Table of Contents

Acknowledgements ...... 2 Limitless Monsters ...... 3 Aasimar ...... 6 Animated Object: Brass Oracle ...... 7 Animated Object: Unnished Armor ...... 8 Applehead/Cornbabies ...... 9 Archfey ...... 10 Argenta - Goddess of Healing ...... 12 Astral Pirates ...... 14 Azer Marauders ...... 16 Bilge Horror ...... 17 Charnel Hound ...... 18 Chosen of Lugh ...... 19 Deep Crab ...... 20 , Kavora ...... 21 Dracolich, Adult Red ...... 22 Dragon, Rust ...... 24 ...... 25 Echo, Death ...... 26 Echo, Knowledge ...... 27 Echo, Trickery ...... 28 Electrum Dragon ...... 29 , Wood ...... 32 Ethereal Leaches ...... 34 Feral Pack Leader ...... 35 Forsaken ...... 36 Giant Luna Caterpillar ...... 37 Giant Luna Moth ...... 38 Giant, Forest ...... 39 Gnoll, Feral ...... 40 ...... Sample...... file 41 Grotto Hag ...... 42 Half-Red Dragon ...... 43 Half-Red Dragon Wyvern ...... 44 Ice ...... 45 Kelrinn ...... 46 Sorcerer ...... 47 Lich, Void ...... 48 Living Hoard ...... 50 Living Spellbook ...... 51 ...... 52 Mage Hound ...... 53 Mephit, Drowned ...... 54 Mephit, Ash ...... 55 Mephit, Grave ...... 56 Mephit, Nightmare ...... 57 Mephit, Stench ...... 58 Mephit, Time ...... 59 Mimic, Elder ...... 60 Mind Rake ...... 61 Nestback Rhino / Nestback Wasps ...... 62 ...... 63 Nyx, Goddess of Darkness ...... 64 Ooze, Alchemical ...... 66

4 Orc Shaman ...... 67 Pestilence Harpy ...... 68 Pitcher Plant ...... 69 Polluted Water Elemental ...... 70 Praesida (Celestial) ...... 71 Primordial - Air ...... 72 Primordial - Earth ...... 73 Primordial - Fire ...... 74 Primordial - Water ...... 75 Puball ...... 76 Radiant ...... 77 Sargasso ...... 78 Scion ...... 79 Sea Serpent ...... 80 Sewerfolk ...... 81 Shadow Rook ...... 82 Shipwreck Golem ...... 83 Skeletal Guardian ...... 84 Skeleton, Young Blue Dragon ...... 85 Storm Elemental ...... 86 The Laughing ...... 87 Tor'gall (Troll Alpha) ...... 88 Vampire, Priest ...... 89 Vampire, Savage ...... 91 Vampire, Wizard ...... 93 Veteran (Drow variant) ...... 95 Veteran (Orc Variant) ...... 96 Whim ...... 97 Whisper Cats ...... 99 Wicker Dragon ...... 100 Wickerman ...... 102 Wight Crossbowman ...... 103 Zombie, Ancient Green Dragon ...... 104 Zombie, Drow Spider Hive ...... Sample file ...... 105 Zombie, Orc ...... 106 Non Player Characters ...... 107 Apprentice Mage ...... 108 Archivist ...... 109 Combat Engineer ...... 110 Dragon Hunter ...... 111 Fighter Mage ...... 112 High Priest ...... 113 Hospitaller ...... 114 Jester ...... 115 Lord Knight ...... 116 Pickpocket Street Child ...... 117 Warlock ...... 118 Challenge Ratings ...... 119

5 Limitless Monsters Skill Challenge Aasimar "The proud jaw, the noble bearing; I knew at once that this young man was descended from an angelic bloodline. The aasimar captain led the defenses of the city of Hope against Ventru's forces time and again, and in the fiercest of those battles, I never saw him waver." Creature(s)

Aasimar Medium Humanoid (Aasimar ), Lawful Good Armor Class: 16 (chainmail shirt) STR DEX CON INT WIS CHA Hit Points: 27 (5d8+5) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 12 (+1) Speed 30 ft. License: c.2016 Limitless-Adventures Challenge 1 (200 XP) Skills Perception +3, Religion +2 Damage Resistances necrotic, radiant Senses passive Perception 13 Languages Common, Celestial Innate Spellcasting The aasimar's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will guidance, sacred flame, spare the dying Actions Multiattack The aasimar makes two longsword attacks. Longsword Melee Weapon Attack +3 to hit, reach 5 ft., (one creature) Hit: 4 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands to make a melee attack. The aasimar wields a shield.

Tactics The aasimar fights defensively, often staying back and casting sacred flame while enemies close to melee range.

Lore: Religion Sample file DC 15 - Aasimar are humanoids with strong celestial blood. Aasimar are attractive and tend to be natural leaders. DC 20 - Aasimar can cast a number of clerical cantrips at will. Treasure A typical aasimar carries 3d6 sp, 3d4 gp, his combat gear, and a holy symbol of a lawful good god. Further Adventuretm The party's newest hireling reveals himself to be an aasimar on a mission from a solar... A stranded aasimar needs the party's assistance in returning to the outer planes (see below)... The party is approached by a pair of aasimar sisters trying to find a lost temple believed to house an ancient relic...

Finding the Portal Complexity: 6 successes before 3 failures Difficulty: DC 15 Suggested Skills: Arcana, Investigation, Survival Success: The party finds a portal to return the aasimar to the higher plans Failure(s): 1: The party gets lost, the next roll is made with disadvantage. 2: The party is hot, tired, and hungry, thus gaining one level of exhaustion. 3: The party suceeds in finding the portal, is sucked through it with the aasimar.

6 Limitless ©2017 Limitless Monsters Animated Object: Brass Oracle

"We spent more than a week underground, navigating the collapsed city by the sea, resting in the library after a vicious attack, and there I discovered wonderful volumes of works I'd never seen before. While many were damaged, I was ecstatic to discover one brass oracle intact. Despite it only speaking Aquan, and carrying facts about ocean voyages, I believe it was a great treasure." Creature(s)

Animated Object: Brass Oracle Small Construct, Unaligned Armor Class: 17 (natural armor) Hit Points: 17 (5d4) Speed 0 ft., fly 50 ft. (hover) Challenge 1/4 (50 XP) STR DEX CON INT WIS CHA 1 (-5) 1 (-5) 11 (+0) 15 (+2) 12 (+1) 10 (+0) License: c.2016 Limitless-Adventures Saving Throws Int +4, Wis +3 Skills Arcana +4, Religion +4, History +4 Damage Resistances fire, cold Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages One language known by its creator Long Memory The brass oracle can remember facts and information it has been taught in a language it knows. It will photographically remember details of images or interactions it has seen, but can only describe them with words. Antimagic Susceptibility The brass oracle is incapacitated while in the area of an antimagic field. If targetedSample by dispel file magic, the oracle must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Lore: Arcana False Appearance While the brass oracle remains motionless, DC 10- Brass Oracles are magical constructs, can speak it is indistinguishable from a normal brass bust of a one language, and know extensive information - humanoid. generally on one specific topic. They can be judgemental Actions for people who don't respect learning or information. Disapproving Gaze One creature the oracle can see must DC 15- The specific topic is chosen by those who teach make a DC 13 Wisdom save or take 5 (1d8 + 1) psychic the oracle the information, so other information can also damage. On a failed save, the creature will be stunned until be stored in a Brass Oracle, it can remember anything, the end of the oracle's next turn. even images - but can only describe or recite Treasure information. An oracle can be convinced to come with a party, as long as it knows that it will eventually be heading to an active place of learning (a temple or library in good repair and use). It can assist a party member with most general intelligence skill checks if consulted, granting advantage if shown the object in question or given detailed descriptions. Further Adventuretm The bust complains about all the non-topic information "cluttering its memory", but needs a password to reveal it... Something is wrong with this oracle, and it always lies... The oracle becomes confused and begins answering previously asked questions (even centuries old)...

7 Limitless ©2017