Large fiend, neutral evil

Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 20 ft., swim 40 ft.

18 (+4) 20 (+5) 20 (+5) 8 (-1) 16 (+3) 8 (-1)

Saving Throws Str +9, Con +10, Wis +8, Cha +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Abyssal, Common, Infernal
Challenge 16 (15,000 XP)


  • Aura of Necrosis. A romsiwamnari’s presence accelerates the process of death and dying within 20 feet. Healing spells have no effect within this radius unless the caster succeeds on a DC 16 ability check using their spellcasting ability, or a DC 16 Charisma check for non-spell magical healing effects like a paladin’s lay on hands ability. Creatures at 0 hit points within this aura have disadvantage on death saves, and whenever a creature dies within 20 feet of the romsiwamnari it gains 10 temporary hit points and a benefit of a bless spell for 1 minute. Incorporeal or ethereal creatures and living spirits outside of their bodies (such as creatures using astral projection or magic jar) take 1d8 necrotic damage each round at the beginning of their turn.
  • Innate Spellcasting. The romsiwamnari’s innate spellcasting ability is Wisdom (spell save DC 16). The romsiwamnari’ can innately cast the following spells, requiring no components:
  • Magic Resistance. The romsiwamnari has advantage on saving throws against spells and other magical effects. Magic Weapons. The romsiwamnari’s weapon attacks are magical.
  • Soul Eater. A creature killed by a romsiwamnari cannot be returned to life by any means save by divine intervention or wish spell.


  • Multiattack. The romsiwamnari makes three attacks: one with its scissor beak and two with its talons. If fighting ethereal undead it gains an additional attack with its beak.
  • Scissor Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The romsiwamnari scores a critical hit with its beak on a roll of 19 or 20 and its critical hit deals triple damage rather than double damage. In addition, the target must succeed on a DC 18 Constitution saving throw or have one of its limbs severed, as noted below (equal chance of severing left or right limb). The save DC is Constitution-based. d6 roll Lost Limb 1-2 Hand: The target takes 4 (1d8) slashing damage each round until it receives magical healing or a DC 18 Wisdom (Medicine) check. In addition, it cannot hold or grasp items with that hand and has disadvantage on all actions that require use of the missing hand, such as wielding two-handed weapons or Athletics checks to climb or swim. 3-4 Foot: The target takes 4 (1d8) slashing damage each round until it receives magical healing or a DC 18 Wisdom (Medicine) check. In addition, its land speed is halved and it cannot use the Charge or Dash actions. In addition, the target has disadvantage on skill or ability checks involving land movement, including most Dexterity (Acrobatics) and Strength (Athletics) checks. 5 Arm: As a severed hand, but the damage is increased to 9 (2d8). 6 Leg: As a severed foot, but the damage is increased to 9 (2d8) and the creature cannot move on two legs but must stand still or crawl. Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.


The rom?iwamnari is an avatar of death and dying, embodying violent and bloody death and dismemberment. They roam the strange rivers and borderlands between the realms of the living and the dead, severing the tenuous threads by which some among the living cling too long to life and devouring their souls before they ever arrive at their eternal rest. Not particularly clever, the rom?iwamnari can be quite indiscriminate when it comes to judging who merits such summary execution. A rom?iwamnari’s flaccid wings are vestigial and useless for flight, though they can assist them in jumping. Their paddle-like feet, however, are tipped with deadly talons. The creature is 10 feet tall and weighs over 500 pounds. Eaters of the Living and the Dead. In the lands of the dead, rom?iwamnaris tend to live in desolate caverns, forlorn forests, and shadow swamps, and they gravitate to similar locales when called to the mortal world or are sent on errands of murder by smarter or more powerful fiends. They often disguise themselves as harmless animals or humanoids with their illusions, infiltrating settled areas and seeking their chosen victims. They do not require sustenance and kill for sport or for pleasure, and they prefer to devour ghosts and similar restless spirits rather the living when possible. For this reason, when they first make themselves known some nearby may be thankful for their presence as they consume the walking dead, but it is rarely long before their turn their attentions back to spilling the blood of whomever crosses their path.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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