Aetheria Home Brew Beast an Monsters

The wonderful world of DnD 5th addition has a magnitude of beasts and creatures that more than enough fill out and provide plenty to see and battle in your campaigns! As Aetheria is at its core a Homebrew, some fantastic beasts and creatures can only exist in Aetheria! 

Side Note: many of these creatures exist in DnD 5e. but some have small or big tweaks to fit the world. All creature profiles have the information needed to use them in an active campaign.

 

Dark Age Beast come from a time before the first age, often called the Dark ages, a time before the sun ever shined. these creatures are vary rare but to confront one will almost always mean death.


The 8 Dragon Lords

 

In the Current 4th age, dragons are not very common, and these eight dragon lords have not been properly seen since the Cleansing toward the end of the 2nd age. Many believe that the dragon lords are not dead. Some believe they transformed into humans to hide away or even that they are asleep hidden in deep caves or dudgeons waiting for the right moment to wake up; whatever the case may be, the 5 Chromatic dragons among the 8 Dragon lords are very dangerous, and if they were to return it could mean an end to the world we know...

 

Each Dragon is very different, and they all have their own ideas and ambitions; #1 on the list is Balerion, the Red Dragon, also known as the Red Death. Balerion is the largest of all 8 Lords, Balerion is thought to be the oldest and is classified as a Ancient Red Dragon. In ancient ruins and scriptures, it's said that the Red Death would block the sun with his wings and rain down flame upon the land, leaving nothing but death and ash. Balerion wants to cull the world and make it his hellish paradise. Had it not been for the Cleansing, he might have done it.

#2 is Cedron, the Green Dragon. Cedron is a sickly-looking dragon whose depictions are always very thin and almost undead looking. Not much is known about Cedron, but it's said he can breathe a putrid green gas that can melt the flesh off the bone.

#3 is Fimir, The Blue Dragon. In all tails of Fimir, he has never been seen as he travels in a storm large enough to cover entire nations. His roar is louder than the thunder following him, and his electric breath shocks the earth below. It's said that Fimir hides his body as he is deformed following the war with the Eutherians, and to hold his pride, he hides within the clouds.

#4 is Deltrana, the white Dragon; it's said that she lives in the Whitestone mountains and has cursed the land to forever live in eternal winter. Deltrana is a ferial beast compared to her other lords. It is written that she can freeze a human sold just from her icy gaze. It's impossible to tell if she's still around as many who try seeking her out don't return. 

#5 is Kyvan, the Yellow Dragon. Kyvan has only ever been spotted in Dornn, he is an elusive dragon, and there's not much we know about him. The only form of writing about him is from travelers trying to cross the Zeabor dunes stating they saw a beast swimming through the sands like a serpent in the ocean. It's thought that he alone destroyed Eagle Hollow after they tried to hunt him down... but no one truly knows.

#6 is Zu Tyan, the Gold dragon; Zu Tyan is written as a Guide, possibly the first to truly harness the world trees' power; he was a teacher and lived with the elves guiding and providing magic to all that wished to learn at the world tree. After the Cleansing, Zu Tyan and the elves diapered. It's theorized that he still lives with the elves where ever they disappeared to. 

#7 is Azura the Sliver Dragon; Azura is almost a historical ghost. She had multiple sightings when all the rest of the lords were long gone or even forgotten. Its thought that she travel the plain as a human learning, giving, and teaching to all who so wish it. Azura was always the curious one. Who knows if she is someone right next to you...

#8 is Indrum, The Brass Dragon; Indrum, in the ruins and scriptures, said he was a collector of knowledge and that over the centuries, he has amassed a library extensive enough that it would take a lifetime to see only a fraction of the knowledge he holds. It's hard to pinpoint where his library is... the location was long lost, but some say they have seen it somewhere deep in the Rainforests of Valain. 


Eutherian War Giant

Gargantuan Construct, unaligned

Eutherian War giants can be found anywhere in Aetheria but they are extremely rare, and even if someone is lucky to find one they would need an Eutherian Crystal to power such a Colossal machine.  In the First age, these Giants were use to battle the dragons in the first age war, following the cleansing many were destroyed along with their power sources. If one is to be powered up, the Eutherian Machine will follow the will of the one who powered it up as its believed they make an internal connection to their "master" and follow their bidding but it takes a massive amount of concentration. If the Master cannot make a CON saving throw of 12 or Higher after an action. On a failed save The Eutherian Giant will de activate until the master can re make the connection.

 

Armor class 25 ( natural )

Hit points 400 

speed 75 ft

STR              DEX            CON          INT     WIS      CHA

35 (+ 10)    11 (+0)     30 (+10)    2 (-4)     8 (+0)     7 (-1)

Saving Throws INT +4, WIS +8, CHA +7 

Damage Immunities Necrotic, Poison; Bludgeoning, Piercing,  and Slashing from non Magical Weapons. 

Condition Immunities Charmed, Exhaustion, Freighted, incapacitated, Papalized, Petrified, Poisoned, stunned 

Senses True sight 150ft, passive perception 9

Immutable Form The Eutherian War Giant is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If The Eutherian War Giant fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Eutherian War Giant has advantage on saving throws against spells and other magical effects.

Siege Monster. The Eutherian War Giant deals double damage to objects and structures.

Towering Terror. Any enemy outside the Eutherian War Giant that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is


Actions

Multiattack. the The Eutherian War Giant makes three attacks — one with its slam and two with its eldritch turrets — and then uses Stomp.

Incinerating Beam (Recharge 5–6). The The Eutherian War Giant fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.

Eldritch Turret. Ranged Spell Attack: +18 to hit, range 300 ft., one target. Hit: 18 (4d8) force damage, and if the target is a creature, it is knocked prone.

Stomp. The The Eutherian War Giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

                               Legendary Action

Incinerating Beam (Recharge 5–6). The The Eutherian War Giant fires a beam of light in a 150-foot line that is 15 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, along with anything it was wearing or carrying.


Basilisk

Large Beast, Unaligned

the Fabled Basilisk, a monstrous serpent that's hunger knows no end. The Basilisk isn't a common creature and is often only spoken about in fables and stories. The Basilisk's origins are unknown as they only reside in deep underwater aquafers or deep cave water systems but on small accessions they can be lurking in large sewers near or under City's and towns. The Basilisk is a keen hunter who relies on its smell and hearing for than their eyesight. 

Armor class 18 ( Natural ) 

Hit points 150

speed 40 ft

 

STR              DEX            CON       INT       WIS     CHA

20 (+ 2)    16 (+2)     18 (+2)      6 (-2)     14 (-1)     5 (-1)

 

Damage Immunities  Poison, Bludgeoning damage

senses: passive perception 12

Actions

Multi Attack. the Basilisk can make 3 attacks each turn. 

 

Frightening gaze. The basilisk selects up to 2 creatures it can see within 60ft. the target(s) must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat a saving throw at the end of each of its turns, ending the frightened condition on itself on a success.

Constrict. reach 10 ft. on target 15 bludgeoning damage, and the target is grappled (escape DC 16). the Creature on a failed Save will take Bludgeoning damage at the end of each turn until free.

Bite. +2 to hit. on target roll 3d8 for damage.

 


 Giant Scorpion

Large beast, Unaligned

Zeabor Giant Scorpions are nasty Creatures that roam the unforgiving deserts in Dornn, these insects like to bury them self's in the sands to stay cool. you are more likely to encounter one at Night, Dusk & Dawn. Zeabor giant scorpions have long antennas that they use to feel for vibrations up above them, once a target is in close range the Scorpions will use there massive pincers to grab their prey and inject them with a hallucinogenic poison that will disorient its prey long enough for them to be eaten alive. 

 

Armor class 18 ( Natural ) 

Hit points 95 

speed 30 ft

 

STR              DEX            CON       INT       WIS     CHA

18 (+ 2)    13 (+2)     15 (+2)      2 (-4)     9 (-1)     3 (-2)

Saving Throws INT +2, WIS +2, CHA +2 

Damage Immunities  Poison, Bludgeoning

 

Senses Blindsight 60 ft., Passive Perception 9, Vibrations up too 80 ft. 


Actions

Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Pierce damage, The scorpion has two claws, each of which can pierce only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 8 ft., the target is grappled (escape DC 12) on a failed save one creature Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 30 (4d10) poison damage on a failed save, or half as much damage on a successful one. once Poisoned the target will begin hallucinating, this will wear off after a short rest. 


Zeabor Dune striker

medium beast, unaligned

These hyper aggressive serpents live in the Red Mesas of Dornn, often burrowing massive tunnel networks and creating very beautiful arch ways and cave systems, but be warry as these serpents have a taste for warm blooded prey, there massive fangs store a potent acid that can do a world of hurt. The Zeabor dune striker is nocturnal so is best to tread lightly as to not wake them they are scared of bright light so its best to carry a light while out at night.

 

Armor class 15 ( Natural ) 

Hit points 7

speed 40 ft

 

STR              DEX            CON       INT       WIS     CHA

15 (+ 2)    18 (+4)     12 (+1)      5 (+1)     10 (+0)     3 (-4)

 

Senses Blindsight 60 ft., Passive Perception 10

Saving Throws INT +2, WIS +2, CHA +2 

Damage Immunities  Poison, Acid


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


Viper Wasp

medium beast, unaligned

Viper wasp can be aggressive creature that will challenge even the biggest of foes. They make their home in the rich Rainforests of Valain building nests in the low hanging tree branches near rivers and lakes, Viper wasps live in small colonies of up too 6-10 individuals all under the lead of a 'Queen" Viper wasp. Most Viper wasps will keep to them self's unless their nest and or their fellow members are disturbed. The sting of a viper wasp can pack quit the punch. 

Armor class 10 ( Natural ) 

Hit points 25

speed 50 ft, Fly 150 ft

 

STR            DEX            CON       INT       WIS     CHA

10 (+ 2)    18 (+2)     15 (+2)      6 (+4)     10 (+0)     5 (+2)

 

Senses Darkvision 100ft, Passive Perception 10

Saving Throws INT +2, WIS +2

Damage Immunities  Poison

 


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Yzo Giant Turtle

Large beast, Unaligned

Yzo Giant Turtles are massive lumbering beast living in the Swamps of Valain. Yzo Giant turtles are Predators despite their massive stature, they lay dormant in the shallows looking like small islands and wait for and unfortunate creature to wander just a little too close. They are known to Swallow small fishing boats whole. Yzo Giant Turtles are very lazy and don't normally chase down their prey often not moving from one spot for years, but if a female has a clutch of eggs near by she can be far more aggressive and will run out any unwanted visitors

Armor class 20 ( Natural ) 

Hit points 115 

speed 40 ft

 

STR            DEX          CON       INT       WIS       CHA

25 (+7)    12 (+2)     20 (+5)    10 (+0)    10 (+0)    12 (+2)

 

Senses Darkvision120 ft., Passive Perception 11

Amphibious. The Yzo Giant turtle can breathe air and water.

Saving Throws DEX +6, CON +11, WIS +7

 

Damage Resistances Fire

 


Actions

Multiattack. The Yzo Giant turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the Yzo turtle and knocked prone.


Stag Tusk Boar

Medium Beast, Unaligned

The Mighty Stag tusk boar is the trophy hunters dream, theses majestic creatures are far larger than any normal boar and boast impressive horn tusks. The stag tusk boar can only be found in the North Forests of Valain. Their meat, hide and tusks can go for a heavy price in most trading posts an shops. Don't be fooled the stag Tusk Boar are quiet the opponents with thick hides and powerful muscles this animal can make quick work of any un prepared hunters.

Armor class 13 ( Natural ) 

Hit points 35 

speed 50 ft

 

STR              DEX          CON       INT       WIS         CHA

17 (+3)      10 (+0)     16 (+2)     3 (-4)    10 (-2)    5 (-2)

 

Senses Darkvision 80 ft., Passive Perception 12

 

Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


Actions

Multiattack. The boar makes two melee attacks: one with its  tusks and one with its hooves.

Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.


Dark Age Beast

Boreal Wendigo

huge undead, Chaotic evil

Its said in old tales back when the first Traveled north in Gibarra, a large group got lost in the maze of trees endlessly wandering the forest hungry and alone. With winter right around the bend the group resorted to eating their fallen members and soon the flesh of their own changed them turned them into monstrous beasts that roamed the forest in constant hunger looking for the meat of their loved ones, some say they hear distant calls in the darkness pleading for help...

 


Dark Age Beast

Shadow Morph

small/large Aberration, Chaotic evil

Shadow Morphs are creatures with no true form, shadows that leer and sneak through the darkness. They are endlessly hungry always in need of the very life essence they lack. Shadow Morphs are pack hunters always on the move in large numbers, what makes these creatures dangerous are their ability to morph into the creatures they have fed on, using the skin of their victims as a cloak to move around without being seen.

Shadow Morphs start small but in time they grow to great sizes, as they take damage they split into smaller vision of themselves in hopes to overwhelm the attacker...

 


Ruby Fire Beetle

Small beast, Unaligned

These small fiery insects live deep in the depths of the Dwarn Mountain with in the Crystal mines in large colonies, the beetles them self Spend so much time with in and around the crystal mines that the crystals themselves build upon the backs of the beetles creating a hard exoskeleton like shell. these small Beetles have the ability to super heat a gas they produce to Illuminate their bodies as well as use it as a defense mechanism to deter un wanted guests. 

Armor class 15 ( Natural ) 

Hit points 10 

speed 30 ft

STR              DEX          CON       INT       WIS         CHA

8 (-1)      10 (+0)     12 (+1)     1 (+0)    7 (+1)    3 (-4)

 

Senses Blindsight 30 ft., Passive Perception 8

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage and 2 (1d6 -1) Burning damage.

 


Crystal Hound

medium beast, Unaligned

Deep within the depths of the Dwarn Mountains in the crystal mines lives a fearsome beast, Crystal hounds. Crystal Hounds are Fearless creatures that feed off the crystals them selves, each crystal has its own property's and as such theses the hounds eat the crystals and gain its power for a limited time Their favorites are the Fire Crystals. Crystal hounds Travel in pairs as they mate for life and are very territorial and will defend its territory to the bitter end. Theses hounds are a nuisance for the Dwarves who mine here and often sections of the mines have to be abandon in hopes the Crystal hounds will leave them be.

Armor class 18 ( Natural ) 

Hit points 85

Speed 60 ft., climb 40 ft.

 

STR              DEX          CON       INT       WIS         CHA

20 (+5)      10 (+0)     23 (+5)     16 (+3)    10 (+2)    19 (+4)

 

Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18

Saving Throws DEX +4, CON +9, WIS +4, CHA +8

Skills Perception +8, Stealth +4

Damage Immunities Fire, Piercing

 


Actions

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

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

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

Fire Breath (Recharge 5–6). The Crystal Hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 30 (16d6) fire damage on a failed save, or half as much damage on a successful one.


Vidraak

Gargantuan Beast, unaligned

 

Vidraak is a monstrous sea serpent, feared as the apex predator of the cooler waters of the Aerley Sea. These creatures are largely solitary, preferring to roam the deep, cold currents far from human civilization. Vidraak are immense in size, their sinuous bodies covered in thick, scaly hide that shimmers with an eerie luminescence in the dark waters. Their long, spiked tails can cause whirlpools, and their razor-sharp teeth and venomous bite are feared by sailors and aquatic life alike.

Legends tell of their intelligence, making them not only powerful but cunning predators. Rare sightings of Vidraak describe them as possessing a wicked, serpentine grace, moving silently beneath the surface before striking with deadly precision. They are mostly active during storms, using turbulent waters to mask their presence while hunting. Despite their terrifying reputation, they are elusive, rarely seen, and many consider them mythical.

They are often depicted as guardians of the deep, protecting ancient shipwrecks and treasure from the bold adventurers who dare to enter their domain.

 

Armor class 18 ( Natural ) 

Hit points 325

Speed 30 ft., swim 80 ft.

 

STR              DEX          CON       INT       WIS         CHA

26 (+8)      13 (+1)     22 (+6)     15 (+2)    10 (+2)    10 (+-)

Actions

Saving Throws Str +14, Con +12
Skills Perception +8
Proficiency Bonus +6
Senses blindsight 30 ft., Darkvision 60 ft., passive Perception 18


Multiattack. The serpent makes two attacks: one with its bite and one with its Constrict. It can't make both attacks against the same target. Instead of making a bite attack, it can use its Swallow.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the serpent can't constrict another target.

Swallow. The serpent makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the serpent, and it takes 21 (6d6) acid damage at the start of each of the serpent's turns.
If the serpent takes 30 damage or more on a single turn from a creature inside it, the serpent must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the serpent. If the serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone.


Mountable Creatures


White Stone Owl Wyvern

Mountable Creature

Large Beast, Unaligned

Only found at the high peaks of the Gibarra Whitestone Mts. these majestic creatures are built for the harsh winter climate. Even in the thickest of blizzards these wyverns are built for the cold and are unbothered. due to there resilience to the cold many of the locals have tamed them and use them as mounts to travel past the Mountains and survive the harsh cold no horse could survive. But due too there build they can not survive in Hot climates and as such are only used up north or in cold climates.

Armor class 10 

Hit points 85 

Speed 80 ft., fly 100 ft.

 

STR              DEX          CON       INT       WIS         CHA

15 (+2)      18 (+4)     14 (+2)     15 (+4)    10 (+2)    12 (+0)

 

Senses Darkvision 300 ft

 

Skills Perception +4, Stealth +8

Damage Immunities Cold

 


Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its claws. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

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

Grapple.  The wyvern can use one of its attacks to grapple a creature on a hit. The creature then must make a strength saving throw of 13, on a failed save the creature is then pinned until its next turn.


Desert Strider

Mountable Creature

large beast, unaligned

These Imposing lizards are native to Dornn as they are built for tough terrain and speed upon the sands, despite their imposing nature they feed off of Cactus, cactus fruit and the occasional insects here and there.  With the Desert striders being the more friendly of Dornn's roster the locals have taken advantage of them and with their vast color range of yellows, oranges and reds as they are the top mounts for all of Dornn well if they can afford one. 

Armor class 15 ( Natural ) 

Hit points 60 

Speed 50 ft., climb 50 ft.

 

STR              DEX          CON       INT       WIS         CHA

 17 (+3)      10 (+0)     15 (+5)     13 (+3)    10 (+2)    12 (+2)

 

Senses Darkvision 40 ft., Passive Perception 13

Spider Climb. The Strider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Skills Perception +8

Damage Immunities Piercing

 


Actions

 

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Tail whip. Melee Weapon Attack: +10 to hit, reach 10ft., one target, Hit: 6 (1d10 +2) Piercing Damage.


Lupusrex

Mountable Creature

Large beast, unaligned

The Lupusrex is a Cunning, speedy mount. The name Lupusrex is a Combination of "Lupus" meaning wolf and "rex" meaning king. The Lupusrex are primarily pack hunting creature native to the Silver cliffs in Valain. These Hounds are the fastest Land creatures of Aetheria and are often bred for Racing, despite there scaly present, tame Lupusrex are very friendly and are loyal mounts who will go to the ends of Aetheria for you.

 

Armor class 13 

Hit points 40 

Speed 80 ft,.

 

STR              DEX          CON       INT       WIS         CHA

15 (+3)      16 (+2)     18 (+2)     16 (+3)    14 (+2)    19 (+2)

 

 

 

Senses. Darkvision 30tf., Passive perception  15

skills. Perception +3, Stealth +3

 

Keen Hearing and Smell. The Lupusrex has advantage on Wisdom (Perception) checks that rely on hearing or smell.

 

Pack Tactics. The Lupusrex has advantage on an attack roll against a creature if at least one of the Lupusrex allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Axex Griffin

Mountable creature

Large beast, unaligned

 

The Axex Griffin is Aetheria most Common Exotic Creature Mount, as this breed of griffin is the most Adaptable to all climates and locations. The Axex griffin is more cat like and less roust than a traditional griffon, these traits plays an important role as they are proficient on both land and sky.

The Axex Griffin is naturally found in the  Dwarn mt ranges but after their quick run into fame many are bred and sold all across Aetheria, coming a vast amounts of colors.

 

Armor class 10 

Hit points 60

Speed 40 ft,. fly 90ft

 

Senses. Darkvision 30tf., Passive perception  15

 

STR              DEX          CON       INT       WIS         CHA

15 (+4)      16 (+2)     16 (+2)     16 (+2)    13 (+1)    10 (+2)

 

Senses. Darkvision 70 ft., Passive Perception 15

Skills. Perception +5

 

Keen Sight. The Axex Griffin has advantage on Wisdom (Perception) checks that rely on sight.


Actions

 

Multiattack. The Axex Griffin makes two attacks: one with its beak and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

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


Dwarven Ibex

Mountable Creature

Large Beast, Unaligned

 

The Ancient Dwarven Ibex is a hardy Species that has given the dwarven people not only a valuable mount but their Fur, horns and meat are all utilized within the Dwarven Culture. The Dwarven Ibex naturally live in the Dwarn Mountain range their strong and fast reflects make them a hard animal to prey upon and as such there are hardly hunted. The dwarven Ibex come in a varies of colors and there horns are often unique to the animal.

Armor class 13 

Hit points 50 

Speed 40 ft,.

 

STR              DEX          CON       INT       WIS         CHA

17 (+3)      16 (+2)     12 (+2)     10 (+2)    12 (+2)    8(+2)

 

Rock Climb. The Ibex can climb difficult surfaces, without needing to make an ability check.


 

Skills Perception +4, Stealth +8

Damage Immunities Cold

 

Actions

Charge. If the Ibex moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

 

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

 

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.