A savage and feral humanoid, yahoos are naked save for their long hair and the filth coated over their bodies.

Human Beasts. Despite being identical to unkept humans, yahoos are aggressive and primitive, and are animals in everything but apperance. The beasts are unpredictable and violent, willing to kill on a whim at the slightest provocation. They are prone to bullying and theft, preferring to take what they desire even if it is freely offered.

Easily Distracted. Yahoos are unable to sit still for long and lacking the patience to engage in tasks without immediate gratification. They can mischievous, but their pranks tend to be malicious, spiteful, and cruel. Shiny or sparkly objects attract yahoos’ attention, and they spend much of their time digging for stones they consider pretty. Yahoos frequently kill each other for particularly pretty baubles.

Resource Depleters. Yahoos live in a region until they exhaust all the natural resources before moving on. Gluttonous, yahoos will eat until bursting or they run out of food. While able to digest plants, yahoos prefer to eat meat and even garbage over fresh fruit.


Medium humanoid, chaotic neutral
Armour Class 11
Hit Points 26 (4d8 +8)
Speed 30 ft.

Str 11 (+1) Dex 12 (+1) Con 14 (+2) Int 4 (-3) Wis 13 (+1) Cha 5 (-3)

Senses passive Perception 11
Challenge 1/4 (50  xp)

Multiattack The yahoo makes two unarmed strike attacks.

Unarmed Strike. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Faeces. Ranged weapon attack: +3 to hit, ranged 15/30 ft., one target. Hit: 1 bludgeoning damage. Creatures struck by the leavings must succeed on a DC 11 Dexterity saving throw or be blinded until the start of its next turn. Living creatures that are injured have a chance of becoming ill if struck by faeces, and must make a DC 13 Constitution saving throw. On a failure, the creature take 7 (2d6) poison damage and gains 1 level of exhaustion. Creatures are unaffected by multiple instances of this disease. At the end of a long rest the creature can repeat the saving throw, reducing their level of exhaustion by 1 on a success.


A piteous creature, the loose, ill-fitting hide of a squonk is covered in warts, boils, and blemishes. They are rumoured to be animals they offended an archfey and cursed, but the truth of their origins is seldom given much thought.

Depressive. Deeply ashamed of their ugly appearance, squonks spend most of their time crying. They dislike being seen by other creatures and try to remain hidden. They particularly try and avoid intelligent creatures – such as humans – who do not react well to their hideousness. Most squonks are active at dusk and twilight, when they are less likely to be observed.

Toxic Diet. Squonks are herbivores that live off leaves, roots, and berries. They can eat almost any vegetable matter and survive, and many live on traditionally poisonous plants, such as hemlock. They do not enjoy eating poisonous plants, which taste foul and are not comfortably digested, but squonks regularly do so for almost masochistic reasons.

Reagent Source. Many scholars and alchemists pay well for squonks, both alive and dead, and their bodies are useful sources of number of magical ingredients. The tears of a squonk retain their magical potency for days after being cried, and are useful in potions that alter the emotions. Squonk organs are also useful in antitoxins and other elixirs that combat poison.


Small fey, unaligned
Armour Class 14 (natural)
Hit Points 17 (5d6)
Speed 40 ft., swim 20 ft.

Str 8 (-1) Dex 14 (+2) Con 11 (+0) Int 4 (-3) Wis 13 (+1) Cha 6 (-2)

Stealth +4
Damage Resistances poison
Condition Immunities poisoned
Senses passive Perception 11
Challenge 1/4 (50  xp)

Sorrowful Tears. Anyone who touches the tears of a squonk feels intense sadness or remorse. Those who come into contact with squonk tears must succeed on a DC 13 Wisdom saving throw or be filled with magical despair for 1 hour. Affected creatures have disadvantage on saving throws against becoming charmed or frightened. Creatures that hit a squonk with a melee attack or are targeted by its bite attack must succeed on a DC 12 Dexterity saving throw or be splashed by tears.

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Puddle of Tears. A squonk can dissolve into a puddle of tears. While a puddle, the squonk can’t make a sound, has a walking speed of 5 feet, and gains resistance to nonmagical piercing and slashing damage. The puddle can move through spaces as narrow as 1 inch without squeezing. Its other statistics are unchanged. As an action the squonk can return to normal.