D&D 5e Old Gus' Errata: Tales From The Weird West Monster Manual
D&D 5e Old Gus' Errata: Tales From The Weird West Monster Manual
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 2
Outlaw Orc Marauder ................................................................................... 39 Phun-Babuz’ Faceless One ......................................................................... 78
Outlaw Scorpion ............................................................................................. 40 Phun-Ni Clown................................................................................................ 78
Outlaw Survivor .............................................................................................. 40 The Sand Phantom ....................................................................................... 79
Owlbear, Cub ................................................................................................... 41 Scourging Hive ............................................................................................... 80
Owlbear, Domesticated ................................................................................ 41 Swarm of Locusts .......................................................................................... 80
Pale Rider ......................................................................................................... 42 Slaad the Impaler .......................................................................................... 81
Pangolosaur ..................................................................................................... 42 Super-Mutants ...................................................................................... 82
Phasing Shambler ......................................................................................... 43 Super-Mutant .................................................................................................. 82
Pistolero Muerto ............................................................................................. 44 Super-Mutant Brute ...................................................................................... 83
Quillrat ............................................................................................................... 45 Super-Mutant Gunner .................................................................................. 83
Sandworms ........................................................................................... 46 Super-Mutant Leader ................................................................................... 84
Sandworm, Adult............................................................................................ 46 Time Wraith ..................................................................................................... 85
Sandworm, Ancient ....................................................................................... 46 Ulthuar Cat....................................................................................................... 86
Sandworm, Infant .......................................................................................... 46 Swarm of Ulthuar Cats ................................................................................ 86
Sasquatch ......................................................................................................... 47 Veridian Stalker ............................................................................................. 87
Sidhe ................................................................................................................... 48 Volund Trickster ............................................................................................ 88
Sprig ................................................................................................................... 49 Wasteblight ...................................................................................................... 89
Stone Troll ........................................................................................................ 50 Wastes Boulder .............................................................................................. 90
Sharkin .............................................................................................................. 51 Wastes Elemental .......................................................................................... 90
Sharkin Alpha .................................................................................................. 51 Wood Horror ................................................................................................... 91
Slug Spider ....................................................................................................... 52 WAR RELICS ........................................................................... 92
Slug Spiderling ............................................................................................... 52 Arcane Nullifier .............................................................................................. 93
Tatanka .............................................................................................................. 53 Biomechanical Horror.................................................................................. 94
War Elephant ................................................................................................... 54 Burnished Golemite Infantry ..................................................................... 95
Wasteroach....................................................................................................... 55 Malfunctioning Concierge ........................................................................... 96
Wastes Drake .................................................................................................. 55 Murdermachine .............................................................................................. 97
UNLEASHED HORRORS ........................................................... 56 Phantom Train ................................................................................................ 98
Befouled Elemental ....................................................................................... 57 Phylacteron Juggernaut ............................................................................... 99
The Blob ............................................................................................................ 58 War-Torn Fungal Boom Baby..................................................................100
Brown Jenkin ................................................................................................... 59 Warforged Terminator ...............................................................................101
Byahkee ............................................................................................................. 59 FOLK .................................................................................... 102
Centaur Cambion ........................................................................................... 60 Arcane Avenger ............................................................................................103
Chupacabra ...................................................................................................... 60 Avatar of the Raven Queen .......................................................................104
Democroc .......................................................................................................... 61 Bounty Hunter...............................................................................................105
Devoured Devourer ....................................................................................... 62 Circle of Mutation Druid............................................................................106
Flesh-Spider ..................................................................................................... 62 Cleric of Pestilence......................................................................................107
Giant Varkind................................................................................................... 63 Dentist .............................................................................................................108
Gumberoo ......................................................................................................... 63 Doctor ..............................................................................................................108
Handfly ............................................................................................................... 64 Drover ..............................................................................................................109
Howling Manticore ........................................................................................ 64 Faustian Warlock .........................................................................................110
It That Rides as One ...................................................................................... 65 Gambler...........................................................................................................111
Joro-Gumo ......................................................................................................... 66 Inventor ...........................................................................................................112
Mad Scientist ................................................................................................... 67 Ghoul Druid ...................................................................................................113
Man-Bat Transformism ..................................................................... 68 Gunslinger ......................................................................................................114
Man-Bat Infected ............................................................................................ 68 Legionnaire ....................................................................................................114
Man-Bat Convert ............................................................................................. 69 Luchador .........................................................................................................115
Man-Bat Ascendant........................................................................................ 70 Marshal............................................................................................................116
Man-Bat-Dragon.............................................................................................. 71 Perfectionist...................................................................................................117
Mi-Go .................................................................................................................. 72 Powder Hound ..............................................................................................118
Mind-Spider...................................................................................................... 72 Ruffian .............................................................................................................119
Mutant Mouther .............................................................................................. 73 Shaman ...........................................................................................................120
Mutating Wendigo .......................................................................................... 74 Sheriff ..............................................................................................................121
Nauls’ Mimic .................................................................................................... 75 Tattoosionist ..................................................................................................122
Pale Reflection ................................................................................................ 76 Way of the Rolling Stone Monk ..............................................................123
Phun-Babuz, the Face-Stealer ................................................................... 77
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 3
Featured Artists Juan Manuel Almirón, https://www.deviantart.com/jmacomic
Karola J, https://www.deviantart.com/karola-j
Aaron Miller, https://www.artstation.com/aaronbmiller
K.L. Turner, https://www.deviantart.com/eclectixx
Aaron Nakahara, https://www.deviantart.com/cobaltplasma
Karsten Schreurs, https://www.deviantart.com/grobi-grafik
Aaron Smith, https://www.artstation.com/aaronsmith
Kate Laird, https://www.deviantart.com/pawnattack
Adrian Girod, https://www.artstation.com/kurobot
Kate Pfeilschiefter, https://www.deviantart.com/katepfeilschiefter
Alex Konstad, https://www.deviantart.com/alexkonstad
Katherine Dinger, https://www.deviantart.com/jezebel
Alex Nice, https://www.artstation.com/alexnice
Kaek Starkiller, https://www.deviantart.com/kaek
Anne Terkelson, https://www.artstation.com/missterkelsen
Kella, https://www.deviantart.com/coconutmilkyway
Anarchic Fox, https://www.artstation.com/anarchicfox
Keren Beyit, https://www.artstation.com/kerembeyit
Anatolii Leoshko, https://www.deviantart.com/khezug
Kipine, https://www.deviantart.com/kipine
Anton Sander, https://www.artstation.com/sanderanton
Kylie Langton, https://www.deviantart.com/khaidu
Antonio J. Manzanedo, https://www.artstation.com/ajmanzanedo
Lane, https://www.deviantart.com/wildweasel339
Andrew Sonea, https://www.artstation.com/andrewsonea
Lenka Simeckova, https://www.deviantart.com/lenkasimeckova
Andrey Filimonov, https://www.deviantart.com/andyfil
Linda, https://www.deviantart.com/enigmasystem
Andrey Naumov, https://www.artstation.com/salamitrain
Luka Milosevic, https://www.artstation.com/l00kamilo
Apertus, https://www.deviantart.com/apterus
Maarten Verhoeven, https://www.artstation.com/mutte
Ariel Perez, https://www.deviantart.com/arielperezart
Mlke Lim, https://www.artstation.com/daarken
Austin Mengler, https://www.deviantart.com/austenmengler
Marius Siergiejew, https://www.artstation.com/noistromo
Ben Wootten, https://www.deviantart.com/benwootten
Marco Hasmann, https://www.artstation.com/hasmann
Billy Christian, https://www.deviantart.com/billcreative
Margo Zakharova, https://www.artstation.com/margo_zakharova
Bogdan Rezunenko, https://www.artstation.com/pumpkinpie
Maria Trepalina, https://www.deviantart.com/ketka
B.R. Guthrie, https://www.deviantart.com/guthrieartwork
Maksim Poplavskiy, https://www.artstation.com/maksimpoplavskiy
Brad Boedecker, https://www.artstation.com/broedeker
Maksym Harahulin, https://www.artstation.com/maksymharahulin
Bruno, https://www.deviantart.com/skazi222
Michael Michera, https://www.artstation.com/michera
Candice Li, https://www.artstation.com/candiceli
Nagy Norbert, https://www.deviantart.com/norbface
Carlos Fabián Villa, https://www.deviantart.com/zano
Natali Kayurova, https://www.artstation.com/santella
Carolina Eade, https://www.artstation.com/ide_lando
Nate Hallinan, https://www.deviantart.com/natehallinanart
Catharctic, https://www.deviantart.com/catharctic
Nicole Cardiff, https://www.deviantart.com/thegryph
Christophe Bastin, https://www.deviantart.com/lun-art
Ørjan Svendsen, https://www.deviantart.com/byakko-kun
Cian O’reilly, https://www.artstation.com/coar
Patriartis, https://www.deviantart.com/patriartis
Clavework Graphics, https://www.deviantart.com/ws-clave
Pavel Vophira, https://www.artstation.com/vophira
Clonerh!, https://www.deviantart.com/clonerh
Pete Mohrbacher, https://www.deviantart.com/petemohrbacher
CRAPdraw, https://www.deviantart.com/crapdraw
Quentin Ghion, https://www.artstation.com/lopskull
Daniel Kamarudin, https://www.deviantart.com/thedurrrrian
Raluca Marinescu, https://www.artstation.com/maraart
Dave Allsop, https://www.deviantart.com/daveallsop
Randy Hagmann, https://www.artstation.com/hagmann
Dave Jones, Dave Jones
Ricardo Robles, https://www.deviantart.com/rukkits
Dave Oliver, https://www.deviantart.com/dloliver
Richie Mason, https://www.artstation.com/richiemason
David Ogilvie, https://www.deviantart.com/ogilvie
Rob Powell, https://www.deviantart.com/rob-powell
Degos, https://www.deviantart.com/degos
Ryan Van Dongen, https://www.artstation.com/ryan
Dirk Wachsmuth, https://www.artstation.com/dirkwachsmuth
Saeed Jalabi, https://www.deviantart.com/lordeeas
Dmitry Skolzki, https://www.artstation.com/skolzki
Sam Lamont, https://www.deviantart.com/moonskinned
Ekaterina Yastrubetskaya, https://www.deviantart.com/ket-dawnatsunset
Sam Nielson, https://www.artstation.com/artsammich
Esben Rasmussen, https://www.artstation.com/lash
Sandra Duchiewicz, https://www.artstation.com/telthona
Esin Karabenli, https://www.artstation.com/esinkarabenli
Sara Polo, https://www.artstation.com/sarapolo
Eytan Zana, https://www.artstation.com/eytan
Sarah Jane Bates, https://www.deviantart.com/sarahjaneart
Felipe Escobar Bravo, https://www.deviantart.com/000fesbra000
Sebastian Shue, https://www.deviantart.com/shue13
Filip Acovic, https://www.deviantart.com/spinebender
Sergey Kozyakov, https://www.deviantart.com/kozivara
Frances Tsai, https://www.deviantart.com/francis001
Sheep Lin, https://www.artstation.com/sheeplin
Gabriel Ramos, https://www.artstation.com/gabrielramos
Silverjow, https://www.deviantart.com/silverjow
Giant-Eater, https://www.deviantart.com/giant-eater
Simon Cowell, https://www.artstation.com/simoncowell
Grizscald, https://www.deviantart.com/dr-grizscald
Simon Gocal, https://www.deviantart.com/fleret
Grzegorz Rutkowski, https://www.deviantart.com/88grzes
Simon Kono, https://www.artstation.com/simonkono
Ignacio de la Calle, https://www.deviantart.com/ignacio197
Subhajit Mistry, https://www.artstation.com/subhajit1996
Ivan Smirnov, https://www.artstation.com/real-sonkes
Tariq, https://www.deviantart.com/tariq12
Ivelin Trifonov, https://www.deviantart.com/ivelin
Te Hu, https://www.artstation.com/huteford
Izzy Medrano, https://www.deviantart.com/izzymedrano
Tess Eisinger, https://www.artstation.com/redbeatha
Jack Dowell, https://www.artstation.com/jackwdowell
Theme Finland, https://www.deviantart.com/themefinland
Jack-of-all-Trades, https://www.deviantart.com/admantius
Tom Harrison, https://www.deviantart.com/tgharrison
James J. Krause, https://www.deviantart.com/jamesjkrause
Toni Puumalainen, https://www.deviantart.com/nemca
Jerad S. Marantz, https://www.deviantart.com/jsmarantz
Toni Roads, https://www.artstation.com/toniroadsart
Javier Charro, https://www.deviantart.com/charro-art
Trevor Roth, https://www.artstation.com/twistedangel0
Jeff Jumper, https://www.artstation.com/jumpersart
Valentino Ferrari, https://www.artstation.com/honeydewstudios
Jesse Sandifer, https://www.deviantart.com/jessesandifer
Veikka Somerma, https://www.artstation.com/veikka
João Rui, https://www.artstation.com/joaoarde
Viktor Fetsch, https://www.deviantart.com/fetsch
Joe Sluchin, https://www.deviantart.com/joeslucher
Vincent Van Hoof, https://www.deviantart.com/vincentvanhoof
John Anthony Di Giovanni, https://www.deviantart.com/jadillo
Xyuen Mun, https://www.artstation.com/xyuenmun
Jordan Walker, https://www.deviantart.com/zypherax
Yelim Kim, https://www.artstation.com/vikk8014
Jose Arias, https://www.deviantart.com/josearias
Zach Causey, https://www.artstation.com/zachcauseyart
Josh Matsmoros, https://www.artstation.com/joshmatts
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 4
Illustration by Dave Jones
New Races
Resilient Survivors
A few races of folk that appear in this compendium appear in
Beasts, monsters and rarified folk still make a living off Old Gus’ Errata: Beastfolk, Old Gus’ Errata: Fey Folk, and
the scarce offerings of the earth. As ever, undead still Old Gus Errata: Plantfolk, Undead and Other Oddities.
feed upon the living. These items have been noted as such.
Unleashed Horrors
Use Creatures Wisely!
These inheritors charred wastelands include horrifying
Don’t be afraid to make any of the creatures in the
mutants, terrible creations and creators, and visitors
compendium your own or to alter the lore presented, they
from the hells or even beyond.
are mere suggestions!
War Relics Also, a final word of caution before we get to the beasties:
A few creatures presented in this compendium will most
These mysterious constructs in habit ancient ruins,
surely cross the line for many players’ tolerance for gore and
carrying out some variation of their instructions.
horror elements in a game.
Folk Always be sure to check in and be absolutely sure that
everyone is on board and having a good time with the
The most unpredictable creatures one will meet, folk intensity level before proceeding!
inhabit pretty anywhere they can get away with it, where
they do… well, pretty much anything they can get away
with.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 5
Illustration by Alex Nice
RESILIENT SURVIVORS Not that I’d should let any of that hippie-dippie
nonsense fool you. The world is a dangerous place, and
Plenty of monsters have weathered the centuries filled with creatures who alternately look at you as meal
relatively unchanged by the ravaged landscapes. Undead ticket, whether that be for the gold in your pocket or the
still thrive, and monsters have developed new flesh on your bones. Best keep that rifle at the ready,
adaptations to Some of these creatures are biological pardner.
weapons that escaped, or were never contained after
deployment, simply becoming part of the new unfolding
ecosystem. Others were an attempt to counter or contain Spells referred to appear in the Player’s Handbook on page
a problem, or were originally intended to help folk rather 211, in the Sword Coast Adventurer’s Guide SCAG on page
than harm them, but the world is living proof of the law 142, in Xanathar’s Guide to Everything XGE on page 150,
of unintended consequences. and in the Guildmaster’s Guide to Ravnica GGR on page 47.
VGM denotes content from Volo’s Guide to Monsters.
Optimistic folk take this as a sign of hope that life
endures through hard times, and a future of not just MTFdenotes content from Mordenkainen’s Tome of Foes.
restitution or restoration, but fulfillment is possible. TWWdenotes content from Old Gus’ Errata: Tales from the
Weird West Monster Manual.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 6
Arboreal Octopus
Medium beast, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 7
Blightboar
Huge beast, unaligned
ACTIONS
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) slashing damage. Illustration by Sergey Kozyakov
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 8
Wastes boars can live for decades, and their bodies can
mutate significantly over time: extra limbs and tusks, Bloated Minotaur Zombie
bony armor plating and eventually an uncomfortable
Large undead, unaligned
network of boils on their skin. The wounds these
pustules leave behind attract blightbugs, who nest inside
the boar to breed. Boars that survive this can benefit Armor Class 11 (natural armor)
from their new arrangement: they are surrounded by a Hit Points 68 (8d10 + 24)
plagued stench that incapacitates prey, which the Speed 25 ft.
blightbugs’ ichor pre-digests for it. Such boar can
manage to live over a century, growing to enormous size. STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
ACTIONS
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Illustration by Jose Arias target. Hit: 13 (2d8 + 4) bludgeoning damage.
Blightbug
Tiny beast, unaligned
ACTIONS
Ichor Squirt. Ranged Weapon Attack: +4 to hit, range 10 ft.,
one target. Hit: 4 (1d4 + 2) acid damage. Illustration by Izzy Medrano
\
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 9
Boo Hag Boo Rider. Expert Rider. The hag has advantage on ability
checks or saving throws that would result in her being forcibly
Medium fiend, chaotic evil dismounted and always lands on their feet if she fails. While
mounted, she drains 5 (1d8) hit points at the start of each of
Armor Class 17 (natural armor) her turns, drawn from the creature she is riding.
Hit Points 91 (14d8 + 28) Innate Spellcasting. The hag's innate spellcasting ability is
Speed 30 ft. Charisma (spell save DC 14, +6 to hit with spell attacks). She
can innately cast the following spells, requiring no material
STR DEX CON INT WIS CHA components:
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) At will: disguise self, dissonant whispers, infestation
3/day each: danse macabre, Evard’s black tentacles, harm
Saving Throws Wis +4 1/day each: simulacrum
Skills Arcana +8, Nature +4, Stealth +6, Survival +4 Last Laugh. When the hag dies, it releases a dying laugh that
Senses darkvision 60 ft., passive Perception 15 scars the minds of other nearby creatures. Each creature
Languages Common, Giant, Terran within 10 feet of the hag must succeed on a DC 14 Wisdom
Challenge 7 (2,900 XP) or 9 (5,000 XP) when part of a coven saving throw or take 5 (2d4) psychic damage.
Shared Spellcasting (Coven Only). While all three members
of a hag coven are within 30 feet of one another, they can
each cast the following spells from the wizard's spell list but
must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster
that uses Intelligence as her spellcasting ability. The spell
save DC is 12 + the hag's Intelligence modifier, and the spell
attack bonus is 4 + the hag's Intelligence modifier.
Swamp Strider. The hag considered to be under the effects of
the water walk spell at all times.
ACTIONS
Scratch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit:10 (2d8 + 1) slashing damage plus 3 (1d6) poison
damage.
Boo Ride. The hag moves up to half her movement speed
and touches a Small or larger creature. The target makes a
DC 15 Wisdom saving throw. If they fail, they take 7 (2d6)
psychic damage, and are mounted and dominated by the hag
for as long as she remains mounted. If they succeed, they
take half as much damage and aren’t mounted or dominated.
A mounted creature can repeat the saving throw at the end of
each of its turns (at disadvantage), ending the effect early on
a success.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 10
Brownie
Tiny fey, chaotic neutral
Armor Class 16
Hit Points 78 (12d4 + 48)
Speed 30 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 11
Buzzgrig CAECURAPTORS
Caecuraptors do not see in the traditional sense, but
Tiny fey, lawful evil have a sensory organ that can detects shifts in
temperature, and are sensitive enough to detect the
Armor Class 13 friction in the air caused by an insect’s wings. This
Hit Points 10 (4d4) ability, combined with their pack instincts makes them
Speed 10 ft., fly 30 ft. capable wasteland hunters whose range is bound only by
their pack leaders’ cunning and bravery.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 7 (-2) 12 (+1) 10 (+0)
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)
ACTIONS
Multiattack. The caecuraptor can make one bite attack or
attack twice with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Illustration by Vincent Van Hoof Hit: 5 (1d6 + 2) slashing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 12
Caecuraptors alphas are not born, but arise due to While most caecuraptors run in wild, a few are
pheromonal interactions within their pack. Breeders of domesticated, serving as mounts, guards, and herding
caecuraptors will put them down at the first expression animals, a feat which took considerable effort and
of these tendencies, for fear of losing the others to the generations of breeding to accomplish. They are
sway of the alpha. They are faster, more muscular, more intelligent enough to adopt other creatures as members
aggressive, and emit a hissing noise that inspires of their pack, but require a consistent and firm hand
coordinated behavior in their lesser brethren. from the individual they see as the pack’s leader.
Caecuraptor Alpha
Medium monstrosity, unaligned
Commanding Hiss. When the caecuraptor hits a creature STR DEX CON INT WIS CHA
with its bite attack, it can emit a commanding hiss as bonus 12 (+1) 15 (+2) 13 (+1) 7 (-2) 10 (+0) 5 (-3)
action, causing one raptor with 10 feet of it that can hear it
to immediately attack the same target with its bite attack. Skills Perception +2
Keen Smell. The caecuraptor has advantage on Wisdom Senses blindsight 60 ft., passive Perception 12
(Perception) checks that rely on smell. Languages —
Pack Tactics. The caecuraptor has advantage on an attack Challenge 1/2 (100 XP)
roll against a creature if at least one ally is within 5 feet of the
creature and the ally isn't incapacitated. Keen Smell. The caecuraptor has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS Pack Tactics. The caecuraptor has advantage on an attack
Multiattack. The caecuraptor can make one bite attack or roll against a creature if at least one ally is within 5 feet of the
attack twice with its claws. creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) piercing damage. If the target is a creature, ACTIONS
it must succeed a DC 13 Strength saving throw or be Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
knocked prone.
Hit: 11 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 2) slashing damage. Hit: 5 (1d4 + 1) slashing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 13
Like many surviving descendants of the creatures of the
Corpse Devourer world’s ever-dwindling oceans, cloud rays have adapted
to desert life. They glide majestically, high above the
Large monstrosity, unaligned
wastes on the thermal air currents the sun baked sands
produce, feeding on airborne flotsam and jetsam. They
Armor Class 14 (natural armor) are hunted by folk, both for their meat, and for the oil
Hit Points 66 (7d10 + 28) their body produces, which is used for fuel, lubricants
Speed 30 ft., swim 30 ft. and other necessities of the times.
Some folk tell tales of cloud rays who fly low enough to
STR DEX CON INT WIS CHA them to touch, seemingly out of sheer curiosity about
17 (+3) 15 (+2) 18 (+4) 9 (-1) 14 (+2) 9 (-1) humanoids, leaving some to wonder if these gentle
giants are more than mindless beasts.
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 3 (700 XP)
ACTIONS
Impaling Scythe. Melee Weapon Attack: +4 to hit, reach 10
ft., one creature. Hit: 9 (1d10 + 3) slashing damage. If the
target is a creature, it must succeed on a DC 13 Strength
saving throw or be restrained (escape DC 13). Illustration by Ben Wootten
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
restrained or incapacitated creature. Hit: 7 (1d8 + 3) piercing
damage. If the target is a living creature, the corpse devourer Cloud Ray
regains a number of hit points equal to the damage dealt. Gargantuan beast, unaligned
Armor Class 13
Hit Points 124 (8d20 + 40)
Speed 10 ft., fly 80 ft.
ACTIONS
Multiattack. The cloud ray makes attacks with its tail.
Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one
target. Hit: 22 (4d8 + 4) bludgeoning damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 14
Debbie Warren
Tiny monstrosity, lawful evil
Armor Class 14
Hit Points 5 (1d4 + 2)
Speed 35 ft.
Skills Persuasion +4
Senses darkvision 60 ft., passive Perception 12
Illustration by Aaron Smith
Languages —
Challenge 1/4 (50 XP)
Drosera Balladeer
Adorable Allure. While not in combat, a debbie warren can
Large plant, unaligned
implore a humanoid creature unfamiliar with its nature
within 10 feet of it that is, making a Charisma (Persuasion)
check against the target's Wisdom (Insight). If the target Armor Class 13 (natural armor)
loses, the debbie warren can make a surprise attack. Hit Points 85 (10d10 + 30)
Pack Tactics. The debbie warren has advantage on an attack Speed 30 ft., burrow 5 ft.
roll against a creature if at least one member of its gang is
within 5 feet of the creature and isn't incapacitated. STR DEX CON INT WI6 CHA
18 (+4) 10 (+0) 16 (+3) 1 (-5) 13 (+1) 4 (-3)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Resistances cold, fire
creature. Hit: 4 (1d4 + 2) piercing damage. Senses blindsight 30 ft., passive Perception 11
Summon Gang (1/Day). The debbie warren can summon its Languages —
gang of 1d6 additional debbie warrens. Challenge 3 (700 XP)
ACTIONS
Multiattack. The drosera balladeer makes three attacks: two
with its limbs and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
restrained target. Hit: 9 (1d10 + 4) piercing damage.
Limb. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage and the creature is
restrained (escape DC 13). The drosera balladeer can restrain
up to two creatures in this way.
Beguiling Song. Creatures within 30 feet of the drosera
balladeer that can hear it must succeed on a DC 13 Wisdom
saving throw or be charmed by it until the end of their next
turn. At the start of their turn, a charmed creature must use
Illustration by Kella their movement to move toward the drosera balladeer. A
creature that succeeds its saving throw against the drosera
A gang of debbie warrens can strip a horse of its flesh in balladeer’s beguiling song becomes immune to its effects for
under a minute. They are curious, persistent and will use 24 hours.
every member of their pack to obtain a meal or a shiny
object (of which they are particularly fond).
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 15
Fallen Gunslinger
Medium undead, any evil alignment
ACTIONS
Multiattack. The slug makes two attacks with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) acid damage.
Illustration by Degos
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 16
Flying Hydra
Huge monstrosity, unaligned
Skills Perception +6
Senses darkvision 60 ft. passive Perception 16
Languages —
Challenge 6 (2,300 XP)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has 1d4+1 heads. While it has
more than one head, the hydra has advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows one head for each of its heads
that died since its last turn, unless it has taken fire damage
since its last turn. The hydra regains 10 hit points for each
head regrown in this way.
Reactive Heads. For each head the hydra has beyond one, it
gets an extra reaction that can be used only for opportunity
attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
awake.
Illustration by Dirk Wachsmuth
ACTIONS
Flying hydra prefer to live in swamps, jungles and other
waterlogged terrain which provide plenty of prey for Multiattack. The hydra makes as many bite attacks as it has
hunting. They will stalk their quarry from the water or heads.
the air, but prefer to drag their subdued prey into the Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
water to feed. Hit: 9 (1d10 + 4) piercing damage.
Different breeds of flying hydra bear a range of Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
numbers of heads, although those with more heads tend Hit: 10 (1d12 + 4) piercing damage.
to be more successful hunters than those with fewer.
LEGENDARY ACTIONS
The hydra can take 2 legendary actions, choosing from the
options below. Only one legendary action can be used at a
time and only at the end of another creature's turn. The
hydra regains spent legendary actions at the start of its turn.
Detect. The hydra makes a Wisdom (Perception) check.
Tail Attack. The hydra makes a tail attack.
Wing Attack (Costs 2 Actions). The hydra beats its wings.
Each creature within 10 feet of the hydra must succeed on a
DC 15 Dexterity saving throw or take 10 (2d6 + 4)
bludgeoning damage and be knocked prone. The hydra can
then fly up to half its flying speed.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 17
Giant Villous Moth
Small beast, unaligned
Armor Class 13
Hit Points 4 (1d6+1)
Speed 15 ft., fly 30 ft.
ACTIONS
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage plus 10 (3d6) poison
damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft.,
one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Caustic Spores (Recharge 5–6). The giant releases spores
in a 30-foot cone. Each creature inside the cone must
succeed on a DC 12 Dexterity saving throw or take 3 (1d6)
acid damage at the start of each of the giant’s turns. A
creature can repeat the saving throw at the end of its turn,
ending the effect on itself on a success.
Illustration by Josh Matamoros
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 18
Illustration by Esben Rasmussen
REACTIONS
Hold Breath. The giant tortle can hold its breath for 8 hours.
Multiattack. When an attacker the giant tortle can see makes an
Vigilant. The giant tortle can't be surprised.
attack roll against a creature within 10 feet of the giant tortle, the
giant tortle can impose disadvantage on the attack roll.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 19
Gibby-Owl
Small monstrosity, unaligned
Armor Class 13
Hit Points 7 (2d6)
Speed 25 ft., fly 30 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 20
Ghost Rider Ethereal Sight. The ghost rider can see 60 ft. into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Medium undead, any alignment
Haunting Movement. The rider can move through other
creatures and objects as if they were difficult terrain. Creatures it
Armor Class 16 passes through must succeed a DC 12 Constitution saving throw
Hit Points 65 (10d8 + 20) or take 3 (1d6) necrotic damage. It takes 5 (1d10) force damage if
Speed 0 ft., fly 40 ft. (hover) it ends its turn inside an object.
Innate Spellcasting. The ghost’s innate spellcasting ability is
STR DEX CON INT WI6 CHA Charisma (spell save DC 14, +6 to hit with spell attacks). It can
12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 17 (+3) innately cast a number of spells, requiring no material
components:
Skills History +5, Insight +4, Perception +4 1/day each: cause fear, detect thoughts, fear, find greater steed,
Damage Resistances acid, fire, lightning, thunder; bludgeoning, vampiric touch
piercing and slashing from nonmagical attacks Ghostly Steed. When the rider casts find greater steed, it
Damage Immunities cold, necrotic, poison summons a ghostly steed. The steed shares the statistics of a
Condition Immunities charmed, exhaustion, grappled, Pegasus, except its creature type is fiend. It shares the rider’s
paralyzed, petrified, poisoned, prone, restrained alignment, resistances and immunities, and gains the benefits of
Senses darkvision 60 ft., passive Perception 11 the ghost rider’s ethereal sight and haunting movement traits.
Languages Any languages it knew in life
Challenge 8 (3,900 XP) ACTIONS
Multiattack. The ghost rider makes two ranged attacks with its
Spectral Revolver or one with its Spectral Rifle.
Spectral Revolver. Ranged Weapon Attack: +4 to hit, range
30/90 ft., one target. Hit: 8 (1d10 +2) cold damage.
Spectral Rifle. Ranged Weapon Attack: +4 to hit, range 80/240
ft., one target. Hit: 8 (3d6 +2) cold damage.
LEGENDARY ACTIONS
The Ghost Rider can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The rider
regains spent legendary actions at the start of its turn.
Ride. The ghost rider moves up to its movement speed (or that
of its Ghostly Steed, if it is mounted on it).
Ethereal Jaunt. The ghost rider moves up to half its movement
speed, entering either the Ethereal Plane or the Material Plane. If
mounted on its steed, the steed moves to the new plane with it.
Ghostly Aim. The ghost rider makes one attack with its spectral
rifle or spectral revolver.
Yippie yi ooh!
Yippie yi yay!
Ghost riders in the sky!
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 21
Let monsters help you tell a great story!
The gill-man could be an ocean dweller, or a river-dweller.
Consider filling its environs with (giant) crocodiles, (swarms
of) quippers, or dangerous insects. Perhaps it has an
underwater lair with an air pocket below the surface where it
takes its victims. Perhaps it’s just misunderstood. Also
consider its relationship to civilization, and how any of these
might play out. The gill-man’s origins and disposition to folk
are entirely up to the dungeon master. The gill-man is a
classic movie monster for a reason, and films like the Shape
of Water have drastically altered how player might be likely to
approach creatures like it!
Gill-Man
Large humanoid, unaligned
ACTIONS
Multiattack. The gill-man makes three attacks with its fins.
Fin. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 +5) slashing damage.
REACTIONS
Poison Spines. The gill-man shoots a poison spine in
response to an attack made by a creature within 30 feet of it.
Ranged Weapon Attack: +5 to hit, range 60 ft., one target.
Illustration by David Ogilvie Hit: 1d12 poison damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 22
Gremlin Gunner
Small fiend (devil), lawful evil
Armor Class 11
Hit Points 14 (3d6 + 3)
Speed 25 ft.
ACTIONS
Bugaboo. The grigling targets a creature it can see within 60
feet of it, which must succeed a DC 14 Constitution save or
take 1d4 + 2 poison damage, and move 5 feet in a random
direction. Roll a d4 for the direction: 1, north; 2, south; 3,
east; or 4, west. This movement doesn't provoke opportunity
Illustration by Zach Causey attacks. If it fails its saving throw, it makes a new saving
throw at the start of its turn, or suffers the effects of the
bugaboo a second time.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 23
Grindylow
Small monstrosity, chaotic neutral
Armor Class 13
Hit Points 21 (6d6 + 3)
Speed 10 ft., swim 30 ft.
Skills Athletics +3
Illustration by Gabriel Ramos Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)
Grimalkin Pickpocket
Small humanoid (grimalkin), chaotic neutral Blood Frenzy. The grindylow has advantage on melee attack
rolls against any creature that doesn't have all its hit points.
Water Breathing. The grindylow can breathe only
Armor Class 14 (leather armor)
underwater, but can hold its breath for up to ten minutes.
Hit Points 21 (6d6)
Speed 25 ft.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 6 (1d4 + 3) piercing damage.
9 (-1) 16 (+3) 11 (+0) 9 (-1) 10 (+0) 16 (+3)
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 24
Illustration by Sam Nielson
Gruggish Womp Tongue. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target is
Huge monstrosity, unaligned
swallowed if it is a Large or smaller creature. A swallowed
creature is blinded and restrained, has total cover against attacks
Armor Class 12 (natural armor) and other effects outside the womp, and takes 7 (2d6) acid
Hit Points 126 (12d12 + 48) damage at the start of each of the womp’s turns.
Speed 30 ft., swim 40 ft. The womp’s gullet can hold up to two creatures at a time. If the
womp takes 30 damage or more on a single turn, the womp must
STR DEX CON INT WIS CHA succeed on a DC 17 Constitution saving throw at the end of that
23 (+6) 9 (-1) 18 (+4) 5 (-3) 12 (+1) 8 (-1) turn or lose its reaction and regurgitate all swallowed creatures,
each of which falls prone in a space within 10 feet of the womp. If
the womp dies, a swallowed creature is no longer restrained by it
Senses darkvision 60 ft., passive Perception 11 and can escape from the corpse using 10 feet of movement,
Languages — exiting prone.
Challenge 8 (3,900 XP)
Womping Leap (Recharge 4—6). The womp makes a great leap
up to 20 feet into the air, traveling a distance up to its movement
Amphibious. The womp can breathe air and water. speed. Creatures in the space where it lands must make a DC 15
Dexterity saving throw. On a successful save, the creature is
ACTIONS pushed 5 feet to the nearest space. On a failure, the creature falls
Multiattack. The womp makes one attack with its tail and one prone and takes 14 (4d8) bludgeoning damage. If the womp
with its tongue, and can also use its womping leap if it is remains in the prone creature's space, the creature is also
available. restrained until it's no longer in the same space as the womp.
While restrained in this way, the creature, or another creature
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. within 5 feet of it, can make a DC 16 Strength check. On a
Hit: 13 (2d6 + 6) bludgeoning damage, and the target must success, the creature is shunted to an unoccupied space of its
succeed a DC 12 Strength saving throw or be knocked prone. choice within 5 feet of the womp and is no longer restrained.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 25
Horsefly
Medium or large beast, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 26
Kamelon Hunter
Small humanoid, neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 27
Kelp Thresher
Gargantuan monstrosity, unaligned
False Appearance. While the kelp thresher remains Illustration by Austin Mengler
motionless, it is indistinguishable from a large seaweed-
covered rock, unless an observer succeeds on a DC 16 Kelp threshers reside on shorelines, soaking in the salty
Intelligence (Investigation) check. brine of the ocean until disturbed. To the casual
Kelp Tentacles. The thresher has six tentacles, and loses a observer, they do not present as much more than a
tentacle if it sustains more than 15 slashing damage on a bundle of jagged rocks covered in kelp.
single turn. The thresher is able to restrain as many When a prospective meal gets too close to them,
creatures as it has remaining tentacles using its Kelp however, their true nature is revealed as their armor
Tentacle attack. plating grinds apart, revealing several lengthy tentacles
and mighty claws which they use to grasp and strangle
ACTIONS their prey before consuming it with their comparatively
Multiattack. The thresher makes four attacks: Two with its unimpressive and delicate jaws.
claws, and two with its kelp tentacles. Threshers stay in shallow waters, and will attack ships
Claws. The thresher grabs a Larger or smaller target within 5 if they are small enough and enough of the crew are on
feet of it with a claw. It can hold up to two creatures in this deck and visible.
manner. The target creature makes an opposed Strength
(Athletics) attack or Dexterity (Acrobatics) check to avoid the
The ship drifted to full stop,
grapple. If a creature is already grappled by the thresher, they
must succeed a DC 18 Strength saving throw or 16 (3d6 + 6) and a hollow thud rang from the hull.
bludgeoning damage, or half as much on a success. Something grabbed Phineas by the leg
Kelp Tentacle. Ranged Weapon Attack: +4 to hit, range and he suddenly disappeared,
30/40 ft., one target. Hit: 8 (1d4 + 6) slashing damage. The pulled into the thick fog.
target becomes restrained (escape DC 14).
I threw open the catch to my holster
Whirling Slash (Recharge 5—6). The thresher whirls in a
and steeled my nerves.
fast circle. Creatures within 15 feet of the thresher must
make a DC 15 Dexterity saving throw, taking 14 (2d8 + 6) Two more of the crew
slashing damage on a failure, or half as much on a success. disappeared from the deck.
The thresher must have at least three remaining tentacles to Overhead, their screams of fear
perform this maneuver. When it does, any creatures
filled the misty air,
grappled in its claws or tentacles must succeed a DC 16
Constitution saving throw or lose their reaction, and use like swirling banshees.
their action on their next turn to retch and recover from I pulled my knife and pistol
dizziness. And said a short prayer.
And the battle was joined.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 28
Kumomitsu Mental Acuity. The kumomitsu has advantage on saving throws
against being charmed, and magic can't put it to sleep. Its brain
Large monstrosity, neutral evil allows it to concentrate on two spells at once. When the
kumomitsu can cast a spell as a bonus action.
Armor Class 17 (natural armor) Spellcasting. The kumomitsu is a 5th-level spellcaster that uses
Hit Points 123 (13d10 + 52) Intelligence as its spellcasting ability (spell save DC 14, +7 to hit
Speed 45 ft., climb 30 ft. with spell attacks). The kumomitsu has the following spells
prepared:
STR DEX CON INT WIS CHA At will: dancing lights, thaumaturgy
16 (+3) 18 (+4) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 1st level (4 slots): faerie fire, sanctuary, sleep
2nd level (3 slots): darkness, hold person, web
Skills Deception +5, Perception +7, Stealth +7 3rd level (3 slots): feign death, nondetection, vampiric touch
Senses darkvision 120 ft., tremorsense, 30 ft., passive Perception 4th level (3 slots): shadow of moil XGE, sickening radiance XGE
18 5th level (2 slots): dominate person, steel wind strike XGE
Languages Any two languages Spider Climb. The kumomitsu can climb difficult surfaces,
Challenge 7 (2,900 XP) including upside down on ceilings, without needing to make an
ability check.
Light Sensitivity. While in bright light, the kumomitsu has
disadvantage on attack rolls, as well as on Wisdom (Perception)
Kumomitsu are highly intelligent and prefer prey that is,
checks that rely on sight.
as well. They hunt by invitation, luring creatures
unfamiliar with their nature into their lairs with formality Web Walker. The kumomitsu ignores movement restrictions
and hospitality. Or so the stories go. Precious few who caused by webbing.
have wandered into a kumomitu’s den ever return.
ACTIONS
Multiattack. The kumomitsu makes three attacks, either with its
bite or daikatana.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage. The target must succeed a DC 13
Constitution saving throw or take 9 (2d8) poison damage and
become poisoned until the end of their next turn.
Daikatana. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Webbing (Recharge 3—4). The kumomitsu targets one creature
within 15 feet of it that it can see. The target makes a Dexterity
saving throw, the results of which determine the outcome:
1-3: The target becomes completely encased in webbing, and is
incapacitated until the end of their next turn. Their restraints have
an AC of 10 and 10 hit points. Once they are no longer paralyzed,
they become restrained, and can break the webbing with a
successful DC 15 Strength (Athletics) check.
4-7: The target becomes restrained. Their restraints have an AC of
10 and 5 hit points. They can break the webbing with a successful
DC 12 Strength (Athletics) check.
8-11: The target is blinded. They can use their action on their turn
to clear the webbing from their eyes if they have a free hand.
12-15: The target’s movement speed is halved.
16+: The target escapes unaffected.
Illustration by Apertus
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 29
Ludai
Medium humanoid, neutral
Armor Class 10
Hit Points 23 (3d8 + 9)
Speed 25 ft.
ACTIONS
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
Illustration by Vincent Van Hoof creature. Hit: 7 (1d10 + 2) piercing damage.
Slime. Slick slime covers the ground in a 10-foot square
centered on a point within 30 feet of the ludai and turns it
Letiche into difficult terrain for the duration. If a creature starts its
turn in the area, it must succeed on a DC 11 Dexterity saving
Medium undead, chaotic evil
throw or fall prone.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 30
Magic Mirror Death Burst. When the mirror dies, it explodes in a burst of light
and shards of glass. Each creature within 15 feet of it must then
Medium construct, neutral make a DC 15 Constitution saving throw. On a failure, a creature
takes 3d6 radiant damage and 2d6 slashing damage and is
Armor Class 14 (natural armor) blinded. On a success, a creature takes half the amount and isn’t
Hit Points 66 (12d8 + 12) blinded. A blinded creature can repeat the saving throw on each
Speed 0 ft., fly 40 ft. (hover) of its turns, ending the effect on itself on a success.
False Appearance. While the mirror remains motionless, it is
STR DEX CON INT WIS CHA indistinguishable from an ordinary mirror, even to creatures
benefiting from the detect magic spell or similar magic.
6 (-2) 12 (+1) 12 (+1) 16 (+3) 24 (+7) 15 (+2)
Innate Spellcasting. The mirror’s spellcasting ability is Wisdom
Skills History +9, Insight +10, Perception +13 (spell save DC 18, +10 to hit with spell attacks). The mirror can
innately cast the following spells, without material components:
Damage Vulnerabilities bludgeoning
Damage Immunities necrotic, poison At will: arcane eye, guidance, comprehend languages, identify
Damage Resistances acid, fire, radiant 2/day each: augury, detect thoughts, divination, legend lore, locate
Condition Immunities charmed, exhaustion, frightened, object, locate creature, scrying
paralyzed, petrified, poisoned Magic Resistance. The mirror has advantage on saving throws
Senses darkvision 120 ft. truesight 60 ft., passive Perception 23 against spells and other magical effects.
Languages the languages of its creator Reflective Surface. Spells that create beams of energy (for
Challenge 5 (1,800 XP) example, the eldritch blast and fire ray spells) have disadvantage
on their attack rolls to hit the mirror.
REACTIONS
Spell Reflection. When a creature the mirror can see casts a spell
that targets a single creature the mirror can see, the mirror can
move up to half its movement speed to interpose itself between
the caster and the target. If the spell requires a saving throw, the
caster and the mirror each make a spellcasting ability check. If
the caster wins the contest, the spell targets the mirror. If the
mirror wins the contest, the spell is reflected back toward the
caster, who must make a saving throw against their own spell
save DC or be affected by the spell. If the spell requires
concentration, the mirror concentrates on the spell instead.
If the spell requires an attack roll, the mirror deflects the spell,
choosing a new target within the reflected spell’s range, making a
new attack roll using its own spell attack bonus. If the reflected
spell creates a beam of energy (for example the fire ray or eldritch
blast spells), the mirror has advantage on the roll. The damage
for the reflected attack is identical to those of original spell.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 31
Mantisaur
Large monstrosity, unaligned
ACTIONS
Ram. Melee Weapon Attack: +8 to hit, range 10ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
prone creature. Hit: 21 (3d10 + 5) slashing damage.
Illustration by Kate Pfeilschiefter
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 32
Mine Strider
Huge beast, unaligned
ACTIONS
Stomp. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage.
Illustration by Izzy Medrano Acid Spurt (Recharge 5—6). The strider exhales acid in a
60-foot line that is 5 feet wide. Each creature in the line must
make a DC 15 Dexterity saving throw, taking 21 (6d6) acid
Mine Ghast damage on a failed save, or half as much on a success.
Small undead, neutral evil
Armor Class 13
Hit Points 16 (3d6 + 6)
Speed 25 ft.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage. If the target is not
undead, it must succeed on a DC 10 Constitution saving
throw or be paralyzed until the end of their next turn.
Sickening Burst (Recharge 5—6). The ghost emits a 10-foot
radius cloud of stench. Creatures within in the area must
succeed on a DC 10 Constitution saving throw or be
poisoned until the end of their next turn.
Illustration by Jose Arias
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 33
Molten Elemental
Large elemental, neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 34
Moosociraffe
Huge beast, unaligned
ACTIONS
Illustration by Felipe Escobar Bravo
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Many animals are endangered or have gone extinct target. Hit: 24 (4d8 + 6) piercing damage.
entirely, but new inheritors have stepped to fill their Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
space in the food chain. Even gentle creatures have had prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
to make changes to adapt to the world’s many changes.
Moosociraffe travel in family groups of 3 or 4, and REACTIONS
defend one another against predators with wary eyes, Antlered Vigilance. The moosociraffe adds 2 to its AC
ears, and with antler and hoof if the need arises. Their against one melee attack that would hit it. If the attack
impressive racks measure 10 feet across, and they can missis, the moosociraffe makes one gore attack against its
kill a caecuraptor with a single stomp of their mighty attacker.
hooves.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 35
Nixie
Tiny fey, chaotic evil
Armor Class 16
Hit Points 54 (12d4 + 12)
Speed 15 ft., fly 30 ft. (hover)
ACTIONS
Distracting Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 7 (3d10) piercing damage, and the target
must succeed a DC 15 Wisdom saving throw or lose their
reaction. Additionally, the first attack the target makes on its
next turn is made at disadvantage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 36
OUTLAWS Outlaws are everywhere, but every gang has its rules,
and folk living hard in the wilds need something to hold
As has ever been the case, outlaw gangs patrol the vast them together as a society. Some achieve this by being
wildernesses, looking for travelers, caravans – or if they racially united, and others take a more egalitarian
are particularly bold, even moving trains to rob. Outlaws approach. Leadership in an outlaw gang is as likely to be
tend to be impressed with their ability to survive in the won with words as it is with weapons. The sands of the
wastelands, and the more successful outlaw clans have wastes eventually take everything to ruin, though.
managed to tame the giant boar that roam them, forming Leaders die, their chief lieutenants are arrested,
a tenuous but symbiotic relationship with the beasts. betrayed or killed, and the outlaws scatter to reorganize,
Bandits make their camps in canyons, caves or by or sneak back into and integrate with common folk,
fortify long-deserted structures. Over time, a successful hauling as much ill-gotten gains as they can.
troupe might become as close-knit as a family or as The bandits that manage to rise through the constantly
regimented as a military. Each gang is unique and often shifting ranks make fearsome adversaries, especially if
adopts a signature identifier, for example a bright red they have managed to organize a group of bandits who
sash. Others are more clandestine operations, rolling are truly loyal, and not simply looking to stage a coup
through town as mummers or traveling salespeople, against the current leadership.
quietly plying their trades of extortion, robbery and Bandits employ various methods: some might pose as
thievery and splitting town before the locals get wise. lost travelers begging for assistance, then turn on those
who stop to help them. Others prefer a good old-
fashioned hold-up, but avoid any unnecessary bloodshed
Outlaw Gang Leader (or wasted ammunition). A few have no regard for
Medium humanoid (any race), any non-lawful anything at all, employing the use of explosives or simply
alignment launching an all-out assault against their targets, leaving
nothing behind but splintered wood and bone.
Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
ACTIONS
Multiattack. The bandit makes two attacks with its revolver,
or one attack with its rifle.
Revolver. Ranged Weapon Attack: +5 to hit, range 30/90 ft.,
one target. Hit: 6 (1d8 + 3) piercing damage.
Rifle. Ranged Weapon Attack: +5 to hit, range 80/240 ft.,
one target. Hit: 8 (1d12 + 3) piercing damage.
Rope. The bandit can rope a Large or smaller creature within
20 feet of it. The target must succeed a DC 13 Strength or
Dexterity (its choice) saving throw or be restrained.
REACTIONS
Sacrifice. When the bandit is hit by an attack, it can swap
places with a friendly creature within 5 feet of it, causing that
creature to be hit instead. Illustration by Karsten Schreurs
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 37
Illustration by Ivan Smirnov
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0)
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 38
Outlaw Goblin Musketeer
Small humanoid (goblinoid), lawful evil
ACTIONS
Multiattack. The orc makes two attacks, choosing from its
sabre or one shotgun (if available).
Sabre. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage.
Shotgun (Reload 4—6). Creatures in a 15-foot cone must
succeed a DC 12 Dexterity saving throw or take 2d6 piercing
damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 39
Outlaw Scorpion Outlaw Survivor
Medium humanoid (any), chaotic evil Medium humanoid (any), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 16 (+3) 17 (+3) 16 (+3) 10 (+1) 12 (+1) 13 (+1)
Skills Acrobatics +5, Stealth +7 Skills Athletics +5, Intimidation +7, Perception +7, Stealth +7
Damage Resistances poison Senses passive Perception 17
Senses darkvision 120 ft., passive Perception 10 Languages any two languages (usually Common)
Languages any two languages (usually Common) Challenge 4 (1,100 XP)
Challenge 3 (700 XP)
Killer Instinct. During its first turn, the outlaw survivor has
advantage on attack rolls against any creature that hasn't
ACTIONS taken a turn. Any hit the outlaw survivor scores against a
Multiattack. The orc makes two attacks with its acid pellets. surprised creature is a critical hit. Additionally, the outlaw
survivor ignores the benefits granted to creatures behind
Acid Pellet. Ranged Weapon Attack: +3 to hit, range 80/240
half and three-quarters cover.
ft., one target. Hit: 8 (1d12 + 3) acid damage.
Evasion. If the outlaw survivor is subjected to an effect that
Stink Bomb. The bandit lobs a grenade up to 40 feet away
allows it to make a Dexterity saving throw to take only half
from itself to a point it can see. Creatures within 10 feet of
damage, the outlaw survivor instead takes no damage if it
the impact point must succeed a DC 13 Constitution saving
succeeds on the saving throw, and only half damage if it
throw or be incapacitated until the end of their next turn.
fails.
Creatures that don't need to breathe or are immune to
poison automatically succeed on this saving throw. Sneak Attack (1/Turn). The outlaw survivor deals an extra 14
(4d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within
5 feet of an ally of the outlaw survivor that isn't incapacitated
and the outlaw survivor doesn't have disadvantage on the
attack roll.
ACTIONS
Multiattack. The outlaw survivor makes two attacks with its
rifle or hatchet.
Hatchet. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Scoped Rifle. Ranged Weapon Attack: +7 to hit, range
160/480 ft., one target. Hit: 10 (3d6 + 3) piercing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 40
Owlbear, Cub
Medium monstrosity, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 41
Pangolosaur
Medium beast, unaligned
Armor Class 14 (studded leather armor) Rolling Charge. If the pangolosaur moves 20 ft. in a straight
Hit Points 51 (6d8 + 24) line, and uses its Ball Up action, it can continue its
Speed 30 ft. movement and crash into any Large or smaller targets in a
line, each of which must succeed on a DC 13 Dexterity saving
throw or take 2d8 bludgeoning damage and be knocked
STR DEX CON INT WIS CHA
prone.
15 (+2) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 14 (+2)
ACTIONS
Skills Perception +3, Stealth +4
Multiattack. The pangolosaur makes two attacks: one with
Damage Resistances necrotic; bludgeoning, piercing, and
its bite and one with its tail.
slashing from nonmagical attacks that aren't silvered
Damage Immunities poison Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 3) piercing damage.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Languages the languages it knew in life Hit: 14 (3d6 + 3) bludgeoning damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw
Challenge 4 (1,100 XP)
or be knocked prone.
Ball Up. The pangolosaur maneuvers its heaviest armor
Skeletal Mount. The rider is aided by a warhorse skeleton, plates, resisting all piercing, bludgeoning and slashing
which obeys its commands.
damage until the start of its next turn. During this time, it
Life Drain. As a bonus action, the pale rider imbues its next loses its reaction.
shot with life-draining magic. If the next attack the rider
makes with its revolver hits, the target must succeed on a
DC 13 Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by the attack rises 24 hours later as a
zombie under the rider's control, unless the humanoid is
restored to life or its body is destroyed. The rider can have
no more than twelve zombies under its control at one time,
and can fuse three zombies into a new warhorse skeleton
whenever it completes a long rest.
ACTIONS
Multiattack. The rider makes two attacks with its revolver.
Revolver. Ranged Weapon Attack: +5 to hit, range 50/100 ft.,
one target. Hit: 9 (1d12 + 3) piercing damage.
Illustration by Kylie Langton
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 42
Phasing Shambler
Large plant monstrosity, unaligned
Skills Stealth +3
Damage Resistances cold; bludgeoning, piercing, slashing
from nonmagical attacks
Damage Immunities lightning, necrotic, poison
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages —
Challenge 6 (2,300 XP)
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 43
Illustration by Natali Kayurova
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 44
Illustration by B.R. Guthrie
Quillrat ACTIONS
Huge monstrosity, unaligned Multiattack. The quillrat makes two attacks, one with its bite,
and one with its tail.
Armor Class 13 (natural armor) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Hit Points 94 (9d12 + 36) 14 (3d6 + 4) piercing damage. The target must succeed on a DC
Speed 40 ft. 14 Strength saving throw or be knocked prone. If the target is
prone, the quillrat can make one additional bite attack against it
STR DEX CON INT WIS CHA as a bonus action.
19 (+4) 11 (+0) 17 (+3) 3 (-4) 11 (+0) 5 (-3) Tail. Each creature within 10 feet of the quillrat must succeed on
a DC 15 Dexterity saving throw or take 7 (2d6) slashing damage.
Senses passive Perception 10
Languages —
LEGENDARY ACTIONS
Challenge 6 (2,300 XP) The quillrat can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The quillrat
Keen Hearing. The quillrat has advantage on Wisdom regains spent legendary actions at the start of its turn.
(Perception) checks that rely on hearing.
Revenging Quills (12/Day). Ranged Weapon Attack: +6 to hit,
Spiked Body. A creature that touches the quillrat or hits it with a range 40/80 ft., one target. Hit: 6 (1d6 + 4) piercing damage.
melee attack while within 5 feet of it takes 5 (1d10) piercing
damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 45
Sandworm, Ancient
Gargantuan beast, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 46
Sasquatch
Large giant, neutral good
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 47
Sidhe
Small fey, any lawful alignment
Armor Class 17
Hit Points 61 (11d6 + 22)
Speed 35 ft., fly 50 ft. (hover), swim 35 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 48
Sprig
Small fey, neutral
Armor Class 16
Hit Points 78 (12d6 + 36)
Speed 30 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 49
Stone Troll
Large giant, lawful neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 50
Sharkin Alpha
Large monstrosity, neutral evil
ACTIONS
Multiattack. The sharkin makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Illustration by Giant-Eater
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 51
Slug Spider
Large beast, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 52
Tatanka ACTIONS
Multiattack. The tatanka can use its Frightful Presence. It can
Gargantuan celestial, neutral
then use its bellow and charge attacks.
Bellow. The tatanka unleashes a mighty roar in a 120-foot cone.
Armor Class 20 (natural armor) Creatures in the area who can hear it must make a DC 24
Hit Points 526 (27d20 + 243) Constitution saving throw, taking 27 (4d10) thunder damage on a
Speed 120 ft., burrow 60 ft. failure, or half as much on a success.
Charge. The tatanka moves up to its speed in a straight line.
STR DEX CON INT WIS CHA During this move, it can enter Huge or smaller creatures' spaces.
28 (+9) 9 (-1) 28 (+9) 8 (-1) 27 (+8) 11 (+0) A creature whose space the tatanka enters must make a DC 20
Dexterity saving throw. On a successful save, the creature is
Saving Throws Dex +8, Int +8, Cha +9 pushed 5 feet to the nearest space out of the tatanka 's path. On
Damage Immunities fire, poison; bludgeoning, piercing, and a failed save, the creature falls prone and takes 52 (8d12)
slashing from nonmagical attacks bludgeoning damage.
Condition Immunities charmed, exhaustion, frightened, If the tatanka remains in the prone creature's space, the creature
paralyzed, petrified, poisoned, prone, unconscious is also restrained until it's no longer in the same space as the
Senses truesight 120 ft. passive Perception 18 tatanka. While restrained in this way, the creature, or another
Languages Celestial, Druidic, Primordial, Terran creature within 5 feet of it, can make a DC 20 Strength check. On
a success, the creature is shunted to an unoccupied space of its
Challenge 25 (75,000 XP)
choice within 5 feet of the tatanka and is no longer restrained.
Frightful Presence. Each creature of the tatanka's choice that is
Earthen Movement. The tatanka can burrow through
within 120 feet of the tatanka and aware of it must succeed on a
nonmagical, unworked earth and stone. While doing so, the
DC 16 Wisdom saving throw or become frightened for 1 minute.
tatanka doesn't disturb the material it moves through.
A creature can repeat the saving throw at the end of each of its
Additionally, it can move across difficult terrain made of earth,
turns, ending the effect on itself on a success. If a creature's
stone, snow or ice without expending extra movement.
saving throw is successful or the effect ends for it, the creature is
Innate Spellcasting. The tatanka’s innate spellcasting ability is immune to the tatanka’s Frightful Presence for the next 24 hours.
Wisdom (spell save DC 24, +16 to hit with spell attacks). It can
innately cast the following spells, requiring no material LEGENDARY ACTIONS
components:
The tatanka can take 3 legendary actions, choosing from the
At will: erupting earth XGE, speak with animals, speak with plants
options below. Only one legendary action can be used at a time
2/day each: bones of the earth XGE, commune, commune with nature, and only at the end of another creature's turn. The tatanka
control weather, earthquake regains spent legendary actions at the start of its turn.
Legendary Resistance (3/Day). If the tatanka fails a saving Erupting Earth. The tatanka casts the erupting earth XGE spell.
throw, it can choose to succeed instead. Avalanche (costs 2 Actions). An avalanche of snow and ice
Siege Monster. The tatanka deals double damage to objects and pounds to the ground in a 30-foot-radius, 1-mile-high cylinder
structures. centered on a point the tatanka can see. Each creature in the area
must make a Dexterity saving throw. A creature takes 9 (2d8)
bludgeoning damage and 14 (4d6) cold damage on a failed save,
or half as much damage on a successful one. Flying creatures
who fail their saving throw fall to the surface.
Stone Aurochs Herd (Costs 3 Actions). The tatanka summons a
herd of stone aurochs in a line that is 300 feet long and 30 feet
wide. Objects in that area take 22 (4d10) thunder damage. Each
creature there must succeed on a DC 21 Dexterity saving throw or
take 22 (4d10) bludgeoning damage and be flung up to 60 feet in
a direction away from the line. If a thrown target collides with an
immovable object, such as a wall or floor, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown before
impact. If the target would collide with another creature instead,
that other creature must succeed on a DC 19 Dexterity saving
throw or take the same damage and be knocked prone.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 53
War Elephant
Huge beast, unaligned
ACTIONS
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
prone creature. Hit: 23 (3d10 + 6) bludgeoning damage.
Illustration by Te Hu
Generations of breeding and training have caused these Variants: War Elephant Weaponry
elephants to attain some of the primal strength and Depending on their training and additional equipment in
mighty tusks of their mammoth ancestors, while addition to their barding, a war elephant might be trained to
enhancing their intelligence and ability to bond with perform an additional action, choosing from the following:
creatures not of their own kind.
Battle Howdah. This carriage provides half-cover for up to
War elephants are trained to wear barding designed to six Small or Medium creatures. The howdah usually crewed
protect their head, neck, chest, and body. Any type of by creatures wielding bows or other ranged weapons. It
armor shown on the Armor table can be purchased as costs 150 gp to produce.
barding. The cost to armor a war elephant is sixteen
times the equivalent armor made for humanoids, and it Battering Tusks. The mammoth thrusts its mighty tusks
weighs eight times as much. in a 10-foot cone. Creatures in the area must succeed on a
DC 17 Strength saving throw or take 13 (3d8) bludgeoning
Additionally, some war elephants are trained in the use damage and if they are Large or smaller, creatures that fail
of additional weaponry which further increases their this saving throw are pushed 15 feet away from the elephant.
effectiveness as cavalry. Reinforced tusk costs 80 gp to produce and weighs 40 lbs.
Impaling Dance. The elephant swings its legs wildly
around. Creatures within 5 feet of the elephant must succeed
a DC 15 Dexterity saving throw or take 2d8 piercing damage,
and if they are medium or smaller, become impaled upon
the spikes on the elephant’s barding. A creature can
disentangle itself from the spikes by succeeding on a DC 10
Strength check. The elephant must be wearing at least
studded leather armor, and the additional weaponry costs an
additional 120 gp to produce and weighs 160 lbs.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 54
Wasteroaches and wastes drakes make up some of the
most successful and numerous creatures on the wastes,
with each feeding upon the other, in time.
Wastes Drake
Small dragon, unaligned
Armor Class 12 (natural armor) Pack Tactics. The wastes drake has advantage on an attack
Hit Points 7 (2d4 + 2) roll against a creature if at least one ally is within 5 feet of the
Speed 20 ft., climb 20 ft. creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 piercing damage plus 2 (1d4) poison damage.
REACTIONS
Confounding Flutter. The wasteroach make a short hopping
flight, making it difficult to target. It raises its AC by 2 until
the start of its next turn. This additional AC applies only to Illustration by Ekaterina Yastrubetskaya
ranged attacks.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 55
Illustration by Quentin Ghion
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 56
Befouled Elemental
Large elemental, neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 57
Illustration by Grzegorz Rutkowski
The Blob Corrode Metal. Any nonmagical weapon made of metal that hits
the blob corrodes. After dealing damage, the weapon takes a
Gargantuan ooze, unaligned permanent and cumulative −1 penalty to damage rolls. If its
penalty drops to −5, the weapon is destroyed. Nonmagical
Armor Class 8 ammunition made of metal that hits the ooze is destroyed after
Hit Points 247 (17d20 + 68) dealing damage. The blob can eat through 8-inch-thick,
Speed 30 ft. nonmagical metal in 1 round.
Damage Division. If the blob takes more than 15 damage on a
STR DEX CON INT WIS CHA single turn, a gray ooze appears in the nearest available space to
19 (+4) 8 (-1) 18 (+4) 1 (-5) 6 (-2) 2 (-4) the blob.
Siege Monster. The blob deals double damage to objects and
Damage Immunities acid, cold, fire; bludgeoning, piercing, and structures.
slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion,
ACTIONS
frightened, prone Engulf. The blob moves up to its speed in a straight line. During
Senses blindsight 60 ft., passive Perception 8 this move, it can enter Huge or smaller creatures' spaces. A
Languages — creature whose space the blob enters must make a DC 18
Challenge 10 (5,900 XP) Dexterity saving throw. On a successful save, the creature is
pushed 5 feet to the nearest space out of the blobs 's path. On a
failed save, the creature is engulfed into the blob, taking 25 (7d6)
Acidic Form. A creature that that starts its turn inside the blob acid damage. If the target is wearing nonmagical metal armor, its
makes a DC 18 Constitution saving throw, and takes 18 (5d6) acid armor is corroded and takes a permanent and cumulative −1
damage on a failure, and half as much on a success. The blob’s penalty to the AC it offers. Armor is destroyed if the penalty
substance is considered difficult terrain. reduces its AC to 10.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 58
Byahkee
Large fiend (demon), chaotic evil
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d4 + 5) piercing damage plus 2 (1d4)
psychic damage.
REACTIONS
Dimensional Burrow. The brown jenkin vanishes in
response to harm, turning invisible and teleporting up to 60
feet to an unoccupied space it is familiar with, remaining
invisible until the start of its next turn.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 59
Centaur Cambion
Large humanoid fiend (demon), chaotic evil
Charge. If the centaur cambion moves at least 30 ft. straight Armor Class 14
toward a target and then hits it with a pike attack on the Hit Points 33 (6d6 + 12)
same turn, the target takes an extra 3 (1d6) fire damage. Speed 35 ft.
ACTIONS
Illustration by Aaron Nakahara Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is beast or
Centaur served as cavalry in several of the great wars, humanoid, it must succeed on a DC 12 Constitution saving
greatly reducing their numbers. Some tribes made throw or contract the chupacabra’s gutwrench disease.
unearthly pacts to keep their people alive, and now
wander the wastes, waging war on existence itself.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 60
Democroc
Medium fiend (demon), chaotic evil
ACTIONS
Multiattack. The democroc makes two longsword attacks
with its bite or claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 4) piercing damage, and the target is
Illustration by Andrey Naumov grappled (escape DC 16). Until this grapple ends, the target
is restrained, and the democroc can't bite another target.
Democrocs resemble demonic lizardfolk or dragonborn,
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
with long, sharp claws complimenting their enormous
target. Hit: 21 (2d8 + 4) slashing damage.
jaws.
Bolstering Howl (Recharge 4–6). The democroc releases a
While democrocs do not need to eat to survive, they
mighty roar, and any other democrocs within 30 feet of it
sure seem to enjoy it. They wander the wastes in search
that can hear are enraged, resisting all damage except
of any and anything they can roast alive and devour.
lightning damage until the end of their next turn.
They are usually solitary creatures, but sometimes form
dangerous packs, bolstering one another’s ferocious Fire Breath (Recharge 5–6). The democroc exhales fire in a
resolve with a fearsome howl. 15-foot cone. Each creature in that area must make a DC 15
Dexterity saving throw, taking 24 (7d6) fire damage on a
Democrocs were long thought to have little more than
failed save, or half as much damage on a successful one.
bestial intelligence, but there are reports of democroc
The democroc cannot use this ability if it is using its jaws to
who vampires, and some democrocs will take
grapple a creature.
instructions from them.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 61
Flesh-Spider
Tiny fiend (demon), chaotic evil
Armor Class 14
Hit Points 10 (4d4)
Speed 30 ft.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. The target must succeed
on a DC 11 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Illustration by Juan Manuel Almirón
Devoured Devourer
Small undead, chaotic evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 30 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 62
Gumberoo
Large monstrosity, unaligned
ACTIONS
Multiattack. The giant makes two maul attacks.
Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) bludgeoning damage. The target
must succeed on a DC 19 Strength saving throw or be
knocked prone.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft.,
one target. Hit: 28 (4d10 + 6) bludgeoning damage.
REACTIONS
Stunning Squeal (Recharge 5—6). In response to damage,
the giant makes pained squeal. Creature within 30 feet of the
giant that can hear it must make a DC 14 Constitution saving
Illustration by Toni Puumalainen
throw. If they fail, they are stunned until the end of the
giant’s next turn. If they succeed, they aren’t stunned and are
The few remaining forests in the world are carefully
immune to the giant’s squeal for the next 24 hours.
managed, and the gumberoo is among the least welcome
of intruders into these precious enclaves.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 63
Howling Manticore
Huge monstrosity, chaotic evil
ACTIONS
Multiattack. The manticore makes three attacks: one with its
bite and two with its claws or three with its tail spikes.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Illustration by Linda Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Handfly Hit: 7 (2d6 + 4) slashing damage.
Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200
Small aberration, chaotic neutral ft., one target. Hit: 8 (2d8 + 4) piercing damage + 6 (1d10)
poison damage.
Armor Class 15 (natural armor) Howl (Recharge 5—6). The manticore howls, audible out to
Hit Points 28 (5d6 + 10) 300 feet. Each creature in a 30-foot cone must make a
Speed 15 ft., fly 35 ft. Constitution saving throw, taking 13 (3d8) thunder damage
on a failure and half the amount on a success.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 7 (-2) 14 (+2) 6 (-2)
ACTIONS
Multiattack. The handfly can make attacks with any weapons
it is holding (-1 to hit, -1 to damage).
Grab (requires 2 empty hands). The handfly grabs at a n
object within reach. If the object is being held by another
creature, they must succeed a DC 9 Strength saving throw or
lose the object to the handfly’s grasp.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 64
It That Rides as One Eldritch Sight. It that rides as one can see normally in darkness,
both magical and nonmagical, to a distance of 120 feet.
Large aberration, chaotic evil
Innate Spellcasting. It that rides as one’s innate spellcasting
ability is Wisdom (spell save DC 17). It that rides as one can
Armor Class 16 (natural armor) innately cast the following spells, requiring no material
Hit Points 204 (24d10 + 72) components:
Speed 60 ft., climb 60 ft. At will: jump
1/day: Evard’s black tentacles, maddening darkness XGE, mental
STR DEX CON INT WIS CHA prison XGE
22 (+6) 16 (+3) 17 (+3) 8 (-1) 18 (+4) 14 (+2) Magic Resistance. It that rides as one has advantage on saving
throws against spells and other magical effects.
Skills Intimidation +7, Insight +9, Perception +9 Magic Weapons. It that rides as one’s weapon attacks are
Damage Resistances fire; bludgeoning, piercing, and slashing magical.
from nonmagical attacks
Mind-Breaking Touch. When it that rides as one hits a creature
Damage Immunities cold, poison
with a melee attack, the target has disadvantage on Wisdom
Condition Immunities charmed, frightened, poisoned, paralyzed saving throws until the end of it that rides as one's next turn.
Senses blindsight 120 ft., passive Perception 19
Spider Climb. It that rides as one can climb difficult surfaces,
Languages Abyssal, Common, telepathy 120 ft.
including upside down on ceilings, without needing to make an
Challenge 15 (13,000 XP) ability check.
ACTIONS
Multiattack. It that rides as one makes three attacks: one with its
bite, one with its hooves and one with its tentacles, if they are
unoccupied. Alternately, it that rides as one makes four attacks
with its eldritch beam.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
24 (4d8 + 6) bludgeoning damage. If the attack hits, it that rides
as one regains a number of hit points equal to half the damage
dealt to it.
Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage.
Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is
grappled (escape DC 18) if it is a Large or smaller creature. Until
this grapple ends. the target is restrained and takes 11 (2d6 + 4)
psychic damage at the start of each of it that rides as one’s turns.
It that rides as one can maintain no more than two such grappled
targets at once.
Eldritch Beam. Ranged Spell Attack: +9 to hit, range 300 ft., one
target. Hit: 16 (1d12 + 4) force damage, and it that rides as one
can move the target 10 feet in a straight line closer to itself.
Maddening Presence. It that rides as one targets one creature it
can see within 60 feet of it. If the target can see or hear the
horror, the target must make a DC 17 Wisdom saving throw. On
a failed saving throw, the target becomes paralyzed until the end
of its next turn. If a creature's saving throw is successful, the
creature is immune to it that rides as one’s Maddening Presence
Illustration by Mike Lim for the next 24 hours.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 65
Joro-Gumo False Appearance. As an action, the joro-gumo can assume the
form of a young humanoid woman holding a baby. A successful
Large fiend (demon), chaotic evil DC 17 Intelligence (Investigation) check reveals the illusion. If a
creature unaware of the joro-gumo’s true nature comes within 10
Armor Class 14 (natural armor) feet of the joro-gumo, it can make a surprise attack with its
Hit Points 138 (18d10 + 39) scythe against the creature, revealing the illusion. When it does
Speed 30 ft. so, the illusory baby dissolves into 1d4 flesh-spiders.
Flesh-Spiders. If the joro-gumo takes more than 10 piercing,
STR DEX CON INT WIS CHA bludgeoning or slashing damage on a single turn, it bleeds out
1d2+1 additional flesh-spiders, which appear in the nearest
19 (+4) 11 (+1) 15 (+2) 10 (+1) 12 (+1) 20 (+5)
available space to the joro-gumo.
Skills Intimidation +9, Insight +5, Perception +5 Innate Spellcasting. The joro-gumo's innate spellcasting ability
is Charisma (spell save DC 18, +10 to hit with spell attacks). The
Damage Resistances fire; bludgeoning, piercing, and slashing
joro-gumo can innately cast the following spells, requiring no
from nonmagical attacks
material components:
Damage Immunities acid, poison
2/day each: lightning bolt, chain lightning
Condition Immunities charmed, poisoned, paralyzed
Senses passive Perception 15 Magic Resistance. The joro-gumo has advantage on saving
Languages Abyssal, Common, telepathy 60 ft. throws against spells and other magical effects.
Challenge 10 (5,900 XP) Magic Weapons. The joro-gumo's weapon attacks are magical.
Spider Climb. The joro-gumo can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
ACTIONS
Multiattack. The joro-gumo makes two attacks with its scythe or
ball lightning.
Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage. If the attack hits, the joro-
gumo regains a number of hit points equal to half the damage
dealt to it.
Shock Bolt. Ranged Spell Attack: +9 to hit, range 60/120 ft., one
target. Hit: +10 (2d6 + 5) lightning damage.
Poison Breath (Recharge 5–6). The joro-gumo exhales a
poisonous cloud in a 15-foot cone. Each creature in the area must
make a DC 13 Constitution saving throw, taking 32 (7d8) acid
damage on a failed save, or half as much damage on a successful
one.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 66
Mad Scientist Eldritch Sight. The scientist can see normally in darkness, both
magical and nonmagical, to a distance of 120 feet.
Medium humanoid (any), any chaotic alignment
Spellcasting. The scientist is a 16th-level spellcaster whose
spellcasting ability is Charisma (spell save DC 15, +7 to hit with
Armor Class 12 (15 with mage armor) spell attacks). It regains its expended spell slots when it finishes
Hit Points 165 (22d8 + 66) a short or long rest. It knows the following spells:
Speed 30 ft. Cantrips (at will): control flames, eldritch blast, mage hand, lightning
lure SCAG
STR DEX CON INT WIS CHA 1st level (4 slots): mage armor, hellish rebuke, witch bolt, Tasha’s
13 (+1) 14 (+2) 17 (+3) 12 (+1) 12 (+1) 18 (+4) hideous laughter
2nd level (3 slots): misty step, crown of madness
Saving Throws Wis +5, Cha +8 3rd level (3 slots): hunger of Hadar, animate dead
Skills Arcana +4, Deception +7, Persuasion +7, Nature +4 4th level (3 slots): death ward, freedom of movement, sickening
Senses darkvision 60 ft., passive Perception 11 radiance XGE
Languages any three languages (usually Common and Abyssal) 1st-5th level (3 5th-level slots): cloudkill, danse macabre XGE
Challenge 14 (11,500 XP) 6th level (2 slots): create homunculus XGE, true seeing, chain
lightning
7th level (1 slots): finger of death, glibness
8th level (1 slots): control weather, maddening darkness XGE
ACTIONS
Scalpel. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 4 (1d10 + 4) slashing damage. The wound bleeds, dealing 5
(1d8) damage due to blood loss at the start of each of the target’s
turns, and closes if they regain 1 hit point.
Venom Injector. Ranged Weapon Attack: +7 to hit, range 50/100
ft., one target. Hit: 27 (5d10) acid damage.
LEGENDARY ACTIONS
The scientist can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The scientist
regains spent legendary actions at the start of its turn.
Cantrip. The scientist casts a cantrip.
Laughing Gas. The scientist casts Tasha’s hideous laughter.
Scalpel. The scientist makes an attack with its scalpel.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the scientist takes a
lair action to cause one of the following effects; the scientist can't
use the same effect two rounds in a row:
Latest Creation. The scientist summons an ally to a point it can
see within 30 feet of itself. Roll a d20 to determine the creature
summoned: 1-2: 1 crawling claw; 3-6: 1d4 + 2 nothics; 7-11: 2d4
skeletons; 12-16: 1d4 + 2 zombies; 17-19: 1 flesh golem; 20: 1 elder
brain. Each option can only be revealed once.
Noxious Gas. Clouds of choking gas rise up from six hidden
Illustration by Xyuen Mun nozzles scattered around the scientist’s lair. Creatures within 10
feet of such a nozzle must succeed on a DC 15 Constitution
Mad scientists can do great good, but their lack of saving throw or spend their action on their next turn retching and
restraint tends to prove that whatever can go wrong, will reeling. Creatures immune to poison succeed this saving throw
go wrong. They serve larger towns and cities, or, if they automatically.
are wealthy, conduct experiments of their own design in
remote locations.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 67
MAN-BAT TRANSFORMISM
Unlike lycanthropy, the source of man-bat-ism is not s
disease or a curse, but a fundamental alteration of the
subject’s being through mad science. They are capable of
spreading their condition.
If treated early, the condition can be cured by any
method capable of curing disease. After 2d4 days, after
which the subject’s skin shrinks tightly around their
bones, they become lean, muscular and prone to
violence. Their teeth and fingernails elongate, and
wounds they inflict are capable of spreading the man-bat
transformism even further.
After a 4d4 days, the infected individual appears to
recover and regains their senses. While this seems to be
a relief at first, the condition has already become
irreversible, and their outbreaks become more frequent,
more violent, and their bat form more and more
terrifying and powerful. A few manage to indefinitely
suppress the transformations by imbibing alchemical
solutions. 1d2 months later, a convert ascends, and their
former self is lost forever. Man-bats are intelligent, learn
from an enemy’s tactics and plan ahead for anything that
might come between them and their goals. Survivors of
the disease often find engaging in self destructive
behavior that might increase the possibility of a relapse.
Man-Bat Infected
Medium humanoid monstrosity, chaotic neutral
Illustration by Tariq
Armor Class 12 (natural armor)
Hit Points 75 (4d8 + 30)
Speed 30 ft. She said bats were the key to revitalizing the planet.
Her colleagues laughed at her, thought her she was
STR DEX CON INT WIS CHA crazy. Sure, the city had used guano from the caves
to produce fertilizer, but gunpowder had proven
14 (+2) 15(+2) 14 (+2) 7 (-2) 10 (+0) 6 (-2)
more profitable. I wonder if folk’ll ever learn how to
live happy.
Damage Resistances poison
Senses blindsight 60 ft., passive Perception 16
Languages understands languages it knew but can’t speak
Challenge 1 (200 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: (2d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (2d6 + 2) piercing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 68
Illustration by Veikka Somerma
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 69
Man-Bat Ascendant
Large monstrosity, chaotic neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 70
Man-Bat-Dragon ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
Huge dragon, chaotic evil
and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Armor Class 19 (natural armor) 18 (2d10 + 7) piercing damage plus 7 (2d6) poison damage. The
Hit Points 196 (17d12 + 68) target must succeed on a DC 14 Constitution saving throw or
Speed 40 ft., fly 80 ft. contract man-bat transformism.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
STR DEX CON INT WIS CHA Hit: 16 (2d8 + 7) slashing damage.
25 (+7) 16 (+3) 21 (+5) 18 (+4) 17 (+3) 15 (+2) Flame Gout (Recharge 4—6). The dragon exhales fire in a 60-
foot line. Each creature in the line must make a DC 15 Dexterity
Saving Throws Dex +8, Con +10, Wis +8, Cha +7 saving throw, taking 42 (12d6) fire damage on a failed save, or
Skills Perception +16, Stealth +8 half as much damage on a successful one.
Damage Resistances fire Frightful Presence. Each creature of the dragon's choice that is
Damage Immunities poison, acid within 120 feet of the dragon and aware of it must succeed on a
Senses blindsense 120 ft., darkvision 120 ft., passive Perception DC 16 Wisdom saving throw or become frightened or 1 minute. A
16 creature can repeat the saving throw at the end of each of its
Languages Common, Draconic turns, ending the effect on itself on a success. If a creature's
Challenge 12 (8,400 XP) saving throw is successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for the next 24 hours.
Befouling Aura. Water sources within 1 mile of the dragon are Tar Breath (Recharge 5—6). The dragon exhales acid in a 30-
supernaturally fouled. Enemies of the dragon that drink such foot cone. Each creature in that line must make a DC 15 Dexterity
water must regurgitate it within minutes or make a DC 12 saving throw, on a failed save, they are restrained and take 18
Constitution saving throw. If they fail, they become infected with (4d8) bludgeoning damage. On a success, they take half the
man-bat transformism. amount and are not restrained. The tar is difficult terrain, and a
creature ending their turn inside it must make an additional
Immutable Form. The dragon is immune to any spell or effect saving throw or be restrained. If the tar is ignited, creatures who
that would alter its form. enter into or start their turn inside the area take 10 (3d6) fire
Legendary Resistance (3/Day). If the dragon fails a saving damage if they fail their saving throw.
throw, it can choose to succeed instead.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
With their unnaturally long lifespans, a few man-bats have options below. Only one legendary action can be used at a time
evolved into other even darker and more powerful forms, and only at the end of another creature's turn. The dragon
such as the dreaded man-bat-dragon. regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Bite. The dragon makes a bite attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
creature within 10 feet of the dragon must succeed on a DC 19
Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its
flying speed.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 71
Mi-Go
Large aberration, chaotic neutral
ACTIONS
Attach. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage, and the eye-
spider attaches to the target. A creature can use its action to
remove the spider using its action.
Enter. The mind-spider attempts to enter a creature it is
attached to. The target makes a DC 10 Strength saving
throw. If they fail, the spider enters their body.
Enslave (2/Day). The mind-spider attempts to enslave a
creature it has entered. The target must succeed on a DC 13
Wisdom saving throw or be dominated for 2d12 hours. If
they take damage, they can use their reaction to repeat their
saving throw, regaining control of their body for a number of
hours equal to their Wisdom modifier on a success.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 72
Mutant mouthers are creatures of endless hunger for a
self, which they metabolize and eventually excrete. They
literally absorb their victims into themselves: flesh, body
and soul. They wear the faces or maintain the ability to
speak with the voice of one of their victims for a time,
using that information to claim more victims.
What the mouther does excrete is what is left of a
person after everything useful to the mouther has been
stripped away: a tittering sycophant, which are obedient
to the mouther in every way, and do their best to aid it in
its perpetual hunt.
Mutant Mouther Gibbering. Each creature that starts its turn within 15 feet of the
mouther that can hear it must succeed a DC 12 Wisdom saving
Large aberration, neutral evil
throw. On a failure, the creature can't take reactions until the
start of its next turn and rolls a d4 to determine what it does
Armor Class 12 (leather armor) during its turn. On a 1 or 2, the creature does nothing. On a 3, the
Hit Points 75 (10d10 + 20) creature takes no action or bonus action and uses all its
Speed 30 ft., climb 20 ft. movement to move in a randomly determined direction. On a 4,
the creature makes a weapon attack or unarmed strike against a
randomly determined creature within its reach or range, or does
STR DEX CON INT WIS CHA
nothing if it cannot make such an attack.
14 (+2) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 16 (+3)
Inscrutable. The mouther is immune to any effect that would
sense its emotions or read its thoughts. Wisdom (Insight) checks
Skills Deception +6, Performance +6, Persuasion +6 made to ascertain its intentions or sincerity have disadvantage.
Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks ACTIONS
Damage Immunities cold; necrotic; poison
Multiattack. The mouther makes two bite attacks and, if it able,
Condition Immunities charmed
uses its Incoherent Invitation.
Senses darkvision 120 ft., passive Perception 11
Languages Deep Speech, languages known by its recent victims
Mouths. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 17 (5d6) necrotic damage. If the target is Medium
Challenge 5 (1,100 XP)
or smaller, it must succeed on a DC 12 Strength saving throw or
be knocked prone. If a Medium or smaller target is killed by this
Absorbed Visage. The mouther can mimic the appearance (face damage, it is absorbed into the mouther.
only), speech of and draw upon the memories it has absorbed Incoherent Invitation (Recharge 5—6). Two creatures within
from its recent victims. A successful Wisdom (Insight) check
120 feet of the mouther that can hear it must make a DC 12
contested by the mouther’s Charisma (Deception) check allows a Wisdom saving throw. If they fail, they immediately move up to
listener to determine that the effect is faked. their movement speed toward the mouther, and any attack rolls
Devoured Devourers. If the mouther absorbs a humanoid they make against it are made at disadvantage until the end of
creature with its Mouths attack, the target remains become a their next turn.
Devoured Devourer at the end the mouther’s next turn. The
mouther travels with 2 (1d4) of these tittering sycophants.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 73
Illustration by Vincent Van Hoof
Mutating Wendigo Immutable Form. The wendigo is immune to any spell or effect
that would alter its form.
Large monstrosity (shapechanger), chaotic evil
Perfect Senses. The wendigo automatically succeeds Wisdom
(Perception) checks that rely on smell or hearing.
Armor Class 13 (natural armor)
Insatiable Vengeance. Unless it is on fire, at the start of its turn,
Hit Points 38 (5d10 + 10) the wendigo gains 10 temporary hit points.
Speed 50 ft.
Innate Spellcasting. The wendigo’s innate spellcasting ability is
Constitution (spell save DC 13). The wendigo can innately cast
STR DEX CON INT WIS CHA the following spells, requiring no material components:
20 (+5) 14 (+2) 16 (+3) 7 (-2) 8 (-1) 6 (-2) 1/day each: blight, eyebite, enlarge/reduce
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 74
Nauls’ Mimic Grappler. The mimic has advantage on attack rolls against any
creature grappled by it.
Medium aberration (shapechanger), neutral
Shapechanger. The mimic can use its action to polymorph into a
creature, or back into its true, amorphous form. Its statistics are
Armor Class 13 (natural armor) the same in each form. The mimic can create convincing replicas
Hit Points 75 (10d8 + 30) of clothing as a part of its chosen form.
Speed 30 ft. Tendrils. The mimic can extend covered in squirming tentacles
that it can grapple to anything it touches (escape DC 14). Ability
STR DEX CON INT WIS CHA checks made to escape this grapple have disadvantage.
20 (+5) 14 (+2) 17 (+3) 11 (+1) 13 (+1) 8 (-1)
ACTIONS
Skills Stealth +6 Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities acid, psychic target. Hit: 14 (1d10 + 5) bludgeoning damage. As a bonus action,
Condition Immunities exhaustion, prone the mimic can subject the target to its Tendrils trait.
Senses darkvision 60 ft., passive Perception 11 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Languages Deep Speech, any languages of its prior victims 14 (2d8 + 5) piercing damage plus 6 (1d6 + 3) acid damage.
Challenge 5 (1,800 XP) Creatures reduced to 0 hit points by the mimic have their
substance absorbed by it, and the mimic can then assume their
form using its Shapechanger trait.
False Appearance. While the mimic has assumed the form of
another creature, it is indistinguishable from the original. Biomimetic Fluid. The mimic emits a jet of slick fluid that covers
the ground in a 15-foot diameter circle centered on a point within
Fear of Fire. If the mimic takes fire damage, it has disadvantage
30 feet of the mimic that it can see. Each creature standing in its
on attack rolls and ability checks until the end of its next turn.
area must succeed on a Dexterity saving throw or fall prone. A
creature that enters the area or ends its turn there must also
succeed on a Dexterity saving throw or fall prone. The fluid
evaporates after 10 minutes.
Mutate (Recharge 5—6). The mimic roils and twists as its body
assumes a new, more advantageous shape, assuming a new
form based upon its Shapechanger trait, or assuming its true,
amorphous form. Until the start of its next turn, the mimic
resists all damage, and can choose to succeed any saving throw
it is subject to. At the start of its next turn, the mimic regains 2d8
+ 6 hit points and it can choose to gain the effects of two of the
following spells without the need to concentrate on them:
enlarge/reduce, expeditious retreat, jump, spider climb. The
effects of the spells last until the mimic uses its Shapechanger
trait again. Any body parts no longer of use to the mimic are left
behind and die. When the mimic mutates into its true form, it
also chooses one of the following four traits:
Gaping Maw. The mimic’s bite attack becomes a 3d8.
Carapace. The mimic a chitinous shell, thick scales or armor
plates, gaining a +2 bonus to its AC.
Acidic Fluid. Creatures who enter or start their turn inside the
area of the mimic’s biomimetic fluid take 4d6 acid damage if
they fail their saving throw, and half as much on a success.
The area is also considered difficult terrain.
Flight. The mimic grows wings, gaining a flying speed of 45 feet.
REACTIONS
Drop Limb. The mimic loses a limb and immediately escapes a
creature’s grapple or grapple attempt. Until it uses its Mutate
action, it is unable to use its Pseudopod.
Illustration by Nagy Norbert
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 75
Pale Reflection Innate Spellcasting (Psionics). The pale reflection’s innate
spellcasting ability is Intelligence (spell save DC 17). It can
Medium aberration, neutral evil innately cast the following spells, requiring no components:
At will: detect thoughts, disguise self, calm emotions, encode
Armor Class 14 (17 with mage armor) thoughts GGR, enemies abound XGE, levitate, mage armor
Hit Points 153 (18d8 + 72) 1/day each: hallucinatory terrain, mirror image, modify memory,
Speed 35 ft. maze, mental prison XGE, psychic scream XGE
Legendary Resistance (3/Day). If the pale reflection fails a
STR DEX CON INT WIS CHA saving throw, it can choose to succeed instead.
15 (+2) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 17 (+3)
Magic Resistance. The pale reflection has advantage on saving
throws against spells and other magical effects.
Saving Throws Dex +9, Wis +9, Cha +8
Mirror Stride. As a bonus action, the pale reflection can step into
Skills Perception +9, Stealth +9 a mirrored surface of glass or metal, such as a mirror or sword
Damage Resistances psychic; bludgeoning, piercing, and blade within 5 feet of it and stay inside the object, comfortably
slashing from nonmagical attacks resting in a pocket dimension of its own design. While inside the
Senses darkvision 120 ft., passive Perception 19 object, the pale reflection is barely visible upon its surface, and
Languages Common, Deep Speech, telepathy 60 ft. only noticeable if a creature uses its action to make a successful
Challenge 14 (11,500 XP) DC 18 Intelligence (Investigation) check. The pale reflection can
exit such a surface using a bonus action. If the object hosting the
pale reflection is destroyed, it exits into the nearest available
space and takes 14 (4d6) psychic damage. If the item the pale
reflection resides in is worn or carried by a, the pale reflection
knows it and can target the bearer with any spells it knows.
ACTIONS
Uncanny Double. The pale reflection assumes an uncanny
visage of a creature it can see within 60 feet of that can see the
pale reflection. The target must make a DC 16 Wisdom saving
throw. On a failed save, it takes 18 (4d6) psychic damage and
must immediately use its reaction, if available, to move as far as
its speed allows away from the pale reflection. The creature
doesn't move into obviously dangerous ground, such as a fire or
a pit. On a successful save, the target takes half as much damage
and doesn't have to move away. A blinded creature automatically
succeeds on the save. The pale reflection gains a number of
temporary hits equal to the damage dealt with this ability.
Mind Twist (Recharge 5–6). The pale reflection magically emits
psychic energy in a 60-foot cone. Each creature in that area must
succeed on a DC 15 Wisdom saving throw or take 22 (5d8)
psychic damage and be stunned for 1 minute. The stunned
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
REACTIONS
Pale Reflection. The vampire psionically creates a duplicate of a
creature that attacks it, which inhabits the vampire’s space, and
becomes the target of the attack. The duplicate is a construct,
and has the same statistics and abilities as the vampire’s
attacker. The construct acts on its own initiative, and lasts until
the pale reflection uses this reaction again, it dismisses the
construct, or the pale reflection is incapacitated.
Illustration by Marius Siergiejew
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 76
Illustration by Sam Lamont
Phun-Babuz, the Face-Stealer Faceless Curse. A creature whose face has been stolen is
blinded, deafened, and if begins to suffocate. A creature who has
Huge fiend (demon), chaotic evil lost their face can have it restored by the following spells: greater
restoration, regeneration, remove curse. Creatures who die
Armor Class 13 (natural armor) without their face rise as undead, becoming a phun-babuz’
Hit Points 196 (17d12 + 85) faceless one TWW at the end of their next turn. If the phun-babuz is
Speed 25 ft. destroyed or banished back to its home plane, the victims of its
faceless curse are freed from it.
STR DEX CON INT WIS CHA Last Laugh. When the phun-babuz dies, it releases a dying laugh
that scars the minds of other nearby creatures. Each creature
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)
within 10 feet of the phun-babuz must succeed on a DC 17
Wisdom saving throw or take 7 (2d6) psychic damage.
Saving Throws Str +10, Wis +7, Cha +7
Magic Resistance. The phun-babuz has advantage on saving
Damage Resistances cold; bludgeoning, piercing, and slashing
throws against spells and other magical effects.
from nonmagical attacks that aren't silvered
Damage Immunities psychic Mockery. As a bonus action, the phun-babuz can wear the face
Condition Immunities poisoned and speak with the voice of anyone afflicted by its faceless curse.
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, telepathy 60 ft.
ACTIONS
Challenge 12 (8,400 XP) Grappling Tentacle. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit: 7 (2d8 + 6) bludgeoning damage. The target
must succeed a DC 17 Strength saving throw or become
Amorphous. The phun-babuz can move through a space as restrained (escape DC 17). The phun-babuz can grapple up to
narrow as 1 inch wide without squeezing. three Large or smaller creatures at a time.
Innate Spellcasting. The phun-babuz’ innate spellcasting ability Steal Face. The phun-babuz forces a beast, fey or humanoid it is
is Charisma (spell save DC 17). The phun-babuz can innately cast grappling to make a DC 15 Charisma saving throw. On a failure,
the following spells, requiring no material components: the creature takes 14 (4d6) psychic damage and their face is
At will: grease, water breathing, water walk subjected to the phun-babuz’ faceless curse. On a success, they
take half as much damage and their face is not stolen.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 77
Phun-Ni Clown
Medium fiend (demon), chaotic evil
ACTIONS
Armor Class 13 (natural armor)
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 42 (5d8 + 20)
Hit: 7 (1d8 + 3) piercing damage.
Speed 20 ft.
ACTIONS
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 2) bludgeoning damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 78
The Sand Phantom ACTIONS
Gargantuan aberration, neutral evil Multiattack. The phantom makes two attacks with either its Sand
Tendril or Drop Object.
Armor Class 19 Necrotic Tendril. Melee Weapon Attack: +16 to hit, reach 20 ft.,
Hit Points 270 (16dd20 + 100) one target. Hit: 23 (4d6 + 9) necrotic damage.
Speed 0 ft., fly 120 ft. (hover) Drop Object. The phantom drops a large object or piece of
debris, such as a wagon, cart or chunk of heavy stone. The object
STR DEX CON INT WIS CHA shatters on impact, leaving difficult terrain behind. Creatures in a
23 (+6) 28 (-9) 23 (+6) 2 (-4) 21 (+5) 18 (+4) 5-foot radius of the impact must succeed a DC 16 Dexterity
saving throw or take 6d6 bludgeoning damage on a failure, or
half as much slashing damage on a failure.
Saving Throws Wis +12, Cha +11
Damage Resistances bludgeoning, piercing, slashing from Sandstorm (Recharge 6). All other creatures within 120 feet of
nonmagical attacks the phantom must each make a DC 20 Dexterity saving throw,
Damage Immunities cold, poison, thunder taking 27 (6d8) bludgeoning damage on a failed save, or half as
much damage on a successful one. If a target's saving throw fails
Condition Immunities exhaustion, grappled, paralyzed, petrified,
by 5 or more, the creature is also knocked prone and buried in
poisoned, prone, restrained, stunned
sand. Buried creatures can use their action to dig themselves out
Senses darkvision 120 ft., passive Perception 15
on their next turn.
Languages —
Challenge 23 (50,000 XP) LEGENDARY ACTIONS
The sand phantom can take 3 legendary actions, choosing from
Flyby. The phantom doesn't provoke opportunity attacks when it the options below. Only one legendary action can be used at a
flies out of an enemy's reach. time and only at the end of another creature's turn. The phantom
Granular Form. The phantom can enter a hostile creature's regains spent legendary actions at the start of its turn.
space and stop there, swirling its mass. It can move through a Move. The phantom moves up to its speed.
space as narrow as 1 inch wide, and assume a condensed,
smaller form of the size of its choosing.
Bury (Costs 2 Actions). The phantom causes a great wave of
sand to crash upon an area. The area can be up to 30 feet long,
Legendary Resistance (3/Day). If the phantom fails a saving up to 10 feet wide, and up to 10 feet tall. Each creature in that
throw, it can choose to succeed instead. area must make a Dexterity saving throw. On a failure, a creature
Siege Monster. The phantom deals double damage to objects takes 6d8 bludgeoning damage and is knocked prone. On a
and structures. success, a creature takes half as much damage and isn't knocked
prone. The loose sand then spreads out across the ground in all
directions, becoming difficult terrain for creatures that lack a
climbing or burrowing speed.
Flesh-Stripping Gale (Costs 3 Actions). The phantom releases a
blast of sand and wind in a line that is 1 mile long and 20 feet
wide. Objects in that area take 22 (4d10) slashing damage. Each
creature there must succeed on a DC 21 Dexterity saving throw or
take 22 (4d10) necrotic damage and be flung up to 30 feet in a
direction away from the line. If a thrown target collides with an
immovable object, such as a wall or floor, the target takes 7 (2d6)
bludgeoning from the impact.
REGIONAL EFFECTS
Living Storm. The phantom is surrounded by storm 1d6 + 4
miles in diameter. Dust and sand, cause the area to be heavily
obscured, and non-magical light’s brightness is reduced by half.
The roaring wind imposes disadvantage on Wisdom (Perception)
Illustration by Vincent Van Hoof checks that rely on hearing. In addition, strong winds swirl in the
area covered by the storm. The winds impose disadvantage on
ranged attack rolls, and extinguish open flames.
Though many years have passed,
Since the thing buried all I ever loved,
the Sand Phantom still haunts my dreams.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 79
Scourging Hive
Huge aberration, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 80
Slaad the Impaler Magic Resistance. The slaad has advantage on saving throws
against spells and other magical effects.
Larger aberration, chaotic evil
Magic Weapons. The slaad's weapon attacks are magical.
Plagued Stench. Each creature other than the slaad that enters
Armor Class 16 (natural armor)
or starts its turn within 30 feet of the slaad must succeed on a DC
Hit Points 157 (15d10 + 75) 14 Constitution saving throw or be poisoned until the start of the
Speed 30 ft. creature's next turn. On a successful saving throw, the creature is
immune to the stench for 1 hour.
STR DEX CON INT WIS CHA Regeneration. The slaad regains 10 hit points at the start of its
20 (+5) 14 (+2) 20 (+5) 12 (+1) 12 (+1) 6 (-2) turn if it has at least 1 hit point.
REACTIONS
Parry. The slaad adds 2 to its AC against one melee attack that
would hit it. If a creature is currently skewered upon the slaad
and the attack roll is higher than their AC, they become the target
of the attack instead.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 81
Super-Mutant
Huge giant, neutral evil
ACTIONS
Multiattack. The giant makes two cleaver attacks, or makes
a single rock attack.
Illustration by Ørjan Svendsen
Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 5) slashing damage.
SUPER-MUTANTS Rock. Ranged Weapon Attack: +3 to hit, range 100/200 ft.,
Almost every super-mutant has four traits in common: one target. Hit: 17 (3d10 + 1) bludgeoning damage.
they are big, stupid, and always angry.
They are descended from ogrillons and ogres who
have been mutated by the wastes, or intentionally
created by experiments. Most super-mutants are in
constant pain, wracked by cancerous growths,
uncomfortable extra limbs and the occasional, second
contrarian head. As a result, most super-mutants are
easily bamboozled.
However, they are not without their own ability to
organize. They drift through wastelands together,
proclaiming their own superiority over others, and taking
things by force. They make a regular practice of
kidnapping animals and people, keeping them enslaved
or in cages until the time comes to eat them.
Once in a generation, a super-mutant is born who
manages to not just have intelligence beyond that of the
average super-mutant, but beyond that of most sapient
beings altogether. While scrawny and unimpressive
compared to their brethren, these leaders cunningly Illustration by Anatolii Leoshko
dominate squads of super-mutants, outfitting them with
superior technology, repairing ancient technology and
outfitting their minions with powerful and alien
weaponry, unseen for centuries.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 82
Super-Mutant Gunner
Huge giant, neutral evil
ACTIONS
Gatling Gun. The gunner unleashes a spray of bullets in a
20-foot line. Creatures in the area must succeed a DC 13
Dexterity saving throw or take 13 (3d8) piercing damage.
Super-Mutant Brute
Huge giant, neutral evil
ACTIONS
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 14 (3d6 + 6) slashing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 83
Super-Mutant Leader Spellcasting. The leader is a 11th-level spellcaster whose
Small giant, neutral evil spellcasting ability is Intelligence (spell save DC 16; +8 to hit with
spell attacks). It can innately cast the following spells, requiring
no components:
Armor Class 11 (natural armor)
At will: guidance, mage hand, vicious mockery, true strike
Hit Points 28 (11d6 - 11)
1st level (4 slots): charm person, command, comprehend languages,
Speed 25 ft., fly 25 ft. (hover)
sanctuary
2nd level (3 slots): crown of madness, mirror image, phantasmal
STR DEX CON INT WIS CHA
force, see invisibility
9 (-1) 12 (+1) 9 (-1) 19 (+4) 17 (+3) 17 (+3)
3rd level (3 slots): clairvoyance, fear, meld into stone
4th level (3 slots): confusion, stone shape
Saving Throws Int +7, Wis +6, Cha +6 5th level (2 slots): scrying, telekinesis
Skills Arcana +7, Deception +6, Insight +6, Persuasion +6 6th level (1 slot): mass suggestion
Condition Immunities poisoned, diseased
Psionic Barrier. The leader is surrounded by a psionic barrier
Senses darkvision 120 ft., passive Perception 16
that grants it 55 (10d10) temporary hit points. At the start of each
Languages Common, telepathy 120 ft.
of the leader’s turns, the barrier regenerates 10 temporary hit
Challenge 8 (3,900 XP)
points up to its maximum. While the barrier persists:
• Any time the leader is targeted by a spell, roll a d4. On a 1 to 3,
the leader is unaffected. On a 4, the leader is unaffected, and the
effect is reflected back at the caster as though it originated from
the leader, turning the caster into the target. If the spell requires
concentration, the leader must concentrate upon it to maintain
its effects.
• The leader has advantage on any concentration checks it makes,
and can concentrate on two spells simultaneously.
The barrier completely refills to its maximum when the leader
completes a short or long rest.
ACTIONS
Paralyzing Telekinesis. Ranged Spell Attack: +7 to hit, range 25
ft., one target. Hit: 12 (2d10 + 4) bludgeoning damage. If the
target is Medium or smaller, it must succeed on a DC 15
Intelligence saving throw or be paralyzed until this grapple ends.
A creature can attempt a new saving throw at the end of each of
its turn to end the effect. The leader can paralyze up to two
creatures in this manner at once, and using this action deals its
damage to all creatures paralyzed by it.
Mind Blade (Recharge 5—6). The leader emits psionic energy in
a 60-foot cone. Each creature in that area must succeed on a DC
15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage
and be stunned for until the end of their next turn.
REACTIONS
Reflect Projectile. If the leader becomes the target of a ranged
attack that misses it, it can use its reaction to reflect the
projectile to a creature it can see, making a ranged spell attack of
its own. If it hits, it deals the damage the triggering attack would
have dealt to the leader.
Precognitive Insight (3/Day). When the leader or a creature it
can see makes an attack roll, a saving throw, or an ability check,
the leader can cause the roll to be made with advantage or
Illustration by Frances Tsai disadvantage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 84
Time Wraith Incorporeal Defense. The wraith’s AC includes its Charisma
Medium aberration, unaligned modifier (included in its AC).
Incorporeal Form. The wraith can enter a hostile creature's
Armor Class 20 space and stop there, swirling its mass. It can move through
Hit Points 136 (16d8 + 64) spaces smaller than 1 inch wide that aren’t airtight as if they were
difficult terrain.
Speed 0 ft., fly 40 ft. (hover)
Innate Spellcasting. The wraith’s innate spellcasting ability is
Charisma (spell save DC 16). It can innately cast the following
STR DEX CON INT WIS CHA
spells, requiring no components:
12 (+1) 22 (+6) 18 (+4) 16 (+3) 14 (+2) 18 (+4)
At will: detect thoughts, earthbind XGE, mind spike XGE
2/day each: etherealness, locate creature, locate object
Saving Throws Str +5, Con +8, Wis +6
Skills Arcana +7, Insight +6, History +11, Perception +6 Legendary Resistance (3/Day). If the wraith fails a saving throw,
Damage Resistances bludgeoning, piercing, and slashing from it can choose to succeed instead.
nonmagical attacks Temporal Step (2/Day). As a bonus action, the wraith can
Damage Immunities necrotic, poison, psychic discorporate and teleport up to 120 feet to an unoccupied space
Condition Immunities charmed, exhaustion, grappled, it is familiar with.
paralyzed, petrified, poisoned, prone, restrained
Senses truesight 120 ft., passive Perception 16 ACTIONS
Languages — Temporal Paralysis. The wraith enters the space of the creature
Challenge 10 (5,900 XP) whose actions created it, swirling around their person and
preventing their escape. The target must succeed a DC 16
Charisma saving throw or be paralyzed for 1 minute. The target
can repeat the saving throw at the end of each of its turns, ending
the effect early on a success.
Wither. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
Hit: 24(4d8 + 6) necrotic damage. The target must succeed on a
DC 16 Charisma saving throw or take an additional 18 (4d8)
psychic damage, and have its hit point maximum is reduced by
an equal amount. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point
maximum to 0.
REACTIONS
Temporal Backlash. The wraith imposes disadvantage on an
incoming attack if it can see the attacker. If the attack still hits it,
the wraith’s attacker takes 11 (2d10) force damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 85
Swarm of Ulthuar Cats
Medium swarm of tiny aberrations, neutral
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 86
Veridian Stalker Innate Spellcasting. The stalker’s innate spellcasting ability is
Huge monstrosity, unaligned Wisdom (spell save DC 13). The stalker can innately cast the
following spells, requiring no material components:
Armor Class 15 (natural armor) At will: hunter’s mark
Hit Points 124 (13d12 + 39) 2/day each: blur, invisibility, pass without trace
Speed 40 ft., climb 30 ft., fly 20 ft. Fey Ancestry. The stalker has advantage on saving throws
against being charmed, and magic can't put it to sleep.
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 17 (+3) 13 (+1) 16 (+3) 12 (+1)
ACTIONS
Multiattack. The stalker makes three attacks: two with its jaws or
Skills Perception +7, Stealth +8, Survival +7 scything claws, and one with its tail whip.
Damage Resistances psychic Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Damage Immunities poison 13 (2d6 + 5) piercing damage. A large or smaller creature hit by
Condition Immunities poisoned the stalker’s jaws must succeed a DC 15 Strength (Athletics) or
Senses darkvision 60 ft., passive Perception 17 Dexterity (Acrobatics) check to avoid being grappled by the jaws.
On its turn, the stalker can crush a creature grappled by its jaws
Languages Common
without the need to make an attack roll. The stalker can only hold
Challenge 7 (2,900 XP)
one creature in its jaws at a time.
Scything Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
grappled target. Hit: 13 (2d6 + 5) slashing damage.
Tail Whip. Ranged Weapon Attack: +9 to hit, range 30 ft., one
target. Hit: 12 (1d12 + 5) bludgeoning damage. A creature hit by
the tail whip must succeed a DC 15 Constitution saving throw or
be stunned until the start of its next turn.
ACTIONS
The stalker can take 2 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The stalker regains
spent legendary actions at the start of its turn.
Leap. The stalker disengages, leaps and glides up to 30 feet.
When it lands, it may immediately make one attack with its bite,
scything claws or tail.
Tail Lash. The stalker whips its tail around itself. All creatures
within 10 feet of the stalker must succeed a DC 15 Dexterity
Illustration by Kate Pfeilschiefter saving throw or take 15 (2d10 + 5) bludgeoning damage.
Wing Attack. The stalker beats its wings. Each creature within 15
Ignacio and Rin had long since disappeared up the feet cone originating from the stalker must succeed on a DC 15
sheer cliff and into the mist, when Winston heard a Dexterity saving throw or take 13 (1d6 + 5) bludgeoning damage
shuffle of leaves at the edge of the clearing. He and be knocked prone. The stalker can then fly up to half its flying
squinted, seeing only a gentle breeze ruffling the speed.
canopy. Moments later, a whip-like tail extended
from inside the foliage, and slapped him full in the
Veridian stalkers are ambush hunters, preferring to stun
face, knocking him over and out cold. Elspeth
and devour an incapacitated creature. While they can
gathered her glaive and her courage as the creature
speak and understand language, they are fairly single
gingerly stepped out from between the trees to
minded, and dedicate their lives to proving their own
reveal itself: it was massive, the head of the tiger,
evolutionary superiority by hunting the biggest and most
the tail of a chameleon and the iridescent carapace
dangerous game they can find.
of an enormous beetle. Two glowing yellow eyes
glared back at her, and she prepared herself for the They are most at home in forests and jungles where
worst. They exchanged a glance, each deciding if they can make the most use of both their natural and
who would be the hunter, and who the hunted. supernatural camouflage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 87
Volund Trickster Devil's Sight. Magical darkness doesn't impede the trickster’s
darkvision.
Medium fiend (devil), lawful evil
Innate Spellcasting. The trickster’s innate spellcasting ability is
Intelligence (spell save 19, +11 to hit with spell attacks). The
Armor Class 21 (natural armor) trickster can innately cast the following spells, requiring no
Hit Points 228 (23d8 + 115) material components:
Speed 30 ft., fly 40 ft. At will: charm person, command
3/day each: delayed blast fireball, mental prison XGE, soul cage XGE
STR DEX CON INT WIS CHA 1/day each: imprisonment, feeblemind, glibness, mind blank,
11 (+0) 18 (+4) 20 (+5) 20 (+5) 12 (+1) 18 (+4) mislead, power word stun
Inscrutable. The trickster is immune to any effect that would
Saving Throws Dex +10, Con +9, Wis +7, Cha +10 sense her emotions or read her thoughts, as well as any
Skills Perception +7 divination spell that she refuses. Wisdom (Insight) checks made
Damage Resistances cold; bludgeoning, piercing, and slashing to ascertain her intentions or sincerity have disadvantage.
from nonmagical attacks that aren't silvered Legendary Resistance (3/Day). If the trickster fails a saving
Damage Immunities fire, poison throw, she can choose to succeed instead.
Condition Immunities charmed, poisoned Magic Resistance. The trickster has advantage on saving throws
Senses darkvision 120 ft., truesight 30 ft. passive Perception 17 against spells and other magical effects.
Languages Common, Infernal, telepathy 1,000 ft.
Shadow Stride. As a bonus action, the trickster can step into a
Challenge 20 (25,000 XP) shadow within 5 feet of it and magically appear in an unoccupied
space within 5 feet of a second shadow that is up to 60 feet away.
Both shadows must be cast by a Small or larger creature or
object.
Sneak Attack (1/Turn). The trickster deals an extra 21 (6d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of
an ally of the trickster that isn't incapacitated and the trickster
doesn't have disadvantage on the attack roll. Creatures reduced
to 0 hit points by an attack bolstered by the trickster’s sneak
attack are killed instantly.
ACTIONS
Multiattack. The trickster uses Forged Contract. It also makes
two attacks with its dagger.
Dagger. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 17 (2d4 + 4) piercing damage plus 21 (6d6) psychic damage.
Forged Contract. The trickster chooses up to two creatures it can
see within 90 feet of it. Each target must succeed on a DC 23
Intelligence saving throw or the trickster chooses an action for
that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help,
Hide, Ready, Search, or Use an Object. The affected target can't
take that action until after the end of its next turn.
Summon Devils (1/Day). The trickster summons 2d4 spined
devils. A summoned devil appears in an unoccupied space within
60 feet of the trickster, acts as an ally of the trickster, and can't
summon other devils. It remains for 1 minute, until the trickster
dies, or until its summoner dismisses it as an action.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 88
Illustration by Dave Allsop
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 89
Wastes Elemental
Large elemental, neutral
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.
Necrotic Stare. Ranged Spell Attack: +3 to hit, range 120 ft.,
one target. Hit: 4 (1d8) necrotic damage.
Illustration by Jack-of-all-Trades
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 90
Wood Horror False Appearance. While the wood horror remains motionless, it
is indistinguishable from a normal tree.
Huge plant, neutral evil
Grappling Vines. When the horror hits a creature with its lash
attack, it can use a bonus action to grapple them (escape DC 19).
Armor Class 16 (natural armor) The wood horror can use its movement speed to drag a grappled
Hit Points 162 (13d12 + 78) creature toward itself. The grappling vines have an AC of 12 and
Speed 30 ft., burrow 5 ft. have 15 hit points, and share the horror’s resistances and
vulnerabilities.
STR DEX CON INT WIS CHA Siege Monster. The horror deals double damage to objects and
25 (+7) 10 (+0) 23 (+6) 12 (+1) 16 (+3) 12 (+1) structures.
REACTIONS
Feed on Death. When a creature within 30 feet of the horror
drops to 0 hit points, the horror gains 6 (1d12) temporary hit
points.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 91
Illustration by Maksym Harahulin
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 92
Arcane Nullifier Innate Spellcasting. The nullifier’s spellcasting ability is Wisdom
(spell save DC 20, +12 to hit with spell attacks). The nullifier can
Medium celestial, unaligned innately cast the following spells, requiring no material
components:
Armor Class 19 (natural armor) At will: detect evil and good, invisibility (self only)
Hit Points 184 (16d8 + 112) 3/day each: banishing smite, Bigby’s hand, disintegrate, dispel
Speed 40 ft. magic, dispel evil and good, wall of force
1/day each: antimagic field, astral projection, Mordenkainen’s sword,
STR DEX CON INT WIS CHA prismatic wall
24 (+7) 20 (+5) 24 (+7) 19 (+4) 25 (+7) 23 (+6) Inscrutable. The nullifier is immune to any effect that would
sense its emotions or read its thoughts, as well as any divination
Skills Arcana +9, Insight +12 spell that it refuses. Wisdom (Insight) checks made to ascertain
Damage Resistances force, radiant its intentions or sincerity have disadvantage.
Damage Immunities necrotic; bludgeoning, piercing, slashing Legendary Resistance (3/Day). If the nullifier fails a saving
from nonmagical attacks throw, it can choose to succeed instead.
Condition Immunities blinded, charmed, deafened, exhaustion, Magic Resistance. The train has advantage on saving throws
grappled, paralyzed, petrified, prone, restrained, unconscious against spells and other magical effects.
Senses truesight 120 ft., passive Perception 17
Languages all languages ACTIONS
Challenge 15 (13,000 XP)
Disruption. The nullifier reaches out to touch a creature. The
target must succeed on a DC 19 Dexterity saving throw or be
touched. The nullifier’s touch causes a rupture of space to erupt
from within the creature, dealing 22 (4d10) force damage and
ending the effects of one spell on the target of 5th level or lower.
The nullifier regains 1d8 hit points for each spell level of any
effects it ends in this manner.
Gravity Well (Recharge 4–6). The nullifier creates a gravity well
centered on a point it can see within 120 feet of itself. Creatures
within 30 feet of the well must make a DC 19 Strength saving
throw. On a failure, they take 36 (8d8) force damage and are
pulled 20 feet toward the center of the well. On a success, they
take half the amount and aren’t pulled.
Suppress Magic (Recharge 5–6). The nullifier targets one magic
item it can see within 120 feet of it. If the magic item isn't an
artifact, its magical properties are suppressed for 10 minutes,
until the nullifier is on a different plane than the item or dies, or
until the nullifier uses a bonus action to end the effect.
REACTIONS
Spell Vitalization. Immediately after a creature casts a spell of
1st level or higher within 120 feet of the nullifier, the nullifier can
move up to twice its speed without provoking opportunity
attacks. It can then make one disruption attack against a target of
its choice.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 93
Biomechanical Horror
Large construct, unaligned
REACTIONS
Lightning Backlash (Recharge 4–6). When a creature hits
the horror with an attack, the attacker takes lightning
damage equal to half the damage dealt by the attack.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 94
Burnished Golemite Infantry
Large construct, unaligned
Skills Perception +3
Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks that aren't adamantine
Damage Immunities fire, necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages understands the languages of its creator but
can't speak
Challenge 4 (1,100 XP)
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 95
Malfunctioning Concierge
Medium construct, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 96
Murdermachine
Medium construct, unaligned
Skills Stealth +9
Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks that aren't adamantine
Damage Immunities fire, necrotic, poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 13
Languages understands the languages of its creator but
can't speak
Challenge 5 (1,800 XP)
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 97
Illustration by Karola J
Phantom Train Ethereal Timetable. The phantom train can move from the
Material Plane to the Ethereal Plane, or vice versa using half its
Huge construct, unaligned
movement. When it does, all aboard are transported with it.
While upon the ethereal plane, it travels 10d100 miles in a
Armor Class 18 (natural armor) random direction before making another stop sometime in the
Hit Points 230 (20d12 + 100) next in 1d100 hours. It needs no railway, but prefers to enter the
Speed 40 ft., fly 60 ft. (hover) material plane where they do exist.
Magic Resistance. The train has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
20 (+7) 7 (-2) 20 (+5) 3 (-4) 11 (+0) 14 (+2)
ACTIONS
Damage Immunities fire, poison, psychic; bludgeoning, Crush. The train moves up to its speed in a straight line. During
piercing, and slashing from nonmagical attacks that aren’t this move, it can enter Large or smaller creatures' spaces. A
adamantine creature whose space the train enters must make a DC 18
Condition Immunities blinded, charmed, deafened, frightened, Dexterity saving throw. On a successful save, the creature is
paralyzed, petrified, poisoned, stunned pushed 5 feet to the nearest space out of the train 's path. On a
Senses truesight 120 ft., passive Perception 10 failed save, the creature falls prone and takes 18 (5d6)
bludgeoning damage.
Languages understands all languages but can't speak
Challenge 14 (11,500 XP) If the train remains in the prone creature's space, the creature is
also restrained until it's no longer in the same space as the train.
While restrained in this way, the creature, or another creature
Absorb the Dead. As a bonus action, the train targets an undead within 5 feet of it, can make a DC 18 Strength check. On a
creature within 30 feet of it. The train deals 11 (2d10) thunder success, the creature is shunted to an unoccupied space of its
damage to the target, and the train gains temporary hit points choice within 5 feet of the train and is no longer restrained.
equal to the damage dealt.
Horn (Recharge 5—6). Each creature within 100 feet of the train
Axiomatic Mind. The train can't be compelled to act in a manner that can hear it makes a DC 18 Constitution saving throw, taking
contrary to its nature or its instructions. 36 (8d8) thunder damage on a failed save, or half as much on a
Immutable Form. The train is immune to any spell or effect that success.
would alter its form.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 98
Phylacteron Juggernaut Axiomatic Mind. The train can't be compelled to act in a manner
contrary to its nature or its instructions.
Gargantuan construct, unaligned
Fire Absorption. If the golem is subjected to fire damage, it takes
no damage and instead regains a number of hit points equal to
Armor Class 16 (natural armor) the fire damage dealt.
Hit Points 264 (16d20 + 96) Immutable Form. The juggernaut is immune to any spell or
Speed 40 ft. effect that would alter its form.
Innate Spellcasting. The juggernaut’s spellcasting ability is
STR DEX CON INT WIS CHA Intelligence (spell save DC 16). The juggernaut can innately cast
22 (+6) 12 (+1) 23 (+6) 18 (+4) 10 (+0) 6 (-4) the following spells, requiring no material components:
2/day each: cloudkill, magic missile (5th level), shield
Saving Throws Dex +5, Con +10
Phylactery Recovery. If it reduced to 0 hit points but its central
Skills Athletics +11 battery is not removed or destroyed from its chamber, the
Damage Immunities fire; poison; lightning; psychic; piercing juggernaut reactivates and rebuilds itself in 1d10 days, regaining
and slashing from nonmagical weapons that aren’t adamantine all its hit points and becoming active again.
Condition Immunities blinded, charmed, deafened, frightened,
Siege Monster. The juggernaut deals double damage to objects
paralyzed, petrified, poisoned, stunned
and structures.
Senses darkvision 120 ft., passive Perception 12
Thermal Discharge. If a creature is within 10 feet of the
Languages Common, Gnomish, but can’t speak
juggernaut when it uses its death ray action, it takes 11 (1d20) fire
Challenge 14 (11,500 XP)
damage, and flammable objects in the aura that aren't being
worn or carried ignite.
ACTIONS
Death Ray. The juggernaut releases a gout of energy from its
central eye in a 120-foot line that is 15 feet wide. Each creature in
that line must make a DC 14 Dexterity saving throw, taking 21
(6d6) radiant damage on a failed save, or half as much damage
on a successful one.
Stunning Clap (Recharge 5—6): The juggernaut clasps its
massive claws together, producing a blast of noise and heat.
Each creature within 60 feet of the Juggernaut that can hear it
must make a DC 14 Constitution saving throw. If they fail, they
take 21 (6d6) thunder damage and are stunned until the end of
their next turn. On a success, they take half the amount and
aren’t stunned.
REACTIONS
Grappling Tentacles. In response to harm, the juggernaut
moves up to its speed and extends a long, metal tentacle toward
a Large or smaller creature within 40 feet of it. The target must
succeed on a DC 19 Strength saving throw or take 14 (4d6)
bludgeoning damage. The juggernaut can grapple up to two
creatures in this manner. If the juggernaut takes more than 30
damage on a turn, it drops any creatures it is holding, which fall a
distance of 40 feet to the base of the juggernaut’s legs. The
juggernaut can hold up to four creatures in its tentacles.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 99
War-Torn Fungal Boom Baby
Huge giant, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 100
Warforged Terminator
Large construct, unaligned
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 101
Illustration by Adrian Girod
FOLK
Folk make a living in small enclaves of mining towns, or
agricultural centers (if they’re lucky). A few cities still
manage to hold their civilization together, usually with Applying Racial Statistics
the aid of magic or high technology. Every settlement is The following statblocks are presented as being of any race,
different, but most focus on a few exports that allow folk so Dungeon Masters should consider adding additional
to subsist. Agriculture, mining, the production of racial traits that reflect the individual, for example, a half-elf’s
gunpowder and education and scientific development all fey ancestry or a goblin’s fury of the small.
might serve as the basis for a functioning society.
The construction and maintenance of railways new Playable Classes
and old allow folk to cross expanses of wasteland quickly Several statblocks that follow reflect some of the additional
and in the relative safety of a thick iron cage, and the class options presented in Old Gus’ Errata: Tales from the
operation and ownership of such railways has become Weird West Player’s Handbook or Old Gus’ Errata: Heroes
an extraordinarily lucrative business to be in. of the Multiverse, and are noted as such.
Lawmen, outlaws and other exceptional individuals
beyond common folk can be easily recognized: a fanciful Playable Races
hat, an especially heavy gunbelt, or a shining metal star
Several statblocks that follow reflect some of the additional
on a coat might mark an individual’s allegiances, and
race options presented in Old Gus’ Errata: Beastfolk or Old
how dangerous they might be.
Gus’ Errata: Fey Folk, and are noted as such.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 102
Arcane Avenger
Medium humanoid (any), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 103
Avatar of the Raven Queen
Medium humanoid (any), lawful neutral
ACTIONS
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage +2d10 (11)
additional cold damage.
Blinding Swarm (Recharge 5—6). The avatar unleashes a
swarm of ravens in a 30-foot cone. Creatures in the area
must make a DC 16 Dexterity saving throw. On a failure, a
creature takes 4d6 piercing damage and is blinded until the
end of their next turn, or half as much damage on a success
and they aren’t blinded. After using this ability, 1d4 swarms
of ravens appear in the area, acting on their own initiative.
They are friendly to the avatar and obey its commands.
Illustration by Kipine
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 104
Bounty Hunter
Medium humanoid (any), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 105
Circle of Mutation Druid
Medium humanoid (any), any neutral or evil alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 106
Cleric of Pestilence
Medium humanoid (any), any neutral or evil alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 107
Dentist Doctor
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 13 (+1) 12 (+1)
Skills Medicine +3, Nature +4, Perception +3 Skills Medicine +5, Nature +5, Perception +3
Senses passive Perception 13 Senses passive Perception 13
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 1/2 (100 XP) Challenge 1/2 (100 XP)
Spellcasting. The dentist is a 3rd-level spellcaster. Its Spellcasting. The doctor is a 3rd-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12). The spellcasting ability is Intelligence (spell save DC 13). The
dentist has the following spells prepared: doctor has the following spells prepared:
Cantrips (at will): mending, spare the dying, vicious mockery Cantrips (at will): guidance, resistance, spare the dying
1st level (4 slots): sleep, Tasha’s hideous laughter 1st level (4 slots): cure wounds, sleep
2nd level (2 slots): ray of enfeeblement 2nd level (2 slots): aid, lesser restoration
Anatomical Precision (1/Turn). The doctor deals an extra 7
ACTIONS (2d6) damage when it hits a humanoid or beast with its
Light Hammer. Melee Weapon Attack: +4 to hit, reach 5 ft., scalpel and has advantage on the attack roll, or when the
one target. Hit: 4 (1d4 + 2) bludgeoning damage. target is within 5 feet of an ally of the doctor that isn't
Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft., incapacitated and the doctor doesn't have disadvantage on
one target. Hit: 9 (1d10 + 3) piercing damage. the attack roll.
ACTIONS
Scalpel. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 2) slashing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 108
Drover
Medium humanoid (any race), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 109
Faustian Warlock
Medium humanoid (any race), lawful evil
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 110
Gambler
Medium humanoid (any race), any chaotic alignment
ACTIONS
Revolver. Ranged Weapon Attack: +5 to hit, range 40/80 ft.,
one target. Hit: 8 (1d6 + 3) piercing damage.
Illustration by Sheep Lin
REACTIONS
Lucky (recharges after a Long Rest). The gambler has 7 Gamblers excel at two things: games and guns. They
luck points. Whenever the gambler makes an attack roll, an have an uncanny insight into others’ behavior, and use
ability check, or a saving throw, it can spend one luck point their skills to navigate a seedy world of high stakes, and
to gain advantage on the roll. It can also spend one luck avoid bloodshed whenever possible.
point when an attack roll is made against it to impose Gamblers are famously tellers of tall tales, and might
disadvantage on the roll. If more than one creature spends a enjoy using their prior exploits, properly embellished, of
luck point to influence the outcome of a roll, the points course, as a means to explore an opponent’s tells. Others
cancel each other out; no additional dice are rolled. The perfect an air of stoic, soft spoken mystery that unnerves
gambler regains expended luck points when it finishes a long their opponents at the table and forces them into error.
rest. Always calm and collected, true gamblers know when
to hold ‘em and knows when to fold’em, and never pick a
fight they’re not sure they can win. When a gambler has
decided the odds are in their favor, they can be a
Player characters can be a Gambler Bard!
terrifying and deadly opponent, reacting with dazzling
See: Old Gus’ Errata: Tales from the Weird West Player’s speed and seemingly never reaching an empty chamber
Handbook in their firearm.
Some gamblers prefer to keep their skill with a firearm
a closely guarded secret, while others enjoy showing off,
performing with a firearm for crowds to make ends
meet, especially when the chips are down.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 111
Inventor Safety Goggles. The inventor’s vision is unimpeded by smoke or
fog, and they have advantage on saving throws against blindness
Medium humanoid (any), any alignment and deafness.
Spellcasting. The inventor is a 14th-level spellcaster whose
Armor Class 12 (15 with mage armor) spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
Hit Points 165 (18d8 + 36) spell attacks). It regains its expended spell slots when it finishes
Speed 30 ft. a short or long rest. It has the following artificer spells prepared:
Cantrips (at will): acid splash, eldritch blast, light, ray of frost
STR DEX CON INT WIS CHA 1st level (4 slots): absorb elements, catapult XGE, grease, heat metal
10 (+1) 12 (+1) 14 (+2) 17 (+3) 13 (+1) 16 (+3) 2nd level (3 slots): spider climb, dispel magic, haste
3rd level (3 slots): protection from energy, tiny servant XGE
Saving Throws Int +7, Wis +5 4th level (3 slots): fabricate, skill empowerment XGE
Skills Arcana +7, Investigation +7, Nature +11, Perception +5
Senses passive Perception 15 ACTIONS
Languages any three languages (usually Goblin and Gnomish) Wrench. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Challenge 11 (7,200 XP) Hit: 4 (1d10 + 4) bludgeoning damage.
Zapper. Ranged Spell Attack: +7 to hit, range 60/120 ft., one
Mechanical Tentacle. The inventor can have up to four target. Hit: 22 (4d10) lightning damage. On a hit, the lightning
mechanical tentacles at a time. Each appendage can be attacked jumps to a second target within 15 feet of the original target, and
(AC 20; 15 hit points; immunity to poison and psychic damage). each is pulled up to 5 feet toward the other.
Destroying an appendage deals no damage to the inventor, which
can extrude a replacement tendril on its next turn. An appendage LEGENDARY ACTIONS
can also be broken if a creature takes an action and succeeds on The inventor can take 3 legendary actions, choosing from the
a DC 15 Strength check against it. options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The inventor
regains spent legendary actions at the start of its turn.
Cantrip. The inventor casts a cantrip.
Mechanical Tentacle. Melee Weapon Attack: +7 to hit, reach
30/60 ft., one creature. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained, and the rope
inventor can't use the same tendril on another target.
Wrench. The inventor makes an attack with its wrench.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the scientist takes a
lair action to cause one of the following effects; the scientist can't
use the same effect two rounds in a row:
Latest Creation. The inventor summons an ally to a point it can
see within 30 feet of itself. Roll a d10 to determine the creature
summoned: 1: 1 homunculus; 2-3: 1d4 + 2 bronze scouts MTF; 4-5:
1d4 iron cobras MTF; 6-7: 1d4 + 1 burnished golemite infantry TWW;
8-9: 2 oaken bolters MTF; 10: 1 biomechanical horror TWW. Each
option can only be revealed once.
Noxious Gas. Clouds of steam are expelled from machinery
scattered around the inventor’s lair. The area within 20 feet of
each a nozzle becomes heavily obscured. The clouds last until
Illustration by Valentino Ferrari the end of the scientist’s next turn or until they are dispersed by a
strong wind.
Inventors are master artificers, and can restore ancient
technology to working order, or adapt it to new purposes.
Their gusto for invention tends to get them into trouble,
and occasionally puts the populace they dedicate their
lives to helping at risk, however.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 112
Ghoul Druid
Medium humanoid (ghoul), any chaotic alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 113
Legionnaire
Medium humanoid (any race), any lawful alignment
ACTIONS
Multiattack. The legionnaire makes one attack with its rifle
or two with its bayonet.
Illustration by Keren Beyit Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft.,
one target. Hit: 8 (1d12 + 2) piercing damage.
Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Gunslinger target. Hit: 4 (1d6 + 2) piercing damage.
Medium humanoid (any race), any alignment
ACTIONS
Multiattack. The gunslinger makes two attacks with its
revolver.
Revolver. Ranged Weapon Attack: +6 to hit, range 50/100 ft.,
one target. Hit: 6 (1d10 + 3) piercing damage.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 114
Luchador
Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (8d8 + 24)
Speed 40 ft.
REACTIONS
Parry. The luchador adds 2 to its AC against one melee or
ranged weapon attack that would hit it. To do so, the
luchador must see the attacker.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 115
Marshal
Medium humanoid (any race), any lawful alignment
REACTIONS
Duck and Cover. The marshal adds 3 to its AC against one
attack that would hit it. To do so, the sheriff must be able to
see its attacker.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 116
Perfectionist
Medium humanoid (any race), any alignment
Armor Class 15
Hit Points 75 (10d8 + 30)
Speed 35 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 117
Powder Hound
Medium humanoid (any race), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 118
Ruffian
Medium humanoid (any race), any non-lawful
alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 119
Shaman
Medium humanoid (any race), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 120
Sheriff
Medium humanoid (any race), any lawful alignment
ACTIONS
Multiattack. The sheriff makes two attacks, choosing from
its pistol or sabre.
Sabre. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft.,
Illustration by João Rui one target. Hit: 6 (1d10 + 3) piercing damage.
Shotgun (Recharge 4—6). Creatures in a 15-foot cone must
Sheriffs are local lawmen, defending small towns or succeed a DC 15 Dexterity saving throw or take (10) 3d6
other localities from those who would do them harm. piercing damage.
They typically concern themselves only with local
matters, and whatever happens outside their jurisdiction REACTIONS
they are bound to ignore, although they can be friendly
Duck and Cover. The sheriff adds 3 to its AC against one
and will often assist bounty hunters or other lawmen if it
attack that would hit it. To do so, the sheriff must be able to
suits their town’s needs. However, they can be equally
see its attacker.
unhelpful if they fear escalation or retaliation.
Like all who hold the reins of power, some sheriffs
become corrupt, using their power and influence to
enrich themselves and terrorizing their own populace Player characters can be an Oath of the Idealist
using the law as a cudgel. Paladin!
See: Old Gus’ Errata: Tales from the Weird West Player’s
Handbook
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 121
Tattoosionist
Medium humanoid (any race), any alignment
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 122
Way of the Rolling Stone Monk
Medium humanoid (any race), any alignment
Armor Class 15
Hit Points 53 (7d8 + 21)
Speed 40 ft.
Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 123