Small humanoid, chaotic evil

Armor Class 13 (natural armor)
Hit Points 18 (4d6+4)
Speed; fly 30 ft. 60 ft.

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

Senses passive Perception 10
Languages None but can understand common
Challenge ½ (100 XP)


  • Howl. The howling of the vimnel carries echoes of their long suffering. It is terrible to hear and drives most who hear it into short-term madness. from a distance it conjures memories of darkness and pain; but up close the howl is deadly for it seeps into the subconscious mind, disrupting the victim’s mental state. Any creature within 10 feet of the vimnel must make a Wisdom save (DC 15). If the target fails the save, they are at disadvantage on all attacks, ability checks, and saving throws. The target can repeat the saving throw at the end of its turn. On a successful save, the target is immune from the vimnel’s howl for 24 hours.


  • Multiattack. The vimnel bites its target and strikes with either its claws or with a weapon if it has one.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
  • Short Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.


These gaunt humanoids range in color from deep blue to a light purple. With broad reptilian wings, they are able fliers, though usually, their flights are erratic, with a great deal of up and down motion. Arms and legs, like sticks, protrude from their emaciated torsos, which in turn are topped by round heads cut by a wide gash of a mouth. Fangs line their dry, cracked, swollen lips and yellow eyes bulge from their sallow faces.

Wandering Packs. The vimnel are social creatures, traveling in small bands of up to eight. They travel great distances until they find refuge in abandoned buildings, dungeons, towns, and ruins of any kind; in short, anywhere they can find some security from the elements. They build nest-like houses in high places where they gather their treasures.

Scavengers. They have no ability to speak any languages. Nor are they able to fashion any type of clothing, weapons, or armor. They do wear jewelry and other trinkets they scavenge from the battlefield.

Vicious attackers. The vimnel are vicious in battle, swooping down on their prey and attacking with claws and fangs. They use simple weapons when they have them. As soon as they engage, they howl at their prey in an attempt to disorient them.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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