The Nobility bred beasts for war, for sport, for their gardens, and for tasks no one remembers, and scattered more kinds across the world than any scholar has counted. Fire-breathing dragons were prey to three-headed birds, and forests were taught to walk. These are the kinds every hunter learns first.
Lesser dragons
The Nobility bred dragons for sport and for war, and the lesser kinds outlived their masters. They are the size of a wagon, armored, and fire-breathing, and they hold the high valleys of the North and the deep East. Greater dragons exist. Nobody who has met one wants to discuss it.
Signs. Burned timber with no lightning. Goats gone from a high pasture, and the bones dropped from a height. A hunter’s silhouette against the sky that is not a bird.
Hunting them. Dragons hunt from above and nest in ruins. Hunters take them on the ground, at the nest, with firearms and stakes for the wings. A company that brings down a lesser dragon can name its own price for a season.
At the table. Use the young dragon stat blocks (red for fire, white for the North), reduced to Large size.
Carrion birds
Three-headed birds bred to prey on dragons, which means they will prey on anything. They circle a fight and come down when it’s over, and they do not always wait for it to be over.
Signs. Three heads on one silhouette. A fight in open country that draws a crowd in the sky. Carcasses stripped from above.
Hunting them. Never fight a long battle under open sky. Finish it or take it indoors. Carrion birds are cowards until they outnumber you.
At the table. Use the giant vulture stat block with a Multiattack of three bites.
Walking woods
Forests the Nobility taught to move, so that an estate’s grounds could rearrange themselves to please the lord. Left untended, some still walk. A road through a walking wood is not where it was yesterday, and the wood is not always friendly to what it finds inside itself.
Signs. A road that ends at trees. Trees standing where a field was. Ruts under the roots.
Hunting them. You don’t kill a walking wood; you leave before it closes. Entlings can sometimes read its mood. Druids say it isn’t the Old Growth, and say it with distaste.
At the table. Use awakened trees for the wood’s grasping edges, and treat the wood itself as a hazard: 1d6 bludgeoning damage per hour to a creature caught inside it after dark.
Night-cloud
A drifting bank of fog that kills. It rolls along the low ground after dusk, and what it covers doesn’t wake. The Nobility used it to clear valleys of things they didn’t want. It still clears them.
Signs. Livestock dead in a low field without a mark. Fog that moves against the wind. Silence where the frogs should be.
Hunting them. High ground and fire. A night-cloud can’t climb and won’t cross flame. Hunters find where it beds by day, usually a ruin’s drain or cistern, and burn it out.
At the table. Treat as a hazard: a Constitution save (DC 14) each round inside, 2d6 poison damage on a failure and poisoned until the end of the next turn. It can be dispersed by fire or strong wind.
Takers
Long-armed, silent things that come over walls at night and carry people away, alive. The Nobility bred them to collect. They still collect, and no one knows where they take what they take.
Signs. A window open from outside. Long fingermarks in the dust on a sill. A bed slept in and empty, and no blood.
Hunting them. Bells, dogs, and light. Takers hate all three and will drop what they carry to escape them. Hunters track a taker’s trail to its lair, and the lair is usually a ruin, and the ruin usually still has some of what was taken.
At the table. Use the ettercap stat block without the web, with a climb speed and a grapple that lets it move at full speed while carrying a Medium creature.
Head-takers
Nobody knows what they were made for. Head-takers are pale, fast, and take only heads, cleanly, and leave the rest. Some towns find a row of the dead along a road at dawn, arranged. Some find the heads a week later.
Signs. A body without a wound except one. A row of bodies laid straight. A season of it, in one district, and then nothing for years.
Hunting them. Head-takers hunt alone and take one victim a night. Hunters bait a road with a decoy and wait in numbers. Most companies charge triple for the job.
At the table. Use the wight stat block with a wire garrote (slashing) in place of its longsword and no life-drain; a critical hit on an incapacitated creature is fatal.
Storm-leeches
Things that feed on lightning. They rise in thunderstorms and cling to whatever draws the strike: a church tower, a lone tree, a rider on open ground. A storm-leech in a dry season starves and grows desperate, and it will settle for the spark in a living body.
Signs. Lightning that strikes the same place every storm. Scorched flesh with no thunder heard. Charged air in a still room.
Hunting them. Cold iron, grounded. Hunters stake a chain into the earth and let the leech come to it. Firearms are a poor idea in a storm.
At the table. Use the will-o’-wisp stat block dealing lightning damage, with vulnerability to cold.
Land sirens
Beautiful voices in empty country, singing from just out of sight. Those who follow the song are found later, a long way from the road, and not all of them are found. The Nobility kept them for their gardens. The gardens are gone.
Signs. A song where there is no one. Travelers who leave the road for no reason. The same tune, later, from a companion who never heard it.
Hunting them. Wax in the ears, a rope between riders, and a hunter who has heard it before. The siren itself is frail. Its song is the whole danger.
At the table. Use the harpy stat block. Its song is a Charm effect (DC 13 Wisdom) that draws the target toward the singer.
Glamour-beasts
Creatures that hunt with illusion. A glamour-beast shows you what you want to see: a waystation’s lights, a friend on the road, a well. What is actually there is teeth. Hunters call the sudden clarity when the glamour breaks the last thing most victims learn.
Signs. A waystation on a road that has no waystation. A friend who doesn’t answer to their name. Tracks that end at nothing.
Hunting them. Doubt everything that arrives too conveniently. A glamour-beast can be seen through by anyone who stops wanting what it shows, which is harder than it sounds.
At the table. Use the displacer beast stat block, replacing displacement with the minor illusion cantrip at will and disguise self once per day.
Muddle-mold
A fungus that grows in damp ruins and in the walls of old houses, and confuses whatever breathes near it. Scavengers who walk into a patch forget which way is out. Towns that build with ruin-stone sometimes find a whole street losing its way home.
Signs. People lost inside familiar houses. A crew that walked in confident and walked out somewhere else. A smell like bread in a place that has no bread.
Hunting them. Torches and lime. Mold burns and lime kills it. Hunters mark the patches on the walls of a ruin, and scavengers who ignore the marks are usually the ones who end up marked themselves.
At the table. Treat as a hazard: a Wisdom save (DC 12) on entering; on a failure the creature is confused (as the spell) while inside and for one minute after leaving.
Hedge-hounds
Garden guardians bred to patrol the Nobility’s estates, gone feral in the green ruins of the East. They are long, low, and mottled like undergrowth, and they hunt in packs that make no sound until the last moment.
Signs. Snapped stems at knee height. Livestock taken without a struggle. A silence in the hedges where birds should be.
Hunting them. They hate open ground and bright light. Draw them out of cover and they lose most of their advantage. Entlings can sometimes calm a pack. No one else can.
At the table. Use the wolf stat block for a hound and the dire wolf for a pack leader, with advantage on Stealth checks in vegetation.
Lampjaws
Ambush predators that glow. A lampjaw waits in the dark with a pale light hanging before its mouth, still as a lantern on a post, and takes whatever walks up to it.
Signs. A light in the distance that does not move toward you. A lantern where no lantern should be. Travelers who went to check.
Hunting them. Never approach a light on the road at night. Hunters kill lampjaws by day, when the lure is dim and the beast is sluggish, and by shooting from well outside the light.
At the table. Use the ankheg stat block, with its acid replaced by a bite that grapples. The lure is a dim light in a 20-foot radius.
Frostwings
Pale, wide-winged flyers of the North, bred to ride the cold. They follow the early winters that failing weather engines throw down from the peaks, and they nest in whatever the snow has emptied.
Signs. Frostwings in autumn mean an early winter. A circling pair means a nest. A frozen valley with the houses still standing.
Hunting them. Frostwings are slow to rise and slow to turn. Hunters catch them on the ground at dawn, when the cold has stiffened them, and never fight them in open sky.
At the table. Use the wyvern stat block with cold damage in place of poison, and vulnerability to fire.
Sand mantas
Wide, flat hunters that swim through the loose salt and sand of the Southern flats the way rays swim through water. They rise under horses and riders and take them down whole. Ranchers count the herd every morning because of them.
Signs. A ridge in the salt moving against the wind. Cattle half-buried. A rider’s tracks that stop.
Hunting them. They hunt by vibration. Cross the flats slowly and in single file, never at a gallop. Hunters stake bait at a distance and shoot the manta when it breaches.
At the table. Use the bulette stat block. Sand mantas are helpless on rock and flee if they can’t burrow.
Tithe-moths
Swarms of blood-drinking moths, bred in the golden era to collect the Nobility’s tithes from sleeping villages. The Nobility are gone from most of the Frontier. The moths still come on summer nights, and still collect.
Signs. Sleepers waking pale and tired in summer. Fine grey dust on the windowsills. A soft sound in the walls like paper.
Hunting them. Smoke drives them out and fire finishes them. Towns burn wormwood in their chimneys on midsummer nights, without knowing why it works. Hunters trace the swarm back to the ruin it roosts in.
At the table. Use the swarm of insects stat block. Its bite deals necrotic damage, and a creature reduced to 0 hit points by it is drained rather than killed.
Bell-crows
Carrion birds bred to keep time on the Nobility’s estates. They have learned to mimic the dusk bell, and they ring it early. A town that bars its doors to a bell-crow’s call leaves its travelers outside in the dark.
Signs. A dusk bell that sounds before the sun is down. Crows on the church roof. Someone missing who should have made it home.
Hunting them. Bell-crows are cowardly and easily shot. The danger is never the birds. It is what comes for the travelers they lock out. Sheriffs post a watcher on the bell in crow season.
At the table. Use the swarm of ravens stat block with the ability to imitate sounds it has heard.