The Crooked Moon Bestiary

Complete Bestiary from The Crooked Moon Setting and Adventure - WIP Constructive criticism welcome!

88133
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Aversion to Faith.

Disadvantage on attacks vs. holy creatures.

Choose one.
  • Claws.4d10+10
  • Tusk.2d10+10.

    On HIT, pushed Primary Die and Prone.

  • Frost Breath (1 use).

    Cone 6. When 2 enemies are within the area, DC 15 STR save, 4d10 cold and Slowed. Half damage only on success.

Habitat: Arctic, Mountain

Alpengrendel are hulking creatures covered in bluish white fur, with great tusks and horns. They were born of the ice and darkness of their mountaintop homes, shaped by the unseen hands of a deity of cold stone and gloam. The bitter cold of the mountain peaks infuses both their touch and their breath.

Alpengrendel draw upon the timelessness of the mountains, healing from otherwise lethal wounds in the blink of an eye. They fear only the power of lightning, which can slay them, and the power of the gods, whom they bitterly resent.

Secret. Their disdain for deities runs so deep that alpengrendel are enraged and unnerved by the trappings of faith

8830
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Barred by Water.

Can't willingly enter running water. Takes 10 acid damage and Frightened in running water 1/round.

Winged Forelegs.

Does not take falling damage.

  • Bite.2d6+5.

    On CRIT, Grappeled (escape DC 11).

Habitat: Forest, Mountain, Underdark, Urban

Bat hounds are created through blood magic rituals that manipulate the curse of vampirism to transform a hound into a relentless stalker. Unswervingly loyal companions, bat hounds aid vampiric masters in tracking prey, able to outrun horses and their riders once they smell blood. They seek out stragglers or quarry that are escaping during a hunt and drag them back for capture.

Secret. Running water keeps bat hounds at bay and can destroy them, a lingering remnant from the vampiric curse that spawned them.

Lvl 11 large elemental

Crooked Moon Bestiary
M6105
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Spirits Susceptibility.

Takes 10 acid damage (ignoring armor) when splashed with alcohol.

Choose one.
  • Vexed Slam (2x).

    2d10+5. On HIT, disadvantage on attacks for 1 turn.

  • Swamp Grasp (1 use).

    When more than 1 creature is within Reach 4, DC 15 STR save. 2d10 poison and Grappled (escape DC 15). Half damage only on success.

Habitat: Swamp

Bayou beasts are elemental spirits bound into great mounds of swamp plant matter through jinxcraft magic. These hulks obey their creators unfailingly, often lingering long after their death and carrying out their final orders. The hexed seals, fashioned from carved trinkets and masks, that trap the spirit in its form impart their curse on the creature’s enemies.

Secret. The jinxcraft seals can be washed away with alcohol, hindering and even destroying the bayou beast.

Lvl 11 large monstrosity

Crooked Moon Bestiary
162110
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Thunderous Ward.

Hearing drums or a gong gives disadvantage on attacks and saves for 1 round.

Flying.

Flying speed and immune to Opportunity Attacks. May FALL when crit (1d6 damage/10 ft. fallen, and lands Prone.)

Choose twice.
  • Talon.

    1d6. On DAMAGE, Grappled (escape DC 13).

  • Fly and Drop.

    If Grappling a creature, fly up 16 and drop (8d6).

Habitat: Desert, Forest, Grassland, Mountain

Boneflayers are cruel, vulture-like creatures that originated from a broken fey pact. The creatures aren’t content to wait for something to die and instead make their own carrion to gorge upon—they delight in snatching prey in their talons, carrying it into the air, and dropping it to its death. Boneflayers earn their name by using their sizeable, filth-riddled beaks to cleave flesh from bone and hoard the meat until it ages enough for them to enjoy.

Cults sometimes use boneflayer killing grounds as a source of bones to burn in ritual bonfires, occasionally making pacts with the creatures to pay or trade for the creature’s castoffs. Villages that fear boneflayer attacks ward them off with thundering drums or gongs whenever they circle overhead.

Secret. A lingering result of the fey bargain that created them, boneflayers are disoriented and diminished by loud, thunderous noises.

Lvl 4 large swarm of tiny fey

Crooked Moon Bestiary
630
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sweet Tooth.

If the Boogleswarm can see or smell sugar, it MUST get to and eat it.

  • Bite.

    4d4. On CRIT, Slowed for 1 turn. Becomes 2d4 at 15 HP.

Habitat: Forest, Planar (Fey), Urban

Boogleswarms are mischievous Fey spirits that take the form of weasels gathered into a slinking mob. These spirits covet and collect teeth of all kinds, but they favor the teeth of Humanoids most of all. Tales of tooth faeries might have their origin in boogleswarms, as they are known to enter into agreements to trade for teeth—such as those lost by children and tucked under a pillow—for rewards, favors, or safety.

Secret. Boogleswarms go wild for sugar, whether pure or in heavily-sweetened foods like candy, and are compelled to take and consume any they find.

12495
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Ashen Forbiddance.

CANNOT cross lines of ash made of burnt feathers sprinkled with holy water.

Devour Anima.

If it inflicts Dying on a creature, they gain 1 additional Wound.

Choose twice.
  • Claws.

    2d4+5. On CRIT, Prone.

  • Beak.

    Against a Prone creature, 3d4+15.

  • OR.
  • Feeding Frenzy (1 use).

    Against a Bloodied creature, use Beak 2x, ignoring Prone requirement.

Habitat: Grassland, Planar (Abyss)

Resembling a monstrous crow, the corvodaemon’s sleek and twisted form soars on elongated wings tipped with razor-sharp, finger-like claws, its six amber eyes constantly seeking for prey. Insatiable hunger for both flesh and souls—along with their accumulated secrets—gnaws at these Fiends. Their mimicry lets them take on the voice of those known and trusted by their would-be meals, luring the hapless mortals to their doom.

Secret. Savvy demon hunters bar corvodaemons with warding lines of ash prepared from feathers.

660
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sunlight Hypersensitivity.

Takes 20 radiant damage from sunlight (1/round).

Choose one.
  • Crimson Blessing (CONCENTRATION).

    Reach 6. If unharmed, attacks self for 5 damage, granting allies within Reach advantage on attacks and saves.

  • Consume.

    2d6+3 necrotic. On CRIT, target cannot heal for 1 round.

Habitat: Any

Crimson clergy are Undead cultists, often created, led, and taught by a more powerful vampire. Crimson clergy view the consumption of blood—and in its use during their rituals and when casting spells—not only as necessary but sacred. Their hunger reaches beyond the limits of their fangs and claws, calling to the blood of their victims and drawing it out in scarlet ribbons.

Secret. Crimson clergy struggle to accept how monstrous they have become. They can’t stand the sight of themselves and see their true visage in their reflection.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Old Bindings.

Takes 10 additional damage from artisan's tools.

Crooked Thorns.

Grappled/Restrained creatures take 5 psychic (1/turn).

  • Impale.

    2d8+10. On HIT, Restrained until freed (escape DC 12 or any fire/slashing)

Habitat: Forest, Planar (Fey)

Crooked effigies are servants of a twisted archfey known as the Crooked Queen. They are made of gnarled wood and show some bipedal and feminine features in their queen’s image. Crooked effigies impale their enemies with their branch-like arms and drag foes in close, where the thorns on their bodies carry the sting of a victim’s own corruption.

Secret. Crooked effigies are bound to the Old Ways, and they recoil from the tools of forging and tinkering— symbols of a growing civilization.

Lvl 5 large swarm of tiny fiends

Crooked Moon Bestiary
12260
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

False Crows.

Can't enter a space with a symbol of a crow (effigy, portrait, etc.)

Choose one.
  • Cacophony (1 use).

    When half the heroes within Reach 6, DC 12 WIL save. 3d6+5 psychic and Frightened for 1 round. Half damage only on success.

  • Peck.

    2d6+10. (Becomes 1d6+5 at 30 HP).

Habitat: Grassland, Planar (Lower Planes), Urban

A crowstorm is a great, swirling mass of dark feathers accompanied constant, harshly malevolent crow calls. Hundreds of fiendish birds fly in unison, their beady eyes dripping blood as they swoop down to tear at the flesh of their victims. A crowstorm’s horrific caws mingle into an eerie cacophony of pleading whispers, and it robs the gift of flight from anything that draws too close.

Secret. While they might take the form of crows or possess crow bodies, crowstorms are held at bay by drawn images or crafted effigies of crows.

8890
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Fragrance Aversion.

Disadvantage on attacks when adjacent to perfume or burning incense.

Explosive Death.

On death, 8 poison (Reach 3)

Choose one.
  • Claw.

    3d8+10

  • Spit.

    Range 8. 1d8+10 poison. On DAMAGE, Poisoned for 1 turn.

Habitat: Underground

Deepdrecks were miners long ago who found themselves far too deep beneath the earth, where they were cursed and corrupted by deforming powers. Now they tunnel and dig greedily, bloated with poisonous gases. Astute observers have noted that these monsters occasionally bear a resemblance to missing loved ones who have long been thought dead.

Secret. The toxic essence of deepdrecks is disrupted by pleasant scents such as flowers, perfume, spices, or incense.

M10147
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Irresistible Payment.

Being offered alcohol or gold causes it to be Charmed by the one making the offer (1/round).

Choose one.
  • Call the Hounds.

    If there are no Hounds, summon 1/hero Hounds (d10 minions) within Reach 8.

  • Terrifying Breath (1 use).

    Cone 6. DC 17 WIL save. 5d10 psychic and Frightened (end condition DC 17) and creatures use 1 action to move their speed away. Half damage only on success.

  • Rend.

    4d10+10.

Habitat: Grasslands, Hills, Urban

The drakkenhob is a draconic monster with a sinister disguise, presenting itself as an actor wearing a horse costume, such as a mounted knight or a festively clad rider. Its draconic head resembles a decorated or armored horse’s head, and its sharp teeth fit together to appear like blunt, harmless decorations. The drakkenhob uses this benign guise to get close to its prey, which are typically within crowds near festivals or parades, before it summons its similarly garbed hunting hounds and strikes. Its breath is a blood-curdling wave of terror that makes lesser victims drop dead from fright alone.

Secret. Unable to resist revelry and merriment, drakkenhob are driven away by payment offered in gold or alcohol.

Lvl 16 large monstrosity

Crooked Moon Bestiary
12225
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Moth Ward.

Holding a moth's wing makes creatures immune to its Hypnotic Wings.

Flying.

Flying speed and immune to Opportunity Attacks. May FALL when crit (1d6 damage/10 ft. fallen, and lands Prone.)

Choose twice.
  • Talon.

    2d6+10. On HIT, Grappled (escape DC 16)

  • Devour Dream.

    Against a Grappled creature, DC 16 WIL save. 4d6+15 psychic and Dazed. Half damage only on success.

  • THEN.
  • Hypnotic Wings.

    Reach 6. DC 16 WIL save, Dazed.

Habitat: Forest, Hill, Mountain, Swamp

Dream eaters are horrors that feed on the dreams, sense of identity, and—some say—the very souls of other creatures. Dream eaters have the bodies and wings of great owls, while their beaks are filled with blunt, humanlike teeth and hide long snaking tongues. Their feathers are drab colors on the exterior, but their wings display a dazzling cascade of rainbow hues on the undersides when unfurled. These colors flow and shift, mesmerizing the dream eater’s prey and leaving them helpless. A creature whose dreams are devoured is left in a listless, near-blank state. Without help, their victims waste away.

Secret. Dream eaters are confused by the intricate patterns on moth wings, and it disrupts their own colorful hypnosis.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Payment.

Offer passage when offered at least 2 copper pieces.

Choose one.
  • Hexed Lantern (1 use).

    Cone 6. DC 13 WIL save, Disadvantage on attacks and saves (end condition DC 13 or offering payment).

  • Lantern Pole.

    Reach 2. 4d8+15. On HIT, Prone.

Habitat: Coastal, Swamp

Ferrymen are Undead created through the use of curses and jinxcraft and are doomed to ply the waters where they were raised. They pole through the bayous and rivers, and even across land on a wave of swamp water, in coffin boats. They can focus the malice of their curse through the light of their lantern poles, jinxing enemies or those who try to force a ride without payment.

Secret. Paying a ferryman 3 copper coins lifts any curse the creature placed on the payer, and it entitles one to a single unnerving but safe ride in the ferryman’s coffin boat.

8250
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sunlight Hypersensitivity.

Takes 20 radiant damage in sunlight (1/round).

Spore Cloud.

Adjacent creatures take 10 necrotic damage and Poisoned for 1 turn.

Choose one.
  • Slime Mold (2 uses).

    If no Slime Molds present, summon 1/hero Slime Molds (d12 minions).

  • Fetid Slam.

    Reach 2. 3d12+20. Treat highest Die as Primary Die.

Habitat: Forest, Swamp, Underground

Festerhulks are dead giants whose corpses are infested with fungus engorged by the magic of decay. This fungus has consumed and replaced much of the giant’s flesh and now animates the corpse. The heads of these giants are often completely overtaken by repulsive mushrooms and other fungal growths. The spores given off by their infestation can spread to victims killed by festerhulks, giving rise to further Undead.

Secret. Festerhulks shrink from sunlight, which harms the fungus that animates them.

Lvl 11 large monstrosity

Crooked Moon Bestiary
10140
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Bridle Binding.

Charmed by any who puts a bridle on them.

Parry.

Attacks against them miss on a 1 and 2.

Choose one.
  • Shriek (1 use).

    All creatures within Reach 6, DC 15 WIL save. 6d10 psychic and Slowed. Half damage only on success.

  • Wailing Halberd (2x).

    Reach 2. 2d10+5

Habitat: Grassland, Hill, Underground, Urban

Fleshdobbins are abominations created when a horse and its rider are horrifically melded through fleshcrafting magic. Their limbs stretch and deform, though afterward, their bodies resist further transformation. Fitted with saddles and bearing savage weaponry, these monsters may look like riderless horses from a distance, but each leg culminates in oddly human looking gnarled hands with fingers ending in wicked claws. Their voices are the comingled shrieks of human and horse.

Secret. Affixing a bridle to a fleshdobbin causes the instincts of the horse within the amalgam to take over, becoming a loyal steed once more.

225
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Carved Past.

Carving the name of its ancient home Charms and Slows the Gloomwood for 1 round.

Blighted Aura.

The ground within Reach 4 deals 5 necrotic damage 1/turn, and is difficult terrain.

  • Spore Stomp (1 use).

    Reach 2. 2d10. HIT of MISS, DC 18 STR save, 40 poison damage to ALL in 4x4 area of the target creature and Poisoned (end condition DC 18). Half damage only on success.

  • THEN, Choose twice.
  • Fungal Slam.

    Reach 2. 1d10+10. On HIT, Grappled (escape DC 18 or any fire/slashing).

  • Fungal Fling.

    Range 8. Throw a Grappled creature, 3d10+10.

Habitat: Forest, Swamp

Gloomwoods were once treants in service to an archfey, but they were corrupted by a supernatural fungal blight. The growth bores through their trunks and into their souls, making the gloomwoods cruel and vicious, interested only in spreading more decay. Fungal spores drift from their trunks and branches, rotting any flesh and digging into the ground around them to spread the blight.

Secret. Carving the Sylvan name of the forest the gloomwood once called home into the creature’s trunk quells its aggression.

Lvl 13 huge monstrosity

Crooked Moon Bestiary
12140
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Repelled by Stars.

Disadvantage on rolls when adjacent to a symbol of a 7-pointed star.

Flying.

Flying speed and immune to Opportunity Attacks. May FALL when crit (1d6 damage/10 ft. fallen, and lands Prone).

Choose one.
  • Talons.

    4d6+10. On HIT, Grappled (escape DC 16).

  • Beak.

    Against a Grappled creature 4d6+10. On CRIT, gain 1 Wound.

  • THEN:.
  • Eye Beam.

    Line 12. DC 16 DEX save to ALL in LINE, 2d6 psychic and Dazed. Half damage only on success.

Habitat: Forest, Hill

Gobblegeists are massive birdlike monsters with earth toned plumage, reptilian faces and claws, and a metallic beak edged with sharp teeth. These ravenous creatures descend from forest canopies or hilltops to snatch their prey unawares and carry them off to feed on their blood in solitude. Their single, unblinking eye can unnerve and dazzle more alert prey, making would-be threats an easy meal.

Secret. The folk who venerate the Old Ways believe that a seven-pointed star repels gobblegeists. They keep the monsters at bay by painting or weaving star sigils from wicker to hang from their homes or in trees.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Endless Footwork.

Immune to Opportunity Attacks, but if Speed is 0, against against them are made with Advantage and (1/turn) takes 20 necrotic damage.

Wave the Banner.

Allows an ally to re-roll a save while carrying their banner (1/round).

  • Banner Pole.

    Reach 2. 1d8+10. THEN

  • Lethal Jape.

    Reach 12. DC 18 WIL save, 2d8+10 and Dazed. Half damage only on a success.

Habitat: Planar (Lower Planes), Urban

Heralds of fools lead troupes of fiendish revelers in service to the enigmatic Lord of Fools, a clown or jester entity who is a curious mix of levity and cruelty (though always with a sense of irony). The heralds are agile and graceful, every movement a dance, spinning their banner poles in intricate displays that can swiftly turn from entertainment to death.

Secret. Heralds of fools are wonderful dancers, and they must never stop dancing, or they quickly perish.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Aversion to Needles.

After taking piercing damage, Disadvantage on attacks for 1 round.

Pack Tactics.

Advantage on attacks when an ally is adjacent to the target.

  • Graft Blade (2x).

    1d6+2.

Habitat: Any

Hospital horrors were once people, but now they are repulsive mockeries created through surgical and magical alteration. They have no memory of their past lives, existing only within a chemically induced rage. Often, they are conditioned by the use of specific command phrases that allow them to be controlled.

Secret. Hospital horrors have spent much of their existence being prodded with needles, so being pierced frays what few wits they retain.

Lvl 19 gargantuan construct

Crooked Moon Bestiary
H2180
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Construction.

Taking 30 damage in a single turn forces a DC 18 STR save, creating an opening large enough for a Medium creature to use.

Excorsism Susecptibility.

Vulnerable to radiant damage.

Soul Trap.

Being at 0 HP while inside the House of Horror causes 1 Wound (1/turn).

Choose one.
  • Structural Slam.

    2d20+10. On HIT, Grappled (escape DC 19).

  • Agonized Souls (2 uses).

    Reach 2 (and EVERYWHERE within its interior). Once an opening is created, such as its Construction trait, DC 19 WIL save. 4d20 necrotic. Half damage only on success.

Habitat: Any

Houses of horror are living houses, often angry or bitter due to the circumstances of their awakening. They were once mundane buildings or dwellings where powerful magics of life and death took place and infused the stones and timber. Houses of horror jealously covet the true life that its former inhabitants enjoyed, or they carry echoes of the suffering that bodies and souls experienced within them. The houses vent this fury on any who enter, tormenting and terrifying trespassers. The souls of those who die inside are trapped, waiting to be unleashed upon future victims.

Secret. While not haunted houses in the traditional sense, houses of horror can have their consciousness quelled by the same exorcism or purification rituals that put unquiet spirits to rest or drive out possessing spirits.

Lvl 11 large monstrosity

Crooked Moon Bestiary
12160
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sneak.

Invisible until they attack.

All the better to see you with...

Creatures cannot be hidden from the Hypnovulfen.

All the better to eat you with...

Creatures inside the Hypnovulfen are Blinded, Restrained, and take 40 acid damage 1/round.

  • Hypnotic Eyes (1 use).

    Cone 6. When at least 2 smaller creatures within reach, DC 15 WIL save, Charmed and creatures use an Action to move up to 6 spaces closer to the Hypnovulfen.

  • Choose twice.
  • Bite.

    2d10+10. On HIT, Grappled (escape DC 15).

  • Swallow.

    Swallow a Grappled creature. Can have 2 creatures swallowed at a time. Taking 40 damage in 1 round, Regurgitate.

Habitat: Forest, Hill

Hypnovulfen resemble massive wolves with unnaturally large orange eyes and wide, crooked maws. Despite their size, hypnovulfen are shockingly stealthy, able to stalk their prey and snare them with a hypnotic gaze from the shadows. The gaze beguiles victims into seeing a loved one beckoning them closer for a warm embrace. All the better for a hypnovulfen to feed and consume the unfortunate morsel’s memories.

Secret. Hypnovulfen have no power to mesmerize anyone holding a keepsake or memento received from a loved one, as it overpowers the false beckoning of the monster’s gaze.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Alien Mind.

Dazes creatures attempting to read its mind.

Otherworldly Slip.

Teleport 8 spaces after taking damage 1/round.

Weak Constitution.

Vulnerable to poison.

Choose twice.
  • Unnerving Glare.

    Cone 4. DC 18 INT save, Dazed and Slowed.

  • Disrupting Touch.

    Against a Dazed creature, 4d10+25 (ignores half of armor).

Habitat: Any

Invaders out of space appeared after a falling star blazed down from the cosmos. These alien beings have an unsettling habit of appearing between glances and silently watching. Invaders stand upright like a biped, shrouded in what are either voluminous robes or draping folds of skin. Observers who are lucky find the invaders gone in a blink, and those who aren’t so fortunate hear the bloodcurdling hiss these things from beyond the stars emit as they attack. All that remains of their victims is a spray of gray powder amid crumpled clothing.

Secret. The invaders have little resilience to the toxic and virulent threats of the Material Plane, and they succumb quickly to diseases and poisons.

M1290
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Lantern Vulnerability.

Damage done to its lantern is also done to the Kackle (ignoring armor).

Flickering Teleport.

Teleports after taking damage (1/round). Deals 10 damage of the associated lantern's color to all creatures adjacent to the location it left.

Lantern Flame (Roll a d6).
  • Blue (1 and 2).

    3d6+20 cold. On HIT, Restrained for 1 round.

  • Green (3 and 4).

    3d6+20 necrotic. On HIT, Speed 0 for 1 round.

  • Purple (5 and 6).

    3d6+20 psychic. On HIT, Frightened for 1 round.

Habitat: Any

Those who were particularly sadistic in life and died consumed by wicked mirth linger as Kackles—ghostly figures that drift above the ground, always flitting just out of sight. Adorned in tattered cloaks and concealing hoods or hats, their hollow laughter echoes through dark places, fading in and out to confuse and terrify their victims. Kackles always carry lanterns lit with ghostly flames, the color of which changes to reflect a kackle’s current cruelty of choice.

Secret. Kackles are bound to their lanterns, and smashing their lights can snuff out the spirits’ existence.

10120
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Blight Dependant.

If cured of the Hartsblight, takes 10 damage and disadvantage on attacks and saves.

Fungal Step.

Ignores difficult terrain caused by plants and fungus.

Uses Blight Staff THEN Rotting Ritual.
  • Blight Staff.

    2d8+10 necrotic (or Shoot, Range 6) THEN

  • Rotting Ritual.
  • Blight Spawn.

    If there are no allies, Summon 1/hero Rotweaver minions (d8) within Reach 6.

  • Sticky Fungus.

    Summon fungal growth within Reach 12. Fungus is difficult terrain.

  • Frenzying Spores.

    Range 6. DC 15 WIL save, 2d8 psychic and it controls your next action. Half damage only on success.

  • Blight.

    Range 6. Against a Bloodied creature, 4d8+15 necrotic. Half damage only on success.

Habitat: Forest, Swamp, Underground

Keepers of the blight arise from Fey beings that dwell in a natural region that becomes overtaken by a supernatural or spiritual rot. Where they once tended the balance and cycles of their home, keepers are consumed by the blight and channel their magic through fungus, mold, and rot, pushing the cycle of life toward death, decay, and the flourishing of things that thrive in gloom.

Secret. The fungus growing throughout keepers of the blight empowers and sustains them, and killing that growth diminishes their power.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Riddle Bound.

Posing a riddle to the Ketgrinn forces a DC 14 WIL save. On fail, Incapacitated.

Warping Claws.

Teleports creatures 4 spaces when hitting them with an attack.

Choose one.
  • Consume Voice.

    If possessing no voice, DC 14 WIL save, 4d4+15 psychic and Silenced (end condition DC 14). Half damage only on success.

  • Claw (2x).

    2d4+8. On CRIT, Disadvantage on attacks for 1 round.

Habitat: Forest, Hill, Planar (Fey), Urban

Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion.

Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind spiraling.

10180
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Depicted Demise.

Takes 20 damage if they can see themselves, as in a portrait, mirror, etc.. (1/round).

Silt Stealth.

While submerged in water, Invisible until they attack.

Perforated Stomach.

A swallowed creature can use an Action and take 15 piercing damage to exit its stomach.

Choose twice.
  • Bite.

    2d6+10. On DAMAGE, Grappled (escape DC 17).

  • Swallow.

    Swallow a Grappled creature, 4d6+15 necrotic, Blinded, and Restrained until out of its stomach. Creatures take 4d6 necrotic 1/turn inside the stomach.

Habitat: Coastal, Swamp, Underwater

Lake dredgers are Undead water behemoths, such as whales, giant fish, or dinosaurs. These creatures are reanimated through the deep, primal fear of the unknown horrors that lurk in the murky depths. They dwell in the beds of lakes, rivers, or oceans, dredging up the detritus to replenish their ever-rotting mass. They also add to their decaying bulk by feeding on living creatures, especially drawn to those who exhibit fear of the deep. Once prey is devoured, it is impaled on its cracked ribs until the waterlogged flesh becomes one with the beast’s.

Secret. Lake dredgers exist because of the fear of the unknown, and their essence is undone in the presence of a captured or crafted depiction of themselves, such as a drawing or carving.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Ward of Innocence.

Can't attack or move within 2 spaces of a creature holding a stuffed animal/toy.

Warping Touch.

Teleports creatures hit by its attacks 8 spaces, and teleports with them.

  • Claws.

    2d6+4. On HIT, Grappled (escape DC 14).

Habitat: Planar (Shadow), Urban

Lurkers in the dark are wicked Fey creatures who prey upon the fearful, vulnerable, and alone. They resemble nightmarishly distorted people with gray skin, lank hair, and three-fingered, clawed hands. Their limbs move in impossible ways, allowing them to slip through and hide within spaces that seem far too small. They delight in stoking their victim’s fears by whispering from spaces a person couldn’t fit. When the terror crests, the lurkers strike, drag their victims into the dark, and vanish with them.

Secret. Frightened children know that lurkers in the dark can be held at bay by clutching a beloved stuffed animal.

M120
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Undoing Gift (1/day).

MUST accept an apple offered to them, taking 50 damage (ignoring armor).

Absorb Magic.

After a spell misses or succeeding on a save vs. magic, gain 10 temporary HP.

  • Lure.

    Reach 6. DC 17 INT save. Charmed, Dazed, and they control the creature's next turn. THEN

  • Choose twice.
  • Tendril.

    Reach 2. 1d10+10. On DAMAGE, Restrained (escape DC 17) and pulled adjacent to them.

  • Chew.

    Against a Restrained creature, 3d10+20.

Habitat: Forest, Swamp

Maidenwoods are creatures birthed from tree stumps by old magics, often arising from curses that turn the forest against a transgressor. They scuttle on roots like legs, and the broken trunk becomes a fierce, grinding maw. The maidenwood’s tendrils blossom into lifelike figures it uses to lure its prey close.

Secret. The curse that maintains a maidenwood unravels if one is offered an apple—an ancient trick used by witches turned against them.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Anchoring Mask.

MUST purse its porcelain mask, ignoring EVERYTHING else until its mask is retrieved.

Choose one.
  • Inject (1 use).

    2d4+10. On CRIT, Poisoned for 1 hour (magical healing ends).

  • Stab (2x).

    2d4+5.

Habitat: Any

Mutant nurses resemble the Humanoids they once were, though an alien mutation writhes within their bodies. They serve as caretakers of healing institutions, though they are fully beholden to whoever, or whatever, altered them to their current state. The nurses all wear a white porcelain mask made in the likeness of their original features, which grounds them to their sense of self and prevents them from losing their will fully to the aberrant influence that changed them.

Secret. Mutant nurses go berserk if their masks are destroyed or taken from them, or they become unresponsive if there are no other creatures nearby.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sunlight Hypersensitivity.

Takes 20 radiant damage in sunlight 1/round.

Salt Susceptibility.

Vulnerable to salted weapons.

Blood Stalker.

Bloodied creatures cannot hide from the Night Creature.

Choose twice.
  • Claw.

    1d4+5. On DAMAGE, Grappled (escape DC 14).

  • Bite.

    Against a Grappled creature, 4d4+10 piercing. On CRIT, cannot heal for 1 round.

Habitat:* Any

Night creatures are fiendish spirits bound into vampire-blood-tainted corpses through profane rituals. The hulking brutes are fanatically loyal to their creators, a fact some vampire overlords learn too late when those they employ to create the night creatures develop ambitions of their own.

Secrets. Night creatures are quickly undone by the purity of salt if wiped on a weapon and driven into a wound.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Disciple of the Old Ways.

Will not attack a creature they BELIEVE to be a member of their faith.

Shifty.

Can move after being attack (1/round).

Choose twice.
  • Song of Sacrifice (1 use).

    One creature within Reach 6, DC 14 STR save. 9d8 necrotic and Dazed 2. Half damage only on success.

  • Ritual Dagger (3x).

    After singing, 1d4+10 necrotic. On CRIT, regain use of Song of Sacrifice.

Habitat: Any

Venerating old and forgotten gods who once held sway over the remote places of the world, the Old Ways chosen keep the last embers of belief and tradition burning. Many of the chosen are insular, keeping to the communities they foster. Some are more open to contact with outsiders, whether to be a beneficent presence or to draw in potential sacrifices to the Old Ways.

Secret. Old Ways chosen bind their power into a mask they use as a focus. Without the mask, their magic unravels.

M12140
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Breathless Warding.

A creature holding its breath is Invisible to the Phantom Hearse.

Entombed.

You take 30 necrotic damage at the start of your turn. You attacks cannot miss and ignore armor.

Choose twice.
  • Ghostly Coachman.

    Reach 2. 3d8+7 cold. On HIT, cannot heal for 1 round.

  • Trample (1/turn).

    Move 12 in a straight line. DC 16 DEX save. 6d8 cold and Grappled until freed (escape DC 16). Half damage only on success.

  • Entomb.

    Against ALL Grappled creatures, DC 16 STR save, Entombed. Crit or DC 16 STR save ends.

Habitat: Any

Phantom hearses are ghostly carriages complete with horses and coachmen—amalgamations of tormented souls driven to claim the living and drag them to the land of the dead. The spirit coachmen strike with phantom whips and weapons, and even fly out to harry foes at a distance, while the ghostly horses drive the hearse in a crushing charge that gathers victims and seals them into a spectral coffin that drains the warmth and vitality from flesh and bone. The tolling bell on the carriage precedes the apparition’s appearance, and its sepulchral sound has caused more than a few witnesses to drop dead on the spot.

Secret. Phantom hearses are driven to collect the living, and they can’t see a living creature that holds its breath.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Sorrowful Memento.

Seeing a possession of the Pumpkin Head's former self causes it to have Disadvantage on all rolls.

Choose one.
  • Personality Consumption (1 use).

    Reach 6. DC 12 INT save. Dazed and gain 1 Wound.

  • Pitchfork (2x).

    1d8+5.

Habitat: Any

Pumpkin heads are scarecrows of straw, sticks, and clothing topped with a carved pumpkin for a head and animated by a fiendish spirit. They are crafted by demons to resemble their Humanoid victims and returned to wherever the unfortunate souls had been snatched from. These living effigies speak with the voice of whomever they replaced, often repeating phrases and behaviors that the missing person said or did in life while stalking and killing new prey.

Secret. Pumpkin heads hold a shred of memory from the people they replaced. The sight of a keepsake or memento from a pumpkin head’s victim confuses the creature.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Iron Binding.

If wrapped or somehow bound with iron, the Rotweaver cannot use Call of Rot and has Disadvantage on all rolls.

Fungal Step.

Ignores difficult terrain cause by plants or fungus.

  • Call of Rot.

    Cone 6. DC 12 STR save, 2d8 necrotic and Poisoned for 1 round. Half damage only on success.

  • Staff.

    1d8+3.

Habitat: Forest, Planar (Fey), Swamp

Rotweavers were Fey caretakers of the natural world or fey planes who’ve been corrupted by the power of rot. Rotweavers serve powerful beings of withering and blight as minor acolytes and hunters, working to spread the bounds of their beloved decay.

Secret. The rotweavers’ fey nature still holds; binding them with iron, such as manacles or a chain, mutes their strength.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Graveyard Warding.

Cannot move through or cross a barrier made of iron.

Corrupting Mist.

Can occupy another creature's space. DC 13 STR save, 10 necrotic damage at start of turn.

Latched On.

You move where your target moves until either dies. Your attacks can't miss or be Defended/Interposed against. Attacks that miss you damage your target instead.

  • Consuming Bite.

    Reach 2. 1d4+15 necrotic. On CRIT, Latched On.

Habitat: Any

Shrouded are the spirits of the dead—devoid of any ability to reason and corrupted by the deathly mists known as the Shroud. They are raw emotional energy, unfettered and unleashed, manifested into being. The shrouded are constantly whispering about a victim’s incompetencies, weakness, foibles, and failings as they engulf their prey to drain the life from them, corrupting their soul.

Secret. Shrouded are bound by barriers and lines of iron, which is why cemeteries with iron fences keep them contained.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Graveyard Warding.

Cannot move through or cross a barrier made of iron.

Corrupting Mist.

Can occupy another creature's space. DC 13 STR save, 10 necrotic damage at start of turn.

  • Scythe.

    2d4+15 necrotic. On CRIT, gain 1 Wound.

Habitat: Any

Shrouded are the spirits of the dead—devoid of any ability to reason and corrupted by the deathly mists known as the Shroud. They are raw emotional energy, unfettered and unleashed, manifested into being. The shrouded are constantly whispering about a victim’s incompetencies, weakness, foibles, and failings as they engulf their prey to drain the life from them, corrupting their soul.

Secret. Shrouded are bound by barriers and lines of iron, which is why cemeteries with iron fences keep them contained.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Graveyard Warding.

Cannot move through or cross a barrier made of iron.

Corrupting Mist.

Can occupy another creature's space. DC 13 STR save, 10 necrotic damage at start of turn.

  • Toxic Thoughts.

    All LIVING creatures within Reach 6, DC 13 INT save. 8d4 psychic and Frightened for 1 round. Half damage only on success.

Habitat: Any

Shrouded are the spirits of the dead—devoid of any ability to reason and corrupted by the deathly mists known as the Shroud. They are raw emotional energy, unfettered and unleashed, manifested into being. The shrouded are constantly whispering about a victim’s incompetencies, weakness, foibles, and failings as they engulf their prey to drain the life from them, corrupting their soul.

Secret. Shrouded are bound by barriers and lines of iron, which is why cemeteries with iron fences keep them contained.

Lvl 1 swarn of tiny fiends

Crooked Moon Bestiary
626
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Body Burrowing.

MUST burrow into any body it can see.

Infested.

While Infested, 3 damage at beginning of turn. Any healing ends.

  • Infesting Bite.

    2d6+4. On Damage, Infested. (At 13 HP, 1d6+2).

Habitat: Planar (Fey), Underground, Urban

Disgusting Fey who delight in warping flesh and spreading sickness can gather into squirming masses of centipedes known as skitterswarms. These swarms lurk in places where foulness accumulates and often serve centipede hags.

Secret. Skitterswarms can’t resist dead bodies and are drawn to the corpses of Humanoids.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Corpse Fuel.

COMPELLED to do everything it can to incinerate any corpse it can see.

Soul Burn.

Adjacent creatures take 5 necrotic damage (1/round).

Choose twice.
  • Spectral Steam (2 uses, 1/turn).

    Cone 6. DC 14 DEX save. Attacks against targets are made with Advantage. End condition DC 14.

  • Sear.

    2d8+5. On HIT, Disadvantage on attacks and saves for 1 round.

Habitat: Planar (Elemental Plane of Fire), Urban

Soulfire stokers are Elemental spirits of fire who inhabit furnaces, engines, and boilers that burn bodies or souls. The resulting creature is composed of ghostly flames and steam, with swirling plates of phantom iron that resemble the engine or machine that gave it form. A crackling blend of fire and negative energy, soulfire stokers burn away souls as much as flesh.

Secret. Soulfire stokers are compelled to burn corpses they can see, so dead things can bait the spirits.

Lvl 1 swarm of tiny fey

Crooked Moon Bestiary
1226
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Compelled Delivery.

When presented with a letter or parcel, the Squabswarm is COMPELLED to deliver it immediately.

  • Peck.

    2d4+8. On CRIT, Blinded for 1 round. (At 13 HP, 1d4+4).

Habitat: Mountain, Planar (Fey), Urban

Fey messengers that take the form of pigeons can gather into flocks, or squabswarms. Hags and other influential Fey use squabswarms as spies and messengers—and sometimes as unerring trackers to locate any who flee responsibility or judgement.

Secret. Squabswarms’ drive to deliver letters or parcels is overwhelming, and they can be confused by delivery requests.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Bottle Trap.

When presented with an empty bottle or similar container, DC 16 WIL save, harmlessly trapping the Wayward Haint.

  • Draining Regret.

    3d6 psychic. On DAMAGE, gain 1 Wound.

Habitat: Any

Wayward haints are restless spirits stuck between the realms of the living and the dead. Be it a curse or an unresolved conflict from their previous life, a haint can’t rest until their unfinished business is resolved. Haints only show hints of who they were in life, taking on a more symbolic form related to the hurt or loss they can’t let go of. They tend to repeat their monotonous actions—often imitating those performed in life or reenacting their sorrow—over and over for eternity. When provoked, they can display a volatile temper and lash out with a crushing wave of the grief and indecision that binds their spirit.

Secret. Wayward haints can be trapped in empty bottles if they’re tricked or forced to pass over one.

M128120
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Hunting Terror.

Hearing a musical instrument Frightens the Wellwyrm for 1 round.

Amphibious.

Can breath air and water.

Choose twice.
  • Constrict.

    Reach 3. 1d10+10. On HIT, Grappled and move adjacent to Wellwyrm (escape DC 17).

  • Bite.

    Against a Grappled creature, 4d10+10 poisoned, ending Grapple.

Habitat: Coastal, Underground, Swamp

Wellwyrms are serpents originally touched by cruel Fey masters. The wyrms live in shallow waters where land dwelling creatures frequent, such as wells and watering holes, lying in wait to coil around unsuspecting victims. Wellwyrms then drag their prey into water, or into burrows they dig under seemingly safe ground, to drown or suffocate.

Secret. The sound of a hunting horn drives wellwyrms into a panicked frenzy.

1065
Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Quenching Water.

Getting splashed with water deals 20 damage to the Wildpyre.

Flame Body.

Adjacent creatures take 4 fire damage (1/round).

Choose twice.
  • Flame Bind (1 use).

    Reach 12. 2d10+5 fire. On HIT, restrained until freed (escape DC 13).

  • Blazing Rend.

    1d10 fire.

Habitat: Any

When animals perish in flames, their escaping spirits can cling to the fire that took their lives and arise as wildpyres. These Undead resemble the kind of animal they were in life, though made of ghostly flames. They lash out at anything in their vicinity, fanning the flames that consumed them.

Secret. Water can extinguish the undying flames of wildpyres, despite their ephemeral existence.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Vulnerablity.

Vulnerable to slashing damage.

Thorns.

Creatures Grappled by or Grappling the Woodwarped take 5 piercing damge (1/turn).

Splintered Propogation.

Each time the Woodwarped takes slashing damage, spawn a Small Woodwarped minion (size:d6, no passives).

Choose one.
  • Thorn Spray (1 use).

    All creatures within Reach 3, DC 14 DEX save. 4d6 and Poisoned (end condition DC 14 or any magical healing). Half damage only on success.

  • Claws (2x).

    2d6+3. On DAMAGE, Grappled (escape DC 14).

Habitat: Forest

Whispered among forest dwellers is the tale of a cursed vine, said to creep into the bodies of the living or the dead, twisting them into woodwarped. These wooden creations of tangled roots and bark take shape into a crude yet eerily familiar imitation of their hosts. Those that slay their hosts are sometimes clad in the stolen clothing and armor of their victims, silently wandering the woods with hollow eyes that reflect the unnatural force that binds them to the forest. Cutting pieces from their bodies is a dangerous proposition, as the fragments quickly grow into new woodwarped.

Secret. Woodwarped possess a deep fear of axes— tools capable of severing not only their bodies but their bond to the forest. The mere sight of an axe is enough to hold the creatures at bay, and the bite of its blade slices them like smoke.

Crooked Weakness.

All monsters from the Crooked Moon have some kind of weakness that the heroes can learn about through experience, research, etc...

Veiled Ignorance.

Creatures are Invisible to the Wormhost Surgeon if it cannot read its mind.

Vengeful Parasite.

On Death, the brainworm spits acid. Line 4, DC 15 DEX save. 12 acid. Half on success.

Infested.

Take 7 psychic damage at end of turn. Magical healing or poison damage ends condition.

Choose one.
  • Infested Spray (1 use).

    Cone 4. DC 15 DEX save, 5d6 psychic and Infested. Half damage only on success.

  • Bonesaw (2x).

    1d6+8. On CRIT, Dazed 2.

Habitat: Any

Alien parasitic worms that infest the brains of Humanoid bodies mutate their hosts into wormhost surgeons. These aberrant husks are obsessed with anatomical study and with finding new Humanoids to infest with larval worm slurry to propagate their kind. They can pass for ordinary people in most cases but must take care to hide their exposed brains and the wriggling worms within their flesh.

Secret. Wormhost surgeons are drawn to seek out and infest sapient victims, so intelligent creatures with veiled minds slip beneath the surgeons’ notice.