These destructive beasts hail from the Abyss, where the destruction they wreak is unpredictable, constant, and ever-present. When summoned to the Material Plane through a Demongate, they cause tremendous damage, sometimes destroying cities. All sensible forces agree that these monsters are a blight that must be stopped. They gout flame from within when struck.
The smallest of these beasts measure about fifty feet long, while the stories of raving maniacs tall of some nearly a mile long in the Deep Abyss, unthinkably vast and forging landscape in their wake. RAVENOUS HELLION Gargantuan fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 270 (20d20 + 60) Speed 40ft., burrow 20ft. Str 27 (+8); Dex 9 (-1); Con 17 (+3); Int 1 (-5); Wis 7 (-2); Cha 5 (-3) Proficiency bonus +6 Saving Throws Con +9, Int -2, Wis +1, Cha +0 Damage Resistances acid, cold; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities fire Condition Immunities blinded Senses blindsight 40ft., tremorsense 120ft., passive Perception 8 Languages - Challenge 17 (18,000 XP) Abyssal Tunneller. The ravenous hellion can burrow through solid rock or magma at half its burrow speed, and leaves a 15-foot diameter tunnel in its wake. Devourer. At the start of its turn, the hellion attempts to devour any creature it has grappled. The ravenous hellion can make a free bite attack against the creature, and if it hits, the creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ravenous hellion, and it takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage at the start of each of the ravenous hellion's turns. If the ravenous hellion takes 40 or more damage on a single turn from a creature inside it, the ravenous hellion must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ravenous hellion. If the ravenous hellion dies, a swallowed creature is no longer restrained by it, and can escape from the corpse using 30 feet of movement, exiting prone. Internal Flames. A creature that strikes the ravenous hellion with a melee weapon attack must make a Dexterity saving throw (DC 13) or take 14 (4d6) fire damage. A creature that successfully saves takes half damage. Siege Monster. A ravenous hellion deals double damage to objects and structures. ACTIONS Bite. Melee Weapon Attack: +14 to hit, reach 20ft., up to three targets who must be within 5 feet of each other. Hit: 34 (4d12 + 8) piercing damage and 14 (3d6) fire damage, and the target is grappled (escape DC 22). Thrash. Melee Weapon Attack: +9 to hit, reach 10ft., up to three targets within reach. Hit: 24 (6d6 + 3) bludgeoning damage and 14 (4d6) fire damage), and the target must make a Strength saving throw (DC 22) or be knocked prone. Updated from the earlier version of the Ravenous Hellion, originally published on 9 August 2019. Hellions are minor demons, often used as foot soldiers in Abyssal armies. They are plentiful and dangerous individually, but can wear down more skilled opponents by virtue of numbers.
Hellions are loathsome, grey-skinned beasts with typical "demonic" features- a sinuous tail, sweeping horns, and taloned hands and feet, as well as a vile grin full of sharp teeth and slobber. They often scamper on all fours, but can walk on their feet, adopting an alien gait when they do so. Although they possess little in the way of skill, their numbers and determination can wear down opponents, and Abyssal generals often think nothing of hurling thousands of these at the walls of an opponent to keep them busy while more powerful demons enact their own plans. Hooks:
HELLION Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 22 (5d6 + 5) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 1 (200 XP) Predator Tactics. The hellion has advantage on an attack roll against a creature if at least one of the hellion's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claws attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a Strength saving throw (DC 11) or be knocked prone. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d6 + 2) slashing damage. HELLION TERVAGANT Small fiend (demon), chaotic evil Armour Class 14 (natural armour) Hit Points 31 (7d6 + 7) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 14 (+2); Cha 14 (+2) Proficiency bonus +2 Damage Resistances cold, fire Damage Immunities poison Senses darkvision 60ft., passive Perception 12 Languages abyssal Challenge 2 (450 XP) Fiendish Patron. The hellion tervagant is granted powers by their fiendish master, and can cast the following spells (spell saving throw DC 12, +4 to hit with spell attacks): At will: armour of Agathys, bane, true strike. Predator Tactics. The hellion tervagant has advantage on an attack roll against a creature if at least one of the hellion tervagant's allies is within 5 feet of the creature and isn't incapacitated. In addition, once per round, the hellion tervagant deals an additional 7 (2d6) points of damage when it hits a target with a weapon attack and has advantage on the attack roll. ACTIONS Rush. The hellion takes a dash action and then makes one claw attack. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage. Eldritch Blast. Ranged Spell Attack: +4 to hit, range 300ft., two targets. Hit: 11 (2d8 + 2) force damage, and the target is poisoned until the end of their next turn. THRONG OF HELLIONS Huge mob of small fiends (demons), chaotic evil Armour Class 12 (natural armour) Hit Points 112 (15d12 + 15) Speed 30ft. Str 13 (+1); Dex 15 (+2); Con 13 (+1); Int 7 (-2); Wis 11 (+0); Cha 7 (-2) Proficiency bonus +3 Damage Resistances cold, fire; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60ft., passive Perception 10 Languages understand abyssal but can't speak Challenge 8 (3,900 XP) Bring Down the Prey. The mob of hellions has advantage on melee attacks against any creature whose space it occupies, or any creature whose space it entirely surrounds. In addition, the mob of hellions deals an additional 7 (2d6) points of damage whenever it hits a target with a weapon attack and has advantage on the attack roll. Mob. The mob can occupy another creature's space and vice versa, and the mob can move through any space large enough for a Small creature. The mob can't regain hit points or gain temporary hit points. ACTIONS Bites and Claws. Melee Weapon Attack: +5 to hit, reach 5ft., each target in the mob's space. Hit: 14 (5d4 + 2) slashing damage. Earlier version of the Hellion originally published on 15 June 2019. Games with high stakes can be a thrilling affair standing as a metaphor for the interplay between factions or individuals, as seen in Casino Royale's poker match between Bond and Le Chiffre, the ultimate Mahjong game between Rachel and Eleanor in Crazy Rich Asians, and the apocryphal tale of playing dice against Death himself for your life. Sadly, in a D&D game, this usually comes down to one player being told "roll your gaming set proficiency plus ... uh, Charisma, no, probably Intelligence?"
Here are some ways you can make a game (within your game) exciting, memorable, and something around which you can base a story or adventure. - Dangerous Game. A warlord or monster accepts a challenge by combat- and the weapons are game pieces. With the fate of the city of kingdom resting on two NPCs over a single game (or the best of three, for dramatic purposes), can the players defend their own champion from interference, and perhaps subtly influence the game? - Send a Message. At an extremely diplomatic event, where the PCs have strict orders not to cause any tension, one of the ways of sending a message to a spymaster, wicked lord, evil cardinal, or other villain, is to make a point with a game- whether that be Three-Dragon Ante, Gambit of Ord, Wicked Grace, Regicide, or something else that allows you to cleverly demonstrate your luck, strategic thinking, and ability. For bonus points, the villain's minions might be represented by specific game pieces (and even carry customized pieces with them, allowing the PCs to prove their point handily by 'capturing' a piece in-game and then revealing their loot). - Magical/Clockwork Puzzle. Like the chess puzzle in the first HP book, a dungeon might hold some kind of puzzle to prevent intruders without particular skills from entering a room. This might be a life-size Dragonchess board, or require you to slot wooden or stone cards into a door to make the winning hand. This might give one of your players who has spent a valuable tool proficiency slot on a gaming set feel useful and able to contribute. - Themed Quest. In a more subtle way, you might theme an adventure after a particular game- perhaps a mad mage recreated their passion in life size, or perhaps this dungeon inspired the game? Facing rows of slow-moving golemlike defenders, bolstered by agile knights and limitedly-mobile defender units might give it away quickly, or perhaps your players won't pick up the hints. You could theme it on Snakes and Ladders instead, Mousetrap, or an in-world game. - Shared Culture. Backgammon is played across the world, but especially around the area it came from - the remains of the Persian Empire. All around the Indo-Persian region, Backgammon can be played a cultural touchstone and pastime. In a similar way, particular games might be popular along the Sword Coast, the Moonsea region, and recognizing an NPC playing a familiar game at a coffee-house or game table may give a PC a way to make a new contact, check in with their homeland, and/or find a new quest. Those who forsake morality to seek earthly satisfaction in life are punished by Gluttivores in the Nine Hells. Gluttivores, or Gorge Devils, as they are less formally known, are hungry fiends who devour their prey, dissolving them slowly over the course of agonizing years or even decades.
Gluttivores are usually slightly larger than Ogre-sized, although more colossal examples are known. They shamble slowly, but have great reach with their tremendous claws, and their jaws can distend to swallow far more than they would seem to be able to fit. Their targets are conscious as they are digested, paralyzed and unable to struggle against the unyielding acids of the creature's appetite. Their immensely swollen bellies are grossly distended, and their victims can be glimpsed, sloshing around inside. Hooks:
GORGE DEVIL (GLUTTIVORE) Large fiend (devil), lawful evil Armour Class 15 (natural armour) Hit Points 105 (10d10 + 50) Speed 15ft. Str 19 (+4); Dex 7 (-2); Con 21 (+5); Int 7 (-2); Wis 9 (-1); Cha 5 (-3) Proficiency bonus +3 Saving Throws Con +8, Cha +0 Damage Resistances acid, cold, fire; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities diseased, poisoned Senses darkvision 90ft., passive Perception 9 Languages Infernal, telepathy 60ft. Challenge 7 (2,900 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Gorger's Belly. The belly of a gorge devil can store a vast amount of volume, up to one Large creature, four Medium creatures or eight Small or smaller creatures. Creatures within the gorge devil's belly at the start of their turn must succeed on a DC 16 Constitution saving throw or become paralyzed for 1 year. A target who becomes paralyzed reduces their current and maximum hit points by 1d6 initially and again every 7 days thereafter, and can make a saving throw at the end of the year, ending the paralysis effect if they succeed. A victim who is freed from the gorge devil's belly can make another saving throw after finishing a long rest. Infernal Choler. A gorge devil is swollen with foul and corrosive fluids. A creature who hits a gorge devil with a melee weapon attack must succeed on a DC 11 Dexterity saving throw or takes 10 (3d6) points of acid damage. On a successful saving throw, the target takes half the damage. Magic Resistance. The gorge devil has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The gorge devil makes two claw attacks. If the gorge devil is restraining a target at the start of its turn, it swallows the target. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is restrained (escape DC 15). If the target was grappled by the gorge devil's claw attack, the gorge devil has advantage on the bite attack against the target, and the target has disadvantage on their escape check. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15). Updated from the earlier version of the Gorge Devil, originally published on 11 July 2019. Zastoth, a rotund scamp of an Imp, is a devil who goes out of his way to assure that he's just a merchant. Of course, the reality is much more heinous- his mission is to desensitise his customer to infernal presence and to the weight of deeds performed with his goods. He speaks honestly, and has little need for actual gold when he feeds from the souls of his customers. Those who buy from him are cajoled into deeper and deeper acts of deliberate acceptance of evil, at a bargain rate!
Here are some of the goods he might offer to adventurers in need:
These devilish knights are simultaneously a punishment for minor sinners, and soldiers for the Nine Hells. They wear smoldering iron plate armour, glowing internally from the fire of their punishment. They are heralded by their own howling cries of agony, trapped within the armour and unable to escape.
These Phalarigons, or furnace devils, as they are known to mortals, are a grim force of soldiers who take arms across a battlefield. They are used as shock troops, and often led by Hamatula or Cornugons in battle. Although they are relatively slow-moving, they are vicious and terrifying opponents. Between Blood Wars, they are often deployed as guards in fortresses of Hellish lords. On being slain, their fire extinguishes and their armour clatters to the ground empty, with a final scream of release. Hooks:
FURNACE DEVIL (PHALARIGON) Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 60 (8d8 + 24) Speed 25ft. Str 19 (+4); Dex 13 (+1); Con 17 (+3); Int 9 (-1); Wis 11 (+0); Cha 6 (-2) Proficiency bonus +3 Saving Throws Str +7, Con +6, Cha +1 Skills Athletics +7, Intimidation +1 Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 60ft., passive Perception 10 Languages infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Internal Fire. At the start of each of the furnace devil's turns, each creature within 5 feet takes 7 (2d6) fire damage, and flammable object in the aura that aren't being worn or carried ignite. The furnace devil's melee weapon attacks deal an additional 7 (2d6) points of fire damage (which is included in the statistics below). A furnace devil does not take damage from their own internal fire, although they are in incredible pain. Terrifying Howls. A furnace devil screams constantly in fiery agony, their screams carrying and making them easily able to be heard within 100 ft.. Creatures that can hear them within 60ft. become supernaturally agitated by their howls, and must succeed on a DC 9 Charisma saving throw or become frightened until the for 1 minute. ACTIONS Multiattack. The furnace devil makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage, and 7 (2d6) fire damage. Updated from the original version of the Furnace Knight, originally posted on 11 April 2019. Aspirants are leathery-skinned creatures, perhaps eight feet tall if they stood straight, but usually hunch or crouch. They are clad in form-fitting armour of Hellish design, adorned with sharp spikes and blades and implausible fluting. When they come close to their prey, their lower jaw opens in three horrifying tooth-lined parts, allowing a soporific gas to puff forth.
Aspirants are infernal hunters and warriors, dedicated to bringing in their prey to gain advancement in the fiendish hierarchy. They can often be heard to whisper to themselves in the third person ("this one stalks its prey, yes") to themselves as they stalk their prey. Hooks:
ASPIRANT Medium fiend (devil), lawful evil Armour Class 18 (full plate) Hit Points 52 (7d8 + 21) Speed 30ft. Str 16 (+3); Dex 17 (+3); Con 16 (+3); Int 13 (+1); Wis 15 (+2); Cha 7 (-2) Proficiency bonus +2 Saving Throws Dex +5, Wis +4 Skills Insight +4, Perception +4, Survival +4 Damage Resistances cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities fire Condition immunities poisoned Senses darkvision 120ft., passive Perception 14 Languages infernal, telepathy 120ft. Challenge 4 (1,100 XP) Devil's Senses. Magical darkness doesn't impede the aspirant's darkvision. In addition, the aspirant has advantage on any Survival checks to track foes. Magic Resistance. The aspirant has advantage on saving throws against spells and other magical effects. Marked Target. The aspirant can sense the exact direction and distance to a marked target automatically, and deals an additional 5 points of damage to a marked target with weapon attacks. The aspirant may have only one creature marked at once. Soporific Breath. A creature that starts its turn within 5ft. of the aspirant has their speed halved until the start of their next turn, and attack rolls against the creature have advantage. A creature that does not breathe does not suffer these effects. ACTIONS Multiattack. The aspirant makes one greatsword attack and one bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the aspirant can mark the target. Updated from the previous version of the Aspirant, originally published on 25 January 2020. Well, I've struggled through and I've made to ONE HUNDRED subclass archetypes written over the last few years!
Some have been invented whole-cloth, or based on characters, concepts, and ideas from popular culture such as the Dragon Age universe, Arcane, and the Warhammer Fantasy universe. Others are adapted from earlier editions, converting them to some form of playability for 5e. Most have updated after playtesting or feedback. So without any further ado, thank you all for being faithful readers. Treat yourself and your players to some more options! The download link for vanDorne's Class Compendium volume II is HERE. (Due to download size, this is the 'print-friendly' version. If you'd like the versions with colour pictures and a little more readability, you can find links to the individual posts here) Alternately, if you're looking for threats, check out my archive with over 100 new creatures, NPCs, and ideas to populate your dungeons and worlds. Feel free to send on any feedback you've got, or requests for new ideas! -vanDorne Turning to another being for magical assistance is often thought of as being the domain of warlocks. Some wizards, however, find this option attractive, and offer their bodies for possession by a spirit who can grant some level of power. This is often frowned-upon by more formal wizard schools, as they find the concept of possessing spirits to be dangerous, and can sometimes turn against them or struggle for control.
Dual Spirit From 2nd level, when you choose this school, you gain advantage on saving throws against becoming charmed, frightened, or possessed. From 10th level, you can choose to be immune to becoming charmed, frightened, or possessed. Spirit Possession From 2nd level, when you choose this school, you become possessed by a spirit. You can initially select the kind of spirit from the list below, although the spirit may have its own opinions and change its aspect based upon your actions. If the spirit changes type, you lose the previous benefits. The spirit is intent on your survival and will follow your instructions to a friendly level, even if they do not personally like you. Note that the spirit has no compulsion to behave in any particular way, and is not obliged to commit its existence for you unless you make an appropriate offer. Spirit of Command. Your spirit is one that expects dominion and obedience. The spirit grants you proficiency with Intimidation or Persuasion checks, and the Vicious mockery cantrip. Spirit of Discretion. Your spirit is one that prefers to avoid being detected. The spirit grants you proficiency with Deception or Stealth checks, and the Mage hand cantrip. Spirit of Faith. Your spirit is benevolent and righteous. The spirit grants you proficiency with Insight or Medicine, and the Spare the dying cantrip. Spirit of Purpose. Your spirit has a specific cause that it champions. The spirit grants you proficiency with Persuasion or Survival, and the Resistance cantrip. Spirit of Zeal. Your spirit is aggressive and demands action. The spirit grants you proficiency with Athletics or Intimidation, and the Guidance cantrip. At the GM's discretion, your spirit may have a distinct name and appropriate personality traits, although this does not affect its aspect or powers. This spirit may be a celestial, fiend, or other extraplanar creature, an undead being who has offered power, or something even more strange. Spirit Teaching From 2nd level, your spirit grants you knowledge of additional spells, depending on its type. While a type of spirit possesses you, you gain knowledge of the following spells as you gain levels. Once you gain a spell through spirit teaching you always have it prepared, and it doesn't count against the number of spells you have prepared. In addition, you can cast one of your spirit teaching spells without having to expend a spell slot or use material components. Once you have used this ability, you cannot use this again until you have completed a long rest. Spirit of command Wizard level 2nd: Command. Wizard level 3rd: Enthrall. Wizard level 5th: Beacon of hope. Wizard level 7th: Compulsion. Wizard level 9th: Dominate person. Spirit of discretion Wizard level 2nd: Sanctuary. Wizard level 3rd: Pass without trace. Wizard level 5th: Gaseous form. Wizard level 7th: Phantasmal killer. Wizard level 9th: Mislead. Spirit of faith Wizard level 2nd: Healing word. Wizard level 3rd: Warding bond. Wizard level 5th: Remove curse. Wizard level 7th: Aura of purity. Wizard level 9th: Circle of power. Spirit of purpose Wizard level 2nd: Heroism. Wizard level 3rd: Enhance ability. Wizard level 5th: Haste. Wizard level 7th: Freedom of movement. Wizard level 9th: Dispel evil and good. Spirit of zeal Wizard level 2nd: Wrathful smite. Wizard level 3rd: Aid. Wizard level 5th: Spirit guardians. Wizard level 7th: Fire shield. Wizard level 9th: Flame strike. Manifest Spirit From 6th level, as an action you can expend a 2nd-level spell slot to manifest your spirit for up to 1 minute. It has the statistics of a Specter, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. While your spirit is manifested, you lose the benefits of your dual spirit, spirit possession, and spirit teaching abilities. The spirit takes its turn on your initiative, and follows your general instructions. If the spirit ends its turn in your space, or 1 minute passes, the spirit immediately returns to possessing you. Once you have used this ability, you cannot use it again until you have completed a long rest. If the spirit is reduced to 0 hit points, it disappears. When you complete a long rest, the spirit returns to possessing you and you regain the benefits of your. From 12th level, when you manifest your spirit, it has the statistics of a Wraith, with the same alignment as you, and the benefits of your spirit possession ability, as well as being able to cast one spell of the available spells from your spirit teaching ability. Unity of Spirit From 10th level, you gain an additional ability based on the spirit's aspect. Spirit of command: When making a skill check with the skill you gained from spirit possession, you may add double your proficiency bonus. Spirit of discretion: On your turn, you may use a bonus action to take a Dash, Disengage, or Hide action. Once you have used this feature, you must finish a short rest before you can use it again. Spirit of faith: When you use your Arcane Recovery ability, you regain an additional two spell levels' worth of spell slots. Spirit of purpose: On your turn, you can use a bonus action to regain hit points equal to your 1d10 + half your wizard level. Once you have used this feature, you must complete a long rest before you can use it again. Spirit of zeal: You may add your proficiency modifier to Initiative rolls. Duality of Action From 14th level, you and your spirit can act with fell coordination. While your spirit possesses you, you can spend an action to cast a spell that has a casting time of 1 action, as well as one spell from your list of spells from the spirit teaching ability that has a casting time of 1 action. Once you have used this feature, you must complete a short rest before you can use it again. Those monks who follow the way of meditation can find calm through the howling of a hurricane and the turmoil of battle. These monks can instil peace in their allies and sometimes even their foes, their every moment filled with serenity and perfection.
Bonus Proficiencies When you choose this way at 3rd level, you gain proficiency with Insight and with one set of tools. Seek Calm When you choose this way at 3rd level, you can add your proficiency bonus to Constitution saving throws to retain concentration on a spell or ability. In addition, as an action if you are charmed, frightened, poisoned, or stunned, you can spend 1 ki point to make a saving throw against the effect's save DC. If you are successful, you end the effect immediately. Touch of Peace From 6th level, you can instil calm in others with your meditation. As an action, you can spend 1 ki point to cast Calm emotions with a 20-foot radius centred upon yourself. Rebuke Violence From 6th level, when you have taken the Dodge action, you can rebuke a creature which tries to do violence to you. As a reaction when a creature you can see makes a melee attack against you or an ally you can see within 15 feet, you can spend 1 ki point to force the creature to make a Constitution saving throw or be stunned until the end of your next turn. Aura of Serenity At 11th level, the calm within radiates outwards to others. You and friendly creatures that can see you within 10 feet can't be charmed or frightened while you are conscious. Aura of Purity From 17th level, you can spend an action and 4 ki points to cast Aura of purity centred upon yourself. Be As Water From 17th level, when you take the Dodge action, you also have advantage on saving throws against effects you can see until the start of your next turn. From time to time, warlocks find themselves in contact with primeval forces of nature- elemental, natural spirits which confer power as part of a bargain. These patrons are collectively referred to as 'the Green', whether they are all one cosmic energy force or individual nature spirits is not entirely clear. Druids find themselves unusually able to tolerate warlocks of the Green Pact, although their common patron is not necessarily any guarantee of allegiance.
Expanded Spell List From 1st level, The Green lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell level 1st: entangle, goodberry Spell level 2nd: pass without trace, spike growth Spell level 3rd: conjure barrage, plant growth Spell level 4th: aura of life, grasping vine Spell level 5th: conjure elemental, contagion Bonus Cantrips At 1st level, you learn the cantrips druidcraft and thorn whip. They count as warlock cantrips for you, but they don't count against the number of cantrips known. Charm Animals and Plants At 1st level, you begin to have control over the natural world, being able to influence animals and plants. As an action, you can cause each beast or plant creature you can see within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are refreshed when you finish a short rest. Greenblood At 6th level, your blood takes on a green, sticky consistency. You gain resistance to poison and radiant damage, and become immune to the poisoned condition. Eternal Cycle At 6th level, you begin to understand the eternal cycle of life, death, and rebirth, and gain some minor ability to intercede in its passage. When you or another creature within your reach is reduced to 0 hit points but not killed outright, you can use your reaction to cause the creature to drop to 1 hit point instead. Once you have used this ability, you cannot use it again until you finish a short or long rest. Stride Through The Green From 10th level, all plant life is as one to you. If you begin your turn adjacent to a tree or other plant of your size, you can enter the tree and move from inside the tree to inside another tree of the same kind within 500 feet, as the tree stride spell. Green Preservation From 14th level, you can cause be absorbed by nature itself to protect you from harm. As a reaction if you or an ally you can see within 20 feet is subject to an attack or effect that would inflict damage, you and up to five other creatures within 20 feet of you to are immediately swallowed up into the earth in a thrash of vegetation. While you are within the earth, you and all targets are incapacitated, but can take a short rest immediately, and can spend hit dice to regain hit points. You remain within the earth for up to 10 rounds, at your choice. When you choose to end the effect, or at the end of 10 rounds, at the end of your turn, you are returned to the same spaces you occupied or the nearest unoccupied space. Once you have used this ability, you can't use it again until you have finished 1d4 long rests. The entities known as Phosfreaks seem to inhabit distant regions of the Shadowfell, appearing as small hovering beings with long, lambent tendrils that trail behind them. Their presence causes itchiness and blistering to the skin, and their touch causes dreadful burns to flesh. Although they do not seem to be malicious, they are unalterably attracted to any sources of light in the gloomy regions they inhabit, and will often fatally embrace any creatures they see carrying light sources.
PHOSFREAK Small elemental, unaligned Armour Class 9 Hit Points 10 (3d6) Speed 0ft., fly 20ft. (hover) Str 1 (-5); Dex 14 (+2); Con 10 (+0); Int 1 (-5); Wis 12 (+1); Cha 1 (-5) Proficiency bonus +2 Condition Immunities Exhaustion, poisoned Damage Resistances Necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses Truesight 90ft., passive Perception 11 Languages - Challenge 1 (200 XP) Fatal Glow. A phosfreak emits dim light in a 20-foot radius. At the start of the phosfreak's turn, any creature within 20 feet of it must succeed on a Constitution saving throw (DC 10) or become Poisoned for 1 minute. ACTIONS Tendril lash. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: 7 (2d6) radiant damage and 3 (1d6) necrotic damage, and the target is grappled (escape DC 5). If a target is grappled by a phosfreak at the start of the phosfreak's turn, it gains 1 level of exhaustion. Familiar with all of the multiverse's most dangerous places, those druids who train under the circle of the Great Wheel are at home wherever they go. These druids can attune to their surroundings and become empowered by exposure to other planes, taking on aspects of these planes as needed. Some keep the peace between the different planes, while others actively work to undermine or bring down the barriers between these planes.
Energy Adaptation From 2nd level, when you choose this circle, you can expend a use of Wild Shape as a bonus action to gain resistance to one type of damage from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts until you finish a short or long rest. Circle Spells Your circle grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to specific circle spells as listed below. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid level 3rd: Branding smite, misty step Druid level 5th: Magic circle, protection from energy Druid level 7th: Aura of purity, banishment Druid level 9th: Contact other plane, planar binding Planar Adaptation From 6th level, when you finish a short or long rest, you can use your energy adaptation for free without expending a use of Wild Shape. As a bonus action, you can expend a use of Wild Shape to gain resistance to another energy type from the list of your choice, or to change the type of one of your resistances. You can only use this ability to gain resistance to two energy types from the list. Planar Empowerment From 6th level, when you are on a plane other than the Material plane (or in a coterminous zone of another plane), or within 50 feet of a gate or portal leading to another plane, you can use a bonus action to become empowered with that plane's energy. While empowered, you gain the following benefits, based on the plane you have become empowered by. If your campaign uses a different cosmology, discuss with your GM what planes are most appropriate for your empowerment abilities. Astral Plane: You act as if under the effects of the Haste spell. Ethereal Plane: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your melee attacks count as being magical for the purposes of overcoming resistance and immunity to nonmagical damage. Feywild: You are immune to the Feywild's memory loss effect, and can cast Misty step. Once you have used this spell, you must wait 1 minute before you can use it again. Shadowfell: You are immune to the Shadowfell's despair effect, and can cast Invisibility. Once you have used this spell, you must finish a short rest before you can use it again. Plane of Air: You have a fly speed equal to your walking speed, and can hover. Plane of Earth: You have a burrow speed equal to your walking speed, and increase your AC by 1. Plane of Fire: You have resistance to fire damage. If you select fire for your energy adaptation, you have immunity to fire damage instead. Plane of Water: You have a swim speed equal to your walking speed, and can breathe underwater. Chaos-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Blur spell while you remain empowered by the plane. Evil-Aligned Planes: You ignore any negative effects caused by the plane, and you can cast Hellish rebuke. Once you have used this spell, you must wait 1d4 rounds before you can use it again. Good-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Bless spell while you remain empowered by the plane. Law-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Protection from evil and good spell while you remain empowered by the plane. Elemental Wild Shape From 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental. Always Native From 10th level, any time when you would be banished or teleported to another plane, you can choose to be immune to the effect. Master of the Multiverse From 14th level, when you complete a long rest, you can select one type of planar empowerment and gain its benefits until you finish a long rest. As a bonus action, you can change which plane empowers you. A master of martial maneuver, those who follow the way of the swordsage can unlock potent skills. Blurring the line between martial prowess and magical skill, swordsages can attain true perfection through their knowledge. While some swordsages are free-roaming champions of the weak and downtrodden, other believe only in their own superiority over others.
Bonus Proficiencies When you choose this way at 3rd level, you gain proficiency with martial melee weapons and with either blacksmith's tools or tinker's tools. You can use any martial melee weapon as a monk weapon, even if it has the heavy or two-handed property. Discipline Focus When you choose this way at 3rd level, you can focus your discipline into martial exploits by drawing on your pool of ki energy. You gain the following benefits: Stance of Focus. You can spend 1 ki point to select an opponent you can see within 30 feet. While you maintain concentration for up to 1 minute, you have advantage on attack rolls with unarmed strikes and monk weapons against this target, and disadvantage on attack rolls against any other target. You can end this stance at any point during your turn. Perfect Strike. Once per round, when you hit a creature with a melee weapon attack using an unarmed strike or monk weapon, you can expend 1 ki point to deal psychic damage equal to twice your martial arts damage, in addition to the weapon's damage. Hearing The Air From 6th level, your senses are so attuned that while you are holding a monk weapon, you gain blindsight with range of 10 feet. From 11th level, this range increases to 20 feet. From 17th level, this range increases to 30 feet. Plant Doubt At 6th level, you can prey on your opponents' uncertainty to instil fear in your skill. As a reaction when a creature misses you with a melee attack, you can spend 1 ki point to make the creature have disadvantage on attacks against you until the end of your next turn. Soul Strike From 6th level, your attacks with monk weapons count as being magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Stance of Iron Bones From 11th level, you can enter a meditative state that renders you nearly invulnerable to harm. You can spend 3 ki points to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for 1 minute. Perfect Reaction From 17th level, you may take a second reaction after you have already used your reaction in a round, which must be triggered by a different action. Once you have used a second reaction, you must finish a short or long rest before you can use this ability again unless you spend 2 ki points to refresh it. Strike of Perfect Clarity From 17th level, your mastery of weapons allows you to deliver unparalleled excellence when you strike an opponent. When you hit a creature with a melee weapon attack using an unarmed strike or monk weapon, you can expend 1 ki point to automatically deal the weapon's maximum damage for its damage dice (for example a longsword would deal 8 damage if used one-handed or 10 if used two handed, rather than 1d8 or 1d10). Part of building any world is filling it with vegetation and herbs that are used for medicinal (and poisoning) purposes - Kingsfoil, Tears of Lys, Angolan Sauntering Tree, Gurdyroot, and Firemoss, among others. These can help to distance the reader or player just enough that they stop trying to formulate paracetamol or gunpowder, as well as helping the world to feel lived-in. Some might be inherently magical, or just medically useful.
Here are a few herbs that you might find in the shop of a well-stocked apothecaries, or even in the rare jars of specialist herbalists. 1 - Yakkio Leaf: A thick, lush green leaf with a luminescent purple vein running down the middle of it, this plant grows deep in tropical jungles. If folded into a cup or bowl, one quart of water becomes fortified over the course of about an hour, and pouring it onto another plant produces an effect similar to Druidcraft, making it instantly develop a month's growth. This causes the Yakkio leaf to crumble to dust after use. 2 - Snowhusk: This pale pink flower grows only in extremely-cold climates, and has silky leaves similar to corn husks. Although the flower is sweet-tasting and its stamens are used in the preparation of a specific botrytis wine, its seed pods are small, tasteless black beads. When ground into a powder, they can become an almost instantly-lethal inhaled poison. 3 - Stinky Wormgrass: A spindly grass that grows at the base of larger deciduous trees and produces a terrible putrefying smell. When picked, its roots squirm briefly. If brewed into a tea, stinky wormgrass is often known as 'dosira' and is tasty, though still fragrant. It allows those who drink it to pass without sweating for a few hours, preventing them from being tracked by scent. 4 - Wytchsalt: This red, crumbly crystal grows deep underground in areas of magical radiation. It splinters to the touch, easily penetrating humanoid skin and giving them disadvantage on saving throws against spells and magical effects for the next 7 days. When carefully harvested and kept in absolute darkness, it can be administered in food to affect those who eat the food, although cooking weakens its hold, meaning it only takes hold for 24 hours. Those affected by Wytchsalt begin to bleed softly from their fingernail-beds. 5 - Dreamtea Nuts: Growing in arid or dry conditions, Dreamtea nuts are often taken for their hallucinogenic effects. Their hard exteriors can be cracked open to reveal a bluish brainlike interior that squishes on the tongue. Those who partake of the tea or eat the nut report that it tastes like the memory of the number seven, for unexplained reasons, and then descend into vivid fever-dreams for 2d6 hours, during which time they are incapacitated. They receive the effects of a Divination spell as they navigate this dream, although people who partake of tea from the same nut share the dream together, receiving only one spell benefit. 6 - Yeklogan Shoots: These soft grass roots are woody and damp, like bamboo shoots, and grow in mangrove areas. If planted in dry soil, they cause nearby plants to grow into a Spike Growth effect over the course of one minute, lasting over an hour. Only by keeping the roots wet can this be prevented. 7 - Fire Petals: The vivid orange petals of this delicate vine grow in damp jungle climes, and shimmer with heat. If plucked, they increase in heat quickly and dramatically. A single petal, if broken, can ignite a fire much like flint and tinder, while a handful of petals produce an effect similar to Burning hands (save DC 12). 8 - Kojiary: Growing generally on extremely high mountaintops (24,000 or more feet high), this tiny blue flower is almost unnoticeable, and seems to wilt quickly when exposed to oxygen-rich environments. However, legend says it was blessed by the Sun God, and its juice grants the effects of a Greater restoration. 9 - Hateblister: A fungal growth that manifests as sheets of pale mushroom flesh, often a foot or more square, and pinkish. It blisters instantly if touched, and the yellowish fluid within is a contact poison that causes the target to become Stunned for 8 hours (Constitution saving throw DC 14). At the end of the time period, the target is allowed another saving throw, remaining stunned for an additional 8 hours if they fail. Those who fall prey to Hateblister sometimes die next to the growth, allowing it to spread to a wider area. 10 - Cavern Vaggath: Unlike 'normal' vaggath, a harmless roadside weed, cavern vaggath is bioluminescent, with a pale blue radiance. Its taste is indescribably vile and it squeaks in the teeth, but allows someone who consumes a fresh handful to gain darkvision with a 60-foot range for about 1 hour. 11 - Blood Saffron: Growing in remote mountain valleys, blood saffron is a violently crimson-coloured flower. Crushing its petals and stamen into a powder allows those who inhale it to enter a barbarian's rage for up to one minute, seeing visions from Guthurzk, the fiendish god of murder. It is carefully harvested by the Orc tribes of the far north for religious purposes, and sometimes used in extreme situations to create legions of berserkers to attack their foes. 12 - Jade Moss: A pale green moss with slight translucence which grows in very sunny areas, this moss must be harvested carefully by someone wearing thick gloves, due to its slight acidity. It is tasteless, odorless, and has the consistency of jiggly pudding. If an ounce of jade moss is touched to metal surfaces, it causes the metal to heat quickly, as the Heat metal spell (saving throw DC 13). This causes the jade moss to evaporate and crumble. Requested by Yosuke Jones. Trekking to far-off climes (well, far-off for some of us) is a staple of fantasy literature and gaming - putting people in an environment outside of their experience and control, where the environment itself is as much threat as setting. Glacial settings are an ideal example, allowing barbarian characters to show off their experience in cold climes, letting utility casters shine by removing debuff effects from the chill, and giving an opportunity for strange and dangerous creatures.
A glacier is defined as a persistent body of dense ice that is moving under its own weight. In other words, there's little to no dirt or rock, it's all just ice, for hundreds or perhaps even thousands of feet down. It's likely but not always covered in snow, and temperatures are going to be quite low. The glacier also moves- it's sliding at a very slow rate (maybe feet or just inches) per year. Here are some reasons your characters might have to venture through glacial regions:
This fierce and violent spell combines knowledge of the body, powerful magic, and necromatic control to tear forth the target's heart from their chest. It originated from the druids of the Malumalu region, although the technique has been copied and spread to other spellcasters known for their barbarism and bloodthirsty ways.
EVELLERECOR 4th-level necromancy (Druid, Sorcerer spell) Casting Time: 1 action Range: 60 feet Components: V, S, M (a fresh animal's heart, which the spell consumes) Duration: Instantaneous You use sympathetic magic to tear forth the heart from the chest of a creature you can see within range, which materializes in your hand. The target must make a Constitution saving throw. On a failed saving throw, the target takes 12d6 necrotic damage, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is instantly killed, and any of the creature's allies within 5 feet must make a Wisdom saving throw or become frightened until the end of their next turn. Requested by Yosuke Jones. Ancient agents of perfection and guardians of civilization, those who are selected to become dragonriders are bound in soul and spirit to a single dragon. They share an almost common consciousness with their steed, and train for years according to the traditions of their monasteries, all in preparation and hope, that one day they might attain a true enlightened state.
They travel the world swathed in robes and attempting to maintain peace across the world, although their numbers are few. In their hands, they wield Dragonrods, long rods of dragon ivory, pointed like daggers at one end and intricately carved. These both focus and empower their spells and those of their steed, and can be used as weapons in the rare instances they come to battle with a foe. In addition, a dragonrider emissary can channel the elemental breath of their steed through the rod, for defense or attack. Much like Federal Marshals or Jedi Knights, the arrival of these dragonrider emissaries is seen as a great event worthy of awe and great concern. They attempt to keep the peace, and occasionally intervene in events of great import, circumstances that might affect the balance of power across the continent or even the world. These mysterious agents have great power and insight, worthy of respect and awe. DRAGONRIDER EMISSARY Medium humanoid (any race), any alignment Armour Class 18 (scale mail) Hit Points 122 (16d8 + 50) Speed 30ft. Str 14 (+2); Dex 14 (+2); Con 16 (+3); Int 16 (+3); Wis 18 (+4); Cha 16 (+3) Proficiency bonus +4 Saving Throws Int +7, Wis +8, Cha +7 Skills History +7, Insight +7, Persuasion +7 Senses passive Perception 14 Languages Common and any three other languages Challenge 11 (7,200 XP) Dragon Bond. A dragonrider emissary is permanently and insolubly bound to a single specific dragon. This is usually a Young dragon of the specific type, but for particularly experienced dragonrider emissaries, this may be an Adult. The dragonrider emissary has advantage on saving throws against their own dragon's breath weapon, and has resistance to damage against one type of energy, based on their dragon's colour. In addition, the emissary's dragonrod deals damage of the same type of damage as the dragon's type. Black, Copper dragon: acid resistance. Blue, Bronze dragon: lightning resistance. Brass, Gold, Red dragon: fire resistance. Green dragon: poison resistance. Silver, white dragon: cold resistance. Dragonrod. A dragonrider possesses a dragonrod, a magical focus and weapon that can be used as either a club, quarterstaff, or dagger. It has the same statistics in any form, varying the type of damage dealt. In any form, it is a magical weapon that grants a +1 bonus on attack and damage rolls. In addition, the wielder can spend 1 hit die as an action to use a breath weapon, as a Young Dragon of their type. Enlightenment. A dragonrider emissary has advantage on saving throws against any spells or magical effects. Emissary. Dragonrider emissaries are protected by treaty and tradition, as well as deep magics. Any creature that tries to target the dragonrider emissary with an attack must first make a DC 12 Wisdom saving throw, or choose another target or lose the attack or spell. This effect doesn't protect the dragonrider emissary from area effects, such as the explosion of a fireball. If the dragonrider emissary makes an attack, the effect fades for 1 minute after the dragonrider emissary last made an attack. A creature that successfully saves against this effect is immune to the effect for the next 24 hours. Legendary Resistance (1/day). If the dragonrider emissary fails a saving throw, they can choose to succeed instead. Mystic Powers. A dragonrider emissary can innately cast spells granted by their bond to their dragon steed. A dragonrider emissary's spellcasting modifier is Wisdom (spell saving throw DC 16, +8 to hit with spell attacks). Although the spells granted to each emissary are different based on their own temperament and that of their steed, a common set of powers are listed below: Cantrips (at will): guidance, message 1st level (at will): detect magic, heroism 2nd level (at will): calm emotions, zone of truth 3rd level (2/day): beacon of hope, dispel magic 4th level (2/day): guardian of faith, staggering smite 5th level (1/day): dispel evil and good ACTIONS Multiattack. The dragonrider emissary can make two dragonrod attacks. Dragonrod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage and 7 (2d6) elemental damage. LEGENDARY ACTIONS The dragonrider emissary can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The dragonrider emissary regains spent legendary actions at the start of its turn. Cast a Spell. The dragonrider emissary can cast a spell. Detect. The dragonrider emissary gains truesight with a 30ft. radius until the end of its next turn, and makes a Wisdom (Perception) check immediately. Move Like The Wind. The dragonrider emissary takes a Dash action. Creatures cannot make opportunity attacks against the dragonrider emissary during this movement. Request by Astos Matosis. Leading their people in song, ritual, and battle, Elven Wardancers are imbued with mystical and magical importance. In combat, they move quickly from target to target, operating in a well-drilled team to eliminate key members of whatever opposition they face, and improving the efforts of elves they fight alongside. They become implacable foes, keeping opponents off-balance and protecting their people as elite warriors.
ELVEN WARDANCER Medium humanoid (any elf), usually neutral Armour Class 17 (leather armour) Hit Points 36 (8d8) Speed 50ft. Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 14 (+2); Wis 13 (+1); Cha 9 (-1) Proficiency bonus +3 Skills Acrobatics +7, Arcana +5, Performance +5 Senses Darkvision 60ft., passive Perception 11 Languages Common, Elven Challenge 5 (1,800 XP) Bladesong. The wardancer and any elf allies who can hear them within a 10ft. radius of the wardancer, gain a +2 bonus on weapon damage rolls. Mobility. When a wardancer makes a melee attack against a creature, the wardancer doesn't provoke opportunity attacks from that creature for the rest of this turn, whether the attack hits or not. Spellcasting. The wardancer is a a 6th-level spellcaster, and their spellcasting ability is Intelligence (spell saving throw DC 13, +5 to hit with spell attacks). The wardancer can cast the following spells: Cantrips: blade ward, message, true strike 1st level (2 slots): feather fall, shield 2nd level (2 slots): cloud of daggers, magic weapon, misty step 3rd level (2 slots): blink, haste ACTIONS Multiattack. The wardancer makes two longblade or longbow attacks. Longblade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 4) piercing damage. A towering visage of flaming death, Drath'Torun is a demon lord of the Abyss. Having ascended through the ranks of demonic footsoldiers and torn power from the bodies of his foes at every step, he has incredible powers over dead souls, and can store and feast upon imprisoned souls at his will, burning them for power. He hungers to one day consume Orcus himself or even a deity to steal their throne and ascend to even greater heights of power.
DRATH'TORUN THE SOUL-DEVOURER Large fiend (demon), chaotic evil Armour Class 19 (natural armour) Hit Points 266 (28d10 + 112) Speed 40ft., fly 30ft. (hover) Str 23 (+6); Dex 18 (+4); Con 19 (+4); Int 21 (+5); Wis 18 (+4); Cha 27 (+6) Proficiency bonus +7 Saving Throws Str +13; Wis +11; Cha +13 Skills Arcana +12, Insight +11 Damage Resistances acid, cold, lightning, necrotic, psychic, thunder Damage Immunities fire; bludgeoning, piercing, and slashing that is nonmagical Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120ft., passive Perception 14 Languages all, telepathy 120ft. Challenge 22 (41,000 XP) Legendary Resistances (2/day). If Drath'Torun fails a saving throw, he can choose to succeed instead. As a reaction, Drath'Torun can consume 1 of the souls the has absorbed to regain one use of legendary resistance. Magic Resistance. Drath'Torun has advantage on saving throws against spells and other magical effects. Magic Weapons. Drath'Torun's weapon attacks are magical. Soul Devourer. Drath'Torun's open ribcage is filled with a swirling storm of screaming souls made up of his former victims. At the start of an encounter, Drath'Torun possesses 12 souls. When a living creature dies within 50 feet of Drath'Torun, the creature's soul must succeed on a DC 21 Charisma saving throw or be absorbed by Drath'Torun, increasing his current and maximum soul count by 1. If Drath'Torun absorbs a creature's soul, it cannot be raised or resurrected by any magic power short of a deity's direct intervention. Drath'Torun can use the souls he has absorbed to fuel his magical powers, as soul magic, below. Soulfire Aura. At the start of each of Drath'Torun's turns, each creature within 5 feet of it takes 10 (3d6) fire damage and 7 (2d6) psychic damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Drath'Torun or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage and 7 (2d6) psychic damage. Soul Magic. Drath'Torun's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast any of the following spells, requiring no material components: At will: detect magic, vicious mockery (17th level). Drath'Torun can cast any of the following spells with a 9th-level spell slot by consuming 1 of his absorbed souls, requiring no material components: counterspell, destructive wave, flame strike, power word kill. ACTIONS Multiattack. Drath'Torun can make two claw attacks and one tail attack. Claw. Melee Weapon Attack: +13 melee, reach 10ft., one target. Hit: 15 (2d8 + 6) slashing damage and 7 (2d6) necrotic damage. Tail. Melee Weapon Attack: +13 melee, reach 15ft., one target. Hit: 19 (3d8 + 6) piercing damage and 7 (2d6) necrotic damage. LEGENDARY ACTIONS Drath'Torun 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. Drath'Torun regains spent legendary actions at the start of his turn. Chill Soul. Drath'Torun casts toll the dead (spell save DC 21, 17th level). Storm of Death (2 actions). Drath'Torun consumes 2 souls, and the area within 20 feet of him erupts in a howling storm of shrieking spirits, which follows him as he moves. Until the end of his next turn, Drath'Torun has half cover against all attacks. Any creature within the aura when it begins or that starts its turn within the aura takes 10 (3d6) necrotic damage. Tail. Drath'Torun makes one tail attack. Request from Kyle Ward. |
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