Carretanagua for Dungeons & Dragons Fifth Edition

La Carretanagua is a ghostly ox cart driver that some say appears as a tall hooded apparition. It’s believed that he is not originally of Niquaro or anywhere in Alberia, but hails from Lejos, across MarQue Bosteza. Truth is he’s a fiend that’s been hired by the denizens of hell to bring the dead to judgment. Chained to his cart are the souls of the dead, wailing as they are pulled to some unknown destination.

Legend states that La Carretanagua makes his way through towns from just after midnight making a racket as his ancient oxen pull his cart along. Individuals who say they have heard him in the night have discovered that one of the town’s citizens is dead the next day.

Those who have ‘seen’ this mysterious entourage of oxen and lost souls say that it moves quickly and is unable to turn corners due to is cross shape, simply disappearing as it reaches the end of a road.

Lar Carretanagua

Medium fiend, neutral evil

Hit Points 13

Armor Class 40 (9d8)

Speed 30 ft.

Abilities Str 7 (-2), Dex 17 (+3), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 17 (+3)

Saving Throws Dex +5, Int +3

Skills Insight +4, Perception +4

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid, poison

Condition Immunities poisoned

Senses blindsight 60 ft., passive Perception 14

Languages Abyssal, Infernal, telepathy 60 ft.

Challenge 2 (450 XP)

Ghost Parade. When first encountered, La Carretanagua is leading 1d4 + 3 fantasmas chained to his cart which is pulled by two ghostly oxen. These fantasmas are under his control and can be directed for free by La Carretanagua.

Innate Spellcasting. La Carretanagua’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: charm person, darkness, detect magic, dispel magic, sleep, speak with the dead
  • 1/day: gate

Magic Resistance. La Carretanagua has advantage on saving throws against spells and other magical effects.

Magic Weapons. La Carretanagua’s weapon attacks are magical.

Sense Dead. La Carretanagua can magically sense the location of a creature that has just recently died (within the last 24 hours) up to 5 miles away that aren’t undead or constructs.


Multiattack. La Carretanagua uses Fear Gaze once and makes one whip attack.

Scythe. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 10 (3d6) necrotic damage.

Fear Gaze. La Carretanagua targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of La Carretanagua for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Medium undead, unaligned

Armor Class 10

Hit Points 4 (1d8)

Speed 30 ft

Abilities Str 3 (-4), Dex 10 (+0), Con 10 (+0), Int 3 (-4), Wis 8 (-1), Cha 5 (-3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 9

Challenge 0 (10 XP)

Incorporeal Movement. The fantasma can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.


Icy Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) necrotic damage.


Ox Skeleton

Large undead, unaligned

Armor Class 10 (natural armor)

Hit Points 15 (2d10 + 4)

Speed 30 ft.

Abilities Str 18 (+4), Dex 10 (+0), Con 15 (2), Int 2 (-4), Wis 8 (-1), Cha 5 (-3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft. passive Perception 9


Challenge 1/4 (50 XP)

Charge. If the skeleton moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.


Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Thanks for reading!

These new monsters are part of the Mesoamerican fantasy campaign setting I’m creating for Patreon called El Ocho. Half of the content for the setting will be free here on the blog and the other half on Patreon (some of which will be free there, too).

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