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Old Gus’ Errata:

Tales from the Weird West


Monster Manual

Dozens of new creatures and cryptids


for the world’s greatest roleplaying game
Designer’s Notes
TABLE OF CONTENTS
Old Gus’ Errata: Tales from the Weird West Monster
WASTELAND CREATURES ..........................................................5
Manual, v1.25 (June 28, 2020). This document provides
additional creatures to supplement Dungeon & Dragons 5th RESILIENT SURVIVORS ..............................................................6
Edition. This material is not officially part of the game and Arboreal Octopus .............................................................................................. 7
isn’t permitted in Dungeons & Dragons Adventurers League Wastes Boar........................................................................................................ 8
events. This is unofficial Fan Content permitted under the Blightboar ............................................................................................................ 8
Fan Content Policy. Not approved/endorsed by Wizards. Blightbug.............................................................................................................. 9
Portions of the materials used are property of Wizards of the Bloated Minotaur Zombie .............................................................................. 9
Coast LLC. Boo Hag............................................................................................................. 10
Brownie ............................................................................................................. 11
Design, Writing, Layout: Old Gus (Partario Flynn)
Buzzgrig ............................................................................................................ 12
Caecuraptors ......................................................................................... 12
Cover Illustration: Roman Chaliy,
Caecuraptor ..................................................................................................... 12
https://www.artstation.com/roman_chaliy
Caecuraptor Alpha......................................................................................... 13
Special Thanks: Everyone over at Taverns & Dragons, Caecuraptor Pup ............................................................................................ 13
especially the Weird West playtesters, Aboe Snowpea, all the Corpse Devourer ............................................................................................ 14
Dungeon Masters and their players whose feedback has been Cloud Ray ......................................................................................................... 14
invaluable. Debbie Warren................................................................................................ 15
Drosera Balladeer.......................................................................................... 15
Contact the Author: [email protected] Dynamite Slug ................................................................................................ 16
Fallen Gunslinger .......................................................................................... 16
Flying Hydra .................................................................................................... 17
Updates to this material, and more of
Fungal Giant .................................................................................................... 18
Old Gus’ Errata are available online!
Giant Villous Moth......................................................................................... 18

Beastfolk, Fey Folk, Plantfolk, Undead Giant Tortle...................................................................................................... 19


Gibby-Owl ......................................................................................................... 20
and Other Oddities
Ghost Harvester ............................................................................................. 20
Find the perfect race for your group to complement their Ghost Rider ...................................................................................................... 21
marry band of adventurers!
Gill-Man ............................................................................................................. 22
Gremlin Gunner ............................................................................................. 23
Heroes of the Multiverse
Grigling.............................................................................................................. 23
New class archetypes, a faerie class, a battle chef prestige
Grimalkin Thief .............................................................................................. 24
class, dozens of new spells, familiars and more!
Grindylow ......................................................................................................... 24
Gruggish Womp ............................................................................................. 25
Hexed Scarecrow........................................................................................... 26
Horsefly ............................................................................................................. 26
Kamelon Hunter ............................................................................................. 27
Kelp Thresher ................................................................................................. 28
Kumomitsu....................................................................................................... 29
Letiche ............................................................................................................... 30
Ludai .................................................................................................................. 30
Magic Mirror .................................................................................................... 30
Mammoth Rat ................................................................................................. 32
Mantisaur .......................................................................................................... 32
Mine Ghast ....................................................................................................... 33
Mine Strider..................................................................................................... 33
Molten Elemental........................................................................................... 34
Moosociraffe .................................................................................................... 35
Nixie ................................................................................................................... 36
Tales from the Weird West Outlaws ................................................................................................... 37
New races, gun-slinging classes, backgrounds, feats, as well Outlaw Gang Leader ..................................................................................... 37
as rules for firearms, explosives and ropes! Also, a monster Outlaw................................................................................................................ 38
manual is with dozens of new creatures and cryptids! Outlaw Demolitionist.................................................................................... 38
Outlaw Goblin Musketeer ........................................................................... 39

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
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Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 4
Illustration by Dave Jones

WASTELAND CREATURES NPC Classes and Firearms


Several creatures and NPCs in this compendium include
Wear sunscreen. If I could offer you only one tip for firearms as ranged weapons, the in-game statistics are
the future, sunscreen would be it. The long-term intended to pair with the firearms rules and gunslingling
benefits of sunscreen have been proved by scientists class options presented in Old Gus’ Errata: Tales from the
whereas the rest of my advice has no basis more Weird West Player’s Handbook. If your game includes
reliable than my own meandering experience. I will firearms with longer ranges or different damage dice, make
dispense this advice now. an appropriate substitution at the Dungeon Master’s
~Baz Lurhman discretion. These items have been noted as such.

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.

Illustration by Clavework Graphics

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 6
Arboreal Octopus
Medium beast, unaligned

Armor Class 13 (natural armor)


Hit Points 44 (8d8 + 8)
Speed 15 ft., climb 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 13 (+1) 6 (-2) 10 (+0) 4 (-3)

Skills Perception +4, Stealth +5


Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1 (200 XP)

Amphibious. The octopus can breathe air and water.


Bioluminescent Display. As an action, the octopus creates a
fanciful, rhythmic bioluminescent display upon its body. The
octopus’ prey, or indeed other arboreal octopi might find
this behavior attractive.
False Appearance. While the octopus remains motionless, it
is indistinguishable from a group of tree branches, unless an
observer succeeds on a DC 15 Intelligence (Investigation)
check.
Glider. As a bonus action, the octopus can glide horizontally
along its current elevation up to its movement speed, and
gracefully fall at the end of its turn. The octopus takes no
damage from falling.

Illustration by Subhajit Mistry ACTIONS


An intelligent and inquisitive being the arboreal octopus Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
explores the world by touch and sight. Adaptations its target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is
ancestors originally evolved in long-dried seas have been a creature, it is grappled (escape DC 13). Until this grapple
put to good use in the spatially complex maze of ends, the target is restrained, and the octopus can't use its
woodland rainforests. tentacles on another target.
Reaching out with one of her eight arms, each covered Pollen Cloud (Recharges after a Short or Long Rest). A 10-
in sensitive suckers, an arboreal octopus might grab a foot-radius cloud of thick green pollen extends all around the
branch to pull herself along in a form of locomotion octopus if it not underwater. The area is heavily obscured for
called tentaculation; or she might be preparing to strike 1 minute, or until a wind of moderate or greater speed (at
at an insect or small vertebrate, such as a frog or rodent, least 10 miles per hour) disperses it. Creatures that start
or steal an egg from a bird's nest; or she might even be their turn inside the pollen cloud must make a DC 13
examining some object that caught her fancy. Constitution saving throw or use their action on their turn
coughing uncontrollably. A creature that succeeds their
Arboreal octopuses have eyesight superior to humans.
saving throw against the pollen cloud becomes immune to
Besides allowing them to see their prey and
its effects for 24 hours.
environment, it helps them in inter-octopus relations.
Their still require regular access to water, and in
spring, they leave the treetops and submerge, the only
social time in their lives. Male and female alike guard
and care for their eggs until they hatch, refusing even to
eat, and often dying of selflessness. The young spend
their first month in murky waters before braving life on
land, climbing their first tree and claiming their first
insects.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 7
Blightboar
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 105 (10d12 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 2 (-4) 7 (-2) 5 (-3)

Damage Immunities poison


Condition Immunities poisoned, diseased
Senses passive Perception 8
Languages —
Challenge 6 (2,300 XP)

Keen Smell. The blightboar has advantage on Wisdom


(Perception) checks that rely on smell.
Illustration by Ivelin Trifonov Charge. If the blightboar moves at least 20 ft. straight
toward a target and then hits it with a tusk attack on the
same turn, the target takes an extra 7 (2d6) slashing
damage. If the target is a creature, it must succeed on a DC
Wastes Boar 16 Strength saving throw or be knocked prone.
Large beast, unaligned Relentless (Recharges after a Short or Long Rest). If the
blightboar takes 12 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead.
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12) ACTIONS
Speed 40 ft.
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) slashing damage.
STR DEX CON INT WIS CHA
Foul Breath (Recharge 5—6). The boar exhales sickening
18 (+4) 10 (+0) 16 (+3) 2 (-4) 9 (-1) 5 (-3)
fumes in a 20-foot cone. Creatures in the area must succeed
on a DC 14 Constitution saving throw or lose their reaction
Senses passive Perception 9 and be incapacitated until the end of their next turn. Also, 3
Languages — (1d4 + 1) blightbugs are exhaled into the area. The bugs are
Challenge 1 (200 XP) hostile to all creatures other than the blightboar.

Keen Smell. The boar has advantage on Wisdom


(Perception) checks that rely on smell.
Charge. If the boar moves at least 20 ft. straight toward a
target and then hits it with a tusk attack on the same turn,
the target takes an extra 3 (1d6) slashing damage. If the
target is a creature, it must succeed on a DC 14 Strength
saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the
boar takes 10 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.

ACTIONS
Tusk. Melee Weapon Attack: +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)

Damage Immunities poison


Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak
Challenge 3 (700 XP)

Death Burst. When the zombie is reduced 0 hit points, it


explodes. Each creature within 15 feet of it must succeed on
a DC 10 Constitution saving throw or take 2d6 bludgeoning
damage and be blinded until the end of their next turn.

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

Armor Class 15 (natural armor)


Hit Points 3 (1d4 + 1)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


2 (-4) 14 (+2) 12 (+1) 2 (-4) 8 (-1) 4 (-3)

Senses darkvision 60 ft., passive Perception 10


Languages —
Challenge 1/4 (50 XP)

Bioluminescence. The blightbug emits dim light in a 5-foot


radius.
Death Burst. When the blightbug dies, it explodes in a burst
of corrosive ichor. Each creature within 5 feet of it must
make a DC 10 Dexterity saving throw, taking 3 (1d6) acid
damage on a failed save, or half as much damage on a
successful one.

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.

Like hags? Build a coven!


The hags and coven options presented in Volo’s Guide to
Monsters make excellent companions to the boo hag!
Illustration by Catharctic

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.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 18 (+4) 11 (+1) 12 (+1) 17 (+3)

Saving Throws Dex +6, Cha +7


Skills Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Druidic, Sylvan
Challenge 9 (5,000 XP)

Glamorous Defense. While the brownie is wearing no armor


and wielding no shield, its AC includes its Charisma modifier
(included in its AC).
Magic Weapons. The brownie’s weapon attacks are magical.
Spellcasting. The brownie is a 12th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The brownie knows the following spells:
Cantrips (at will): dancing lights, mold earth XGE, magic stone XGE,
vicious mockery
Illustration by Carolina Eade 1st level (4 slots): charm person, jump, longstrider, zephyr
strike XGE
Brownies prefer to live underground or in stone ruins, 2nd level (3 slots): earth tremor XGE, enlarge/reduce,
and most seek solitary lives, greedily hoarding treasures. Maximilian’s earthen grasp XGE
Occasionally, a brownie will leave its barrow to hunt 3rd level (3 slots): bestow curse, erupting earth XGE, meld into
for new treasure, or strike a bargain with mortal folk for stone
something it has become enamored with. Brownies are 4th level (3 slots): giant insect, staggering smite
proud and do not suffer insults or social slights of any 5th level (2 slots): animate objects, transmute rock XGE
sort, revenging them at the first opportunity. 6th level (1 slot): move earth, skill empowerment XGE
Brownies are often artisans in their own right, and
excel at leatherworking, cobbling and farming, despite ACTIONS
the fact that they have little use for any of those Multiattack. The brownie makes two attacks with its needle.
enterprises themselves, they make useful bargaining
Needle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
chips when dealing with mortal folk.
creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6)
radiant damage.
Player characters can be a brownie! Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft.,
one target. Hit: 1 piercing damage, and the target must
See: Old Gus’ Errata: Heroes of the Multiverse succeed on a DC 10 Constitution saving throw or become
Additionally, you can substitute any of the spells on the poisoned for 1 minute. If its saving throw result is 5 or lower,
faerie class’ spell list for any of the spells the brownie knows, the poisoned target falls unconscious for the same duration,
including any of the original faerie spells that appear in the or until it takes damage or another creature takes an action
document. to shake it awake.

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)

Senses darkvision 60 ft., passive Perception 13


Languages Sylvan, telepathy 120 ft.
Challenge 1 (200 XP)

Feather Fall. If the buzzgrig that takes more than 3 damage


at once, it falls prone, but takes no damage from falling.
Hive Mind. The buzzgrig is immune to the charmed and
frightened conditions while within 30 feet of at least one
other buzzgrig. The buzzgrig can communicate telepathically
with any other buzzgrigs within 120 feet of it.
Spider Climb. The buzzgrig can climb difficult surfaces, Illustration by Kate Pfeilschiefter
including upside down on ceilings, without needing to make
an ability check.
Caecuraptor
ACTIONS
Medium monstrosity, unaligned
Multiattack. The buzzgrig makes two attacks with its
stinging forceps.
Armor Class 13 (natural armor)
Stinging Forceps. Melee Weapon Attack: +4 to hit, reach 5
Hit Points 26 (4d8 + 8)
ft., one creature. Hit: 5 (1d6 + 2) piercing damage. If the
target is stung twice, they must succeed on a DC 11 Speed 50 ft.
Constitution saving throw, or take 7 (2d6) poison. A creature
reduced 0 hit points. STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 5 (-3)

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)

Keen Smell. The caecuraptor has advantage on Wisdom


(Perception) checks that rely on smell.
Pack Tactics. The caecuraptor has advantage on an attack
roll against a creature if at least one ally is within 5 feet of the
creature and the ally isn't incapacitated.

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.

“You hear about Wrangler Joe? He just lost


another finger to the ‘raptors. Another one!”
“What is that now, six?”
“*whistles* That Joe. What a cowboy.”

Caecuraptor Alpha
Medium monstrosity, unaligned

Armor Class 13 (natural armor)


Hit Points 33 (5d8 + 10)
Speed 55 ft. Illustration by Kate Pfeilschiefter

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 15 (+2) 7 (-2) 14 (+2) 5 (-3)
Caecuraptor Pup
Small monstrosity, unaligned
Skills Athletics +5, Perception +4
Senses blindsight 60 ft., passive Perception 14 Armor Class 13 (natural armor)
Languages — Hit Points 14 (3d6 + 3)
Challenge 2 (450 XP) Speed 40 ft.

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)

Keen Smell. The corpse devourer has advantage on Wisdom


(Perception) checks that rely on smell.

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.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 6 (-2) 14 (+2) 12 (+1)

Skills Acrobatics +3, Perception +3


Senses passive Perception 15
Languages Understands common but can’t speak
Challenge 4 (1,100 XP)

Expert Glider. At the start of its turn, any creature riding an


unwilling flying cloud ray must succeed a DC 13 Strength
(Athletics) or Dexterity (Acrobatics) check or fall off the
cloud ray.

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.

Illustration by Bogdan Rezunenko

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.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 14 (+2) 9 (-1) 10 (+0) 14 (+2)

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)

False Appearance. While the drosera balladeer remains


motionless, it is indistinguishable from a normal cactus.

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

Armor Class 15 (studded leather armor)


Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WI6 CHA


15 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (+1) 14 (+2)

Illustration by Simon Kono Damage Resistances necrotic; bludgeoning, piercing and


slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 11
Dynamite Slug Languages Common
Challenge 3 (700 XP)
Medium monstrosity, unaligned

Deadeye (3/Day). As a bonus action, the gunslinger can add


Armor Class 13 (natural armor) 1d10 to its next attack or damage roll with a revolver.
Hit Points 50 (7d8 + 18)
Speed 25 ft., climb 25 ft. ACTIONS
Multiattack. The gunslinger makes three attacks with its
STR DEX CON INT WI6 CHA revolver.
14 (+2) 9 (-1) 16 (+3) 1 (-5) 13 (+1) 6 (-2)
Revolver. Ranged Weapon Attack: +5 to hit, range 30/90 ft.,
one target. Hit: 8 (1d10 + 3) necrotic damage.
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)

Death Burst. When the slug dies, it explodes in a burst of


bright light, audible up to 300 feet away. Each creature
within 10 feet of it must then make on a DC 12 Constitution
saving throw. On a failure, a creature takes 10 (3d6) thunder
damage and is blinded. On a success, a creature takes half
as much damage and isn’t blinded. A blinded creature can
repeat the saving throw at the start of each of its turns,
ending the effect on itself on a success.
Keen Smell. The slug has advantage on Wisdom
(Perception) checks that rely on smell.
Spider Climb. The slug can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.

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

Armor Class 14 (natural armor)


Hit Points 149 (13d12 + 65)
Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 20 (+5) 4 (-3) 12 (+1) 7 (-2)

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.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 8 (-1)

Senses blindsight 10 ft., passive Perception 8


Languages —
Challenge 1/8 (25 XP)
Illustration by Simon Cowell
Iron Scent. The moth can pinpoint, by scent, the location of
ferrous metal within 120 feet of it.
Fungal Giant Rust Metal. Any nonmagical weapon made of metal that
Huge plant, lawful neutral hits the moth corrodes. After dealing damage, the weapon
takes a permanent and cumulative −1 penalty to damage
Armor Class 13 (natural armor) rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal that hits the moth
Hit Points 126 (11d12 + 55)
is destroyed after dealing damage.
Speed 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
Acidic Spittle. The moth excretes saliva, which corrodes a
21 (+5) 8 (-1) 21 (+5) 9 (-1) 14 (+2) 9 (-1)
nonmagical ferrous metal object it can see within 5 feet of it.
If the object isn't being worn or carried, the touch destroys a
Senses darkvision 60 ft. passive Perception 12 6-inch cube of it. If the object is being worn or carried by a
Languages — creature, the creature can make a DC 11 Dexterity saving
Challenge 7 (2,900 XP) throw to avoid the saliva, taking 1d4 acid damage on a
failure.
Distress Spores. When the giant takes damage, all other If the target is either metal armor or a metal shield being
sporelinguistic creatures (for example, myconids) within 240 worn or carried, it takes a permanent and cumulative −1
feet of it can sense its pain. penalty to the AC it offers. Armor reduced to an AC of 10 or a
Sun Sickness. While in sunlight, the giant has disadvantage shield that drops to a +0 bonus is destroyed. If the object
on ability checks, attack rolls, and saving throws. The giant touched is a held metal weapon, it rusts as described in the
dies if it spends more than 2 hours in direct sunlight. Rust Metal trait.

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

Giant Tortle ACTIONS


Huge giant (tortle), lawful good Multiattack. The giant tortle makes three fist or quarterstaff
attacks.
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit:
Armor Class 18 (natural armor) 14 (1d12 + 7) bludgeoning damage, and the creature must
Hit Points 162 (13d12 + 78) succeed a DC 17 Strength saving throw or be knocked prone.
Speed 40 ft., swim 40 ft.
Quarterstaff. Melee Weapon Attack: +11 to hit, reach 10 ft, one
target. Hit: 17 (3d6 + 7) bludgeoning damage, or 20 (3d8 + 7)
STR DEX CON INT WIS CHA bludgeoning damage if used with two hands to make a melee
26 (+8) 16 (+3) 22 (+6) 10 (+0) 18 (+4) 12 (+1) attack.
Shell Defense. The giant tortle withdraws into its shell. Until it
Saving Throws Dexterity +6, Wisdom +7 emerges, it gains a +4 bonus to AC and has advantage on
Skills Athletics +10, Insight +7, Survival +7 Strength and Constitution saving throws. While in its shell, the
Senses passive Perception 15 giant tortle is prone, its speed is 0 and can't increase, it has
Languages Aquan, Common, Giant disadvantage on Dexterity saving throws, it can't take reactions,
Challenge 10 (5,900 XP) and the only action it can take is a bonus action to emerge.

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.

STR DEX CON INT WIS CHA


6 (-2) 15 (+2) 10 (+0) 4 (-3) 12 (+1) 7 (-2)

Skills Acrobatics +4, Perception +3


Senses passive Perception 13
Languages —
Challenge 1/2 (100 XP) Illustration by Antonio J. Manzanedo

Flyby. The gibby-owl doesn't provoke opportunity attacks


when it flies out of an enemy's reach.
Ghost Harvester
Keen Sight. The gibby-owl has advantage on Wisdom Medium humanoid (any), chaotic evil
(Perception) checks that rely on sight.
Strength of the Flock. The gibby-owl has advantage on Armor Class 12 (15 with mage armor)
saving throws against being charmed or frightened Hit Points 78 (12d8 + 24)
conditions while within 30 feet of at least one other gibby- Speed 30 ft.
owl.
STR DEX CON INT WIS CHA
ACTIONS 16 (+3) 15 (+2) 14 (+2) 11 (+0) 16 (+3) 14 (+2)
Multiattack. The gibby-owl makes two attacks with its
talons. It makes its second attack at disadvantage. Senses passive Perception 13
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages any three languages
target. Hit: 1d4 + 2 slashing damage. Challenge 9 (5,000 XP)

Ethereal Strike (1/Turn). When the ghost harvester hits a


creature with a weapon attack, it can force the creature to
make a DC 15 Charisma saving throw. On a failure, the target
is transported to the borders of the ethereal plane for 1
minute. If the ghost harvester dies, all creatures it banished
return to the plane they were transported from.
Ghostly Curse. When the ghost harvester slays a humanoid,
it can use a bonus action to cause that person’s spirit to rise
from as a ghost under its control for 7 days, or until the
ghost harvester is killed.
Innate Spellcasting. The ghost harvester’s innate
spellcasting ability is Wisdom (spell save DC 15, +7 to hit
with spell attacks). It can innately cast a number of spells,
requiring no material components:
At will: blindness/deafness, mage armor
2/day each: hex, negative energy flood XGE, vampiric touch
1/day each: blight, circle of death, etherealness, spirit guardians
Illustration by Toni Roads
ACTIONS
Gibby-owls are so named for their hyena-like cries. They
Bone Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
are pack scavengers, and will harry anything, even
target. Hit: 8 (1d10 + 3) bludgeoning damage plus 5 (1d8)
dangerous predators, in order to steal a meal, or as
necrotic damage
much of it as one can tear off and carry off in their sharp
talons. They are nuisances to ranchers.

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.

Ghost riders wander the endless deserts on unfinished


business. Some are friendly, and offer their hard-earned
wisdom, and others are inveterate tricksters, delighting in
tormenting the living, as they might have done in life.

Yippie yi ooh!
Yippie yi yay!
Ghost riders in the sky!

Illustration by Carlos Fabián Villa

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

Armor Class 14 (natural armor)


Hit Points 74 (7d10 + 35)
Speed 15 ft., fly 25 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 20 (+5) 7 (-2) 8 (-1) 5 (-3)

Illustration by Nate Hallinan


Skills Athletics +8, Insight +2, Perception +2
Damage Vulnerabilities lightning
Damage Resistances poison
Condition Immunities poisoned, diseased
Senses blindsense 30 ft., darkvision 60 ft., passive
Perception 12
Languages Aquan
Challenge 6 (2,300 XP)

Cutaneous Breathing. The gill-man can breathe water, and


can hold its breath for four hours, after which time it must
succeed a DC 12 Constitution saving throw at the start of
each of its turn or become incapacitated by suffocation until
the end of its turn.
Echolocation. The gill-man has blindsense to 30 feet and
advantage on Wisdom (Perception) checks that rely on
hearing while submerged in water.

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.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 13 (+1) 10 (+0) 14 (+2) 11 (+0)

Damage Resistances fire


Senses darkvision 60 ft., passive Perception 12
Languages Common, Infernal
Challenge 1/2 (100 XP) Illustration by Linda

Devil's Sight. Magical darkness doesn't impede the


gremlin’s darkvision. Grigling
Magic Resistance. The gremlin has advantage on saving Tiny fey, chaotic neutral
throws against spells and other magical effects.
Armor Class 14
ACTIONS Hit Points 10 (3d4 + 3)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Speed 15 ft., fly 25 ft.
Hit: 5 (1d4 + 15) piercing damage, and the target must make
on a DC 11 Constitution saving throw, taking 10 (3d6) poison
STR DEX CON INT WIS CHA
damage on a failed save, or half as much damage on a
successful one. 3 (-4) 18 (+4) 13 (+1) 9 (-1) 12 (+1) 14 (+2)
Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Senses darkvision 60 ft., passive Perception 11
Languages Sylvan
Challenge 2 (450 XP)

Familiar. With the DM's permission, the find familiar spell


can summon a grigling.
Hive Telepathy. Using telepathy, the grigling can
communicate with any other griglings within 120 feet of it.
Innate Spellcasting. The grigling’s innate spellcasting ability
is Charisma (spell save DC 12). It can innately cast a number
of spells, requiring no material components:
At will: dancing lights
1/day each: enlarge/reduce, invisibility
Magic Resistance. The grigling has advantage on saving
throws against spells and other magical effects.

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.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 10 (+0) 4 (-3) 8 (-1) 8 (-1)

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)

Skills Acrobatics +5, Deception +5, Perception +4, Sleight of


Hand +8, Stealth +8
Senses darkvision 60 ft., passive Perception 14
Languages Common, Grimalkin
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the pickpocket can


use a bonus action to take the Dash, Disengage, or Hide
action.
Feline Agility. The pickpocket can double its speed until the
end of its turn. Once it uses this trait, it can't use it again
until it moves 0 feet on one of its turns.
Street Smart. The pickpocket can move through a space of a
Medium or larger creature.
Sneak Attack (1/Turn). The pickpocket deals an extra 7
(2d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within
Illustration by Rob Powell
5 feet of an ally of the pickpocket that isn't incapacitated and
the pickpocket doesn't have disadvantage on the attack roll.
Grindylow live in rivers and lakes, and will use their
forearms to pull a prey drinking at the edge of the water
ACTIONS under, where they are seized upon by the grindylow and
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one its brethren. Grindylow are not well suited to life on land,
target. Hit: 6 (1d6 + 3) piercing damage. but they are able to hold their breath and drag
themselves upon the ground for short distances.

Player characters can be a grimalkin!


See: Old Gus’ Errata: Beastfolk

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

Armor Class 12 (leather armor)


Hit Points 20 (3d8 + 6)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

Senses tremorsense 10 ft., darkvision 120 ft., passive


Perception 11
Languages —
Challenge 1/4 (50 XP)

Bioluminescent. The thorax of the horsefly glows dimly in a


5-foot radius.
Shuffling Acceleration. If the horsefly moves at least 40 ft in
a straight line, it adds an additional 10 feet to its movement
provided it continues along that same line.

Illustration by Anarchic Fox ACTIONS


Corrosive Ichor. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 2) acid damage.
Hexed Scarecrow
Medium construct, neutral

Armor Class 10 (padded armor)


Hit Points 22 (4d8 + 4)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 9 (-1) 12 (+1) 3 (-4) 8 (-1) 1 (-5)

Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks
Damage Immunities cold, poison, necrotic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its creator but
can't speak
Challenge 1 (200 XP)

Immutable Form. The scarecrow is immune to any spell or


effect that would alter its form.

ACTIONS Illustration by James J. Krause


Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. Horseflies are popular mounts among wastelanders.
They are cheap to feed, easily reared and loyal to a fault.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 26
Kamelon Hunter
Small humanoid, neutral

Armor Class 15 (natural armor)


Hit Points 19 (4d6 + 4)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 7 (-2) 14 (+2) 12 (+1)

Skills Perception +4, Stealth +6, Survival +4


Senses passive darkvision 60 ft. Perception 14
Languages Common, Kamelon
Challenge 2 (450 XP)

Eye Alignment (Recharges after a Short or Long Rest). The


kamelon use a bonus action to focus its eyes on a creature
or object it can see. Until the end of its next turn, it has
advantage on the next weapon attack it make targeting that
creature, provided it can still see it.
Innate Spellcasting. The kamelon’s innate spellcasting
ability is Wisdom (spell save DC 12). It can innately cast a
number of spells, requiring no material components:
1/day each: blur, invisibility
Illustration by Nate Hallinan
ACTIONS
Kamelon are smaller than their lizardfolk cousins, and Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
gentler, standing only as tall as the average gnome. The one creature. Hit: 2 (1d8 + 1) bludgeoning damage.
few who are no doubt aware of a kamelon’s ability to Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one
change the color of their skin to blend with their creature. Hit: 2 (1d4) bludgeoning damage. If the target is
surroundings, and in fact many lands that host Kamelon Medium or smaller, it is pulled 5 feet toward the kamelon. If
villages never become aware of them at all. the target ends its turn within 5 feet of the kamelon, it can
Kamelon make their homes nestled into in the attack the creature with its a quarterstaff as a bonus action.
branches of thick jungle canopy, and their simple Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
structures are scarcely visible to the untrained eye, ft., one target. Hit: 8 (1d6 + 3) piercing damage.
blending in perfectly with the host tree’s natural foliage.
They rarely light fires, and most find them distracting
and noisy.
The insides of their homes betray the mundane outer Player characters can be a kamelon!
surroundings, and usually are filled with bright colors. See: Old Gus’ Errata: Beastfolk
Kamelon rarely wear clothing in their homes or among
their own kind.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 27
Kelp Thresher
Gargantuan monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 162 (12d20 + 48)
Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA


22 (+7) 12 (+1) 18 (+4) 4 (-3) 10 (+0) 5 (-3)

Skills Athletics +9, Perception +4


Damage Vulnerabilities lightning
Damage Resistances fire; bludgeoning and piercing from
nonmagical weapons
Senses passive Perception 14
Languages —
Challenge 8 (3,900 XP)

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.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 8 (-1)

Damage Resistances poison


Senses passive Perception 13
Languages Common, Ludai
Challenge 1/2 (100 XP)

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.

Armor Class 13 (natural armor)


Hit Points 19 (3d10 + 3)
Speed 25 ft., Swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 13 (+1) 7 (-2) 10 (+1) 5 (-3)

Saving Throws Wis +2


Skills Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the letiche to 0 hit


points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the letiche drops to 1 hit
point instead.

ACTIONS Illustration by Theme Finland


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 13 (2d10 + 2) piercing damage, and the target
must succeed a DC 12 Strength saving throw or be grappled
Player characters can be a ludai!
in the letiche’s jaws (escape DC 12). Until the target dies or See: Old Gus’ Errata: Beastfolk
is freed, the letiche can't bite another target.

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.

Unlike most constructs, a magic mirror is inhabited by a


ACTIONS
true consciousness, usually an imprisoned demon, Hall of Mirrors. The mirror chooses one creature it can see
celestial or other supernatural entity with the power of within 60 feet of itself, and creates a translucent duplicate of the
foresight. A magic mirror is a valuable asset, and the few target in an unoccupied space it can see within 60 feet of the
remaining in the world tend to be bound in service to the mirror. The reflection is identical in every way to its original,
wealthy and powerful. except its eyes are hollowed out, lacking pigmentation and
pupils, and the eye sockets filled with green swirls of mist.
As soon as the duplicate appears, it takes the Attack or casts one
cantrip, using the same attack bonuses and damage dice as
those of its original counterpart. Any damage the original attack
or spell would deal is instead force damage. After the attack or
cantrip is resolved, the duplicate vanishes as quickly as it
appeared, leaving only a puff of faintly glowing green smoke.

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.

Illustration by Trevor Roth

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 31
Mantisaur
Large monstrosity, unaligned

Armor Class 14 (natural armor)


Hit Points 85 (10d10 + 20)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 17 (+3) 3 (-4) 12 (+1) 5 (-3)

Saving Throws Dex +4, Con +5


Illustration by Tom Harrison Damage Resistances fire; necrotic; bludgeoning, piercing
and slashing from nonmagical attacks
Mammoth rats are the bane of farmers, granaries and Senses darkvision 60 ft., passive Perception 13
anyone whose livestock depends feed from on a silo. Languages —
They can smell food from across a dusty plain from three Challenge 4 (1,100 XP)
miles away, and can trample through most anything or
anyone that gets in their way: fencing, barns, silos, Leap. If the mantisaur moves 15 feet in a straight line, it can
animals, and of course, folk. jump 20 feet in any direction as a bonus without the need to
make an ability check.

Mammoth Rat ACTIONS


Huge beast, unaligned Multiattack. The mantisaur makes two attacks with is
forceps.
Armor Class 13 (natural armor) Forceps. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Hit Points 95 (9d12 + 45) target. Hit: 9 (1d8 + 4) slashing damage.
Speed 45 ft.
REACTIONS
STR DEX CON INT WIS CHA Revenging Spines (6/Day). In response to damage from an
20 (+5) 10 (+0) 4 (-3) 4 (-3) 12 (+1) 8 (-1) incoming attack, the mantisaur can launch one of its spines
from its chest cavity at its attacker. Ranged Weapon Attack:
Skills Perception +4, Survival +4 +6 to hit, range 40 ft., one target. Hit: 6 (1d6 + 2) piercing
damage.
Damage Resistances cold, poison
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 5 (1,800 XP)

Keen Smell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.
Battering Charge. If the mammoth moves at least 20 ft.
straight toward a creature and then hits it with a ram attack
on the same turn, that target must succeed on a DC 16
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one Swipe attack against it
as a bonus action.

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

Armor Class 13 (natural armor)


Hit Points 138 (12d12 + 60)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 5 (-3)

Senses darkvision 120 ft., passive Perception 11


Languages —
Challenge 7 (2,900 XP)

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.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 8 (-1)

Condition Immunities poisoned


Senses darkvision 60 ft., passive Perception 10
Languages understands Common but can’t speak
Challenge 2 (100 XP)

Turn Defiance. Undead within 15 feet of it have advantage


on saving throws against effects that turn undead.

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

Armor Class 15 (natural armor)


Hit Points 150 (12d10 + 84)
Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA


20 (+5) 8 (-1) 24 (+7) 5 (-3) 10 (+0) 5 (-3)

Damage Vulnerabilities cold


Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Senses darkvision 60 ft., tremorsense 30 ft., passive
Perception 10
Languages Terran, Ignan, Primordial
Challenge 7 (2,900 XP)
Illustration by Jesse Sandifer
Illumination. The elemental sheds dim light in a 10-foot
Molten elementals are products of a most unusual union:
radius.
that between an elemental of fire and earth.
Heated Body. A creature that touches the elemental or hits
Like most elementals, they prefer environs that mirror
it with a melee attack while within 5 feet of it takes 5 (1d10)
their form, usually in the bellies of volcanos or deep
fire damage.
underground where rivers of magma flow. They are
occasionally carried to the surface in violent eruptions, Siege Monster. The elemental deals double damage to
but seldom last long on the surface, hardening into objects and structures.
immobile, brittle stone. A few islands with regularly Water Susceptibility. For every 5 ft. the elemental moves in
volcanic activity are peppered are peppered with these water, or for every gallon of water splashed on it, it takes 1
still statues, weathered by the ages. cold damage. If it takes more than 24 cold damage on a
single turn, it loses its reaction, and its movement speed is
reduced by half until the end of its next turn.
The island was quite hospitable, and we had
mistakenly thought the lumped forms to be the ACTIONS
remains of giants – that is, until the ground
rumbled and the volcano erupted. Without any Multiattack. The elemental makes two slam attacks.
warning, we were surrounded by rock and fire Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
raining down from the sky, and to the group’s target. Hit: 18 (2d8 + 5) bludgeoning damage + 7 (1d12) fire
shock, some of the fiery lumps began a lumbering damage.
locomotion, as if they wanted to give us all a big, Vulcan Stride. The elemental moves up to its speed in a
fiery... hug. No thanks! straight line. During this move, it can enter medium or
We escaped behind a waterfall, soaking our burns smaller creatures' spaces. A creature whose space the
in the cool, clear water to waited the eruption out. magma elemental enters must make a DC 13 Dexterity
The gaggle of lava monsters waited patiently at the saving throw. On a successful save, the creature is pushed 5
shoreline, with no sign of intent to leave. Suddenly, feet to the nearest space out of the elemental’s path. On a
the skies opened up and it began to rain. Screams failed save, the creature falls prone and takes 7 (2d6)
of pain filled our ears, audible even over the rush of bludgeoning damage and 10 (3d6) fire damage.
the waterfall, and soon there were no monsters, Eruption (Recharge 5—6). The elemental erupts a shower
only a new set of volcanic rocks on the shore of the of rocks and lava. All creatures other than the elemental
river. The seared flesh on my left arm throbbed, within a 20-foot radius of it must succeed on a DC 15
leaving me to wonder it water felt as painful for Dexterity saving throw or take 3d6 bludgeoning damage +
them as fire does for us. 3d6 fire damage, or half as much on a success.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 34
Moosociraffe
Huge beast, unaligned

Armor Class 12 (natural armor)


Hit Points 105 (10d12 + 40)
Speed 50 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 19 (+4) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10


Languages —
Challenge 5 (1,800 XP)

Trampling Charge. If the moosociraffe moves at least 20


feet straight toward a creature and then hits it with a gore
attack on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. If the target is
prone, the moosociraffe can make one stomp attack against
it as a bonus action.

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.

Illustration by Sara Polo

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)

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 14 (+2) 11 (+1) 12 (+1) 17 (+3)

Saving Throws Dex +6, Cha +7


Skills Deception +7, Insight +5, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 9 (5,000 XP)

Glamorous Defense. While the nixie is wearing no armor


and wielding no shield, its AC includes its Charisma modifier
(included in its AC).
Magic Weapons. The nixie’s weapon attacks are magical.
Nightmare Delirium (2/Day). As a bonus action, the nixie
can plunge a creature it has put to sleep, charmed,
Illustration by Luka Milosevic frightened or confused into a delirious nightmare. The target
becomes lost, seeing and hearing only itself and the
Nixies are curious, secretive fey that despite their nightmare. To the target, time seems to slow down, and they
solitude, but paradoxically love tricks and pranks. They experience an hour’s passing for every six seconds they
usually live in large mushrooms, or eccentric-looking endure the nightmare. On subsequent turns, the nixie can
trees, and will punish trespassers without warning, use its bonus action change the effect upon the creature,
exploiting their unwanted company’s deepest desires or choosing from charmed, confused (as if under the effects of
fears. They understand little of— and indeed care even the confusion spell), frightened or unconscious. The
less about— mortal folk’s ways or desires, and will bend nightmare ends if the target takes damage, or it makes a
or distort them to their own whims with little regard for saving throw against an effect other than the spell. The
personal or social boundary, even without provocation of creature then becomes immune this ability for 24 hours.
any kind. Most nixies will only treat with a mortal who Spellcasting. The nixie is a 12th-level spellcaster. Its
has somehow managed to best the nixie at their own spellcasting ability is Charisma (spell save DC 15, +7 to hit
game. with spell attacks). The nixie knows the following spells:
Cantrips (at will): dancing lights, minor illusion, infestation XGE,
vicious mockery
Player characters can be a nixie! 1st level (4 slots): command, detect thoughts, dissonant
See: Old Gus’ Errata: Heroes of the Multiverse whispers, sleep, spiritual weapon
Additionally, you can substitute any of the spells on the 2nd level (3 slots): crown of madness, phantasmal force, magic
faerie class’ spell list for any of the spells the nixie knows, mouth, silence
including any of the original faerie spells that appear in the 3rd level (3 slots): counterspell, fear, hypnotic pattern
document. 4th level (3 slots): confusion, phantasmal killer
5th level (2 slots): dominate person, synaptic static XGE
6th level (1 slot): eyebite, Otto’s irresistible dance

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.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (+0) 14 (+2)

Skills Intimidation +4, Perception +2, Survival +2


Senses passive Perception 12
Languages any two languages (usually Common)
Challenge 3 (700 XP)

Expert Rider. The bandit has advantage on ability checks or


saving throws that would result in them being forcibly
dismounted and always lands on their feet if they fail.

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

Outlaw Outlaw Demolitionist


Medium humanoid (any race), any non-lawful Medium humanoid (any race), any non-lawful
alignment alignment

Armor Class 12 (leather armor) Armor Class 13 (studded leather armor)


Hit Points 12 (2d8 + 4) Hit Points 19 (3d8 + 6)
Speed 30 ft. Speed 30 ft.

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)

Skills Intimidation +2, Perception +1, Survival +1 Senses passive Perception 11


Senses passive Perception 11 Languages any two languages (usually Common)
Languages any two languages (usually Common) Challenge 1/2 (100 XP)
Challenge 1/4 (50 XP)
Volatile. If the demolitionist takes more than 8 fire damage
on a turn, it must succeed DC10 Dexterity saving throw or
ACTIONS explode. All creatures in a 15-foot radius of the demolitionist
Revolver. Ranged Weapon Attack: +3 to hit, range 30/90 ft., must then succeed a DC 12 Dexterity saving throw or take 10
one target. Hit: 6 (1d6 + 1) piercing damage. (3d6) thunder damage.
Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft.,
one target. Hit: 8 (1d10 + 1) piercing damage.
ACTIONS
Rope. The bandit can rope a Large or smaller creature within Mortar. The demolitionist launches an impact grenade to a
20 feet of it. The target must succeed a DC 11 Strength or point within 60 feet of itself. Creatures in the area must
Dexterity (its choice) saving throw or be restrained. make a DC 12 Dexterity saving throw, taking 10 (3d6)
thunder damage on a failure, or half as much on a success.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 38
Outlaw Goblin Musketeer
Small humanoid (goblinoid), lawful evil

Armor Class 15 (hide armor)


Hit Points 23 (5d6 + 6)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+3) 14 (+2) 12 (+1) 8 (-1) 8 (-1) 10 (+0)

Skills Nature +1, Stealth +6


Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (200 XP)

Fire Bullet (3/Day). The goblin can use a bonus action to


load its musket with an explosive pellet. If the next attack it
makes with its musket hits, the attack deals an additional 2
fire damage.
Illustration by Javier Charro
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
Outlaw Orc Marauder
ACTIONS
Medium humanoid (orc), chaotic neutral
Multiattack. The goblin makes two attacks with its scimitar.
The second attack has disadvantage.
Armor Class 13 (hide armor)
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 26 (3d8 + 12)
target. Hit: 5 (1d6 + 2) slashing damage.
Speed 30 ft.
Musket. Ranged Weapon Attack: +4 to hit, range 80/240 ft.,
one target. Hit: 5 (1d10 + 2) piercing damage.
STR DEX CON INT WIS CHA
REACTIONS 16 (+3) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 9 (-1)
Duck and Cover. The goblin adds 3 to its AC against one
attack that would hit it. To do so, the goblin must be able to Skills Athletics +5, Intimidation +1, Stealth +4
see its attacker. Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1 (200 XP)

Aggressive. As a bonus action, the orc can move up to its


speed toward a hostile creature that it can see.

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.

Illustration by Maria Trepalina

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

Armor Class 14 (leather armor) Armor Class 15 (studded leather armor)


Hit Points 43 (5d8 + 20) Hit Points 53 (7d8 + 21)
Speed 30 ft. Speed 30 ft.

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.

Some bandits live to see much of the wastelands and


territories the world has to offer. They may occasionally
manage to scavenge pre-war weaponry, or just become
hardened by their years of experience evading the law,
and wearing trophies of those foolish lawmen who dared
cross them. These especially dangerous career criminals
are not likely to go quietly and will do whatever it takes
to survive, including betraying their own.

Illustration by Yelim Kim

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 40
Owlbear, Cub
Medium monstrosity, unaligned

Armor Class 12 (natural armor)


Hit Points 23 (3d10 + 6)
Speed 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Skills Athletics, +4, Perception +3


Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1/2 (100 XP)

Keen Sight and Smell. The owlbear has advantage on


Wisdom (Perception) checks that rely on sight or smell.

ACTIONS Illustration by Kaek Starkiller


Multiattack. The owlbear makes two attacks: one with its
beak and one with its claws.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Owlbear, Domesticated
creature. Hit: 5 (1d6 + 2) piercing damage. Large monstrosity, unaligned
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Armor Class 13 (natural armor)
Hit Points 38 (5d10 + 10)
In parts of the world where mules, oxen, donkeys and Speed 50 ft.
other useful beasts of burden went extinct, those in need
had to come up with creative solutions to their dying STR DEX CON INT WIS CHA
stock. An ambitious program of breeding hardier 18 (+4) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 7 (-2)
animals, and even monsters into domestication was
instituted. After two centuries careful breeding and at
least six dozen lost limbs, the domestic owlbear has Skills Athletics, +6, Perception +4
become one of the most successful such endeavors. Senses darkvision 60 ft., passive Perception 14
Languages —
The breed is less bulky than wild owlbears,
comfortable to ride, and only slightly slower than a Challenge 1 (200 XP)
warhorse. Their claws and beak are still lethal weapons,
but their disposition is thankfully more akin to that of a Keen Sight and Smell. The owlbear has advantage on
horse. Owlbears do not tolerate mistreatment, and those Wisdom (Perception) checks that rely on sight or smell.
that forget this and neglected or forget to feed an
owlbear, receive quick, potentially lethal reminders. ACTIONS
Domestic owlbear cubs learn to remember folk they Multiattack. The owlbear makes two attacks: one with its
interact with early, and are favorite first mounts for beak and one with its claws.
children that grow up around them. They can lead a Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
working life for over three decades, have excellent creature. Hit: 9 (1d8 + 4) piercing damage.
memories, and take to rewarding work early, becoming
valued beasts of burden, and developing deep and Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
abiding friendships among those they have known. target. Hit: 9 (1d8 + 4) slashing damage.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 41
Pangolosaur
Medium beast, unaligned

Armor Class 14 (natural armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 16 (+3) 4 (-3) 8 (-1) 4 (-3)

Illustration by Filip Acovic Damage Resistances piercing from nonmagical attacks


Senses darkvision 60 ft., tremorsense 10 ft., passive
Perception 10
Pale Rider Languages —
Medium undead, chaotic evil Challenge 4 (1,100 XP)

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

Armor Class 15 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 20 ft, Swim 20 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 5 (-3)

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)

Necrotic and Lightning Absorption. Whenever the


shambler is subjected to lightning or necrotic damage, it
takes no damage and regains a number of hit points equal to
half the damage dealt.
Ethereal Jaunt. As a bonus action, the shambler can
Illustration by Dave Oliver magically enter the Material Plane or the Ethereal Plane
using 10 feet of its movement speed. If a creature is engulfed
Born of biological weapon experiments, the phasing within the shambler, it travels with the shamble to its new
shambler escaped its bonds and sought refuge in one of plane.
the few remaining forests or jungles.
These lonesome creatures will adopt a wilderness and
ACTIONS
protect it, allowing only natural growth to take place, and Multiattack. The shambler makes two slam attacks. If both
allowing no unnecessary conflict to take place there. attacks hit a Medium or smaller target, the target is grappled
Predators quickly learn to avoid these areas, and some (escape DC 14), and the shambler Engulfs it.
seeking a pristine wilderness to hold a duel find their Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
opponents simply vanished into thin air, never to be Hit: 13 (2d8 + 5) bludgeoning damage.
heard from again.
Engulf. The shambler engulfs a Medium or smaller creature
grappled by it. The engulfed target is blinded, restrained, and
The canopy was filled with the sounds of buzzing of unable to breathe, and it must succeed on a DC 14
insects and song of birds- a sound unfamiliar to Constitution saving throw at the start of each of the
most folk, these days. Percy and Aidan were mound's turns or take 13 (2d8 + 4) bludgeoning damage. If
arguing, as always. No gripe was too small: which the mound moves, the engulfed target moves with it. The
path to take, which side of the riverbank to follow, mound can engulf only one creature at a time, and can
you name it. release an engulfed creature using an action.
I pressed on ahead, determined to listen to the
squawking birds, and not the squawking humans,
REACTIONS
when Aidan’s cry of surprise cut through the Furious Defense. After a creature the shambler can see is
cacophony. I spun on my heel to find Percy just… dealt damage by a foe within 10 feet of the shambler, the
missing. shambler makes a slam against that foe, gaining the reach
property for the attack.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 43
Illustration by Natali Kayurova

Pistolero Muerto ACTIONS


Medium undead, lawful evil Multiattack. The pistolero makes three longsword attacks.
Revolver. Ranged Weapon Attack: +10 to hit, reach 5 ft., one
Armor Class 17 (studded leather armor) target. Hit: 9 (1d10 + 5) piercing damage plus 18 (4d8) necrotic
Hit Points 162 (19d8 + 76) damage.
Speed 30 ft. Shotgun. The pistolero unleashes a deathly mist from its
shotgun in a 15-foot cone. Each creature in the area must succeed
STR DEX CON INT WIS CHA a DC 18 Constitution saving throw or take 21 (6d6) necrotic
14 (+2) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 18 (+4) damage.
Deathly Orb (1/Day). The pistolero hurls a magical ball of fire
Senses darkvision 120 ft., passive Perception 13 that explodes at a point it can see within 120 feet of it. Each
Languages Abyssal, Common creature in a 20-foot-radius sphere centered on that point must
Challenge 17 (18,000 XP) make a DC 18 Strength saving throw. The sphere spreads around
corners. A creature takes 35 (10d6) force damage and 35 (10d6)
necrotic damage on a failed save and is pulled up to 20 feet
Incorporeal Form. The pistolero can move through a space as toward the orb’s center, or half as much damage on a successful
narrow as 1 inch wide without squeezing. A creature that touches one and isn’t pulled.
the pistolero or hits it with a melee attack while within 5 feet of it
Spellcasting. The pistolero is a 19th-level spellcaster whose
takes 9 (2d8) necrotic damage. In addition, the pistolero can
spellcasting ability is Charisma (spell save DC 18, +10 to hit with
enter a hostile creature's space and stop there. The first time it
spell attacks). It has the following paladin spells prepared:
enters a creature's space on a turn, that creature takes 9 (2d8)
necrotic damage. 1st level (4 slots): command, compelled duel, wrathful smite
2nd level (3 slots): hold person, shadow blade XGE
Magic Resistance. The pistolero has advantage on saving throws
against spells and other magical effects. 3rd level (3 slots): dispel magic, spirit guardians
4th level (3 slots): staggering smite, shadow of moil XGE
Marshal Undead. Unless the pistolero is incapacitated, it and
5th level (2 slots): enervation XGE, negative energy flood XGE
undead creatures of its choice within 60 feet of it have advantage
on saving throws against features that turn undead. REACTIONS
Smiting Bullets. The pistolero is able to deliver smiting spells
Dancing Dodge. The pistolero adds 6 to its AC against one
and attacks with its revolver attacks.
weapon attack that would hit it.
Undead Nature. The pistolero doesn't require air, food, drink, or
sleep.

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

Armor Class 10 (natural armor)


Hit Points 198 (12d20 + 72)
Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


28 (+9) 7 (-2) 22 (+6) 2 (-5) 10 (+0) 4 (-3)

Senses tremorsense 120 ft. passive Perception 10


Illustration by Tiago Silvério Languages —
Challenge 12 (13,900 XP)
SANDWORMS
No matter what you call them – death worm, graboid, Devourer. If the worm takes 30 damage or more on a single
junundu, minhocão, thresher maw, tunnel demon, or just turn, it must succeed on a DC 21 Constitution saving throw
plain old “sandworm”, these creatures are the bane of or regurgitate 1 swallowed creature, which fall prone in a
the caravans that brave the oceans of yesteryear. You space within 10 feet of the worm.
never know how many, or of what size there will be.
They arrive from below and drag anything they can down ACTIONS
into the sand with them using their massive jaws.
Multiattack. The worm makes two attacks with its bite.
Diviners promise sandworm-free routes through the
deserts, but in truth, most of these are charlatans. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 22 (3d8 + 9) piercing damage. If the target is a
Large or smaller creature, it must succeed on a DC 19
Sandworm, Adult Dexterity saving throw or be swallowed by the worm. A
devoured creature is blinded and restrained, has total cover
Huge beast, unaligned against attacks and other effects outside the worm, and it
takes 21 (6d6) acid damage at the start of each of its turns.
Armor Class 11 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 30 ft., burrow 35 ft. Sandworm, Infant
Large beast, unaligned
STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 19 (+4) 2 (-5) 7 (-2) 3 (-4)
Armor Class 12 (natural armor)
Senses tremorsense 60 ft. passive Perception 9 Hit Points 51 (6d10 + 18)
Languages — Speed 30 ft., burrow 25 ft.
Challenge 7 (2,900 XP)
STR DEX CON INT WIS CHA
Devourer. If the worm takes 30 damage or more on a single 19 (+4) 7 (-2) 16 (+3) 1 (-5) 5 (-3) 2 (-4)
turn, it must succeed on a DC 21 Constitution saving throw
or regurgitate 1d4 swallowed creatures, which fall prone in a Senses tremorsense 40 ft. passive Perception 8
space within 10 feet of the worm. Languages —
Challenge 2 (250 XP)
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) piercing damage. If the target is a Large or ACTIONS
smaller creature, it must succeed on a DC 13 Dexterity saving Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
throw or be devoured by the worm. A devoured creature is Hit: 11 (1d12 + 4) piercing damage. If the target is a Medium
blinded and restrained, has total cover against attacks and or smaller creature, it must succeed on a DC 13 Strength
other effects outside the worm, and takes 7 (3d4) acid saving throw or be knocked prone.
damage at the start of each of its turns.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 46
Sasquatch
Large giant, neutral good

Armor Class 14 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 40 ft, climb 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 14 (+2)

Saving Throws Str +8, Con +7, Wis +5


Skills Athletics +8, Nature +3, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages understands Giant and Sylvan but can’t speak
Challenge 8 (3,900 XP)

Innate Spellcasting. The sasquatch’s spellcasting ability is


Wisdom (spell save DC 14). The sasquatch can innately cast
the following spells, requiring no material components:
At will: barkskin, druidcraft, jump, longstrider
1/day each: commune with nature, entangle, enlarge/reduce,
fog cloud, nondetection, pass without trace, spike growth

Illustration by Andrey Filimonov


ACTIONS
Multiattack. The sasquatch makes three fist attacks, or one
Sasquatches are hirsute giants that live solitary lives in rock attack.
deep wildernesses. They are avid explorers and know Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
every animal, rock and tree of their territory. This makes Hit: 16 (2d10 + 5) bludgeoning damage.
term expert trackers, and they make long observations of
Rock. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
anyone visiting their territory. While not thought of as
target. Hit: 16 (4d6 + 2) bludgeoning damage.
particularly intelligent, yetifolk are quite clever, and can
rig deadly traps made from trees, vines and rocks. If
confronted with an attack, they lead their foes toward
REACTIONS
their carefully prepared traps. A sasquatch’s lair, may One with the World-Soul. The sasquatch chooses one beast
have dangerous creatures, chasms, or precariously friendly to it that it can see within 30 feet of it. If the beast
placed rocks or other hazards to deter invaders. can hear the sasquatch, the beast uses its reaction to make
Their diet is vegetarian and while they generally docile, one melee attack against a target of the sasquatch’s choice.
and some have been known to be friendly or helpful to
lost travelers, they are more often known for their
propensity attack humanoid hunters or lumberjacks that
play their trade in the sasquatch’s territory.
Player characters can be a yetifolk!
See: Old Gus’ Errata: Plantfolk, Undead and Other Oddities,
Sasquatch also have considerable spellcasting
and the Abominable Yeti, which appears in the Monster
abilities, and may enlist the aid of the natural world in
Manual.
their defense.

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.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Dex +6, Cha +9


Skills Arcana +9, Perception +6, Persuasion +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

Amphibious. The sidhe can breathe air and water.


Glamorous Defense. While the sidhe is wearing no armor
and wielding no shield, its AC includes its Charisma modifier
(included in its AC).
Magic Weapons. The sidhe’s weapon attacks are magical.
Spellcasting. The sidhe is a 11th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The sidhe knows the following spells:
Cantrips (at will): friends, mage hand, sword burst SCAG,
Illustration by Sandra Duchiewicz prestidigitation
1st level (4 slots): charm person, catapult XGE, chaos bolt XGE,
Sidhe are fey with affinity for wind and water and all
create or destroy water, fog cloud
things that flow and move. They tend to speak swiftly
and act even swifter. Sidhe prefer areas with access to 2nd level (3 slots): enhance ability, gust of wind, misty step,
rivers, lakes, and waterfalls, coastal cliff sides and open, warding wind XGE
windy plains, and mark their territories for other fey to 3rd level (3 slots): blink, slow, haste, wind wall
enjoy or avoid dependent upon their affiliation. 4th level (3 slots): freedom of movement, polymorph storm
Courtly sidhe are officious, and extraordinarily loyal to sphere XGE
the archfey they serve, although as they grow and change 5th level (2 slots): geas, wall of water
over the course of their lives, they may switch courts 6th level (1 slots): conjure fey, wind walk
several times.
ACTIONS
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Player characters can be a sidhe! creature. Hit: 5 (1d4+3) piercing damage.
See: Old Gus’ Errata: Heroes of the Multiverse
Additionally, you can substitute any of the spells on the
REACTIONS
faerie class’ spell list for any of the spells the sidhe knows, Flowing Favors. When a creature the sidhe can see makes
including any of the original faerie spells that appear in the an attack roll, ability check, or saving throw, and the results
document. of the roll have not been announced, the sidhe can roll 2d4
and apply the result as bonus or a penalty to the triggering
roll.

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.

STR DEX CON INT WIS CHA


10 (10) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 17 (+3)

Saving Throws Dex +6, Cha +8


Skills Nature +8, Perception +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 16
Languages Common, Druidic, Elvish, Sylvan
Challenge 9 (5,000 XP)

Glamorous Defense. While the sprig is wearing no armor


and wielding no shield, its AC includes its Charisma modifier
(included in its AC).
Magic Weapons. The sprig’s weapon attacks are magical.
Speak with Plants. The sprig can communicate with plants
as if they shared a language.
Corrosive Ichor. When the sprig hits a creature with its
thorn whip, it can expend a spell slot to spray the target with
ichor as a bonus action, dealing an additional acid damage
to the target. The extra damage is 2d8 for a 1st-level spell
slot, plus 1d8 for each spell level higher than 1st, up to a
maximum of 10d8.
Spellcasting. The sprig is a 12th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). The sprig knows the following spells:
Illustration by Margo Zakharova
Cantrips (at will): dancing lights, druidcraft, message, thorn
Sprigs are fey with an intense kinship with living plants, whip
and preferring to live among or even inside them. They 1st level (4 slots): entangle, healing word, goodberry, ray of
consort with dryads on behalf of the courts, and defend sickness, snare
their favored plants with wild ferocity. 2nd level (3 slots): Melf’s acid arrow, misty step, spike growth
3rd level (3 slots): daylight, plant growth
4th level (3 slots): charm monster XGE, grasping vine
Player characters can be a sprig! 5th level (2 slots): awaken, insect plague, wrath of nature
See: Old Gus’ Errata: Heroes of the Multiverse 6th level (1 slot): true seeing, wall of thorns
Additionally, you can substitute any of the spells on the
faerie class’ spell list for any of the spells the sprig knows,
ACTIONS
including any of the original faerie spells that appear in the Entangling Arrow. Ranged Weapon Attack: +6 to hit, range
document. 80/320 ft., one creature. Hit: 5 (1d6+2) piercing damage, and
the target must succeed a DC 15 Strength saving throw or
have their movement speed reduced by half, as entangling
vines encircle their limbs.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 49
Stone Troll
Large giant, lawful neutral

Armor Class 16 (natural armor)


Hit Points 112 (9d10 + 63)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 24 (+7) 7 (-2) 9 (-1) 10 (+0)

Skills Athletics +9, Perception +2


Damage Resistances fire
Senses darkvision 60 ft., passive Perception 12
Languages Giant, Sylvan
Challenge 8 (3,900 XP)

Fey Ancestry. The troll has advantage on saving throws


against being charmed, and magic can't put it to sleep.
Innate Spellcasting. The troll’s innate spellcasting ability is
Wisdom (spell save DC 14). The giant can innately cast the
following spells, requiring no material components:
At will: stoneskin, Maximillian’s earthen grasp XGE
Illustration by Nate Hallinan 1/day each: meld into stone, wall of stone
Keen Smell. The troll has advantage on Wisdom
Stone trolls are hirsute, horned giants of fey ancestry (Perception) checks that rely on smell.
whose skin and hair pigmentations range from a Regeneration. The troll regains 10 hit points at the start of
limestone-like grey-green or sandy brown, to deep blue (a its turn. If the troll takes acid damage, this trait doesn't
particularly revered shade among their kind). function at the start of the troll's next turn. The troll dies only
The most ancient of stories make mention of trolls, if it starts its turn with 0 hit points and doesn't regenerate.
which often play one of two roles in these stories: the Way of the Stone Fist. When the troll hits a creature with its
first as powerfully strong monster, the second as fist, it can use a bonus action to force the target to make a
extremely honor-bound protector. Stone trolls have a DC Strength saving throw. If the target fails, the troll pushes
long tradition of joining organizations or groups and them up to 15 feet away from itself.
protecting them until their end, or they may choose to be
the protector of the weak or oppressed, or anyone that
fate appears to have abandoned.
ACTIONS
Multiattack. The sasquatch makes three fist attacks, or one
Stone trolls’ fey nature actually seem them draw
rock attack.
strength from keeping their promises, and when this
duty-bound nature places them at odds with an adversary Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
who is all too happy to paint the troll as a monster to be Hit: 14 (2d8 + 5) bludgeoning damage.
slain, this results in complications to their public Rock. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one
reputation. A troll who breaks an oath loses some of target. Hit: 16 (4d6 + 2) bludgeoning damage.
their strength until they have redeemed themselves.
Stone trolls love do to work that takes advantage of REACTIONS
their natural-born talents. They prefer work over Strength of Honor. When the troll is struck by a melee
relaxation, and tend to lead simple lives of duty and attack, it can immediately make one fist attack against its
service. attacker. If the attack hits, the attack does an additional
amount of damage equal to half that the troll sustained.

Player characters can be a stone troll!


See: Old Gus’ Errata: Fey Folk

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 50
Sharkin Alpha
Large monstrosity, neutral evil

Armor Class 15 (natural armor)


Hit Points 45 (7d8 + 14)
Speed 40 ft, swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 5 (-3)

Condition Immunities unconscious


Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)
Illustration by Giant-Eater
Blood Scenting. The sharkin has advantage on Wisdom
(Perception) checks that rely on smell.
Sharkin Blood Frenzy. The sharkin has advantage on melee attack
Medium monstrosity, neutral evil rolls against any creature that doesn't have all its hit points.
Innate Spellcasting. The sharkin’s innate spellcasting ability
is Strength (spell save DC 13). The sharkin can innately cast
Armor Class 14 (natural armor)
the following spells, requiring no material components:
Hit Points 26 (4d8 + 4)
1/day: tidal wave
Speed 30 ft, swim 40 ft.
Sharkskin. Creatures that hit the sharkin with an unarmed
STR DEX CON INT WIS CHA strike take 1d4 slashing damage.
16 (+3) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 5 (-3)
ACTIONS
Condition Immunities unconscious Multiattack. The sharkin makes two bite attacks.
Senses darkvision 60 ft., passive Perception 13 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages — Hit: 6 (1d6 + 3) piercing damage.
Challenge 2 (450 XP)

Blood Scenting. The sharkin has advantage on Wisdom


(Perception) checks that rely on smell.
Reckless. At the start of its turn, the sharkin can gain
advantage on all melee weapon attack rolls it makes during
that turn, but attack rolls against it have advantage until the
start of its next turn.
Aquatic Agility. If the sharkin swims on its turn in combat, it
can double its speed until the end of the turn. Once it uses
this trait, it can't use it again until its moves 0 feet on one of
its turns.
Sharkskin. Creatures that hit the sharkin with an unarmed
strike take 1d4 slashing damage.

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

Armor Class 12 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 2 (-4) 11 (+0) 4 (-3)

Skills Athletics +3, Stealth +5


Senses blindsight 10 ft. darkvision 60 ft., passive Perception
10 Illustration by Sarah Jane Bates
Languages —
Challenge 3 (700 XP)
Slug Spiderling
Spider Climb. The spider can climb difficult surfaces, Small beast, unaligned
including upside down on ceilings, without needing to make
an ability check. Armor Class 13 (natural armor)
Web Sense. While in contact with a web, the spider knows Hit Points 10 (3d6)
the exact location of any other creature in contact with the Speed 25 ft., climb 25 ft.
same web.
Web Walker. The spider ignores movement restrictions STR DEX CON INT WIS CHA
caused by webbing. 10 (+0) 14 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

ACTIONS Skills Stealth +5


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses blindsight 10 ft. darkvision 60 ft., passive Perception
creature. Hit: 8 (1d8 + 4) piercing damage, and the target 10
must make a DC 13 Constitution saving throw, taking 13 Languages —
(3d8) poison damage on a failed save, or half as much Challenge 1/4 (50 XP)
damage on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is paralyzed Spider Climb. The spider can climb difficult surfaces,
while poisoned in this way. including upside down on ceilings, without needing to make
an ability check.
Slime. Slick slime covers the ground in a 10-foot square
centered on a point within 30 feet of the spider, becoming Web Sense. While in contact with a web, the spider knows
difficult terrain for the duration. If a creature starts its turn in the exact location of any other creature in contact with the
the area, it must succeed on a DC 14 Dexterity saving throw same web.
or fall prone. Web Walker. The spider ignores movement restrictions
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, caused by webbing.
range 30/60 ft., one creature. Hit: The target is restrained by
webbing (escape DC 14), and the spider can, as a bonus ACTIONS
action pulls the target toward itself, at a distance up to its Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
remaining movement speed. If, at the end of this movement, creature. Hit: 8 (1d6 + 2) piercing damage, and the target
the target is within the reach of the spider, it can attempt to must make a DC 11 Constitution saving throw, taking 13
bite the restrained target. The webbing can also be attacked (3d8) poison damage on a failed save, or half as much
and destroyed (AC 11; hp 8; vulnerability to fire damage; damage on a successful one.
immunity to bludgeoning, poison, and psychic damage).
Slime (Recharge 5–6). Slick slime covers the ground in a 10-
foot square centered on a point within 30 feet of the spider,
becoming difficult terrain for the duration. If a creature starts
its turn in the area, it must succeed on a DC 14 Dexterity
saving throw or fall prone.

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.

Illustration by Aaron Miller

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 53
War Elephant
Huge beast, unaligned

Armor Class 13 (natural armor)


Hit Points 105 (10d12 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 19 (+4) 4 (-3) 12 (+1) 7 (-2)

Senses passive Perception 10


Languages —
Challenge 6 (2,300 XP)

Trampling Charge. If the elephant moves at least 20 ft.


straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 15
Strength saving throw or be knocked prone. If the target is
prone, the mammoth can make one stomp attack against it
as a bonus action.

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 14 (natural armor)


Hit Points 30 (4d8 + 12)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 16 (+3) 4 (-3) 10 (+0) 7 (-2)
Illustration by Billy Christian
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Wasteroach Languages understands Draconic but can’t speak
Tiny beast, unaligned Challenge 2 (450 XP)

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.

STR DEX CON INT WIS CHA ACTIONS


6 (-2) 8 (-1) 12 (+1) 1 (-5) 7 (-2) 3 (-4) Multiattack. The drake attacks twice, with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Saving Throws Con +3, Dex +1 Hit: 5 (1d6 + 2) piercing damage.
Damage Resistances poison
Senses blindsight 20 ft., passive Perception 8
Languages —
Challenge 1/4 (50 XP)

Familiar. With the DM's permission, the find familiar spell


can summon a wasteroach.
Recessive Bioluminescence. A wasteroach has aa 1d10
chance of glowing dimly in a 5-foot radius, shedding an eerie
green light. Glowing wasteroaches add an additional 5 ft. to
their base movement and climbing speed, and gain the
multiattack property, making two bite attacks on their turn,
and take two confounding flutter reactions, raising their AC
by 2 a second time.

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

UNLEASHED HORRORS All Creatures know that some must die


That all the rest may take and eat;
The world’s more penitent of religions share a common
Sooner or later, all transform
refrain: that folk failed to respect the world and its
delicate balance and the horrors we unleashed upon it Their blood to wine, their flesh to meat.
are of our own making. But Man alone seeks Vengefulness,
In their hubris, the great and ancient societies And writes his abstract Laws on stone;
unleashed all manner of horrors upon the world: For this false Justice he has made,
unstoppable hungers, terrible and twisted betrayals of
the living nature and of earth, air and water in their He tortures limb and crushes bone.
wake. Is this the image of a god?
Some of the world’s most storied leaders even My tooth for yours, your eye for mine?
recruited assistance from the depths of the hells Oh if Revenge did move the stars
themselves, unleashing further ills: plague, some of these Instead of Love, they would not shine.
horrors still labor, trapped when the societies that
recruited them collapsed. Others still present ongoing
~Margaret Atwood,
problems, making regular cycles around the wastes in an
unending war against life itself. The Year of the Flood

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 56
Befouled Elemental
Large elemental, neutral

Armor Class 18 (natural armor)


Hit Points 162 (13d10 + 91)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 20 (+5) 5 (-3) 10 (+0) 8 (-1)

Damage Resistances acid; bludgeoning, piercing, and


slashing from nonmagical attacks
Damage Immunities poison, acid
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 8 (3,900 XP)

Freeze. If the elemental takes cold damage, it partially


freezes; its speed is reduced by 20 feet until the end of its
next turn.
Undertow. As a bonus action when the elemental is
underwater, it can cause all water within 60 feet of it to be
difficult terrain for other creatures until the start of its next
turn.
Illustration by Raluca Marinescu
Water Form. The elemental can enter a hostile creature's
space and stop there. It can move through a space as narrow
Wastelands being already notoriously short on water, the
waters that do exist are often brackish, and impure. as 1 inch wide without squeezing.
Water elementals are rare, and the few who exist will not
hesitate to protect the moisture they have collected ACTIONS
around themselves, no matter how little there is or how Multiattack. The elemental makes two acid spray attacks.
foul it is. Acid Spray. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (3d8 + 4) acid damage.
Befouling Suffocation (Recharge 4–6). Each creature
Purification Rituals and Group Casting adjacent to the elemental’s space must make a DC 15
Some adventurers might not want to turn attack an Strength saving throw. On a failure, a target takes 13 (2d8 +
elemental in clear need, so consider if something could be 4) bludgeoning damage. If it is Large or smaller, it is also
done to purify a befouled elemental or their environment! grappled (escape DC 14). Until this grapple ends, the target
Perhaps a dam could be cleared, an infestation of plagued is restrained and unable to breathe unless it can breathe
creatures removed, or an ancient curse lifted. water.
Additionally, Cure Poison or Disease, or the Purify Food The elemental can grapple one Large creature or up to two
and Drink are spells that might be able to purify a water Medium or smaller creatures at one time. At the start of
source – temporarily, or especially when cast repeatedly or in each of the elemental's turns, each target grappled by it
a group of clerics, paladins, druids or the even bards or makes a DC 14 Constitution saving throw. The creature takes
other individual capable of ritual casting such spells. 14 (4d6) poison damage and is poisoned for 1 minute. On a
successful save, they take half as much and aren’t poisoned.
If a creature remains poisoned by the elemental’s
befoulment for 1 minute, the poisoned creature must repeat
the saving throw. On a failure, the creature takes 14 (4d6)
poison damage and is poisoned until it finishes a long rest.

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

Armor Class 14 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 17 (+3) 16 (+3) 12 (+1) 6 (-2)

Damage Resistances fire; bludgeoning, piercing and


slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 11
Illustration by Kate Laird Languages Understands abyssal but can’t speak
Challenge 5 (1,800 XP)

Brown Jenkin Innate Spellcasting. The byahkee’s innate spellcasting


Tiny fiend (demon), chaotic evil ability is Intelligence (spell save DC 14). It can innately cast a
number of spells, requiring no material components:
Armor Class 16 2/day each: blur, fear, mirror image, modify memory
Hit Points 45 (10d4 + 20) Poison Absorption. If the byakhee would take poison
Speed 20 ft., burrow 5 ft. damage, it gains a temporary hit points equal to the amount
of damage instead.
STR DEX CON INT WIS CHA Shadow Blend. While in dim light or darkness, the byahkee
3 (-4) 18 (+4) 14 (+2) 20 (+5) 12 (+1) 16 (+3) can use a bonus action to become invisible, along with
anything it is wearing or carrying. The invisibility lasts until
Skills Arcana +8, Perception +4, Stealth +7 the attacks, is in bright light, or is incapacitated.
Senses darkvision 60 ft., passive Perception 14
Languages Speaks and understands all languages, telepathy
ACTIONS
30 ft. Multiattack. The byahkee makes three attacks: choosing
Challenge 4 (1,100 XP) between its claws and tail spikes.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Innate Spellcasting. The brown jenkin’s innate spellcasting Hit: 7 (1d6 + 4) slashing damage.
ability is Intelligence (spell save DC 16). It can innately cast a Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200
number of spells, requiring no material components: ft., one target. Hit: 7 (1d6 + 3) poison damage.
1/day each: calm emotions, confusion, contact other plane,
dimension door, divination, greater invisibility, sending
Magic Resistance. The brown jenkin has advantage on
saving throws against spells and other magical effects.

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.

Illustration by K.L. Turner

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 59
Centaur Cambion
Large humanoid fiend (demon), chaotic evil

Armor Class 15 (natural armor)


Hit Points 82 (11d8 + 33)
Speed 55 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 9 (-1) 13 (+1) 16 (+3)

Saving Throws Str +7, Con +6, Wis +4, Cha +6


Skills Athletics +7, Perception +4, Survival +4
Damage Resistances cold, fire, lightning, poison; Illustration by Felipe Escobar Bravo
bludgeoning, piercing and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Sylvan
Chupacabra
Challenge 6 (2,300 XP) Small 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 STR DEX CON INT WIS CHA


Multiattack. The centaur cambion makes three attacks: two 10 (+0) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 8 (-1)
with its pike and one with its hooves, or three with its fire
ray. Saving Throws Dex +4, Con + 4, Wis +2
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one Skills Perception +2, Stealth + 4
target. Hit: 10 (1d10 + 4) piercing damage plus 2 (1d4) fire Senses darkvision 120 ft., passive Perception 12
damage. Languages —
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one Challenge 2 (450 XP)
target. Hit: 9 (1d8 + 4) bludgeoning damage.
Fire Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one Cowardice. If the chupacabra used the dash action on its
target. Hit: 6 (1d10) fire damage. turn, it can hide as a bonus action.
Spider Climb. The chupacabra can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Gutwrench. It takes 1d4 days for gutwrench symptoms to
manifest in an infected creature. Symptoms include
vomiting, fatigue and hair loss. The infected creature suffers
one level of exhaustion, and it regains only half the normal
number of Hit Points from spending hit dice or from
finishing a long rest, and cannot recover from their
exhaustion. At the end of each long rest, an infected creature
can make a DC 13 Constitution saving throw. On a
successful save, the creature recovers from the disease.

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.

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Democroc
Medium fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 85 (10d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 9 (-1)

Skills Athletics +6, Intimidation +3


Senses passive Perception 10
Languages Understands abyssal, but can’t speak
Challenge 6 (1,800 XP)

Grappler. The democroc has advantage on attack rolls


against any creature grappled by it.

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.

Illustration by Pavel Vophira

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.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities poison


Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)

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.

STR DEX CON INT WIS CHA


6 (-2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Condition Immunities charmed


Senses darkvision 120 ft., passive Perception 10
Languages Understands any languages it knew in life
Challenge 1/8 (25 XP)

Tittering Laughter. At the start of each of its turns, the


devourer emits a stifled giggle. Creatures within 30 feet of
the devourer with a passive perception of 13 or higher hear it.
Siege Monster. The devourer’s deals double damage to Illustration by Joe Slucher
objects and structures.
Flesh-spiders are so named for their lack of a
ACTIONS carapace, and their thorax instead is reminiscent of a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. pestilent fleshy growth. Their bite paralyzes their prey,
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic as they devour as much of it as possible until the body
damage. rallies or dies. Flesh-spiders refuse to eat the flesh of
anything other than living creatures.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 62
Gumberoo
Large monstrosity, unaligned

Armor Class 16 (natural armor)


Hit Points 52 (8d10 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 7 (-2)

Damage Vulnerabilities fire, thunder


Condition Immunities exhaustion, frightened, petrified
Senses blindsight 60 ft. (blind beyond this radius), passive
Illustration by Candice Li Perception 10
Languages —
Challenge 3 (1,100 XP)
Giant Varkind
Huge giant, chaotic neutral Fire Hazard. Once a gumberoo has been reduced to half its
hit points, its tail begins to glow, shedding dim light in a 5-
Armor Class 16 (natural armor) foot radius. For the duration, each time the gumberoo takes
Hit Points 105 (10d10 + 50) fire damage, it rolls a constitution saving throw DC 8 + half
Speed 40 ft. the fire damage taken. If it fails, it explodes in a fiery ring.
Each creature with 30 feet of the exploding gumberoo must
make a DC 12 dexterity saving throw, take 6d6 fire damage
STR DEX CON INT WIS CHA
on a failed save, or half as much on a success.
23 (+6) 13 (+1) 21 (+5) 12 (+1) 13 (+1) 8 (-1)
Echolocation. The gumberoo can’t see or use its blindsight
while deafened.
Saving Throws Dex +4, Con +8, Wis +4
Senses passive Perception 10 ACTIONS
Languages Common, Giant
Multiattack. The gumberoo makes two attacks with its
Challenge 9 (5,600 XP)
forelegs.
Foreleg. Melee weapon attack: +6 to hit, reach 5 ft., one
Relentless (Recharges after a Short or Long Rest). If the target. Hit: 6 (2d4 + 4) slashing damage.
giant takes 14 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.

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

Armor Class 12 (leather armor)


Hit Points 95 (9d12 + 36)
Speed 60 ft., climb 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 18 (+4) 19 (+4) 7 (-2) 12 (+1) 8 (-1)

Senses darkvision 60 ft., passive Perception 11


Languages Common
Challenge 5 (1,800 XP)

Tail Spike Regrowth. The manticore has twenty tail spikes.


Used spikes regrow when the manticore finishes a long rest.

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)

Skills Acrobatics +5, Athletics +1


Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 2 (450 XP)

Four-handed. The handfly has four hands. If it takes more


than 9 damage on a single turn, it loses a hand.

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.

Illustration by Vincent Van Hoof

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.

Joro-Gumo will lay waste to entire towns, having


wandered in and played just one member of the local
populace for a fool by adopting the form of an attractive
young woman in need. Once they have gained the pity of
some unfortunate soul, they reveal their true form, and
begin to unleash chaos. They can strike multiple foes
down simultaneously with their mighty scythes, and those
who dare fight back against them quickly find themselves
overwhelmed by the legions of paralyzing flesh-spiders
that continuously flow from their torsos. They are can also
generate endless amounts of lightning from their bodies.

Illustration by Christophe Bastin

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)

Leaping Agility. The man-bat can make a long or high jump


up to 20 feet without the need for a running start or an
ability check.

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.

Illustration by Darren Benton

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 68
Illustration by Veikka Somerma

Man-Bat Convert ACTIONS


Medium monstrosity, shapechanger, chaotic neutral Multiattack. The man-bat makes two attacks with its revolver in
humanoid form, or one attack with its bite and one with its claws
in bat form.
Armor Class 12 (natural armor) Bite (bat form only). Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 75 (10d8 + 30) one target. Hit: (2d6 + 3) piercing damage. The target must
Speed 30 ft., (fly 60 ft. in bat form) succeed on a DC 12 Constitution saving throw or contract man-
bat transformism.
STR DEX CON INT WIS CHA Claws (bat form only). Melee Weapon Attack: +6 to hit, reach 5
16 (+3) 15 (+2) 16 (+3) 16 (+3) 10 (+0) 16 (+3) ft., one creature. Hit: 12 (2d8 + 3) slashing damage.
Revolver (human form only). Ranged Weapon Attack: +5 to hit,
Skills Acrobatics +5, Athletics +8, Perception +3 reach 40/80 ft., one target. Hit: 13 (1d10 + 2) piercing damage.
Damage Vulnerabilities thunder Screech (Recharge 5—6). Each creature in a 30-foot cone
Damage Resistances poison; bludgeoning, piercing, slashing originating from the man-bat ascendant must make a DC 13
from nonmagical attacks Constitution saving throw, taking 14 (4d6) thunder damage on a
Senses blindsense 60 ft., passive Perception 13 failure and be deafened until the end of their next turn, and half
Languages Common (can’t speak in bat form) as much on a success, and they aren’t deafened.
Challenge 5 (1,800 XP)
REACTIONS
Immutable Form (bat form only). The man-bat is immune to Wing Attack. The man-bat beats its wings in response to
any spell or effect that would alter its form. damage. Each creature within 5 ft. of the man-bat must succeed
Keen Hearing. The man-bat has advantage on Wisdom on a DC 14 Strength saving throw or be knocked prone and lose
(Perception) checks that rely on hearing. their reaction. After beating its wings, the man-bat can elect to fly
up to half its movement speed.
Transform (human form only). If the man-bat is damaged by
another creature, it must succeed a DC 14 Wisdom saving throw
or spend its next turn transforming into its bat form. During the
transformation, it resists all damage and has advantage on
saving throws. It can make a new saving throw to revert its
human form when it completes a long rest.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 69
Man-Bat Ascendant
Large monstrosity, chaotic neutral

Armor Class 15 (natural armor)


Hit Points 133 (15d10 + 45)
Speed 30 ft., fly 70 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 18 (+3) 20 (+5) 14 (+2) 15 (+2)

Saving Throws Con +7, Wis +6


Skills Acrobatics +6, Athletics +10, Perception +5
Damage Vulnerabilities thunder
Damage Resistances poison
Damage Immunities bludgeoning, piercing, slashing from
nonmagical attacks
Senses blindsense 120 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 7 (2,900 XP)

Regeneration. The man-bat regains 10 hit points at the start


of its turn if it has at least 1 hit point.
Keen Hearing. The man-bat has advantage on Wisdom
Illustration by Jerad S. Marantz (Perception) checks that rely on hearing.
Immutable Form. The man-bat is immune to any spell or
effect that would alter its form.
What happened next, though…. I don’t guess it’ll
ever sit right with me. First, she changed herself, ACTIONS
then she changed others. Innocent people. Children.
I don’t know what happened to the brilliant Multiattack. The man-bat makes two attacks, one with its
scientist I used to know, but she died… exactly Bite and one with its Claws.
when, I don’t’ know, but it was some time after Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
that creature inside her was born. Hit: 13 (2d8 + 4) piercing damage. The target must succeed
We gathered the posse to hunt the creature and on a DC 13 Constitution saving throw or contract man-bat
eventually cornered it, though not after putting transformism.
down a dozen innocent people it had infected. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
It killed Sampton, and took a chunk out of my creature. Hit: 17 (3d8 + 4) slashing damage. If the man-bat
ear, too. Right here, see? hits a creature with its claws, it can attempt to grapple the
target as a bonus action.
At the last minute, her lover threw herself
between the dragon and myself, and to everyone’s Screech (Recharge 5—6). Each creature in a 45-foot cone
surprise, they seemed to share a tender moment of originating from the man-bat ascendant makes a DC 14
recognition. Maybe I was wrong about her being Constitution saving throw, taking 17 (5d6) thunder damage
dead after all. Maybe the creature just saw the lot on a failure and be deafened until the end of their next turn,
of us closing in with our pieces drawn. and half as much on a success, and they aren’t deafened.
I don’t know. Something in the creature’s eyes
changed. Could’ve been fear. Could’ve been sorrow.
REACTIONS
With one stroke of her leathery wings, she Wing Attack. The man-bat beats its wings in response to
disappeared into the night. We never saw her again, damage. Each creature within 5 ft. of the Man-Bat must
but the following spring, a tree bloomed in the succeed on a DC 15 Strength saving throw or be knocked
mountains for the first time in a century. prone and lose their reaction. After beating its wings, the
man-bat can elect to fly up to half its movement speed.
~Old Gus

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.

Honestly? We didn’t stick around to find out. Let it


have the mountain. At least we’ll have something
green to look at.
~Old Gus

Illustration by Phil Berry

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 71
Mi-Go
Large aberration, chaotic neutral

Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 3)
Speed 25 ft., fly 90 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Damage Resistances psychic


Damage Immunities poison
Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, telepathy 5 ft.
Challenge 4 (1,100 XP)
Illustration by Maarten Verhoeven

Distress Spores. When the mi-go takes damage, all other


mi-go (or other sporelinguistic creatures, such as myconids) Mind-Spider
within 240 feet of it can sense its pain.
Tiny aberration, neutral evil
Symbiosis. A creature mounted upon a willing mi-go has
resistance to poison and psychic damage, and the rider can
communicate telepathically with the mi-go. Armor Class 14 (natural armor)
Hit Points 2(1d4 - 1)
ACTIONS Speed 25 ft., climb 25 ft.
Appendage. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) poison damage plus 7 (1d6) psychic STR DEX CON INT WIS CHA
damage. 10 (+0) 14 (+2) 8 (-1) 10 (+0) 14 (+2) 16 (+3)
Mind Spores (1/Day). The mi-go releases spores that burst
out in a cloud, filling a 15-foot-radius sphere centered on it, Senses darkvision 60 ft., passive Perception 12
which lasts 1 minute or until it is dispersed by a strong wind. Languages Deep Speech, any languages its host knows
A creature that enters into or starts it turn inside the cloud, Challenge 1/2 (100 XP)
must make a DC 13 Constitution saving throw. On a failure,
the creature takes 7 (2d6) poison damage and are poisoned
Parasitic. The mind-spider has total cover and is invisible
for 1 minute. Creatures poisoned by mind spores take 3(1d6)
when inside a creature. A friendly creature can spend 10
damage at the start of their turn and then immediately make
minutes to attempt to remove the mind-spider from its host,
a new saving throw. On a successful save, the creature can't
making a DC 16 Wisdom (Medicine) check with a knife. If
be infected by Mind Spores again for 24 hours.
they succeed, they can attack the spider as a bonus action.

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.

Illustration by Jordan Walker

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.

I tell ya, one moment, I was brewing a pot of


coffee around the campfire, same as always. You
know I love my little rituals. Next thing I know, I’m
fifteen years old again, square dancing in a barn
with Clara Jane Fowler.
Well, imagine my surprise when I come to and
saw my forearm halfway down that thing’s
midsection, and our lips mere inches apart.
~Old Gus

Illustration by Dave Allsop

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

Skills Athletics +6, Acrobatics +3, Perception +3 ACTIONS


Damage Immunities poison; bludgeoning, piercing, slashing Multiattack. The mutating wendigo makes three attacks: one
from nonmagical attacks with its bite and two with its claws.
Condition Immunities charmed, diseased, exhaustion,
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
frightened, poisoned
6 (1d10 + 5) piercing damage. If the target is a humanoid, they
Senses darkvision 60 ft., passive Perception 13 must succeed on a DC 11 Constitution saving throw or roll a d6
Languages Common (can’t speak) and contract lycanthropy: tiger (1), bear (2), boar (3) and wolf (4),
Challenge 5 (1,800 XP) rat (5), raven (6).
Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 7 (1d8 + 5) slashing damage.

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

Armor Class 13 (natural armor)


Hit Points 33 (5d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 12 (+1) 11 (+1) 14 (+2) 16 (+3)

Senses darkvision 60 ft., passive Perception 10


Languages Abyssal, Common
Challenge 3 (700 XP)

Innate Spellcasting. The clown’s innate spellcasting ability


is Charisma (spell save DC 13). The clown can innately cast
the following spells, requiring no material components:
At will: encode thoughts, friends, prestidigitation
Illustration by Katherine Dinger 1/day each: arms of Hadar, cause fear, color spray, enthrall,
grease, invisibility, magic mouth, Nystul’s magic aura, mirror
image, modify memory, pyrotechnics XGE, phantasmal force,
Phun-Babuz’ Faceless One shatter, silence, silent image, sleep, spider climb, Tasha’s
Medium undead, chaotic evil hideous laugher

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.

STR DEX CON INT WIS CHA


15 (+2) 6 (-2) 18 (+4) 3 (+4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 15 ft. (blind beyond this radius), passive
Perception 8
Languages understands Abyssal but cannot speak
Challenge 2 (450 XP)

Final Scream. When the faceless one dies, it releases a


dying scream that scars the minds of other nearby creatures.
Each creature within 10 feet of the faceless one must
succeed on a DC 12 Wisdom saving throw or take 5 (1d8)
psychic damage.

ACTIONS
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 2) bludgeoning damage.

Illustration by Randy Hagmann

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

Armor Class 16 (natural armor)


Hit Points 157 (15d10 + 75)
Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 9 (-1)

Damage Resistances acid, cold


Damage Immunities poison
Condition Immunities blinded, charmed, poisoned, prone
Senses blindsight 60 ft., passive Perception 11
Languages understands Giant but can only scream
Challenge 7 (2,900 XP)

Hive Protectors. If the scourging hive takes more than 10


damage on a turn, a swarm of locusts appears to defend it in
the nearest available space.
Swarming Hive. The hive is surrounded by swarming, biting
locusts, filling all spaces within 20 feet of the scourging hive,
Illustration by Felipe Escobar Bravo
and spreading around corners. The area is difficult terrain. A
creature that enters the area on a turn or ends its turn there
must make a DC 16 Constitution saving throw taking 18
(4d8) piercing damage on a failure, and half as much
Swarm of Locusts
damage on a success. Medium swarm of tiny beasts, unaligned

ACTIONS Armor Class 12 (natural armor)


Multiattack. The scourging hive makes two attacks with its Hit Points 22 (5d8)
tentacles. Speed 5 ft., fly 30 ft.
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one
creature. Hit: 14 (2d10 + 3) piercing damage, and the target STR DEX CON INT WIS CHA
must succeed on a DC 13 Constitution saving throw or be 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
poisoned for 1 minute. If the poison is not cured, the target’s
flesh swells, and at the end of their next turn, a swarm of
Damage Resistances bludgeoning, piercing, slashing
locusts bursts from their body, dealing an additional 5 (1d8)
slashing damage, and releasing a swarm of insects. In the Condition Immunities charmed, frightened, grappled,
nearest available space to the target. paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
The target is also grappled (escape DC 17). If the target is
Languages —
Medium or smaller, it is also restrained until this grapple
ends. While grappling the target, the scourging hive has Challenge 1/2 (100 XP)
advantage on attack rolls against it. When the scourging hive
moves, any Medium or smaller target it is grappling moves Swarm. The swarm can occupy another creature's space and
with it. The scourging hive can grapple up to two targets in vice versa, and the swarm can move through any opening
this manner at a time. large enough for a Tiny insect. The swarm can't regain hit
Maddening Scream. The scourging hive targets one points or gain temporary hit points.
creature it can see within 40 feet of it. If the target can hear
the hive, the target must make a DC 17 Wisdom saving ACTIONS
throw. On a failed saving throw, the target becomes Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
paralyzed until the end of its next turn. If a creature's saving in the swarm's space. Hit: 10 (4d4) piercing damage, or 5
throw is successful, the creature is immune to the hive’s (2d4) piercing damage if the swarm has half of its hit points
Maddening Scream for the next 24 hours. or fewer.

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.

Skills Medicine +6, Perception +2 ACTIONS


Damage Resistances acid, cold, fire, lightning, thunder Multiattack. The slaad makes three attacks: one with its bite, one
Damage Immunities poison with its skewer and one with its tongue.
Condition Immunities charmed, poisoned Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
Languages Slaad, telepathy 60 ft. Skewer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Challenge 8 (3,900 XP) Hit: 13 (1d12 + 5) piercing damage plus 3 (1d6) necrotic damage.
A medium or smaller creature hit by the skewer must succeed a
DC 14 Strength saving throw or be impaled. An impaled creature
is restrained and must use its action to make a DC 14 Strength
(Athletics) or Dexterity (Acrobatics) check to escape. If they fail,
they take an additional 1d8 + 5 necrotic damage and remain
restrained. The slaad can impale up to four small creatures, two
medium creatures or one medium and two small creatures.
Tongue. Ranged Weapon Attack: +5 to hit, range 20 ft., one
target. Hit: 3 (1d6) poison damage plus 3 (1d6) necrotic damage.
A large or smaller creature hit by the slaad's tongue must
succeed a DC 14 Strength saving throw or be pulled 10 feet
toward the slaad. If the creature is pulled within 5 feet of the
slaad, the slaad may immediately make a skewer attack against
the creature with a bonus action.

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.

A killer from another plane, Slaad the Impaler was


trapped in this world, exiled by its own kind for crimes
better left to the imagination.
A ruined and terrible form of life, its limbs have been
lopped off, grown back, lopped off again, and now the
stumps are fitted with bladed metal skewers jutting
awkwardly from every usable muscle. This has regrettably
made the creature even deadlier, as it uses these skewers
to procure gnome-kebabs by the dozen. The impaler
delights in the pain of its victims, keeping them alive and
struggling as long as possible, tasting their fear with a
long, sharp alien tongue.
Illustration by Viktor Fetsch

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 81
Super-Mutant
Huge giant, neutral evil

Armor Class 11 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 35 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 16 (+3) 6 (-2) 8 (-1) 4 (-3)

Damage Immunities poison


Condition Immunities poisoned, diseased
Senses darkvision 60 ft., passive Perception 9
Languages understands and speaks Common but can't read
or write
Challenge 3 (700 XP)

Third Arm. As a bonus action, the super-mutant can


attempt to grapple a creature with its third arm (escape DC
14). If a creature is already grappled, the super-mutant can
use this trait to squeeze. Creatures grappled by the arm are
squeezed at the start of the super-mutant’s turn, dealing 7
(2d6) bludgeoning damage.

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.

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Super-Mutant Gunner
Huge giant, neutral evil

Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 35 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 6 (-2) 8 (-1) 4 (-3)

Damage Immunities poison


Condition Immunities poisoned, diseased
Senses darkvision 60 ft., passive Perception 9
Languages understands and speaks Common but can't read
or write
Challenge 4 (1,100 XP)

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.

Illustration by Maksim Poplavskiy

Super-Mutant Brute
Huge giant, neutral evil

Armor Class 12 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 35 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 4 (-3)

Damage Immunities poison


Condition Immunities poisoned, diseased
Senses darkvision 60 ft., passive Perception 9
Languages understands and speaks Common but can't read
or write
Challenge 3 (700 XP)

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.

Illustration by Dmitry Skolzki

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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.

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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.

Time wraiths travel across time and space in pursuit of


those whose actions threaten to cause time paradoxes.
They may be created by the unskilled wanderings of time
travelers, a sort of natural defense mechanism of the
universe, although some suspect they are, in fact, the
remnants of long-deceased time travelers, cursed to
wander the annals of time in punishment for ancient and
unknowable sins. When a time wraith appears, it takes on
an immaterial semblance of its intended victim–
mockingly wearing their face as a horrific mask, often
appearing as if the victim were already dead, withered,
and desiccated, and made up of immaterial wisps of
matter. Once it identifies its target, a time wraith will
single-mindedly pursue it until the object of its pursuit
corrects the paradoxes it created or returns to its own
original time.
Illustration by Anton Sander

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Swarm of Ulthuar Cats
Medium swarm of tiny aberrations, neutral

Armor Class 11 (natural armor)


Hit Points 68 (2d4 + 24)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 14 (+2)

Damage Resistances bludgeoning, piercing, slashing


Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Abyssal
Challenge 5 (1,800 XP)

Innate Spellcasting (Psionics). The swarm's innate


spellcasting ability is Intelligence (spell save DC 13). As long
Illustration by Patriartis
as it has more than half of its hit points, it can innately cast
the following spells, requiring no components:
Ulthuar Cat At will: darkness, detect thoughts, major image
1/day each: dimension door, mislead
Tiny aberration, neutral
Keen Smell. The cat has advantage on Wisdom (Perception)
checks that rely on smell.
Armor Class 14
Pack Tactics. As long as the swarm has least half of its hit
Hit Points 7 (2d4 + 2)
points or more, it has advantage on attack rolls, and
Speed 40 ft., climb 30 ft.
creatures have disadvantage on saving throws against its
sting.
STR DEX CON INT WIS CHA
Swarm. The swarm can occupy another creature's space and
4 (-3) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 10 (+0) vice versa, and the swarm can move through any opening
large enough for a Tiny cat. The swarm can't regain hit
Condition Immunities charmed, frightened points or gain temporary hit points.
Senses darkvision 60 ft., passive Perception 11 Telepathic Shroud. The swarm is immune to any effect that
Languages understands Common and Abyssal would sense its emotions or read its thoughts. as well as to
Challenge 1/2 (100 XP) all divination spells.

Keen Smell. The cat has advantage on Wisdom (Perception) ACTIONS


checks that rely on smell. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Telepathic Shroud. The cat is immune to any effect that target. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing
would sense its emotions or read its thoughts, as well as to damage if the swarm has half of its hit points or fewer.
all divination spells. Sting. The swarm extends its tendrils and stings up to two
creatures it can see within 10 feet of itself. The target must
ACTIONS succeed on a DC 14 Constitution saving throw or be
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one paralyzed for up to 1 minute. A paralyzed creature can repeat
target. Hit: 5 (1d4 + 3) slashing damage. its saving throw at the end of its turns, ending the effect
early on a success.
Sting. The cat extends a tendril and stings a creature it can
see within 10 feet of itself. The target must succeed on a DC
12 Constitution saving throw or be paralyzed for 1 minute. A
paralyzed creature can repeat its saving throw at the end of
its turns, ending the effect early on a success.

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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.

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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.

Illustration by Lenka Simeckova

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Illustration by Dave Allsop

Wasteblight Ambusher. In the first round of a combat, the wasteblight has


advantage on attack rolls against any creature it surprised.
Large elemental, neutral
Damage Transfer. While grappling a creature, the wasteblight
transfers half the damage to the grappled creature.
Armor Class 12
False Appearance. While the wasteblight remains motionless, it
Hit Points 45 (6d8 + 18) is indistinguishable from normal rock or soil, unless an observer
Speed 15 ft. succeeds on a DC 18 Intelligence (Investigation) check.

STR DEX CON INT WIS CHA ACTIONS


18 (+4) 19 (+4) 16 (+3) 8 (-1) 14 (+2) 11 (+0) Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d10 + 4) necrotic damage.
Skills Stealth +6 Grapple. One large or smaller creature that the wasteblight can
Damage Resistances bludgeoning, piercing, slashing from see within 5 feet of it must succeed on a DC 14 Dexterity saving
nonmagical attacks throw or be grappled (escape DC 14). The wasteblight can
Damage Immunities poison, cold, necrotic grapple two targets at a time. Until this grapple ends, the target
Condition Immunities blinded, deafened, exhaustion, grappled, is blinded, restrained and unable to breathe. At the start of its
paralyzed, petrified, prone, restrained, unconscious turn, a grappled target takes 16 (3d10) necrotic damage at the
Senses tremorsense 60 ft., passive Perception 12 start of each of its turns, and each creature other than the
Languages — wasteblight and the grappled target within 30 feet of the
Challenge 4 (1,100 XP) wasteblight must succeed a DC 12 Constitution saving throw or
take half the damage as poison damage.

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Wastes Elemental
Large elemental, neutral

Armor Class 18 (natural armor)


Hit Points 162 (13d10 + 91)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 24 (+7) 5 (-3) 10 (+0) 5 (-3)

Damage Vulnerabilities thunder


Damage Resistances bludgeoning, piercing, slashing from
nonmagical attacks
Damage Immunities poison, acid
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Languages Terran
Challenge 8 (3,900 XP)

Earth Glide. The elemental can burrow through nonmagical,


unworked earth and stone. While doing so, the elemental
doesn't disturb the material it moves through.
Illustration by Ricardo Robles False Appearance. While the elemental remains motionless,
it is indistinguishable from a normal boulder.
Siege Monster. The elemental deals double damage to
Wastes Boulder objects and structures.
Small elemental, neutral
ACTIONS
Armor Class 18 (natural armor) Multiattack. The elemental makes two slam attacks.
Hit Points 19 (3d4 + 12) Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Speed 25 ft., burrow 5 ft. target. Hit: 19 (3d8 + 6) bludgeoning damage.
Animate Boulders (1/Day). The elemental magically
STR DEX CON INT WIS CHA animates up to four boulders it can see within 60 feet of it. A
14 (+2) 10 (+0) 19 (+4) 1 (-5) 8 (-1) 1 (-5) boulder has statistics of a wastes boulder. A boulder
remains animated until they are destroyed or the wastes
elemental is incapacitated.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Languages Terran
Challenge 1 (3,900 XP)

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.

Damage Vulnerabilities fire ACTIONS


Damage Resistances bludgeoning, piercing Multiattack. The horror makes two slam attacks.
Senses passive Perception 13 Lash. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Languages Druidic, Sylvan Hit: 17 (3d6 + 7) bludgeoning damage.
Challenge 11 (7,200 XP) Animate Trees (1/Day). The horror magically animates up to two
trees it can see within 60 feet of it. These trees have the same
statistics as a horror, except they have half its hit point
maximum, Intelligence and Charisma scores of 1, they can't
speak, and they have only the Lash action option. An animated
tree acts as an ally of the horror. The tree remains animate for 1
day or until it dies; until the horror dies or is more than 120 feet
from the tree; or until the horror takes a bonus action to turn it
back into an inanimate tree. The tree then takes root if possible.
Lashing Vines (Recharge 5–6). Each creature within 60 feet of
the horror, except other horrors, must make a DC 16 Dexterity
saving throw. If they fail, they take 27 (6d8) slashing damage and
are pulled up to 20 feet toward the horror. If they succeed, they
take half as much and aren’t pulled.

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.

Awakened by a dying clan of druids in a final attempt to


save a dying forest, these betrayed treants no longer have
any love for folk, and have banished them from their
woodlands until such time as they are recovered.
Wood horrors have lost the patience of most trees, and
tend to view anything on two legs as an invader. They will
trap folk with lashing vines, dragging them down, deep
into the earth, spreading the remains among the roots of
their favorite trees, a ritual sacrifice until the blood debt to
Illustration by Ryan Van Dongen their kind has been repaid.

Here in the forest, dark and deep,


I offer you: eternal sleep!

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Illustration by Maksym Harahulin

WAR RELICS Axiomatic Minds: Think Like an Ancient Machine


Machines of all manner of size and shape patrol empty When enacting the following creatures, the author begs
cities of rusting steel and crumbling concrete. These you: consider the lives of creatures who were, at one time,
relics of ancient wars are still carrying out purposes no given singular instructions. Summon thy inner logistician,
living person can now fathom. and consider history, culture, time, and the nature of
automation itself. For those of us of the technological age,
Some have purely artificial roots, others blend the
perhaps this is not so much the stretch that it used to be, for
biological with the technological, producing something…
we have seen, you and I, the pleasures and the horrors that
confusing, at best. A cypher, key, authorization code,
technology has to offer.
password or other authentication can mean the
difference between friend, for or simply being ignored
A home transformed by the lightning
altogether.
Some of these ancient ruins contain ancient the balanced alcoves smother
technology that can help folk survive: functioning water this insatiable earth of a planet, Earth.
condensation and purification systems, lights that give of They attacked it with mechanical horns
light but do not burn, workshops for metalworking or because they love you, love, in fire and wind.
gunsmithing- if only the machines that patrol the area
were cleared away. Adventurers who seek to make a You say, what is the time
famous name for themselves might dare to enter such waiting for in its spring?
structures of crumbling concrete and jagged metal, I tell you it is waiting
clearing away the remnants of the past so a new future for your branch that flows,
can take hold in its place.
because you are
a sweet-smelling diamond architecture
that does not know why it grows.

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.

Arcane nullifiers are an elevated learning construct, one


originally intended to learn an opponent’s tactics and
offensive strategy and to learn to counter it. Arcane
nullifiers eventually learned to recognize their situation
and their use, and learned to counter even will of their
creators, escaping to begin a new life for their kind among
the outer planes.
Illustration by Felipe Escobar Bravo

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Biomechanical Horror
Large construct, unaligned

Armor Class 13 (natural armor)


Hit Points 95 (10d10 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

Damage Immunities lightning, poison; bludgeoning,


piercing, and slashing from nonmagical attacks that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 5 (1,800 XP)

Axiomatic Mind. The horror can't be compelled to act in a


manner contrary to its nature or its instructions.
Critical Vulnerability. If subjected to a critical hit, the horror
takes an additional 3d6 damage.
Lightning Absorption. Whenever the horror is subjected to
lightning damage, it takes no damage and instead regains a
Illustration by Aaron Nakahara number of hit points equal to the lightning damage dealt.

A brain in a jar on long metal legs, the biomechanical ACTIONS


horror harnesses the psionic abilities of the brain inside
Multiattack. The horror makes two attacks with its blaster.
and turns that energy outward in the form of directed
energy blasts and explosive projectiles. The brain is Blaster. Ranged Weapon Attack: +7 to hit, range 120 ft., one
merely a cog, and is completely subjugated to the target. Hit: 6 (1d10) radiant damage.
machine inside. Missile (3/Day). The horror launches an explosive projectile
at a point within 120 feet of itself that it can see. Creatures
within a 15-foot radius of the point must make a DC 15
Watts took an hour hammering on the damn thing Dexterity saving throw. If they fail, they take 18 (5d6) force
and fiddling with a spaghetti-bowl full of wires. damage and are knocked prone. On a success, they half as
Glow and I distracted ourselves with a game of much damage and aren’t knocked prone.
poker, until the lights came on, flickering down the Death Ray (Recharge 6). The horror targets a creature that
metal corridor like they were running a relay race. it can see within 30 feet of it. The target must make a DC 15
It actually groaned for a moment, and then, in a Constitution saving throw, taking 36 (8d8) radiant damage
harsh and pained voice spoke a single word: on a failed save, or half as much damage on a successful
“ex-TER-min-ate!” one. If the saving throw fails by 5 or more, the target instead
takes 64 radiant damage. The target dies if reduced to 0 hit
points by this ray.

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.

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Burnished Golemite Infantry
Large construct, unaligned

Armor Class 14 (natural armor)


Hit Points 68 (8d10 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 9 (-1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

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)

Axiomatic Mind. The golem can't be compelled to act in a


manner contrary to its nature or its instructions.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects.
Spell Immunity. The golem is immune to three spells
chosen by its creator. Typical immunities include fireball,
heat metal, and lightning bolt.
Illustration by CRAPdraw Self-Destruct. When the golem is reduced 0 hit points, it
begins a timer. It re-rolls its initiative, and emanates a loud
When the front lines of warfare first began to be waged beeping noise audible up to 30 feet away. At the start of its
primarily by machines, golemite infantry were there. A next turn, its body explodes. A DC 15 Intelligence check
staple of every war since, they are still in use as escorts, made with tinker’s tools can disarm the self-destruct
operatives, guards. mechanism. The explosion emanates from the golem’s
corpse in a 15-foot radius. Creatures in the area must make a
Artificers who wish to gain the favor of a wealthy
DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on
patron might specialize in the care, maintenance and
modification of such creatures, proving that you can a failure, and half as much on a success.
indeed teach an old dog new tricks. Their numbers and
locations are carefully monitored by anyone interesting ACTIONS
in purchasing a living relic. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Gatling Gun. Each creature in a 10-foot cube within 60 feet
Players can play a Burnished Golemite Infantry! of the golem must succeed a DC 14 Dexterity saving throw or
Combining the warforged race that appears in The take 9 (1d12) piercing damage.
Wayfinder’s Guide to Eberron with the Shootist Martial
Archetype for the Fighter class in Old Gus’ Errata: Tales from REACTIONS
the Weird West Player’s Handbook and the Soldier Self-Sacrifice. When a creature within 5 feet of the golem is
background would make an excellent start to such a hit by an attack, the golem swaps places with that creature
character! and is hit instead.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 95
Malfunctioning Concierge
Medium construct, unaligned

Armor Class 16 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 17 (+3) 11 (+0) 14 (+2)

Skills Deception +6, Insight, +4, Persuasion +6


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 truesight 120 ft. (blind beyond this radius), passive
Perception 13
Languages All Languages
Challenge 6 (2,300 XP)

Axiomatic Mind. The concierge can't be compelled to act in


a manner contrary to its nature or its instructions.
Innate Spellcasting. The nullifier’s spellcasting ability is
Intelligence (spell save DC 15, +7 to hit with spell attacks).
The nullifier can innately cast the following spells, requiring
no material components:
At will: friends, calm emotions, detect thoughts, lightning arrow,
zone of truth
1/day: chain lightning, feeblemind, glibness
Inscrutable. The concierge is immune to any effect that
would sense its emotions or read its thoughts, as well as any
divination spell that it refuses. Wisdom (Insight) checks
made to ascertain its intentions or sincerity have
disadvantage.
Illustration by Maksym Harahulin Self-Destruct. When the concierge dies, it implodes
harmlessly, leaving a handful of fine dust behind.
Not all machines were made for war, however. Machines
once served all manner of social functions as
shopkeepers, day-laborers and even diplomats. These
ACTIONS
uncanny constructs were built with complex visages and Multiattack. The concierge makes four attacks with its
articulations that allow it to better approximate the adamantine quarterstaff or darts.
emotional responses of humanoid races. Adamantine Longstaff. Melee Weapon Attack: +6 to hit,
A malfunctioning concierge continues to serve as reach 10 ft., one target. Hit: 7 (1d10 + 1) bludgeoning
much of its original purpose as it can, and might safely damage.
escort a group of living creatures through a dangerous Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one
area, eager to serve for the first time in a century or target. Hit: 7 (1d8 + 3) piercing damage.
more.
However, the ravages of time and the unaccounted-for REACTIONS
nature of the new world often introduce errors into their Protection. When an attacker the concierge can see makes
instructions, and they might literally spin their head right an attack roll against an object or creature within 10 feet of
around, shifting from helpful to harmful, triggered by a the concierge, the concierge can impose disadvantage on
condition they are unable to adequately express. the attack roll.

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Murdermachine
Medium construct, unaligned

Armor Class 14 (natural armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 16 (+3) 13 (+1) 11 (+0) 7 (-2)

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)

Assassinate. During its first turn, the murdermachine has


advantage on attack rolls against any creature that hasn't
taken a turn. Any hit the murdermachine scores against a
surprised creature is a critical hit.
Axiomatic Mind. The mudermachine can't be compelled to
act in a manner contrary to its nature or its instructions.
Evasion. If the murdermachine is subjected to an effect that
Illustration by Aaron Nakahara allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the
A murdermachine typically is instructed with very simple saving throw, and only half damage if it fails.
orders: kill, and do not get caught. They prowl the
ancient cities of crumbling concrete, scaling broken Sneak Attack (1/Turn). The murdermachine deals an extra
steel-and-glass in search of long-dead prey. Many 14 (4d6) damage when it hits a target with a weapon attack
murdermachines are malfunctioned and will kill and has advantage on the attack roll, or when the target is
anything that resembles anything or anyone they’ve within 5 feet of an ally of the assassin that isn't incapacitated
killed in the past. and the murdermachine doesn't have disadvantage on the
attack roll.
As a safeguard against evidence, or in the event their
quarry managed to get the better of them, the large Self-Destruct. When the murdermachine dies, its reactor
reactor on its back that powers the creature explodes, explodes in a burst of energy. Each creature within 5 feet of it
taking anything in the immediate area, including the must make a DC 13 Dexterity saving throw, taking 11 (3d6)
mudermachine itself along with it. force damage on a failed save, or half as much damage on a
successful one.
Functioning reactor and energy blade from a
murdermachines are highly coveted by militaries and ACTIONS
assassin organizations, and some artificers specialize in
the care and maintenance of these artifacts, with a focus Multiattack. The murdermachine makes two energy blade
on reducing the cumbersome weight and size of their attacks.
reactors. Energy Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) force damage.
Sawblade Launcher. Ranged Weapon Attack: +6 to hit,
range 80/320 ft., one target. Hit: 13 (3d6 + 3) slashing
damage.

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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.

Phylacteron juggernauts were created through a


combination of golemancy and lichdom. The will of the
spellcaster inside the creature long sublimated, only an
Illustration by Michael Michera
unthinking golem remains, carrying out a task long-
forgotten given to it by its creator.

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War-Torn Fungal Boom Baby
Huge giant, unaligned

Armor Class 18 (natural armor)


Hit Points 161 (14d12 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 9 (-1) 20 (+5) 10 (+0) 12 (+1) 11 (+0)

Saving Throws Dex +3, Con +10


Skills Athletics +11, Perception +4
Damage Resistances psychic, radiant
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands Common and Giant but can’t speak
Challenge 13 (10,000 XP)

Spore Dispersal. A creature that touches the giant or hits it


with a melee attack while within 5 feet of it takes 5 (1d10)
poison damage.
Sporelinguistics. The giant can communicate telepathically
Illustration by Ricardo Robles with any myconids or other creatures capable of
communicating with spores within 120 feet of the giant.
The incredible strength of giants was once harnessed as
a testbed for weapons development, as only they could ACTIONS
handle the massive size and recoil from the latest
developments in projectile weaponry. Multiattack. The giant makes two attacks with its slashing
prosthetic.
Most of the giant artillery was wiped out ages ago, but
a few battle-scarred survivors remain, their missing Slashing Prosthetic. Melee Weapon Attack: +11 to hit, reach
limbs replaced by metal prosthetics, and their minds 10 ft., one target. Hit: 22 (4d10 + 7) slashing damage.
emptied out by a spore-based weapon that lives on inside Bazooka (Recharge 3—6). The giant fires a rocket from its
what’s left of their sagging flesh. bazooka at a point on a surface of its choice within 120 feet
Boom babies will shoot at anything that moves except of the giant. Each creature in a 15-foot radius of the must
one another, and they don’t seem to think too terribly make a DC 14 Dexterity saving throw, taking 32 (6d6)
much about any collateral damage they might do when it thunder damage on a failed save, or half as much damage
comes to using even their most dangerous explosives. on a successful one.
Mini-Nuke (6). The giant fires a projectile from its bazooka
into the open sky, which locks onto a target of the giant’s
choice. Roll initiative for the projectile, which enters the turn
order immediately. On the projectile’s turn, it detonates
upon the target or the nearest available surface to them.
Each creature within a 30-foot radius of the impact point
must make a DC 19 Constitution saving throw, taking 55
(10d10) radiant damage on a failure and becoming poisoned
for up to 1 minute. Poisoned creatures can repeat their
saving throw at the end of their turns, ending the effect on a
success. Creatures that succeed their saving throw take half
the amount of radiant damage and aren’t poisoned. The
mini-nuke is a siege weapon, and it deals double damage to
objects and structures.

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Warforged Terminator
Large construct, unaligned

Armor Class 18 (natural armor)


Hit Points 143 (15d8 + 75)
Speed 35 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 20 (+3) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Str +5, Dex +7, Con +6


Skills Athletics +6 Insight +6, Perception +6, Survival +6
Damage Resistances acid, cold, fire, lightning; bludgeoning,
piercing and slashing from nonmagical attacks
Damage Immunities poison, necrotic
Condition Immunities charmed, diseased, exhaustion,
frightened, poisoned
Senses truesight 10 ft., darkvision 120 ft., passive Perception
16
Languages Common, Dwarvish, Gnomish
Challenge 11 (7,200 XP)

Immutable Form. The terminator is immune to any spell or


effect that would alter its form.
Recharge. The terminator does not need to eat, breathe or
sleep, and can complete a long rest in 4 hours.
Thermal Scanners. Magical darkness doesn't impede the
terminator’s darkvision.

Illustration by John Anthony Di Giovanni ACTIONS


There’s living with what happened to you, there’s trying Multiattack. The terminator makes up to four attacks. Any of
to get revenge, and there’s the sure thing: hire a its four hands is can attack with its revolvers or sabre, and
warforged terminator and rest easy knowing that any two hands can be used to fire its large-bore rifle.
whatever they did to you, they’ll be wasteroach food High-Caliber Revolver. Ranged Weapon Attack: +7 to hit,
soon. range 30/90 ft., one target. Hit: 10 (1d12 + 4) piercing
Feared throughout the wastes, terminators wander damage.
from place to place, seeking their targets as if it’s all Large-Bore Rifle. Ranged Weapon Attack: +7 to hit, range
they’ve ever known or cared to do. Their reputation 100/400 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
precedes them, and the majority of local law Sabre. Melee Weapon Attack: +7 to hit, reach 5 ft., one
enforcement let them continue their business unabated. target. Hit: 8 (1d8 + 4) slashing damage.
No good ending up on its bad side if you can avoid it.
REACTIONS
Listen, and understand: Deploy Shielding Cover (4/Day). The terminator unfolds a
That terminator is out there. metal shield from one of its arms, adding 2 to its AC against
the attack that would hit it. The terminator is now holding a
It can’t be bargained with.
shield in that hand, and it can benefit from holding two such
It can’t be reasoned with. shields at a time. As a bonus action on its turn, the
It doesn’t feel pity, or remorse, or fear. terminator can jam a shield onto the ground. As a cover
And it absolutely will not stop, ever, object, the shield provides half cover for a medium
humanoid, with an AC of 15 and 15 hit points.
until you are dead.

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.

Illustration by Richie Mason

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 102
Arcane Avenger
Medium humanoid (any), any alignment

Armor Class 12 (15 with mage armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +7, Wis +5


Skills Arcana +7, History +7
Senses passive Perception 11
Languages any four languages
Challenge 9 (3,900 XP)

Spellslinger. The arcane can use a bonus action to change


the elemental damage type done by its spellslinger, choosing
from fire, cold, acid and lightning.
Spellcasting. The evoker is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). The evoker has the following wizard
spells prepared:
Cantrips (at will): fire bolt, light, prestidigitation, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): blur, misty step, heat metal
3rd level (3 slots): counterspell, lightning bolt, slow
4th level (3 slots): confusion, stoneskin
5th level (2 slots): synaptic static XGE, wall of stone
Illustration by Grizscald 6th level (1 slot): Otiluke's freezing sphere, wall of ice

While wizards came to appreciate firearms considerably ACTIONS


later than most, there’s a strong argument to be made Spellslinger. Ranged Weapon Attack: +7 to hit, range 40/80
that those few with an eye for the future have maximized ft., one target. Hit: 10 (3d6 + 3) piercing damage + (11) 2d10
the potential of firearms, marrying new sciences to additional elemental damage.
thousands of years of arcane study. Indeed, most of the
super-weapons that have left the world dotted in
uninhabitable wastelands are the result of the greatest
successes their kind have achieved over the centuries. Player characters can be an Arcane Avenger Wizard!
Traveling wizards who favor firearms are known as See: Old Gus’ Errata: Tales from the Weird West Player’s
Arcane Avengers. They are folk of both learning and of Handbook
action, and the unpredictability they wield between
magic and skill with a firearm can make them a friend
indeed or a deadly opponent.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 103
Avatar of the Raven Queen
Medium humanoid (any), lawful neutral

Armor Class 13 (16 with mage armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Wis +5, Cha +7


Skills Arcana +4, Insight +5, Persuasion +7, Religion +5
Senses darkvision 120 ft., passive Perception 12
Languages any three languages (usually Common or Elvish)
Challenge 8 (3,900 XP)

Cloak of Ravens. As a bonus action, the avatar can surround


itself with a magical aura that looks like swarming ravens.
The aura extends 10 feet from the avatar in every direction,
turning dim light into darkness, and bright light into dim
light. It lasts until the avatar is incapacitated or it dismisses
it as a bonus action. Any other creature that starts its turn in
the aura takes 5 cold damage.
Devil's Sight. Magical darkness doesn't impede the avatar’s
darkvision.
Shadow Step. When in darkness, as a bonus action the
avatar can teleport up to 60 feet to an unoccupied space it
can see that is also in darkness. The avatar then has
advantage on the first melee attack they make before the end
of their turn.
Illustration by Esin Karabenli Spellcasting. The avatar is a 17th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit
Avatars of the raven queen serve as archivists in the with spell attacks). It regains its expended spell slots when it
fortress of memories, and are sent to the material plane finishes a short or long rest. It knows the following warlock
to retrieve gifts for their queen, usually powerful artifacts spells:
that are the center of powerful stories. Cantrips (at will): eldritch blast, friends, mage hand, minor
While upon the material plane, they act as their illusion, prestidigitation, ray of frost, shocking grasp
queen’s eyes and ears, spying and watching events of 1st-5th level (4 5th-level slots): commune, comprehend
interest to their queen. languages, cone of cold, false life, ice storm, invisibility, mage
armor, sanctuary, silence, spiritual weapon

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

Armor Class 13 (studded leather armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 10 (+0)

Skills Acrobatics +6, Perception +5, Survival +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)

Beast Companions. The bounty hunter is aided by an eagle


and a warhorse which are loyal to the bounty hunter.
Expert Rider. The bounty hunter has advantage on ability
checks or saving throws that would result in them being
forcibly dismounted and always lands on their feet if they
fail.
Innate Spellcasting. The bounty hunter’s innate spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell
attacks). It can innately cast the following spells, requiring
no material components:
At will: beast sense, snare, zephyr strike XGE
2/day each: cordon of arrows, locate creature, find steed
Illustration by Daniel Kamarudin
ACTIONS
Bounty hunters spend their days scouring the lawless
wastes looking for those who have committed crimes on Multiattack. The bounty hunter makes two attacks with its
behalf of the law, or are hired by someone with enough rapier or revolver.
money to afford vengeance for hire. Many were outlaws Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
themselves once, and use their knowledge of the target. Hit: 6 (1d8 + 4) slashing damage.
criminal underworld to track their prey. Revolver. Ranged Weapon Attack: +6 to hit, range 40/80 ft.,
They are in frequent contact with law enforcement or one target. Hit: 6 (1d12 + 4) slashing damage.
other enterprises who might pay for their services. They Rope. The bounty hunter can rope a Large or smaller
know the edible plants of sandy wastes, and are able to creature within 25 feet of it. The target must succeed a DC 14
scrounge enough food to live upon until the job gets Strength or Dexterity (its choice) saving throw or be
done. restrained.

Player characters can be a Shootist Fighter!


See: Old Gus’ Errata: Tales from the Weird West Player’s
Handbook

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

Armor Class 13 (studded leather armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 9 (-1) 18 (+4) 9 (-1)

Skills Athletics +6, Acrobatics +6, Survival +8


Senses passive Perception 14
Languages Druid and any one other language (usually
Common)
Challenge 5 (1,800 XP)

Spellcasting. The druid is an 8th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 15, +7 to hit
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, infestation, primal savagery,
shillelagh
1st level (4 slots): alter self, arms of Hadar, faerie fire
2nd level (3 slots): barkskin, jump, pass without trace
3rd level (3 slots): erupting earth XGE, haste
4th level (2 slots): freedom of movement, locate creature
Magic Weapons. The druid’s natural weapon attacks are Illustration by Alex Konstad
magical.
Aberrant Shape (2/Day). As a bonus action, the druid can Circle of Mutation Druid Natural Weapons
mutate, selecting a new natural weapon of its choice from d6 Weapon
the circle of mutation druid natural weapons table. 1 Scything Claws (two attacks). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6
ACTIONS + 3) slashing damage.
Natural Weapons. The druid attacks with one of its two sets 2 Insectoid Mandibles (one attack). Melee Weapon
of natural weapons. Some natural weapons have the Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8
Multiattack property, as noted in the Circle of Mutation + 2) bludgeoning damage. The target must succeed
Druid Natural Weapons table. a DC 14 Strength saving throw or be grappled
(Escape DC 14). While grappling a creature, the
REACTIONS druid cannot use attack other targets.
Mutant Tendril. The druid deals 1d4 + 4 necrotic damage to 3 Acid Spit (one attack). Melee Spell Attack: +6 to
a creature with 10 feet of itself that attacks or casts a spell. hit, reach 10 ft., one target. Hit: 11 (2d10) necrotic
damage.
4 Spear-like Appendage (three attacks). Melee
Most druids reject the new world, and deride it as an Weapon Attack: +6 to hit, reach 5 ft., one target.
unnatural place either to be avoided, ignored or perhaps, Hit: 8 (1d8 + 3) bludgeoning damage.
eventually corrected. A few have embraced things as they 5 Acid Spit (one attack). Ranged Spell Attack: +7 to
are, admiring the new mutations that roam the wastes, hit, range 20 ft., one target. Hit: 3d6 acid damage.
and their endless ability to adapt and survive.
6 Flailing Tentacles. Creatures within 10 feet of the
druid must make a DC 15 Dexterity saving throw,
taking 14 (3d8) bludgeoning damage on a failure.
Player characters can be a Circle of Mutation Druid!
See: Old Gus’ Errata: Tales from the Weird West Player’s
Handbook

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 106
Cleric of Pestilence
Medium humanoid (any), any neutral or evil alignment

Armor Class 14 (hide armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)

Skills Perception +9, Religion +6


Damage Resistances necrotic
Damage Immunities poison
Condition Immunities petrified, poisoned
Senses passive Perception 19
Languages any one language (usually Common)
Challenge 6 (2,300 XP)

Befouling Touch. As a bonus action, the cleric can expend a


spell slot to cause its melee weapon attacks to magically
deal an extra 10 (3d6) poison damage to a target on a hit.
This benefit lasts until the end of the turn. If the cleric
expends a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each level above 1st.
Spellcasting. The cleric is a 10th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The cleric has the following cleric spells
prepared:
Cantrips (at will): infestation XGE, poison spray, thaumaturgy
1st level (4 slots): false life, ray of sickness, shield of faith
2nd level (3 slots): blur, ray of enfeeblement
Illustration by Lane 3rd level (3 slots): gaseous form, stinking cloud
4th level (3 slots): blight, hallucinatory terrain
Faithful followers of the gods of pestilence are rare, and
5th level (2 slots): contagion, cloudkill
so their gods often require from them acts of tribute,
growing in power from the fear and suffering their
acolytes foster in the bodies of those they infect.
ACTIONS
Pestilence clerics often take up a life of deception, Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
traveling under the auspices of any number of other gods
over their lifetime, embedding themselves in temples, Tide of Affliction (2/Day). The cleric emits a wave of
and hiding their true nature from those who would call affliction that targets 3 creatures it can see within 60 feet of
them friend. They then go to great lengths to pose as a itself. The designated tartes must make a DC 14 Constitution
particularly pious clergy, undertaking the humblest of saving throw. Creatures immune to disease succeed their
tasks of the order, such as distributing food to or caring saving throw automatically. If they fail, they take 14 (4d6)
for the sick and the poor, all while abusing the trust of poison damage, and are poisoned for 1 minute. Poisoned
needy people while secretly defiling their bodies, crops, creatures can repeat their saving throw at the end of their
or water supply. Ambitious clerics might become a turns, and ending the effect early on a success.
parasite, feeding upon a wealthy family for generations,
causing and healing various infirmities.
Some clerics of pestilence make theater of healing the
Player characters can be a Pestilence Domain Cleric!
very diseases they cause, ensuring need of their services
for years, while others simply do their god’s work and See: Old Gus’ Errata: Heroes of the Multiverse
move on, never witnessing the lasting scars the
contagions they have borne leave in their wake.

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

Armor Class 11 Armor Class 12


Hit Points 23 (4d8 + 4) Hit Points 27 (6d8)
Speed 30 ft. Speed 30 ft.

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.

It is a long-noted irony that as a field, medicine often


makes incredible strides during times of war. Doctors
dentists and surgeons have become a professional class,
blending skill with herbalism and alchemy with skill with
fine tools and the inner workings of anatomy. Some
doctors specialize in the treatment of certain diseases or
races, and others practice more generally. They are often
fixtures of their communities, and may also serve a local
populace by offering in veterinary services as well.

Illustration by Anne Terkelson

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 108
Drover
Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)


Hit Points 19 (3d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 11 (+0)

Skills Animal Handling +3, Perception +3, Stealth +7,


Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1 (200 XP)

Expert Rider. The drover has advantage on ability checks or


saving throws that would result in them being forcibly
dismounted and always lands on their feet if they fail.
Innate Spellcasting. The drover’s innate spellcasting ability
is Wisdom (spell save DC 11, +3 to hit with spell attacks). It
can innately cast the following spells, requiring no material
components:
1/day each: animal friendship, beast bond, hunter’s mark
Vigilant Herdsman. The drover has advantage on Wisdom
(Animal Handling, Perception) checks.

Illustration by Jack Dowell ACTIONS


Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Drovers have an extraordinary affinity for wilderness and
target. Hit: 13 (1d6 + 3) piercing damage.
the creatures that range upon them, especially those that
move in herds. They move animals through or watch Rifle. Ranged Weapon Attack: +5 to hit, rang 240 ft., one
over large expanses of land, and learn every canyon and target. Hit: 16 (1d12 + 3) piercing damage.
hill around over extended years of drives. Rope. The drover can rope a Large or smaller creature within
A drover’s keen attunement to groups of like creatures 25 feet of it. The target must succeed a DC 14 Strength or
makes them respectable allies who always put the well- Dexterity (its choice) saving throw or be restrained.
being of the group ahead of their own comfort. They tend
to keep a keen eye over the mood and health of others,
making friendly suggestions or sharing wilderness
wisdom with those closest to them.
Player characters can be a Drover Ranger!
See: Old Gus’ Errata: Tales from the Weird West Player’s
While drovers can be quiet, thoughtful types, some
enjoy blowing off pent-up energy from months traveling
Handbook
the wilds in solitude when they do get a chance to go into
town, and can engage in some of the most intense
drunken revelry when they do.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 109
Faustian Warlock
Medium humanoid (any race), lawful evil

Armor Class 12 (15 with mage armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 17 (+3) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Wis +4, Cha +7


Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances piercing from nonmagical attacks that
aren’t silvered
Senses darkvision 60 ft., passive Perception 11
Languages any three languages (usually Common and
Infernal)
Challenge 6 (2,300 XP)

Curved Shot (6/Day). When the warlock makes an attack


with a firearm, it can add roll d20 and add its results to the
attack and damage rolls. It can do this after the roll is made
but before any of the roll's effects occur.
Magic Weapons. The warlock’s weapon attacks are magical.
Spellcasting. The warlock is a 14th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). It regains its expended spell slots when it
finishes a short or long rest. It knows the following spells:
Cantrips (at will): friends, mage hand, minor illusion, shocking
Illustration by Daniel Kamarudin grasp
1st level (4 slots): charm person, mage armor, hellish rebuke,
Fame. Power. Wealth. Love. A fool can convince witch bolt
themselves that any of these can be attained, truly, and 2nd level (3 slots): misty step, crown of madness
for all time, at the barrel of a gun. But that doesn’t stop 3rd level (3 slots): hunger of Hadar, hypnotic pattern
the fool from thinking he’s the exception to the rule. 4th level (3 slots): banishment, dimension door, hallucinatory
Faustian warlocks have sold their souls in exchange for terrain
fearsome capabilities with a gun, in addition to 1st-5th level (4 5th-level slots): scorching ray, scrying, wall of fire
considerable dark magics.
6th level (2 slots): eyebite, true seeing
7th level (2 slots): finger of death, glibness
“The only way to get rid of temptation is to yield
to it. Resist it, and your soul grows sick with longing ACTIONS
for the things it has forbidden to itself.” Multiattack. The warlock makes three attacks with its
~Oscar Wilde faustian firearm or longsword.
Faustian Firearm. Ranged Weapon Attack: +7 to hit, range
Player characters can be a gun-toting warlock! 120/240 ft., one target. Hit: 8 (1d10 + 4) psychic damage.
See: Old Gus’ Errata: Tales from the Weird West Player’s Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Handbook target. Hit: 4 (1d10 + 4) slashing damage.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 110
Gambler
Medium humanoid (any race), any chaotic alignment

Armor Class 14 (leather armor)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 16 (+3)

Saving Throws Dex +5, Wis +3


Skills Insight +5, Perception +5, Persuasion +9
Senses passive Perception 15
Languages any two languages
Challenge 3 (700 XP)

Spellcasting. The gambler is a 5th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 12, +5 to hit
with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
3rd level (2 slots): clairvoyance, feign death, tongues

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

Armor Class 13 (leather armor)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 14 (+2) 10 (+0) 18 (+4) 15 (+2)

Saving Throws Int +4, Wis +8


Skills History +4, Medicine +8, Nature +3, Perception +8
Damage Resistances poison, necrotic
Senses passive Perception 18
Languages Druidic plus any two languages
Challenge 8 (3,900 XP)

Spellcasting. The druid is a 10th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 15, +7 to hit
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, infestation, shillelagh, toll the dead
1st level (4 slots): entangle, speak with animals, cure wounds
2nd level (3 slots): barkskin, healing spirit XGE, spike growth
3rd level (3 slots): call lightning, plant growth, speak with plants,
daylight
4th level (3 slots): stoneskin, blight
5th level (2 slots): scrying, mass cure wounds
Illustration by Pete Mohrbacher
ACTIONS
Ghouls are not a race, nor are they undead, although Petrified Wood Quarterstaff. Melee Weapon Attack: +4 to
they are often mistaken for such creatures. “Ghoul” is a hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 9
common nomenclature for people of any race who share (2d6 + 2) bludgeoning damage, or 16 (3d8 + 4) bludgeoning
a semi-necrotic condition that increases their lifespans damage with shillelagh.
seemingly indefinitely. Eventually, their longevity or
change in appearance sets them wandering.
True undead continue to plague the wastes, and in
some folk believe ghouls are harbingers of plagues, or Player characters can be a Ghoul!
infiltrators for the forces of undeath. It is oft repeated See: Old Gus’ Errata: Tales from the Weird West Player’s
fear that a ghoul will “go feral” at some point during their Handbook
long lives, but others argue that anyone becomes feral if
treated the way ghouls are. Who is right is between a
being, their gods, and occasionally the firearm between
them. Ghouls are sterile and cannot reproduce.
Some ghouls find new purpose and new camaraderie
in the natural world, using their hardy biology and
relative inedibility to cross dangerous wastelands. A few
become the first to discover and care for a pristine
wilderness, living out years before visitors stumble into
their private haven.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 113
Legionnaire
Medium humanoid (any race), any lawful alignment

Armor Class 13 (studded leather armor)


Hit Points 20 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+1) 10 (+0)

Skills Perception +3, Survival +3


Senses passive Perception 13
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Formation Tactics. The soldier has +2 to its AC, and


advantage on saving throws against being charmed,
frightened, grappled, or restrained while it is within 5 feet of
at least one other legionnaire.

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

Armor Class 13 (studded leather armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +5


Senses passive Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)

Deadeye (3/Day). As a bonus action, the gunslinger can add


1d10 to its next attack or damage roll with a revolver.

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.

Illustration by Ariel Perez

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.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Skills Acrobatics +6, Athletics +9, Performance +7


Senses darkvision 60 ft., passive Perception 12
Languages any two languages
Challenge 5 (1,800 XP)

Grappler. The luchador has advantage on attack rolls


against any creature grappled by it.
Innate Spellcasting. The luchador’s innate spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell
attacks). It can innately cast the following spells, requiring
no material components:
At will: pyrotechnics XGE
1/day each: enhance ability, jump, longstrider
Mucho Macho Combo. Once on its turn when it hits with
an unarmed strike, the luchador can deal an additional 1d8
damage to the target of the attack.
Unarmored Defense. While the luchador is wearing no
armor and wielding no shield, its AC includes its Charisma
Illustration by Saeed Jalabi modifier feet (included in its AC).
Unarmored Movement. While the luchador is wearing no
The luchador is an individualist, drawing their power
armor and wielding no shield, its walking speed increases by
from confidence, and eschewing the cloistered, ordered
10 feet (included in its speed).
wisdom of monastic orders for raw chaos and charisma
of public bouts of personal contest. Heels and heroes,
luchadores make a literal larger-than-life show of
ACTIONS
combat, grappling and twirling one another into Multiattack. The luchador makes three melee attacks or
submission with the roar of a cheering (or jeering) crowd grapples (escape DC 14).
in their ears. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Some luchadores revel in their ring persona, and adopt one target. Hit: 25 (1d8 + 4) bludgeoning damage.
it as a full-time identity, while others take great care in Pin. The luchador attempts to pin a creature it is grappling.
preserving a life outside the ring. The luchador makes another grapple check. If it succeeds,
the luchador and the grappled target are both restrained
until the grapple ends.
Player characters can be a Way of the Luchador Sleeper Hold (1/Day). The luchador attempts to subdue a
Monk! creature it is grappling. Roll 5d8; if the target's current hit
See: Old Gus’ Errata: Heroes of the Multiverse points are less than the total, they fall unconscious for 1
minute, or until someone uses an action wake them. This
ability has no effect on creatures that do not need to breathe.

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

Armor Class 16 (studded leather armor)


Hit Points 144 (17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 18 (+4) 12 (+1) 17 (+3) 14 (+2)

Saving Throws Wis +4, Cha +4


Skills Athletics +5, Intimidation +5, Survival +6
Senses passive Perception 12
Languages any three languages
Challenge 7 (3,900 XP)

Posse Up. At the start of each of its turns, the marshal


designates three allies with 60 feet of it that it can see or
hear, each of which gain 5 (1d10) temporary hit points.
Spellcasting. The marshal is a 9th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13). It has the
following paladin spells prepared:
1st level (4 slots): alarm, cause fear, cure wounds, ensnaring
strike
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): crusader’s mantle, nondetection
Illustration by Clonerh!
ACTIONS
Marshals are exceptional lawmen, and are given special Multiattack. The marshal makes three attacks, choosing
dispensation from multiple civilizations to hunt outlaws from its revolver, rifle or longsword.
across territories and boundaries. Some are pure Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft.,
idealists, believing their work will make the world a one target. Hit: 9 (1d10 + 3) piercing damage.
better place, but some are cold-hearted killers, who seek Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft.,
the heads of their quarry with no real sense of justice. one target. Hit: 10 (1d12 + 3) piercing damage.
When a job is too big for just one individual, a marshal Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
will form a posse of volunteer deputies to ride with. target. Hit: 8 (1d10 + 2) piercing damage.
Rope. The marshal can rope a large or smaller creature
within 20 feet of it. The target must succeed a DC 13
Player characters can be an Oath of the Idealist Strength or Dexterity (its choice) saving throw or be
Paladin! restrained.
See: Old Gus’ Errata: Tales from the Weird West Player’s
Dreadful Warrant (Recharges after a Short or Long Rest).
Handbook
The marshal exudes a menacing presence. Each enemy
within 30 feet of the marshal must succeed on a DC 12
Wisdom saving throw or be frightened for 1 minute. If a
frightened target ends its turn more than 30 feet away from
the blackguard, the target can repeat the saving throw,
ending the effect on itself on a success.

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.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 17 (+3) 9 (-1) 10 (+0) 16 (+3)

Skills Deception +6, Insight +2, Intimidation +6


Damage Resistances bludgeoning, piercing and slashing
from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Float Like a Butterfly. The perfectionist can take the Dash


action as a bonus action on each of its turns.
Sting Like a Bee. The perfectionist’s punches are magical.
Perfect Specimen (2/Day) The perfectionist grants itself
advantage on one Strength, Dexterity or Constitution ability
check or saving throw it makes.
Suave Defense. While the perfectionist is wearing no armor
and wielding no shield, its AC includes its Charisma modifier
Illustration by Silverjow (included in its AC).

Combat as a sport never really dies, it only evolves, and ACTIONS


the perfectionist is the pinnacle of unarmed combatants: Multiattack. The perfectionist makes three attacks with its
quick, clever, and always able to revenge a blow. They fists.
fight in anywhere anyone will pay them what they’re
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
worth. Perfectionists defeat their opponents with
strength, speed and stamina and a perfectly timed punch.
Hit: 10 (1d6 + 5) bludgeoning damage.
No tricks, no weapons: skill against skill alone.
REACTIONS
A perfectionist retains the skills passed down to them
through generations of barbarians, and can use all Counterpunch. When a creature makes a melee attack
manner of different weapons, but once they enter a rage, against the perfectionist, it can immediately make one fist
most perfectionists simply drop whatever they are attack against its attacker. If it hits, the triggering attack is
holding, preferring to beat their enemy to a bloody pulp made at disadvantage.
using nothing more than their bare hands.
Young perfectionists sculpt their bodies into perfect
specimens, and older ones wear their scars like badges Player characters can be a Path of the Perfectionist
of honor, proudly displayed for all to see. Barbarian!
See: Old Gus’ Errata: Heroes of the Multiverse

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 117
Powder Hound
Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)


Hit Points 38 (5d8 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 16 (+3)

Skills Arcana +4, Medicine +4


Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Powder Sense. As an action, the powder hound can sense


the location of any gunpowder within 200 feet of itself,
including any loaded firearms in the area.
Sorcery Points. The powder hound has 5 sorcery points. It
regains all its spent sorcery points when it finishes a long
rest. It can spend its sorcery points on the following options:
Heightened Spell: When it casts a spell that forces a creature
to a saving throw to resist the spell's effects, the powder
hound can spend 3 sorcery points to give one target of
the spell disadvantage on its first saving throw against
the spell.
Two-Shot. When the powder hound uses its Multiattack, it
can 1 sorcery point to make an additional attack with its
pistol.
Illustration by Marco Hasmann
Spellcasting. The powder hound is a 7th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 14, +5 to hit
Uncanny individuals colloquially known as “powder with spell attacks). It has the following sorcerer spells
hounds” are quite literally the children of ancient wars prepared:
when magic and gunpowder were first harnessed Cantrips (at will): blade ward, fire bolt, mending, poison spray
together. Exactly how their powers first entered the 1st level (4 slots): false life, mage armor, shield
bloodlines of these individuals is a story lost to annals of 2nd level (3 slots): blink, levitate, scorching ray
time. Powder hounds have the uncanny ability to sense 3rd level (3 slots): fireball, slow, thunder step
gunpowder at a distance, a feature that has become the 4th level (1 slots): freedom of movement
common namesake for their kind. Indeed, most of them
are loathe to be separated from the substance, always ACTIONS
keeping a quantity on their person, and can be seen
Multiattack. The powder hound makes two attacks with its
inhaling small quantities of it when they think no one
pistols.
else is looking.
Pistol. Ranged Weapon Attack: +5 to hit, range 50/100 ft.,
Powder hounds often take up mercenary work, bounty
one target. Hit: 7 (1d8 + 3) piercing damage.
hunting, mining through the use of explosives, or other
professions where their abilities are at a premium. Reaction Relocation. A thunderous ring emanates from a
point within 60 feet the powder hound can see. Creatures
within a 5-foot radius of the point must make a DC
Player characters can be a Powder Hound Sorcerer! Constitution saving throw, taking 7 (2d6) thunder damage
on a failure, or half as much on a success.
See: Old Gus’ Errata: Tales from the Weird West Player’s
Handbook

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 118
Ruffian
Medium humanoid (any race), any non-lawful
alignment

Armor Class 15 (studded leather armor)


Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 12 (+1)

Saving Throws Str +5, Dex +4


Skills Athletics +5, Deception +4, Intimidation +7
Senses passive Perception 10
Languages Thieves’ cant plus any one language
Challenge 4 (1,100 XP)

Crushing Blows. The ruffian deals double damage to


objects.
Evasion. If the ruffian is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage,
the ruffian instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The ruffian deals an extra 10 (3d6)
damage when it hits a target with a weapon attack and has
Illustration by Brad Boedecker advantage on the attack roll, or when the target is within 5
feet of an ally of the ruffian that isn't incapacitated and the
Some rogues, especially those descended from the ruffian doesn't have disadvantage on the attack roll.
larger, bulkier races favor a more direct approach than
their lithe, graceful counterparts in the trade. Ruffians ACTIONS
make a living as criminal enforcers, extorting the
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
proprietors of their honest earnings in exchange for
one target. Hit: 6 (1d4 + 3) bludgeoning damage.
“protection”. If met with resistance, they usually begin by
breaking a few objects, and failing that, breaking a few Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
kneecaps - using the first available piece of merchandise target. Hit: 6 (1d6 + 3) bludgeoning damage.
at hand to do so. Revolver. Ranged Weapon Attack: +4 to hit, range 40/80 ft.,
Bullies at heart, ruffians often employ several other one target. Hit: 6 (1d10 + 3) piercing damage.
sycophantic thug enforcers.

Player characters can be a Ruffian Rogue!


See: Old Gus’ Errata: Heroes of the Multiverse

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 119
Shaman
Medium humanoid (any race), any alignment

Armor Class 15 (hide armor)


Hit Points 49 (11d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 11 (+0) 18 (+4) 14 (+2)

Saving Throws Wis +6, Cha +4


Skills Medicine +2, Nature +2, Perception +6, Religion +6
Senses passive Perception 10
Languages any two languages
Challenge 4 (1,100 XP)

Spellcasting. The shaman’s innate spellcasting ability is


Wisdom. It can innately cast the following spells (spell save
DC 15), requiring no material components:
At will: speak with animals
1/day: commune with nature, locate animals or plants, spirit
guardians
Spellcasting. The shaman is an 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 15, +7 to hit
with spell attacks). It regains its expended spell slots when it
finishes a short or long rest. It knows the following spells:
Illustration by Andrew Sonea Cantrips (at will): booming blade SCAG, druidcraft, eldritch blast,
shillelagh
Ancestor worship is common across many peoples of the 1st-5th level (3 5th-level slots): bane, bestow curse, conjure
world, and some within these societies develop deep and animals, ceremony XGE, control water, divination, dream,
lasting relationships with the collective souls of their healing spirit XGE, ray of enfeeblement, thunder step XGE,
ancestors, who visit these descendants in visions and warding bond
dreams, guiding their tribe’s future with the collected
knowledge and ambition of generations. These ACTIONS
individuals often have an ancestor who was a shaman,
leader or hero themselves. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 1) bludgeoning damage.
Shamen dedicate themselves to their tribe and
homeland, serving any number of social functions. Some
are spiritual leaders, heroic warriors, trusted healers and
valued advisors to tribal leadership all at once. They are Player characters can be an Ancestral Spirit Warlock!
also often the keeper of tribal traditions that mark their
See: Old Gus’ Errata: Heroes of the Multiverse
people’s way of life as distinct, although a sign from the
ancestors might also them know that the time to
abandon tradition and change has come, leading their
people to new lands, new ways or both.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 120
Sheriff
Medium humanoid (any race), any lawful alignment

Armor Class 16 (studded leather armor)


Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Wis +4, Cha +4


Skills Athletics +5, Deception +4, Intimidation +4
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 4 (1,100 XP)

Deputize. At the start of each the sheriff’s turns, it chooses


up to three creatures it can see within 30 feet of it. Until the
end of the sheriff’s next turn, each target can add a d4 to its
attack rolls and saving throws.
Spellcasting. The sheriff is a 6th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It has the following paladin spells
prepared:
1st level (4 slots): command, compelled duel, thunderous smite
2nd level (2 slots): branding smite, calm emotions, find steed,
zone of truth

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

Armor Class 15 (studded leather armor)


Hit Points 49 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 10 (+0) 16 (+3) 17 (+3)

Saving Throws Wis+6, Cha+6


Skills Arcana +3, Perception +6, Performance +6
Senses passive Perception 16
Languages any three languages
Challenge 7 (2,300 XP)

Tattoosion. The tattoosionist is a 7th-level spellcaster that


uses Charisma as its spellcasting ability. As an action, the
tattoosionist can expend a spell slot and animate a construct
of creature from of one of its tattoos to a space within 30
feet of it that it can see. The creature has all of its usual
statistics, but has 35 hit points, its creature type is construct,
it cannot speak, it’s Intelligence and Charisma scores are 1,
and it can’t be charmed, exhausted, frightened, paralyzed,
petrified, or poisoned. The constructs share their master’s
Illustration by Nicole Cardiff initiative count, and obey their mental commands (no action
required). The tattoosionist can sustain two such constructs
The name “tattoosionist” is initially misleading: it comes at a time. A construct remains until the tattoosionist recalls
from their ability to create tattoos that shift and animate it using a bonus action, the tattoosionist is incapacitated, or
upon their skin, for example a snake slithering around an the construct dies. When the tattoosionist completes a long
arm. But this is no illusion: there is a very real snake rest, their constructs regain any missing hit points, and they
inside their arm, and it can do far more than slither can prepare new tattoo constructs with their available slots.
around. Tattoosionists are psionic artificers that The tattoosionist has the following tattoos prepared:
abandon their labors upon unliving items, instead using 1st level (4 slots, CR 1/4): constrictor snake (2), flying sword,
alchemical inks and their own body as their workshop, winged kobold
animating the images upon their skin and use them for 2nd level (3 slots, CR 1/2): orc (2), worg
anything they desire- as a third hand, moving heavy 3rd level (3 slots, CR 1): brass dragon wyrmling, hippogriff, lion
objects, pulling a wagon-cart, even self-defense.
4th level (1 slot, CR 2): peryton
Tattoosionists take pride in their artistry and
individuality, and prefer clothing and armor that allows ACTIONS
them to display portions of their labors, although you
Multiattack. The tattoosionist makes two attacks with its
quite literally never know what they might have hidden
psionic knuckles or one with its psionic needles.
up their sleeve.
Psionic Knuckles. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage plus 6
(1d10) force damage.
Customizing a Tattoosionist NPC
Consider customizing your tattoosionist NPC with any
Psionic Needles. Ranged Weapon Attack: +7 to hit, range
creature of a challenge rating that matches the spell slots 120 ft., one target. Hit: 8 (3d10) piercing damage.
listed, or create even more powerful tattoosionists able to
summon even more powerful creatures! REACTIONS
Psionic Boost. When the tattoosionist causes a construct
Player characters can be a Tattoosionist Artificer!
under its control to deal an additional 5 (1d8) force damage.
See: Old Gus’ Errata: Heroes of the Multiverse

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.

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Skills Athletics +6, Insight +5, Nature +3, Perception +5


Senses tremorsense 10 ft., passive Perception 15
Languages any two languages
Challenge 5 (1,800 XP)

Magic Fists. The monk’s unarmed strikes are magical.


Monk Training. As a bonus action, the monk can take the
Dash or Disengage action. If the monk takes its Multiattack
option, it can use its bonus action to make one additional
unarmed strike.
Spellcasting. The monk is a 5th-level spellcaster that uses
Wisdom as its spellcasting ability (spell save DC 13, +5 to hit
with spell attacks). It has the following spells prepared:
Cantrips (at will): mold earth XGE
1st level (4 slots): catapult XGE, earth tremor XGE
2nd level (2 slots): earthbind, Maximilian’s earthen grasp XGE
Unarmored Defense. While the monk is wearing no armor
and wielding no shield, its AC includes its Wisdom modifier
feet (included in its AC).
Unarmored Movement. While the monk is wearing no
armor and wielding no shield, its walking speed increases by
10 feet (included in its speed).
Illustration by Tess Eisinger
ACTIONS
The Way of the Rolling stone teaches its students to Multiattack. The monk makes two attacks with its unarmed
wander their entire lives until there is somewhere worth strikes.
staying: it might be a noble cause or a safe place to
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft.,
spend a harsh season. Eventually when the bad weather
one target. Hit: 8 (1d6 + 3) bludgeoning damage.
(or trouble) clears, the way of the rolling stone is to
continue their journey. Rock. Ranged Weapon Attack: +5 to hit, range 20/60., one
target. Hit: 8 (1d8 + 3) bludgeoning damage.
They can be stoic, stubborn, or patient to the point of
indolence, but when the time for action arises, they Stone Punch (Recharge 5—6). Melee Weapon Attack: +7 to
become an avalanche of fury, and an immovable object if hit, reach 5 ft., one target. Hit: 28 (8d6) bludgeoning
they have decided to stand their ground. damage. The targets must succeed a DC 13 Strength saving
throw or be pushed up to 30 feet away from the monk.

Player characters can be a Way of the Rolling Stone REACTIONS


Monk! Deflect Missiles. The monk deflects or catch the missile
See: Old Gus’ Errata: Heroes of the Multiverse when hit by a ranged weapon attack, reducing the damage by
1d10 + 8. If the damage is reduced to 0, it can immediately
make one rock attack.

Old Gus’ Errata: Tales from the Weird West Monster Manual – v1.25 123

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