world, represents the cyclical nature of middle of the world. It is a realm of diverse
existence, where chaos and destruction pave landscapes, where mortals live and interact with the
the way for new beginnings. natural world.
Norse mythology also introduces us to a diverse cast 3. Jotunheim: The realm of the giants, known for its
of creatures, including giants, dwarves, elves, and vast landscapes and formidable inhabitants.
monstrous beings. These beings inhabit the nine realms Jotunheim is home to various giant clans, some of
of the Norse cosmos, interconnected by the cosmic tree whom are friendly towards the gods, while others
Yggdrasil. are hostile.
The mythology is infused with themes of heroism, 4. Vanaheim: The realm of the Vanir gods, associated
honor, and the struggle between order and chaos. It with fertility, nature, and the primal forces of the
explores concepts of bravery, loyalty, and the constant cosmos. The Vanir are a group of gods distinct from
pursuit of wisdom and knowledge. the Æsir, although they later establish peaceful
Through its intricate tales and sagas, Norse relations and merge their divine families.
mythology offers insights into the Norse people’s 5. Alfheim: The realm of the light elves, ethereal beings
worldview, their reverence for nature, and their deep associated with beauty and light. They dwell in
connection to the land and the elements. It explores the luminous realms and possess extraordinary skills in
eternal quest for meaning, the balance between gods magic and craftsmanship.
and mortals, and the search for destiny and purpose. 6. Svartalfheim: The realm of the dark elves and
Creation of the Cosmos
dwarves, located underground. The dark elves are
mysterious and often associated with secrets, while
In Norse mythology, the creation of the cosmos begins the dwarves are renowned for their craftsmanship
with the primordial realm known as Ginnungagap, an and forging of magical objects.
empty void situated between the fiery realm of 7. Niflheim: The realm of primordial ice and mist,
Muspelheim and the icy realm of Niflheim. As the two where the primordial giant Ymir was said to have
realms gradually merged, fire and ice clashed, giving originated. It is a cold and inhospitable realm,
birth to the first living beings: Ymir, a frost giant, and associated with the creation of the first living beings.
Audhumla, a cosmic cow. 8. Muspelheim: The realm of fire and heat, ruled by the
Ymir sustained himself by drinking Audhumla’s milk fire giant Surtr. It is a place of extreme heat and
while she nourished herself by licking the salt-covered destructive forces, representing the primal energies
ice. As Audhumla licked, a figure emerged from the ice: of fire and chaos.
the god Buri. Buri fathered a son named Bor, who later 9. Hel: The realm of the dead, governed by the goddess
married Bestla, the giantess. Together, they had three Hel. It serves as the final resting place for those who
powerful sons: Odin, Vili, and Ve. did not die in battle and is characterized by a cold
The sons of Bor eventually rose up against Ymir, and gloomy atmosphere.
slaying the giant and using his body to create the world. These interconnected realms, united by the branches
From Ymir’s flesh, the gods created the Earth, called and roots of Yggdrasil, form the cosmological
Midgard, while his blood formed the oceans and rivers. framework of Norse mythology and provide a stage for
His bones became mountains, and his skull was used to the epic tales and adventures of gods, giants, and
create the sky above, held in place by four dwarves. humans.
Thus, the cosmos took shape, and the realms of gods,
giants, and humans were established. The Æsir-Vanir War
Yggdrasil and the Nine Realms The Æsir-Vanir War was a significant conflict in Norse
At the center of the Norse cosmos stands Yggdrasil, the mythology between two groups of deities: the Æsir and
world tree. Yggdrasil serves as the cosmic axis, the Vanir. The Æsir were associated with war, wisdom,
connecting the nine realms of existence. Its roots extend and rulership, while the Vanir were connected to
deep into the realms of Asgard, Midgard, and Hel, while fertility, nature, and magic.
its branches reach into the celestial realms.
The realms encompassed by Yggdrasil include:

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The war began as a result of the animosity between the Through this collective effort of the gods, humans
two divine families, leading to battles and devastation. were granted a distinct place in the cosmos. They
However, after realizing that neither side could achieve became the bridge between the gods and the natural
a decisive victory, the Æsir and Vanir agreed to a truce. world, responsible for forging their own destinies and
As a sign of goodwill, they exchanged hostages. cultivating the land entrusted to them.
The Æsir sent Njord, Freyr, and Freyja, prominent Ragnarök
Vanir deities, to reside among the Æsir in Asgard. In
return, the Vanir received Hœnir and Mimir, two Æsir Ragnarök, meaning “Fate of the Gods” or “Twilight of
gods. However, the Vanir soon discovered that without the Gods,” is the cataclysmic event prophesied to mark
Odin’s presence, Hœnir was indecisive and Mimir the end of the world in Norse mythology. It is a battle
possessed great knowledge but lacked the leadership between the forces of order, represented by the gods
abilities of Odin. and their allies, and the forces of chaos and destruction,
To resolve the situation, the Vanir eventually returned led by various giants and monstrous creatures.
Hœnir and Mimir to the Æsir, while the Æsir bestowed During Ragnarök, a series of apocalyptic events
the Vanir with divine wisdom and the ability to practice unfold, including the release of the monstrous wolf
seidr, a form of magic. This exchange cemented a truce Fenrir, the ship Naglfar sailing with a crew of giants,
and a mutual recognition of each group’s strengths and and the breaking of the chains that bind the serpent
contributions. Jormungandr. The god Heimdall blows his horn,
The Creation of Humans alerting the gods and heroes to prepare for the final
battle.
In Norse mythology, the creation of humans is The epic clash culminates in a fierce confrontation
intertwined with the myth of Ymir, the primordial giant. between the gods, led by Odin and his son Thor, and the
After the death of Ymir, the gods fashioned Midgard, the giants, monsters, and other hostile forces. Many gods
realm of humans, from his flesh. However, creating and mythological figures meet their demise during
living beings required more than mere physical Ragnarök, including Odin, Thor, Loki, and Fenrir.
substance. However, the aftermath of Ragnarök holds the
To imbue humans with vitality and consciousness, the promise of rebirth and renewal. From the ashes and
gods gathered in a divine council and conferred upon remnants of the destroyed world, a new world arises,
them unique qualities. Odin, the chief of the gods, where the surviving gods, along with a new generation
bestowed breath and life upon the newly formed of humans, build a fresh beginning. Baldr, the god of
humans. Vili and Ve gifted them with intelligence, light and purity, returns from the realm of the dead to
emotions, and the senses. Finally, Odin gave humans preside over this new era of harmony and peace.
the gift of the soul, representing their individuality and
connection to the divine.
Norse Pantheon (Expanded)
Deity Alignment Suggested Domain Holy Symbol
Bragi, god of poetry and music NG Knowledge, Life A harp or a quill pen
Eir, goddess of healing LG Life A white healing staff
Freyr, god of fertility and harvest NG Life, Nature A golden sheaf of wheat
Frigg, goddess of marriage and motherhood N Life, Light Spinning wheel or distaff
Fulla, goddess of abundance and plenty NG Life A cornucop
Njord, god of sea and wind NG Nature, Tempest A seashell or a ship

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Yggdrasil, the Norse World Tree.

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North American Mythology
he culture, religion, folklore, and mythology The North Wind

T
North Wind (Gitchee Manitou):
varies accross the North American represents the cold and harsh aspects of nature,
continent as much as the land itself. This particularly the winter season. It is associated with
section explores the Algonquian, Inuit, wisdom, endurance, and resilience. The North Wind
Iroquois, and Navajo cultures. is believed to bring clarity of thought and inner
strength.
Algonquian East Wind (Wabun): The East Wind signifies the
arrival of the new day and the rising sun. It
Mythology symbolizes renewal, growth, and enlightenment. The
East Wind is often associated with new beginnings,
The Creation Myth inspiration, and the breath of life.
South Wind (Shawanoksis): The South Wind
The Creation Myth is a fundamental story in Algonquian represents warmth, vitality, and the life-giving
mythology that explains the origins of the world and the energies of the sun. It brings abundance, fertility, and
existence of humanity. While specific details may vary the awakening of the natural world in spring and
among different Algonquian tribes, the common themes summer. The South Wind is associated with healing,
and elements in their creation myths highlight the deep purification, and spiritual growth.
connection between humans, nature, and the spiritual West Wind (Mudjekeewis): The West Wind
realm. embodies the forces of change, transition, and the
According to the Creation Myth, in the primordial setting sun. It is linked to introspection,
times, the world was a vast and formless void. Then, a introspective, reflection, and the wisdom gained
powerful and benevolent force known as the Great through life experiences. The West Wind is believed
Spirit, Manitou, or Gitche Manitou, emerged. The Great to guide souls to the spirit world and is associated
Spirit possessed immense creative power and wisdom, with the cycle of life and death.
and from this divine source, all life and the natural
world were brought into being. The Four Winds are not only seen as physical
The Great Spirit shaped the land, the sky, and the phenomena but also as spiritual entities that play a vital
waters, forming mountains, rivers, lakes, and forests. role in maintaining harmony and balance within the
Animals and plants were created, each with its own natural world. They are often invoked in ceremonies,
purpose and significance. The Great Spirit breathed life rituals, and prayers, seeking their guidance, protection,
into these beings, and they flourished across the Earth. and blessings. The belief in the Four Winds emphasizes
In some versions of the Creation Myth, the Great the interconnectedness of humans, nature, and the
Spirit fashioned the first humans, often referred to as spiritual realm, fostering a deep respect for the cyclical
the First People or the Original People. These humans rhythms of life.
were made from elements of the Earth, such as clay or
cornmeal, and were given the gift of intelligence, free Nanabozho
will, and a connection to the spiritual realm. Nanabozho, also known as Nanabush or Glooskap, is a
The Creation Myth emphasizes the interdependence prominent figure in Algonquian mythology and is
and harmony between humans and nature. It teaches considered a trickster, culture hero, and teacher.
respect for the Earth and the importance of maintaining Nanabozho’s stories depict his adventures, teachings,
balance and stewardship over the natural world. The and interactions with both humans and spirits. He is
myth also conveys the belief that humans have a sacred often portrayed as a shape-shifter and possesses both
responsibility to honor and preserve the gifts bestowed human and animal characteristics.
upon them by the Great Spirit. Nanabozho is known for his cleverness, wit, and
The Four Winds playful nature. His stories are filled with humor,
lessons, and moral teachings. He uses his cunning and
The Four Winds are central figures in Algonquian intelligence to navigate through challenges, outwit
mythology, symbolizing the powerful forces of nature adversaries, and bring balance to the world.
and guiding the course of the world. They are Nanabozho’s actions shape the landscape, establish
personified as spirits or deities associated with the cultural customs, and impart wisdom to the Algonquian
cardinal directions: North, East, South, and West. Each people.
wind has its own distinct characteristics and influences
various aspects of life.

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As a culture hero, Nanabozho is credited with teaching
the Algonquian people various skills and practices. He
is said to have introduced fishing, hunting techniques,
medicinal knowledge, and social customs. Nanabozho
also plays a role in explaining natural phenomena and
offering moral guidance through his interactions with
animals and spirits.
Despite his mischievous nature, Nanabozho is a
revered figure who brings laughter, lessons, and the
spirit of transformation. His stories entertain and
educate, teaching valuable lessons about resilience,
adaptability, respect for nature, and the importance of
maintaining balance in life. Nanabozho’s tales serve as
a reminder of the deep connection between humans and
the natural and spiritual worlds.
Inuit Mythology
The Creation
At the heart of Inuit mythology lies the creation myth,
which varies across different Inuit regions. One
common narrative tells of a primordial being known as The dancing lights serve as a reminder of the
“Tornarsuk” or “Tulugaak,” who is responsible for interconnectedness between the mortal realm and the
creating the world and all its inhabitants. Tornarsuk realm of spirits.
molds the land, carves out the rivers and mountains, The Legend of Nanook
and breathes life into animals and humans. In some
versions of the myth, Tornarsuk also shapes the Nanook, also known as Nanuq or Polar Bear, holds a
celestial bodies, such as the sun, moon, and stars, significant place in Inuit mythology and is revered as a
illuminating the Arctic skies. powerful and respected being. In Inuit culture, the Polar
The Raven and the Creation of Bear is a symbol of strength, survival, and adaptability
in the harsh Arctic environment. The legend of Nanook
Man depicts the Polar Bear as a guardian spirit of hunters,
The Raven, a trickster figure and a prominent character providing guidance and protection during hunts. The
in Inuit mythology, plays a central role in the creation of Inuit people hold great respect for the Polar Bear,
humans. In the myth of the Raven and the Creation of recognizing its prowess as a hunter and its ability to
Man, Raven is often portrayed as mischievous, cunning, navigate the icy terrain. Nanook represents the
and possessing transformative powers. In one version of harmonious relationship between humans and the
the myth, Raven shapes humans out of clay or brings natural world, embodying the spirit of the Arctic and
them from a different world. Through his cleverness, inspiring reverence for the balance of nature.
Raven bestows different gifts and abilities upon These stories and legends from Inuit mythology offer
humanity, including language, fire, and knowledge of glimpses into the deep spiritual connection that the
survival in the Arctic environment. However, his actions Inuit people have with their environment and the
are not without consequence, as Raven’s tricks can also creatures that inhabit it. Through the retelling of these
lead to chaos and mishaps. myths, the Inuit preserve their cultural heritage, pass on
ancestral wisdom, and nurture a profound appreciation
The Northern Lights for the wonders of the Arctic landscape.
The awe-inspiring phenomenon of the Northern Lights, Iroquois Mythology
or Aurora Borealis, is a source of wonder and
enchantment in Inuit mythology. Different legends offer The Creation Story
explanations for the Northern Lights, attributing their
origin to the activities of spirits or ancestors in the spirit The Iroquois creation story recounts the origins of the
world. One belief is that the Northern Lights are the world and the first humans. According to this myth, in
result of spirits playing games in the sky, their vibrant the beginning, the world was covered in water. Above
colors dancing across the darkness. In other tales, the the water was the Sky World, where animals and spirits
Northern Lights are considered pathways to the spirit dwelled. Sky Woman, the first woman, lived in the Sky
world, where ancestors and spirits travel. World and discovered she was going to give birth to

166
twins. Her husband became jealous and uprooted the and transformation, and the importance of unity in the
Tree of Life, causing Sky Woman to fall through a hole face of challenges.
in the Sky World. The Legend of the Three Sisters
As she fell, birds caught Sky Woman and placed her
on the back of a giant turtle. Other animals dove into the The legend of the Three Sisters revolves around three
water to retrieve soil, which they placed on the turtle’s sacred crops: corn, beans, and squash. According to the
back. Sky Woman used the soil to create the Earth, and myth, these crops were originally three sisters who
she gave birth to twins: Sapling and Flint. These twins were spirits providing sustenance to the people. Each
became the first humans and went on to populate the sister offered a unique gift to humanity.
Earth with their descendants, forming the various Corn, the eldest sister, represented strength and
Iroquois tribes. resilience. It provided nourishment and served as a
The creation story teaches the Iroquois people about staple crop. Beans, the second sister, symbolized
their connection to the Earth and the importance of support and harmony. Their vines wrapped around the
harmony between humans and the natural world. It cornstalks, enriching the soil with nitrogen and
emphasizes the role of women in the creation process ensuring the corn’s healthy growth. Squash, the
and the sacredness of all living beings. youngest sister, represented protection. Its broad leaves
The Legend of Hiawatha shielded the soil from excessive sunlight, retained
moisture, and prevented weed growth.
Hiawatha is a revered figure in Iroquois mythology, The legend emphasizes the importance of
known for his role in uniting the Five Nations of the interdependence, cooperation, and the sustainable
Iroquois Confederacy. According to the legend, agricultural practices of the Iroquois people. The Three
Hiawatha was a skilled orator and diplomat who Sisters continue to be cultivated together, reflecting the
traveled among the tribes, promoting peace, unity, and harmony and balance between the crops and the natural
the formation of a confederation. world.
Guided by the spiritual leader Deganawidah,
Hiawatha encountered resistance and faced personal Navajo Mythology
hardships. However, he persevered in his mission to
bring the Mohawk, Oneida, Onondaga, Cayuga, and The Creation Story
Seneca nations together. Through his efforts, the The Navajo Creation Story, also known as the “Navajo
Iroquois Confederacy was formed, with each nation Emergence,” recounts the origin of the Navajo people
contributing its unique strengths and wisdom to create and the world they inhabit. According to this myth, the
a powerful alliance. First Man and First Woman emerged from the lower
The legend of Hiawatha serves as a model of world into the First World. As they traveled through
leadership, diplomacy, and collaboration. It highlights various worlds, they encountered different creatures
the values of cooperation, respect, and the pursuit of and learned valuable lessons from the Holy People.
common goals. Hiawatha’s legacy is celebrated as a In the First World, the couple discovered the
foundation of Iroquois governance and the principles importance of harmony and balance in the natural
that guide the Confederacy to this day. order. They moved through subsequent worlds, each
The Story of Tadodaho inhabited by different beings, until they reached the
Tadodaho is a significant figure in Iroquois mythology, Fourth World, also known as the Glittering World.
associated with evil and chaos. According to the legend, Here, they encountered the Holy People who guided
Tadodaho was a powerful sorcerer who was corrupted them in creating their homes, establishing customs, and
by dark forces. He had snakes entwined in his hair and learning various skills essential for survival.
a heart filled with darkness. With the help of the Holy People, the First Man and
When Hiawatha sought to unite the tribes, Tadodaho First Woman created mountains, rivers, and other
opposed his efforts and became a symbol of division and natural features. They populated the world with plants,
resistance. However, through the wisdom and animals, and other living beings. The Holy People gifted
perseverance of Hiawatha and Deganawidah, Tadodaho the Navajo people with sacred ceremonies, songs,
was convinced to join the confederacy. He underwent a prayers, and knowledge to maintain harmony with the
transformation, symbolizing the potential for natural world and the spiritual realm.
redemption and the capacity for individuals to change. The Navajo Creation Story emphasizes the
Tadodaho’s role shifted, and he became the guardian interconnectedness of all living things and the
of the Iroquois Council, using his powers to protect the significance of maintaining balance and respect for the
Confederacy. His story serves as a reminder of the Earth. It serves as a foundation for Navajo culture,
complexities of human nature, the potential for growth guiding their relationship with the land, their
communities, and the spiritual beings that inhabit their
world.

167
The Story of the Sun and Moon
Holy People, and the establishment of their culture and
traditions.
In Navajo mythology, the creation of the sun and moon According to the Navajo Emergence, the First Man
holds great significance. According to the myth, the Sun and First Woman, with the guidance of the Holy People,
Bearer and the Moon Bearer, twin brothers, embarked emerged from various worlds into the Glittering World,
on a transformative journey to become the celestial the Fourth World. Each world represented a distinct
bodies we now know as the sun and moon. phase of their journey, with encounters and teachings
In their quest, the brothers encountered a series of from different beings.
trials and challenges. They sought the help of various As they emerged into the Fourth World, the Navajo
Holy People who taught them important lessons and people received various gifts from the Holy People,
bestowed upon them sacred objects and powers. The including ceremonies, prayers, and sacred objects. They
Sun Bearer received the sacred fire, while the Moon learned essential skills such as farming, weaving, and
Bearer acquired the power to heal. storytelling. The Holy People taught them how to
With their newfound abilities, the twin brothers maintain harmony with the natural world and the
continued their journey, ascending to the sky to become spiritual realm.
the sun and moon. The Sun Bearer brings light and The Navajo Emergence emphasizes the Navajo
warmth to the world during the day, while the Moon people’s deep connection to their ancestral lands and
Bearer illuminates the night sky. Together, they the spiritual beings that guide and protect them. It
represent the duality of light and darkness, and their underscores the importance of maintaining balance,
movements across the celestial plane mark the passage respect, and harmony in all aspects of life, from their
of time. relationship with the Earth to their interactions within
The Story of the Sun and Moon underscores the their communities.
cyclical nature of life and the interconnectedness The Navajo Emergence serves as a cultural
between the celestial realm and the Earth. It serves as a foundation, guiding the Navajo people in their
reminder of the Navajo people’s deep connection to the traditions, ceremonies, and values. It highlights the
cosmos and the importance of embracing both light and significance of their ancestral heritage and their role as
darkness in the natural order. caretakers of the Earth and custodians of their cultural
identity.
The Origin of Death
Navajo mythology provides an explanation for the origin
of death through the actions of the mischievous trickster
figure, Coyote. In this tale, Coyote’s curiosity and
penchant for meddling lead to the introduction of death
into the world.
Curious about the secret to immortality, Coyote
travels to the land of the Holy People, where he
discovers that inside a sacred box lies the power of life
and death. Driven by his desire to obtain this power,
Coyote devises a plan to steal the contents of the box
and gain eternal life.
Coyote successfully steals the power and flees to the
mortal world. However, in his haste, he inadvertently
opens the box, releasing death into the world. From that
moment on, all living beings, including humans, were
subject to the inevitability of mortality.
The tale of the Origin of Death reflects the Navajo
understanding that death is an integral part of the
natural order. It serves as a cautionary reminder of the
consequences that can arise from meddling with
powers beyond mortal comprehension.
The Navajo Emergence
The Navajo Emergence, also referred to as the Navajo
Creation Story, narrates the journey of the Navajo
people from the lower world to the Fourth World, the
world they currently inhabit. This myth explains the
origins of the Navajo people, their relationship with the

168
Algonquian Pantheon
Deity Alignment Suggested Domain Holy Symbol
Gitche Manitou, the Great Spirit N Life, Nature A sun rising over mountains
Gluskap, hero and transformer CG War, Trickery An arrowhead with a feather
Nanabozho, trickster and culture hero CN Trickery, Knowledge A rabbit holding a drum
Nokomis, grandmother spirit LG Life, Light A cradle adorned with feathers
Mishipeshu, underwater panther CE Tempest, Death A stylized underwater panther
Pukawiss, god of the winds CN Tempest A swirling gust of wind
Wabun, god of the dawn NG Light, Knowledge A rising sun with wings
Nokomis, grandmother spirit LG Life, Light A cradle adorned with feathers
Wisakedjak, culture hero and transformer CG Trickery, Knowledge A smoking pipe
Gitchie Manitou, the Great Spirit N Life, Nature A sun rising over mountains

Inuit Pantheon
Deity Alignment Suggested Domain Holy Symbol
Sedna, goddess of the sea and marine creatures N Tempest, Nature A shell with flowing water
Sila, god of weather and atmosphere CN Tempest A swirling snowflake
Nanook, guardian spirit of hunters NG War, Nature A polar bear paw
Akna, goddess of fertility and childbirth NG Life, Knowledge A stylized pregnant woman
Pinga, goddess of healing and protection LG Life, Light A pair of healing hands
Aningan, god of the moon and dreams N Knowledge, Trickery A crescent moon
Qalupalik, sea spirit and protector of children CN Trickery An ethereal figure emerging from water
Arnakuagsak, goddess of the aurora borealis CG Light, Nature Radiating streams of colorful light
Nuliajuk, goddess of the underworld and the dead NE Death A skull with icy tendrils
Apanuugpak, god of the hunt and survival CG Nature, War A bow and arrow
Nerrivik, goddess of the hunt and food sources NG Life, Nature A fish and a spear crossed
Anguta, psychopomp and guide of the souls LN Death, Grave An oar and a spirit drifting away
Ijiraq, trickster spirit and shapeshifter CN Trickery A swirling mist with glowing eyes
Malina, goddess of the sun and daylight LG Life, Light A radiant sun disc
Pana, god of the wind and air CN Tempest, Trickery A swirling gust of wind
Tornarsuk, creator of the world and all life N Knowledge, Life A globe cradled in hands

Iroquois Pantheon
Deity Alignment Suggested Domain Holy Symbol
Sky Woman, goddess of creation and the earth NG Life, Nature A cornucopia
Hahgwehdiyu, god of thunder and lightning CN Tempest A lightning bolt
Teharonhiawako, god of the sky and celestial bodies NG Knowledge, Light A starry sky
Ataenius, god of animals and hunting CG Nature A deer antler
Gendenwitha, goddess of agriculture and fertility NG Life An ear of corn
Orenda, god of spirit and power CN Knowledge, War A swirling energy
Atotarho, god of leadership and wisdom LN Knowledge, Order A feathered headdress
Awenhai, goddess of love and beauty CG Life, Light A blooming flower
Kwiokwa, god of winter and ice LE Nature, Tempest An icy snowflake
Hino, god of fire and warmth CN Light, Forge A flickering flame
Skanawati, goddess of rivers and waterways NG Nature, Tempest A flowing river
Onatha, goddess of dreams and prophecies N Knowledge, Divination A swirling dreamcatcher
Ganeodiyo, god of healing and medicine LG Life, Knowledge A healing herb
Gaiwahio, god of storytelling and history N Knowledge A scroll or quill pen
Oyane, goddess of the moon and nighttime CG Trickery, Moon A silver crescent
Awenasa, god of love and harmony NG Life, Light Two joined hands

169
Navajo Pantheon
Deity Alignment Suggested Domain Holy Symbol
Changing Woman, mother of all deities and humans NG Life, Nature A cornstalk and a
basket
Coyote, trickster and culture hero CN Trickery A howling coyote
Estsanatlehi, goddess of fertility and renewal NG Life An ear of corn
Kokopelli, fertility deity and bringer of music CG Life, Trickery A flute
Monster Slayer (Naayéé’neizghání), hero and vanquisher of monsters LG War A bow and arrow
Spider Woman (Na’ashjé’ii Asdzáá), weaver of the world and guardian of the N Knowledge, A spider web
home Trickery
Talking God (Haashch’ééłt’i’í), creator and communicator with humans NG Knowledge, Light A talking stick
Water Monster (Tó Neinilii), guardian and controller of water sources NE Tempest A crashing wave
White Shell Woman (Yoolgai Asdzáá), goddess of abundance and beauty CG Life, Light A white shell

170
Take a

Journey

Across the

World

The world we live in is packed full


of incredible marvels, inspiring
heroes, and terrifying monsters.

Explore the enigmatic ruins of lost


civilizations, where ancient secrets
and forgotten treasures lie in wait.
Unearth the hidden knowledge of
Mesoamerica, East Asia,
Scandinavia, Mesapotamia, and
more fascinating ancient cultures.
Delve into their mythologies,
encounter their legendary
creatures, and unravel the
mysteries that have endured
through the ages.

Choose your path and shape your


destiny. Whether you seek to
master the art of stealth as a
Japanese Shinobi, face the power
of the horrific Aztec tzitzimiteh,
explore the Egyptian Valley of the
Kings, or worship the ancient gods
of Mesapotamia, the adventures
are ready and the choice is yours to
make.

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