Small, mostly benign beings of the natural world, these animus spirits inhabit objects and plants- some are the spirit of a specific bush, others the sparkle on the water as it reaches a river bend, while others inhabit particular rocks or gardens. These animus spirits go about their time generally unnoticed and ignorant of humanoids and their actions, unless these actions cause harm to the natural world. Some clerical or druidic traditions acknowledge and entreat these spirits, which may grant boons or or bring down their wrath upon intruders.
SWARM OF ANIMUS SPIRITS Medium swarm of Tiny fey, unaligned Armour Class 12 (natural armour) Hit Points 22 (5d8) Speed 20ft. Str 8 (-1); Dex 12 (+1); Con 10 (+0); Int 4 (-3); Wis 15 (+2); Cha 3 (-4) Proficiency bonus +2 Skills Nature +1 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses truesight 20ft., passive Perception 12 Languages - Challenge 1 (200 XP) Naturally Invisible. The swarm is naturally invisible. As a bonus action during its turn, the swarm can choose to become visible, appearing as a variety of oddly-shaped luminous beings about a foot high. The swarm does not become visible when it uses its spirit curse ability, but does when it attacks. Spirit Beings. The swarm of animus spirits is affected by Turn Undead and spell effects as if it were an undead creature. The swarm of animus spirits cannot enter grounds consecrated to a deity. In addition, the swarm doesn't need to eat, drink, or breathe. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. ACTIONS Devour. Melee Weapon Attack: +4 to hit, reach 0ft., one creature in the swarm's space. Hit: 3 (1d6) psychic damage. Spirit Curse. The swarm casts casts bane (Charisma saving throw DC 6) on up to three hostile creatures within 60ft. A creature that fails its saving throw gains vulnerability to psychic damage for the duration of the effect. The storykeepers' role is to maintain the legends and tradition of their people, regardless of any obstacles that culture might encounter over the centuries. Mastering the art of remembering and telling stories, storykeepers also learn the powers of the voice over the mind.
Repository of Knowledge Starting from 3rd level, you can accurately recall any story you have ever been told. In addition, you gain expertise with the History skill. Inspiring Tales From 3rd level, your training gives you access to a variety of spells not normally available to bards. At 3rd, 5th, 7th, and 9th level you gain access to specific college spells as listed below. Once you gain access to a college spell, you always know it, and it doesn’t count against the number of spells known for you. If you gain access to a spell that doesn’t appear on the bard spell list, the spell is nonetheless a druid spell for you. Bard level 3rd: Ceremony, Command, Calm emotions, Warding bond Bard level 5th: Beacon of hope, Speak with dead Bard level 7th: Death ward, Locate creature Bard level 9th: Geas, Legend lore Hypnotic Voice From 6th level, your power of voice is so potent that listeners are enthralled by it. When you are speaking to a creature within 30 feet of you that can understand you, it has disadvantage on attack rolls against you for the first round of combat. In addition, such creatures have disadvantage on Wisdom (Perception) rolls, or a -5 penalty on their passive Perception score, while you are speaking. Zealous Inspiration From 14th level, you gain immunity to the charmed and frightened conditions. When you grant a creature one of your Bardic Inspiration dice, both you and the creature gain 10 temporary hit points. In addition, when a creature uses one of your Bardic Inspiration dice, it gains immunity to the charmed and frightened conditions for one minute, and immediately ends any charmed or frightened condition currently affecting it. Some say that one person's garbage is another person's treasure, but a scavenger is someone who can find pure gold among the dross. Revered as peerless experts in locating valuable goods, and in turning cast-off items into valuable loot, these scavengers have sharp eyes, silver tongues, and hair-trigger reflexes.
Improvised Tools From 3rd level, you gain proficiency with tinker's tools. In addition, if you have a set of tinker's tools, you can use these in place of any other tool set, adding only one-half your proficiency bonus. Sense Magic From 3rd level, you can cast Detect magic as an action. You can use this ability a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses. Flash of Genius From 9th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a long rest. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items, if you choose. Master Scavenger From 17th level, you have incredible understanding of how to use and activate magic items and objects.
Those rangers who choose the path of exploration represent the pinnacle of bravery: investigating new and unfamiliar territory. These explorers revel in discover, finding glory and self-fulfilment in exploring the strange or unusual. These rangers become adept at exploring nearly every kind of terrain and avoiding dangers, as well as being able to commune with the very natural world that surrounds them.
Adept Explorer From 3rd level, your skill at exploring extends to additional regions. You can select one additional type of favoured terrain for your natural explorer ability, and you learn one additional language. From 11th level, once you have spent one hour in any terrain, you gain the benefits of natural explorer as if it were one of your favoured terrains. While you are in one of your favoured terrains, you gain the ability to cast druidcraft as an action. Lore From 3rd level, you are adept at picking up a wide variety of stories and tall tales on your travels, as well as being able to identify and locate objects. You gain access to additional spells when you reach certain levels in this class, as listed below. Each spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. 3rd level: Identify 5th level: Detect thoughts 9th level: Sending 13th level: Arcane eye 17th level: Legend lore Environmental Adaptation From 7th level, when you have been exposed to a particular hazard, you can adapt your defences to compensate. At the start of your turn after you have taken damage from one of the following damage types, you can choose to gain resistance to damage from that type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts for 8 hours, or until you use this ability again. After you have used this ability, you cannot use it again until you finish a short or long rest. Speak with the Stones From 11th level, you can cast commune with nature. Once you have used this ability, you can't use it again until you have finished 1d2 + 1 long rests. Hear the World From 15th level, you are so in tune with the world around you that you gain blindsight, with a 20-foot radius. Self-Sufficiency From 15th level, you no longer need food, water, or air. Shadowfell spirits are but one of the many creatures dwelling in the plane of the Shadowfell. While not all are malevolent, some very much are, and drawing their ire is a dangerous feat. These appear to be a large cloud of violently dark shadow, sometimes crackling with flickers of light from within. Its extremities extend into hooked talons, and viewing it from an angle reveals some kind of head-shape with huge curved horns like those of a ram, with a small pair of violet-glowing eyes between them.
Shadowy Entity. Shadowfell spirits have little physical presence, and leave no body behind if they perish. They appear to be made up of tatters of fabric-like shadow, constantly in motion even when the spirit is still. Objects in their vicinity dim and darken, making them at home in almost-perfect blackness. Hatred of Light. Shadowfell spirits almost universally despise bright sources of light, shunning them or trying to extinguish them if possible. If present on the Material Plane, this extends to the sun itself, and many have perished futilely attempting schemes to extinguish or block its light. They will often take refuge in dark, hidden places and venture forth only at night-time. Extraplanar Nature. Shadowfell spirits do not require air, food, drink, or sleep. Some (as in this adventure) demand sacrifices be made to them, but in this instance they gain power from the nature of worship received rather than actual physical nourishment. SHADOWFELL SPIRIT Large fiend, neutral evil Armour Class 14 (natural armour) Hit Points 32 (5d10 + 5) Speed 20ft., fly 60ft. (hover) STR 13 (+1); DEX 16 (+3); CON 12 (+1); INT 16 (+3); WIS 10 (+0); CHA 16 (+3) Proficiency bonus +2 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120ft., passive Perception 10 Languages Infernal, telepathy 120ft. Challenge 3 (700 XP) Light Sensitivity. While in bright light, the Shadowfell spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Movement. The Shadowfell spirit can move through any shadow cast, teleporting up to 30 feet between two shadows and immediately taking the Hide action as a bonus action each round. Shrouded. All non-magical light sources within 40 feet of the Shadowfell spirit are darkened. If an item would emit bright light, it emits only dim light to the same radius. If an item would emit dim light, it illuminates the 5-foot square the object is in with dim light. Magical light sources are unaffected. ACTIONS Slashing Talons. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) slashing damage, and 5 (2d4) necrotic damage. The target must succeed on a DC 10 Constitution saving throw, or its maximum hit point damage is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this reduces its maximum hit points to 0. |
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