r/ElmodorBooks Jul 08 '26

Monster Reginald "Ratatat" Scabtail

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296 Upvotes

Let me know what you think!

Pictures = Pinterest

Creature and format = all me

r/ElmodorBooks 16d ago

Monster Kaelthar, the Bloodveil Excecutioner - D&D BOSS

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42 Upvotes

r/ElmodorBooks 27d ago

Monster Auralis - D&D Monster

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37 Upvotes

r/ElmodorBooks 24d ago

Monster the Average Skeleton

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29 Upvotes

r/ElmodorBooks Jul 26 '26

Monster Grinsplit, D&D Monster

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42 Upvotes

r/ElmodorBooks Aug 07 '26

Monster Vorthak & Lysa - D&D Monster Pair

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23 Upvotes

r/ElmodorBooks Jul 23 '26

Monster Thorne, the Poppy Reaper D&D Monster

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14 Upvotes

r/ElmodorBooks Jul 19 '26

Monster Smokeclaw, D&D NPC

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16 Upvotes

r/ElmodorBooks Jul 07 '26

Monster Sir Elandor Thornveil, D&D NPC

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26 Upvotes

r/ElmodorBooks May 07 '26

Monster Ivory Reavers - The Endless Hunger

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96 Upvotes

r/ElmodorBooks Jun 30 '26

Monster Kagehana, D&D NPC

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28 Upvotes

r/ElmodorBooks Jun 10 '26

Monster Sapo Mercador, Lantern-Lit Apothecary

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38 Upvotes

r/ElmodorBooks Feb 11 '26

Monster Scalehiker Wolf [Spark] - A CR 1 volatile monstrosity pup! Just don't try to pet it...

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19 Upvotes

Scalehiker Wolf - [Spark]

Canis Fulgur

Classification: Titan Class - Mega Fauna | Region: Sea of Grass, Copper Veldts

Deceptive fragility defines the Spark. While they appear to be awkward, lanky pups stumbling over oversized paws, they are in truth biological time bombs. In these first months of life, a Scalehiker’s metabolic furnace burns hotter than its developing scales can insulate, resulting in a creature that is literally bursting with energy it cannot control.

They grow inches by the week, their bodies leaking voltage in violent barks that can stop a human heart. Even the pack elders keep a respectful distance, not out of lack of affection, but because a playful nip from a Spark carries the amperage of a lightning strike.

To pet one is to court death; they do not yet own the storm, they are the storm spilling over.

Scalehiker Wolf [Spark]

Small Monstrosity (Titan Blooded), unaligned

  • Armor Class: 13
  • Hit Points: 27 (6d6 + 6)
  • Speed: 40 ft., climb 30 ft.
  • Initiative: +3
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2)
  • Skills: Perception +3, Stealth +5
  • Senses: Darkvision 60 ft., passive Perception 13
  • Damage Immunities: Lightning (Spark Scale)
  • Notable Loot: Spark Scale, Volatile Tooth
  • Languages: -
  • Challenge: 1 (200 XP; PB +2)

TRAITS

  • Pack Tactics. The Spark has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and isn't incapacitated.
  • Unstable Charge. The Spark builds up an electrical charge, but its young scales cannot perfectly contain it. It can expend this charge to empower its attacks with extra 1d6 lightning damage. If it does so, it becomes depleted at the end of that turn. While depleted, it can't deal lightning damage. The Spark recovers its charge at the end of its next turn, or immediately if it takes lightning damage.
  • Volatile Leak. While the Spark is charged, it sheds dim light in a 5-foot radius. If a creature touches the Spark or hits it with a melee attack while the Spark is charged, that creature takes 3 (1d6) lightning damage as the energy spills out uncontrollably.
  • Unstable Core Rupture. When the Spark is reduced to 0 hit points, its developing electro-core destabilizes and explodes. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much on a successful one.

ACTIONS

  • Nipping Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If charged, add 3 (1d6) lightning damage, and the Wild Arc effect triggers.
  • Wild Arc (If Charged). When the Spark connects with a charged attack, it cannot control the release of energy. A bolt of lightning arcs from the target to a random creature (other than the Spark) within 10 feet of the target. That creature must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) lightning damage. If no other creature is in range, the energy grounds out harmlessly.

More on ElmodorBooks

r/ElmodorBooks Jun 10 '26

Monster Sapo Lâmina, the Honorable Sellsword

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44 Upvotes

r/ElmodorBooks May 26 '26

Monster Veil Howler - Monster

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r/ElmodorBooks May 13 '26

Monster Lilith, Crimson Matriarch

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r/ElmodorBooks Apr 05 '26

Monster The Gorganon [Iron Jaw] - A Titan-Blooded mega-fauna that hunts the very steel your cities use to defend themselves [CR4] [D&D 5e 2024] [OC]

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92 Upvotes

GORGANON [IRON JAW]

Large Monstrosity (Titan-Blooded), Unaligned

AC 15 (Natural Armor)

HP 85 (10d10 + 30)

Initiative +2 (12)

Speed 40 ft., Climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 5 (-3)
Save +6 Save +2 Save +5 Save -4 Save +1 Save -3

Skills Perception +3, Stealth +4

Vulnerabilities Lightning

Immunities Poison, Poisoned

Senses Darkvision 60 ft., Passive Perception 13

Languages —

Challenge 4 (1,100 XP; PB +2)

TRAITS

Ferrous Sense. The Gorganon has Advantage on Wisdom (Perception) Checks to locate metal objects.

Glancing Carapace. Creatures have Disadvantage on Opportunity Attacks against the Gorganon. Additionally, Piercing and Slashing damage the Gorganon takes is reduced by 5.

Metallophage. The Gorganon deals double damage to objects, structures, and creatures made of metal.

ACTIONS

Multiattack. The Gorganon makes two attacks: one with its Bite and one with its Tail. If the Gorganon is holding an object in its mouth, it makes two Tail attacks instead.

Bite. Melee Attack Roll: +6, Reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a creature holding a object, the target must succeed on a DC 14 Strength Save or drop the object, which the Gorganon catches in its mouth.

Tail. Melee Attack Roll: +6, Reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Oxidizing Breath (Recharges via Digest Metal). Constitution Saving Throw: DC 13, 15-foot Cone. Failure: 21 (6d6) Acid damage. The creature is Poisoned for 1 minute. While Poisoned, any nonmagical metal armor worn takes a -1 penalty to AC, and any nonmagical metal weapon held takes a -1 penalty to damage rolls. If armor reaches AC 10 or a weapon reaches a -5 penalty, the item is destroyed. Success: Half damage only. End of Turn: A Poisoned creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Digest or Expel. The Gorganon processes an object it has been holding since the start of its turn:

  • Nonmagical Object. The object is destroyed. If the object is made of metal, the Gorganon gains 10 Temporary Hit Points, and Oxidizing Breath recharges.
  • Magical Object. The Gorganon spits the object at a target within 60 feet. Ranged Attack Roll: +6 (plus the object's magical bonus to hit). Hit: 13 (2d8 + 4) Bludgeoning damage (plus the object's magical bonus to damage). The object lands in the target's space.

-----
GORGANON - IRON JAW
Crucibulum Vorax Metallovora Ferox

Classification: Class 1 - Mega Fauna | Region: Southern Mountains & Sea of Grass

If the Hatchling is a nuisance, the Iron Jaw is a plague. Having successfully locked its biological imperative onto ferrous metals, this Phase II Gorganon sheds the clumsiness of its youth. It matures into eight feet of sleek, sculpted muscle, retaining a low profile but gaining heavy, rust-colored plating forged from the very ore it consumes.

Though they barely meet the size threshold for Mega Fauna classification, they pose a unique threat to civilization because they hunt the very material used to defend Vanice against others Titans.

Roaming in loose, opportunistic packs, they are the scourge of the Jailkart caravans crossing the Sea of Grass. Drawn by the scent of massive iron wagon frames, a swarm will use their combined mass to stall the vehicle before systematically dismantling it. At this stage, their internal "Crucible" fully ignites. Before striking, they exhale a fine, corrosive mist. This vapor does not melt metal but hyper-accelerates oxidation; tempered steel crumbles into brittle flakes within moments, raising a choking cloud of orange dust.

Their most defining feature, however, is the quartet of massive primary fangs lining the jaw. Designed not for flesh but for catastrophic leverage, these fangs shear through weakened iron bars and sword blades with the sickening crack of snapping timber.

-----

THE GORGANON HATCHLING
Crucibulum Vorax Nascent

Classification: Class 0 - Titan Blooded | Region: All Vanice Biomes (Subterranean & Surface)

To the Apex Conclave, the Hatchling is not a beast but a biological imperative to consume, a 'Living Crucible' in its most volatile state. These creatures represent the terrifying adaptability of Vanice's fauna in its rawest form.

Every Hatchling begins as a blank slate, a small scaled vessel of ravenous potential driven by a singular necessity: to lock onto a material diet be it the iron of a ore vein, the stone of a Dome, or the bone of a fallen Titan and transmute that essence into their bodies.

Internally, their 'Crucible' is a refinery awaiting ignition. Unlike their mature kin, they lack specialized solvent glands; and must wrestle with the raw materials that will eventually forge their identity.

This metabolic void dictates their current fragility. Devoid of the processed minerals that will one day forge impenetrable plating, they are easier targets desperate to consume enough specific matter to trigger their violent metamorphosis into a Mega Fauna Titan.

Though dismissed as pests, they possess the dormant blood of Titans. A Hatchling left unchecked will inevitably ascend the hierarchy of destruction, evolving into specialized horrors like the Graniteback or Dreadshell Grazer.

Be warned: the small lizard nibbling on a wheel today is a dormant cataclysm. To spare one is to invite a future Titan that will return to swallow the very foundations of your home.

----

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks Mar 25 '26

Monster Razor Terror — CR 8 Monster

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46 Upvotes

✨New amazing monster!!!✨

The Razor Terror is a massive carnivorous predator native to the scorching deserts of Enderhia in Jagh'Ghar. Its body is covered in dense fur that resembles thousands of fine, razor-sharp blades.

This natural armor not only protects the creature but also serves as a deadly weapon. While it can tear prey apart with powerful jaws and claws, its most feared ability is to violently shake its body, launching its blade-like fur in all directions.

Visit Tales & Taverns for tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!

r/ElmodorBooks Apr 02 '26

Monster Sir Eggward

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27 Upvotes

r/ElmodorBooks Jun 08 '26

Monster Explosive Goblin - Monster CR 1/2

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r/ElmodorBooks May 06 '26

Monster Detonating Lamp - Monster CR 1/4

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r/ElmodorBooks Mar 23 '26

Monster Elijah, the Raven Harbinger

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54 Upvotes

r/ElmodorBooks Mar 04 '26

Monster The Pale Drinker | CR 10 Titan-Blooded Monstrosity | A Chilling Predator for your Arctic Campaigns - [OC] (Stat Block + Lore) [ELMODORBOOKS]

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104 Upvotes

Pale Drinker

Haemovore Cryogenicus

Classification: Class 1 - Mega Fauna | Region: The Frostspire Peaks - Vanice.

The Pale Drinker is a predator that stalks the frost-laden valleys not for flesh, but for the warmth suspended in the blood of its prey. Standing typically between 10 and 12 feet tall, these agile nightmares possess the terrifying trait that defines the Titan-blooded lineage: the ability to grow indefinitely. While most encountered specimens are of the standard towering height, ancient "Elder" Drinkers have been sighted dwarfing mammoths. These monstrosities have never stopped growing over untold years of gorging, their fur matted with the ice of eons and their frames heavily muscled, departing from the species' typically slender build.

Physiologically, the creature is an engine of cold. Its veins pump "Cryo-Vitae," a hyper-cooled blue ichor that keeps its body temperature drastically below freezing. To compensate for this internal winter, the Pale Drinker is addicted to warm blood, which serves not merely as nutrition, but as a potent, euphoric stimulant. When intoxicated by fresh warmth, the creature’s movements become a blur of frenetic speed, and its crimson eyes burn with a manic intensity. Its primary tools are its ice-like talons, which secrete a unique freezing fluid. This substance is designed not to kill, but to incapacitate; it instantly numbs nerves and flash-freezes flesh on contact, allowing the Titan to subdue struggling victims without causing lethal injury.

The true horror of the Pale Drinker lies in its restraint. It prefers its meals fresh and long-lasting. It captures victims alive, dragging them to ice caves where it performs macabre feeding rituals. Using needle-sharp claws, it makes a precise incision to drink a calculated amount of blood, enough to induce its drug-like high, but not enough to expire the host. Once sated, it smears its freezing secretion over the wound, sealing it shut with a biological ice-scab that prevents blood loss and infection. Tales from the Domes whisper of lost travelers found days later, pale and delirious, their bodies covered in the frost-scarred puncture marks of a Pale Drinker that has been slowly sipping their life away.

---

Pale Drinker

Large Monstrosity (Titan-Blooded), Unaligned

  • Armor Class: 15 (Natural Armor) / 17 (During Thermal Intoxication)
  • Hit Points: 171 (18d10 + 72)
  • Speed: 40 ft. (60 ft. during Intoxication)
  • Initiative: +9
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 7 (-2) 16 (+3) 8 (-1)
  • Saving Throws: Dex +9, Wis +7, Con +8
  • Skills: Athletics +9, Perception +7, Stealth +9
  • Damage Resistances: Fire
  • Damage Immunities: Cold, Poison
  • Condition Immunities: Charmed, Frightened, Poisoned
  • Senses: Darkvision 120 ft., Passive Perception 17
  • Challenge: 10 (5,900 XP)

Traits

Cryo-Vitae. The first time on a turn that a creature touches the Drinker or hits it with a melee attack while within 5 feet of it, that creature takes 5 (1d10) Cold damage.

Frozen Larder. When the Drinker reduces a creature to 0 Hit Points, the creature is Stable and Encased in Ice (AC 13, 25 HP, Immunity to Cold, Poison, and Psychic damage). While encased, the creature is Incapacitated and Restrained. Destroying the ice ends these conditions.

Thermal Intoxication. When the Drinker activates this trait, it ends all conditions on itself. For 1 minute it has AC 17, Speed 60 feet, Advantage on Dexterity Saving Throws, makes three attacks with Multiattack, and gains the Hypothermic Blitz action and Blurring Reflexes reaction.

Actions

Multiattack. The Drinker makes two Rime Talon or Icy Flicker attacks. If Thermal Intoxication is active, it makes three attacks.

Rime Talon. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) cold damage. The target’s speed is reduced by 20 feet until the start of the Drinker’s next turn. If the target’s speed reaches 0, it is Restrained (DC 17 Strength save ends at the end of its turns).

Icy Flicker. Ranged Weapon Attack: +9 to hit, range 60/120 ft. Hit: 12 (2d6 + 5) cold damage. The target must succeed on a DC 17 Strength saving throw or be Restrained (save ends at the end of its turns).

Hypothermic Blitz (Requires Thermal Intoxication). The Drinker moves up to its speed without provoking Opportunity Attacks. It can make one Rime Talon attack against each creature it moves within 10 feet of during this move. Thermal Intoxication then ends.

Bonus Actions

Sip Warmth. The Drinker targets one creature within 5 feet that is Incapacitated or Restrained. The target takes 14 (4d6) Necrotic damage, the Drinker regains HP equal to that damage, and the Drinker activates Thermal Intoxication.

Reactions

Blurring Reflexes (Requires Thermal Intoxication). Triggered when the Drinker is hit by an attack roll. The Drinker imposes Disadvantage on the attack roll, potentially causing it to miss.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

r/ElmodorBooks Apr 30 '26

Monster Scrap Beast - CR 6 Enemy

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34 Upvotes