Men & Monsters of Ethiopia: Hippopotamus (5th Edition D&D Monster)

Men & Monsters of Ethiopia: Hippopotamus (5th Edition D&D Monster)

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Following is the Tomb Robber, one of the NPCs that appears in Skirmisher Publishing's "Aigyptos: A Gazetteer for 5th Edition," a Swords of Kos Fantasy Campaign Setting/D&D 5th Edition sourcebook I developed, and which I am posting here because it ties in with our recent "d-Infinity Live!" episode on "The Art of the Steal." I have also applied to this creature the Aigyptian Background for 5th Edition that appears on d-Infinity Online. 
 
Tomb Robber (Background: Aigyptian)
Medium humanoid (any race), any non-lawful alignment
 
Armor Class: 13 (leather armor)
Hit Points: 16 (3d8+3)
Speed: 30 ft.
 
STR             DEX             CON             INT               WIS            CHA
11 (+0)         14 (+2)         12 (+1)          11 (+0)         11 (+0)        10 (+0)
 
Saving Throws: Dexterity +4, Intelligence _+2
Skills: Athletics +2, Deception +2, Investigation +2, Stealth +6
Tool Proficiencies: Thieves’ Tools (+6 on skill checks)
Senses: Passive Perception 10
Languages: Aigyptian, Thieves’ Cant
Challenge: 2 (450 XP)
 
Backstabber. A Tomb Robber knows how to strike subtly and exploit a foe’s distraction. Once per turn, it can deal an extra 2d6 damage to one creature it hits with an attack if it has advantage on the attack roll and is using a finesse or ranged weapon. It does not need advantage on the attack roll if another enemy of the target is within 5 feet of the target, if that enemy is not incapacitated, and if it does not have disadvantage on the attack roll.
 
Local Knowledge. An Aigyptian Tomb Robber has in-depth knowledge about Aígyptos and its communities, history, inhabitants, religion, lore, laws, mores, and traditions. It knows two secrets or obscure facts about local tombs.
 
Magic of the Land. An Aígyptian Tomb Robber has a close connection with the land of its birth and can channel some of its abundant divine magic. It can choose any one Cleric or Druid cantrip — usually Guidance or Produce Flame — and cast it twice a day. Its spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks).
 
Tunnel Crawler. Climbing does not cost a Tomb Robber extra movement, and when it makes a running jump the distance it covers increases by a number of feet equal to its Dexterity modifier.
 
Actions
Light Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
 
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
 
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.
 
Bonus Actions
Cunning Action. A Tomb Robber can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide actions; a Dexterity (Sleight of Hand) check; use its thieves’ tools to disarm a trap or open a lock; or take the Use an Object action.
 
Description: A tomb robber is an experienced thief who specializes in breaking into and pillaging burial chambers of various sorts. One or more such characters might approach a party for purposes of enlisting their aid, fencing goods, attempting to rob them, or other appropriate reasons (and might prove very useful to a party without a rogue who wishes to explore or rob tombs). Such characters will often pose as miners, prospectors, or others who might have the same sorts of equipment and be operating in the same general areas as looters. A Tomb Robber who attacks with a light hammer in one hand will also attack with a dagger in the other (but in that case does not add its ability modifier to the dagger’s damage). 

In order to save space, this index will hold all 14 of the cybernetic, bio, and modified augmentations from the original sourcebooks.

Myrmidon
 
Antiphus admired the way the burnished surface of his chitinous armor gleamed in the sunlight and was pleased with the impression this would likely make upon his enemies in the coming battle. His iron-headed spear, keen sword, and other armaments, all of which he had just finished sharpening and oiling, would, of course, make an even more meaningful impression … It could be his day to join his ancestors in the afterlife, of course, but he neither feared nor welcomed that possibility, just accepted it while knowing he would fight with every fiber of his being to keep it from happening.
 
Insectoid Humanoids
Myrmidons were created by the gods to repopulate a land where nearly everyone was killed by a terrible plague after its ruler, the only survivor, prayed that his country be made as populous as a nearby ant colony. Its inhabitants were, accordingly, transformed into people that were manlike in form but which remained antlike in many other ways. Myrmidons are generally tall, and often proportioned like Olympic athletes, but there their similarity to Humans ends. In place of skin, Myrmidons are covered with bronze-colored chitin that resembles full plate armor of an ancient style, and this is often augmented with paint, crests of feathers or horsehair, and other decorations.
 
Consummate Warriors
Myrmidons’ warlike appearance reflects their demeanor of always being ready for battle and all such folk — even their queen — are warriors regardless of any other occupations they might have. Alhough they may act as fishers, herders, merchants, or courtiers, each is also part of its colony levy, serving stints as royal guards, in local patrols, and in the mercenary companies that generate considerable revenue for the royal coffers.
            In war, a long, heavy spear wielded in two hands that has the characteristics of a lance, along with a round shield worn on the off arm, are the traditional arms of the Myrmidon, supplemented by a sword for close combat. Younger Myrmidons who have not yet reached their full growth are usually armed with javelins or slings and employed as skirmishers. Although not terribly imaginative in terms of tactics, Myrmidons are steady under pressure and among the best close-combat fighters in the lands they inhabit.
            Myrmidons are strong, tough, and stoic, and, while they are not really immune to discomfort, they do not mind if others gain this impression of them.
 
Companions to Heroes
In ages past, the prowess of Myrmidons was such that they became the companions of great heroes, and many of them shared their fates, for better or worse. As a result of their widespread military adventures, Myrmidons have established colonies in many lands and in them established queens capable of giving birth each season to several dozen larvae, which grow quickly to become the next generation of warriors.
            Most Myrmidons encountered outside of their homelands are mercenaries, bodyguards, or other sorts of soldiers for hire, some serve as trainers, military advisors, and the like, and a significant number make their way in the world as adventurers.
 
Myrmidon Names
A Myrmidon has a full name that includes its clan, race, given name, a title based on its status, and possibly an honorific derived from its accomplishments. In any given situation, however, most Myrmidons will identify by the simplest designation they can, including the name of their race if they are the only one of their kind in a particular group. Dolichoder Myrmidon Scout Antiphus Goblinslayer might thus identify simply as “Myrmidon” in a mixed-race adventuring party where he is the only member of his kind, as “Dolichoder” in a group that includes multiple Myrmidons all of different clans or as “Scout” in such a group where he is the sole scout, etc. Given names are typically those of mortal and divine ancestors, some of whom may themselves not have been Myrmidons. A female who identifies by her race alone will use the feminine form “Myrmidone.”
            Male Names: Aeacus, Achelous, Achilles, Actor, Aeolus, Aethalides, Antiphus, Cleitor, Dioplethes, Erysichthon, Myrmex, Patroclus, Perieres, Phorbas, Triopas.
            Female Names: Aegina, Enarete, Eupolemeia, Eurymedusa, Hiscilla, Peisidice, Thetis.
            Titles: Blacksmith, Farmer, Fisher, High Priest, Hoplite, Hunter, Laborer, Peltast, Physician, Queen, Scout.
            Honorifics: of (Athens, Kos, Rhodes), the Archer, the Swift, One-Armed, Goblinslayer.
            Clans: Agroeco, Amblyopon, Aneuret, Apo, Dolichoder, Doryl, Ectatomm, Formic, Heteroponer, Leptanill, Notho, Poner, Procerati, Spheco.
 
Myrmidon Traits
A Myrmidon character has a number of traits common to members of its kind.
            Ability Score Increase. A Myrmidon’s Strength score increases by 1, and its Constitution score increases by 2.
            Age. Myrmidons mature much faster than humans, reaching adulthood around age 12, and live to about 60 years of age on average. Some subtypes, however, can live considerably longer, and queens frequently reach as much as 300 years of age.
            Alignment. Myrmidons inherit a strong tendency toward law, to the extent that most do not have an inclination toward either good or evil.
            Size. Myrmidons tend to be more 6 feet in height and are markedly bulkier than Humans as a result of their natural chitinous armor. Their size is Medium.
            Speed. A Myrmidon’s base walking speed is 30 feet.
            Natural Armor. A Myrmidon has natural chitonous armor that gives it an armor class bonus equal to its proficiency bonus. This natural armor never reduces its speed, does not impose disadvantage on Dexterity (Stealth) checks, and has no limits on the extent to which Dexterity bonuses can modify it. No other armor except for shields and bucklers can be used in conjunction with such natural armor. A Myrmidon who would gain proficiency with heavier sorts of manufactured armor, however, learns how to derive the greatest benefit from its chiton and receives an additional +1 bonus to its AC if it would have gained Medium armor proficiency and an additional +2 bonus if it would have gained heavy armor proficiency. 
            Athletic. A Myrmidon gains proficiency in the Athletics skill.
            Bold: A Myrmidon has advantage on saving throws against being frightened.
            Myrmidon Combat Training. A Myrmidon has proficiency with the javelin, pike, shortsword, sling, spear, and buckler (5 gp, AC +1, 3 lb.; if proficient, a character can wield a two-handed weapon while using a buckler, but cannot wield a one-handed weapon in the hand of an arm to which a buckler is attached, or use two bucklers or a shield and a buckler).
            Languages. A Myrmidon can speak, read, and write Common and its own language of Formian, which employs many clicking, humming, and buzzing sounds, and which sounds alien to most other peoples. Formian has no script of its own but is written using Common characters.
 
In the Swords of Kos Fantasy Campaign Setting, and possibly in other settings with a basis in the history, geography, and mythology of the real-world Mediterranean, a number of specific details apply to Myrmidons:
            * The deity who created the Mymidons was Zeus, following a plague enacted by his wife, Hera. This all occurred on the island of Aegina, in the seas west of Athens, at the behest of its king, Aeacus, the only survivor of the catastrophe.
            * Myrmidons served as the sworn bodyguards of the famed Achilles and many followed him to the grave during the Trojan War. Those who survived the decade-long conflict attempted to sail home to Aegina but were caught in a storm raised by the Titan Dagon, who resented the devotion of the Greeks to Poseidon. Their ship wrecked upon the tiny island of Astypalaia, in the Dodecanese Archipelago of the eastern Aegean, and the Myrmidons raised a queen from among their numbers and have dwelled there since. This queen, a direct descendant of the mortal woman Astypalaia on her mother’s side, is perpetually pregnant and each season gives birth to several dozen new Myrmidons.
            * During the Great Cataclysm, a broad dome of rock at the western end of Astypalaia acted as a shield for the rest of the island (much as the Aegis did on Kos). Since then, the ruin of the ancient citadel, located on the peak of the highest mountain on the island, has been rebuilt and houses the palace of the queen and her guard. Chora, the main town on Astypalaia, is located in the shadow of this mountain and surrounds a fine natural harbor.
            * The Common tongue employed by Myrmidons is Greek, and Greek characters are used for writing Formian.
 
 
Debased Myrmidons
There are a number of subraces of Myrmidon that have degenerated over the ages and no longer represent the ideal of their kind.
            Members of the Amblyopon clan have become largely subterranean and, as a result, most have deficient eyesight and some are even completely blind. Such Myrmidons rarely venture onto the surface world but in their own domain can still be quite deadly.
            Some sub-clans have also learned to survive lean times by preying and feeding upon intelligent humanoids like Humans and Elves, and sometimes even other Myrmidons, and these are especially feared and hated by almost everyone who knows of their existence. 
One of the most fascinating things I learned during my 2015 visit to Ethiopia is that Halflings really lived there some  3.2 million years ago! These three-and-a-half foot-tall I people are known today by the scientific name Australopithecus afarensis. I wrote up and stat'ed them for the D&D 5th Edition RPG system and included the following entry in my bestselling Men & Monsters of Ethiopia
 
HALFLING, CAVE
Small humanoid (Halfling), lawful neutral
 
Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 25 ft.
 
STR          DEX          CON          INT          WIS          CHA
10 (+0)     13 (+1)      12 (+1)       10 (+0)    11 (+0)      11 (+0)
 
Damage Resistance poison
Skills Athletics +2, Perception +2, Stealth +3, Survival +3
Senses passive Perception 13
Languages see below
Challenge 1 (100 XP)
 
Nimbleness. A Cave Halfling can move through the space of any creature that is of a size larger than it is. 
 
Lithic Affinity. Cave Halflings receive advantage on attacks with slings and thrown rocks, saving throws to avoid negative stone-based effects (e.g., pit traps), and skill checks made to create appropriate stone items (e.g., flint knives, boulder traps). 
 
Lucky. When a Cave Halfling rolls a 1 on an attack roll, ability check, or saving throw, it can re-roll the die and must use the new roll. 
 
Naturally Stealthy. Cave Halflings can attempt to hide even when obscured only by a creature that is at least one size larger than them. 
 
Resilience. Cave Halflings have advantage on saving throws against poison, and have resistance against poison damage.
 
ACTIONS
Battleaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands to make a melee attack. 
 
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage.
 
Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d3 + 1) slashing damage.
 
Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
 
Rock. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage.
 
Sling. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning damage.
Following is an entry for the Catoblepas, one of the creatures that appears in Skirmisher Publishing's bestselling "Men & Monsters of Ethiopia"! Like the Leucrotta, this strange beast is described in various real-world ancient texts as being associated with Ethiopia and appeared in the Advanced Dungeons & Dragons/1st Edition D&D Monster Manual, but was not picked up for the 5th Edition D&D game until game developer Michael O. Varhola adapted it for the afore-mentioned book.  
 
Catoblepas
Large beast, unaligned
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Armor Class 14 (natural armor)
Hit Points 42 (5d10 +15)
Speed 20 ft., swim 20 ft.
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STR                DEX               CON               INT                 WIS                CHA
18 (+4)            10 (+0)          16 (+3)           4 (−3)              11 (+0)           2 (−4)
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Damage Immunities poison
Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)
 
Downward-Looking. A Catoblepas has disadvantage on Perception checks.
Intimidating. A Catoblepas has an appearance so grim and ugly that anyone coming within 10 feet of one must make a DC 14 Wisdom saving throw and, failing it, suffer disadvantage on melee attacks against the creature. A creature can repeat the saving throw at the end of each of its turns, ending this effect on a success. If a creature succeeds on this saving throw or it manages to subsequently shake off the effect, it is immune to the Intimidating presence of any Catoblepones for the following 24 hours.
Resilient (Recharges after a Short or Long Rest). If a Catoblepas takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
 
Actions
Tusk. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Poison Breath (Recharge 4-6). A Catoblepas exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, suffering 17 (5d6) poison damage on a failed save and half as much damage on a successful one. 
Following is an entry for the Leucrotta, one of the creatures that appears in Skirmisher Publishing's bestselling "Men & Monsters of Ethiopia"! Like the Catoblepas, this strange beast is described in various real-world ancient texts as being associated with Ethiopia and appeared in the Advanced Dungeons & Dragons/1st Edition D&D Monster Manual, but was not picked up for the 5th Edition D&D game until game developer Michael O. Varhola adapted it for the afore-mentioned book.  
 
Leucrotta
Large monstrosity, chaotic evil
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Armor Class 13
Hit Points 52 (7d10 +14)
Speed 50 ft.
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STR                DEX               CON               INT                 WIS                CHA
18 (+4)            16 (+3)          14 (+2)           11 (+0)           10 (+0)            3 (−4)
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Damage Immunities non-magical metal weapons
Damage Resistance magical metal weapons
Skills Perception +6, Stealth +9
Senses passive Perception 16
Languages
Challenge 7 (2,900 XP)
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Mimicry. While a Leucrotta does not actually know or understand any languages, it can sense the emotions associated with people's speech and can repeat in the voices of those who have uttered them phrases it has heard, generally doing so for purposes of subterfuge. It can also convincingly imitate animal sounds it is familiar with.
Enmity. At the start of its turn, a Leucrotta can gain advantage in its attacks against dogs or humanoids. Because it is reckless when doing so, however, in this case attacks against the Leucrotta also have advantage until the beginning of its next turn.
Bold. A Leucrotta has advantage on saving throws to resist any sort of fear effects.
 
Actions
Multiattack. A Leucrotta can make two attacks, one with its bite and one with its front hooves. Furthermore, if it is fighting two or more opponents and one of them has advantage because of this, or if an opponent is directly behind it (e.g., because it is chasing the monster), then it can also kick with it powerful hind hooves.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Charm. A Leucrotta can attempt to charm one humanoid or dog within 30 feet that it can make eye contact with. Creatures that fail the DC 13 Wisdom check against this effect will perceive the monster as a friend; a victim who fails this save is entitled to another one every hour until it succeeds. A Leucrotta will typically use this ability to lure victims away to isolated spots where it can kill and eat them without fear of being disturbed by others. 
Following is an entry for the Gibeta Initiate, one of the creatures that appears in Skirmisher Publishing's bestselling "Men & Monsters of Ethiopia"! It is based in part on medieval historical accounts of a mysterious ancient race believed to have built many of the complex subterranean temples and other areas that can be found in this ancient East African country. 
 
Gibeta Initiate
Medium humanoid (Gibeta), lawful neutral
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Armor Class 12 (studded leather) or 16 (scale mail and shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
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STR
12(+1)

DEX

11(+0)

CON

12(+1)

INT

14(+2)

WIS

16(+3)

CHA

11(+0)

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Skills Arcana +4, History +4, Perception +5, Religion +4, Stealth +2
Senses Tremorsense 10 ft., passive Perception 15
Languages Common, Ge'ez, any one other
Challenge 1 (200 XP)
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Spellcasting. A Gibeta Initiate is a 1st-level divine spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). A Gibeta Initiate has the following Cleric spells prepared:
 
Cantrips (at will): Guidance, Light, Thaumaturgy
1st level (2 slots): Bless, Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
 
Subterranean Familiarity. A Gibeta Initiate receives advantage on Perception and Stealth skill checks while in any subterranean area that has been constructed, and receives advantage on Arcana, History, and Religion skill checks pertaining to any areas built by other Gibetas.
 
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) piercing damage.
Khopesh. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) slashing damage.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands to make a melee attack.
Warhammer. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands to make a melee attack. 
 
Summon Earth Elemental (1/Day). Every Gibeta carries a special rock that it can strike against any stone surface in an attempt to summon an Earth Elemental (other characters will not be able to successfully use these stones). A single Gibeta has a 5 percent chance per round of succeeding at this and these chances are compounded for simultaneous attempts by multiple Gibetas (e.g., 10 percent chance per round for two of them, 100 percent chance per round for 20 of them). Hit Dice for this Earth Elemental will be equal to the number of Gibetas who participated in summoning it and it will remain for 1 round for the totality of their hit dice, or until slain or released by them. If desired, Gibetas can conduct a prolonged ceremony during which they make a calling attempt each minute and sacrifice a total of 20,000 gold pieces worth of gems and precious substances. In this case a single elemental can remain under their control for up to a day for each Gibeta participating in the attempt, after which it will be free but not actually dispelled. In either sort of summoning, a Gibeta can only make one successful attempt at summoning an Earth Elemental per day. 
Following is a writeup for the Waga, one of the creatures that appears in the bestselling Skirmisher Publishing 5th Edition sourcebook "Men & Monsters of Ethiopia"! One of the three variants on this monster, the Kallacca Waga, came up during our recent "d-Infinity Live!" episode on Monster Design and so we are posting here both as a tie-in with it and so that our readers in general can enjoy it. As noted on that episode, the terrific custom illustrations for it that appear here are by fantasy artist Amanda Kahl. 
 
Waga, Humanoid
 
Medium construct, unaligned
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Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 20 ft.
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STR                DEX                CON               INT                 WIS                 CHA
15 (+2)            10 (+0)           12 (+1)           4 (−3)              6 (−2)              2 (−4)
______________________________________________
Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, psychic
Senses blindsight 60 ft., passive Perception 8
Languages
Challenge 1 (200 XP)
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False Appearance. While a humanoid waga remains motionless it is indistinguishable from a normal wooden statue.
Magic Resistance. A humanoid waga has advantage on saving throws against spells and other magical effects.
 
Actions
Multiattack. A humanoid waga can make up to two attacks with its club-like hands.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
 
Humanoid figures are generally either female in form and represent the wives of the man whose grave they guard, or are male in form and represent significant enemies the man killed in battle during his lifetime. They will attack either twice with their club-like hands, which is typical for female waga, or once with a weapon for double regular damage, which is more likely to be the case with male figures.
 
Waga, Kallacca
Medium construct, unaligned
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Armor Class 12 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 20 ft.
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STR                DEX                CON               INT                 WIS                 CHA
16 (+3)            10 (+0)           14 (+2)           4 (−3)              6 (−2)              2 (−4)
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Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, psychic
Senses blindsight 60 ft., passive Perception 8
Languages
Challenge 2 (450 XP)
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False Appearance. While a kallacca waga remains motionless it is indistinguishable from a normal wooden statue.
Magic Resistance. A kallacca waga has advantage on saving throws against spells and other magical effects.
 
Actions
Multiattack. A kallacca waga can make up to two attacks with its broad-bladed spear or, if unarmed, with its club-like hands.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
Kallacca. Once per day, the kallacca waga can use the metal spike attached to its forehead to discharge a lightning bolt that functions in all ways like the spell and inflicts 5d6 damage (this item will no longer function if removed from the statue).
 
A kallacca waga is always male in form and has a metal spike affixed to its forehead.
 
Waga, Animal
Medium construct, unaligned
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Armor Class 12 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
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STR                DEX                CON               INT                 WIS                 CHA
15 (+3)            10 (+0)           12 (+1)           4 (−3)              6 (−2)              2 (−4)
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Damage Resistances piercing
Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, poisoned, psychic
Senses blindsight 60 ft., passive Perception 8
Languages
Challenge 2 (450 XP)
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False Appearance. While an animal waga remains motionless it is indistinguishable from a normal wooden statue.
Magic Resistance. An animal waga has advantage on saving throws against spells and other magical effects.
 
Actions
Multiattack. Depending on its form, an animal waga can usually make up to three attacks, two with its blunt forepaws and one with its toothy maw.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
 
An animal waga typically takes the form of a dangerous predator, often a leopard or lion, that the buried man hunted or slew in battle at some point during his life. 
Following is an entry for the Giant Hippopotamus, one of the creatures that appears in Skirmisher Publishing's bestselling "Men & Monsters of Ethiopia"
 
Hippopotamus, Giant
Gargantuan beast, unaligned
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Armor Class 14 (natural armor)
Hit Points 140 (10d20 + 30)
Speed 40 ft., swim 40 ft.
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STR                DEX               CON               INT                 WIS                CHA
29 (+9)            10 (+0)          22 (+6)           2 (−4)             12 (+1)            8 (−1)
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Skills Perception +4
Senses passive Perception 14
Languages
Challenge 7 (2,900 XP)
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Reckless. At the start of its turn, the giant hippopotamus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Trampling Charge. If the giant hippopotamus on land moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the giant hippopotamus can make one stomp attack against it as a bonus action.
Submerged Stealth. Although the giant hippopotamus is too hulking to employ stealth while on land — having no proficiency in it and suffering disadvantage on Stealth skill checks — the creature has proficiency and advantage with it in water deep enough to conceal itself (Stealth +2). 
 
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one prone creature. Hit: 21 (3d10 + 9) bludgeoning damage. 
Following is an entry for the Hippopotamus, one of the creatures that appears in Skirmisher Publishing's bestselling "Men & Monsters of Ethiopia"! Hippopotami, which can be found in Ethiopian waters that include Lake Tana and the Blue Nile, appeared in various early editions of Dungeons & Dragons/1st Edition D&D Monster Manual, but for some reason were not picked up for the 5th Edition D&D game until game developer Michael O. Varhola adapted it for the afore-mentioned book. 
 
Hippopotamus
Huge beast, unaligned
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Armor Class 12 (natural armor)
Hit Points 52 (5d12 + 20)
Speed 30 ft., swim 30 ft.
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STR                DEX               CON               INT                 WIS                CHA
21 (+5)            10 (+0)          18 (+4)           2 (−4)             12 (+1)            8 (−1)
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Skills Perception +3
Senses passive Perception 13
Languages
Challenge 3 (700 XP)
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Reckless. At the start of its turn, the hippopotamus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Trampling Charge. If the hippopotamus on land moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hippopotamus can make one stomp attack against it as a bonus action.
Submerged Stealth. Although the hippopotamus is too hulking to employ stealth while on land  having no proficiency in it and suffering disadvantage on Stealth skill checks  the creature has proficiency and advantage with it in water deep enough to conceal itself (Stealth +2). 
 
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d5 + 5) piercing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 21 (3d6 + 5) bludgeoning damage. 
Skirmisher Game development - Ragnarok! - The Sonderland War, Part 2!

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