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. Moss dragons are small and mysterious creatures, not truly dragons but termed as such by most who see them. They dwell in forest pools and grow moss and algae on their scales, as well as occasional mushrooms.
While moss dragons can be vicious if they're in danger, they're not aggressive. If physically threatened, they can stand on their back legs to about 7 feet tall, and claw and bite their opponents. They often befriend and protect lone travellers through their area using their plant-control powers. Hooks: - A player character who becomes separated from their group in the woods might encounter a moss dragon, or perhaps a tangle of them, willing to assist them if they can co-operate. - A small child who has gone missing might have been found by a protective tangle of moss dragons in the woods. Tracking them to the pond will be difficult, and then convincing them that they mean no harm to their new child might make things more complicated. - A town wishing to expand needs to fell trees, which are in an area inhabited by moss dragons. The otherwise peaceful creatures start attacking loggers, and the town puts up a reward for anyone able to rid the forest of the creatures. MOSS DRAGON Medium monstrosity, unaligned Armour Class 14 (natural armour) Hit Points 22 (4d8 + 4) Speed 20ft., swim 40ft. Str 12 (+1); Dex 13 (+1); Con 12 (+1); Int 5 (-3); Wis 17 (+3); Cha 14 (+2) Proficiency bonus +2 Skills Nature -1 Damage resistances poison Senses darkvision 50ft., passive Perception 13 Languages understands Druidic, but can't speak Challenge 1 (200 XP) Natural Spellcasting. The moss dragon is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells: At will: druidcraft 3/day: entangle, thorn whip 1/day: spike growth ACTIONS Multiattack. The moss dragon can make two claw attacks or one claw and one bite attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d3 + 1) slashing damage. Updated from an earlier post, published on 23 June 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a swordmite's wielder dies, the swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the swordmite's absence, but feels unalarmed about the situation. Hooks:
Statistics: When unbonded, a swordmite is a Tiny sized Monstrosity with 3 hit points, and an Intelligence score of 2. When they have bonded with a host (over a long rest's worth of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type until the next time the user gains a level. From this point, attacks using the swordmite count as being magical for the purposes of resistance and immunity to nonmagical attacks. The swordmite can change the form of weapon it takes when the bonded user finishes a long rest. The second time that the bonded user gains a level, attacks using the swordmite gain a +1 bonus to attack and damage rolls. The third time that the bonded user gains a level, when attacks using the swordmite roll a 20 on the attack roll, the target takes an additional 2d6 points of damage if the target isn't a construct or undead, of the weapon's type. The bonded user then gains 5 temporary hit points. The fourth time that the bonded user gains a level, the swordmite reaches its final stage and takes on a permanent magical quality. At the GM's discretion, the swordmite gains the special qualities (but not necessarily the shape) of one of the following magic weapons, based on a creature it has been used to slay: - dagger of venom, dancing sword, defender, dragon slayer sword, flame tongue, frost brand, giant slayer, luck blade (luck quality only), mace of disruption, mace of smiting, mace of terror, scimitar of speed, sword of sharpness, sword of wounding, vicious weapon, or weapon of warning. Swordmites have Intelligence 2, and can sense with sight and hearing within 10 feet, with a Perception skill of +1 and a passive Perception skill of 11. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A swordmite's maximum hit points are increased by 5 x the bonded user's proficiency bonus. A newly-hatched swordmite sells for about 1,000 gold pieces to a discerning buyer. Updated for 5e from an earlier post, originally published on 19 April 2019. The Merchmaid Yardhena brings forth wares from the deepest seas, from sunken ships and lightless grottos. She even ventures occasionally to the Elemental Plane of Water and returns with exotic goods for sale. Those who can journey beneath the sea to exchange rare goods of the Drylands Above for her treasures may have a chance to receive goods not available anywhere else.
Here are some of the exotic goods that Yardhena might have for sale: 1. Heavy Water - This water comes from the deepest depths of the Elemental Plane of Water, near the borders of the Positive Energy and Earth Elemental Planes. A small vial containing one fluid ounce weighs nearly a pound, and it is a rich cobalt colour, glowing with a dim blue light about equivalent to a mundane candle. A drop of the water cures any thirst, and tipping the vial on even the driest desert can transform it into a lush and verdant garden. A vial sells for around 2,000 gold pieces. 2. Primeval Eolith - This weathered and worn fossil was retrieved from the black abyss below the seas, where even the greatest leviathans fear to go. It is said that all life emerged from these depths in the times before ancient was even the future, and that this relic is all that remains of the beasts that developed in this sludge. Necromancers, druids, and archmages have all sought these specimens at times, and the possibility of magically restoring one of these primal beasts could offer incredible secrets and knowledge. This fossil sells for close to 10,000 gold pieces. 3. Bag of Sand Coins: This simple bag of knotted mesh ropes, woven from Triton hair, holds a bundle of a dozen small flat discs, marked with what seem to be starfish shapes and fine scribbles. Each is a living creature, and if pulled from the bag as an action and tossed to an empty space within 30 feet, they expand in size and rapidly become a thrashing undersea creature. The creature has statistics equal to a Giant Octopus, and will follow the owner's commands for 1 minute before drying up and fading into a sand coin again, then rapidly crumbling into dust. 4. Bag of Drenchair - This leather sack, nearly the size of a human, bobs and floats while in water, but seems to weight nothing when above the waves. It comes with a ribbed hose and an awkward leather mouthpiece, which can be strapped onto most creatures. It is gathered from certain vents that open to dimensional pockets leading to the Elemental Plane of Air, and creatures that are required to breathe water can breathe this vapour without experiencing any ill-effects. Some say it was creates for the servants of dread Aboleths, others say that it hails from the mystical Kephaloth Empire. A bag sells for close to 500 gold pieces, and lasts a Medium humanoid for around a month, with careful use. If spilled, the vapour causes invisible moisture to manifest on surfaces, and quickly boils away. 5. The treasure of Ardrossan's Bounty - Four centuries ago, a vast sailing-vessel was built, named Ardrossan's Bounty, a dreadnought of the Empire of the Blood. She was a beauty, with a hull of darkwood, seven tall masts, more than forty sails, and scores of weapons. She was unconquered in battle against the pirate fleets of the Sapphire Isles, but vanished beneath the waves with all hands following a mighty storm. Her holds were filled with the treasure of a hundred towns, and chief among these was a polished sphere of labradorite, nearly the size of a man's head. This was a precious relic valuable to the goddess of the sea, and it is said that by making this an offering to her, one can earn an incredible boon. However, it draws the attention of the Kephaloths, or perhaps even a Kraken, and possessing it for too long may bring down destruction on your head. This gemstone sells for no less than 20,000 gold pieces, although Yardhena may take a lower offer to shift it from her stock quickly. 6. Pearl of Lustrous Power. This pearl is a perfect sphere of exquisite colour and lustrousness, constantly shifting like a living oilslick. Holding it in the hand confers a surge of magical energy. While this pearl is on your person, you can use an action to speak its command word and cast a single spell from the sorcerer spell list, up to 2nd level. Once you use the pearl, it can't be used again until dawn of the next day. If you are a spellcaster, it can be a spell of up to 5th level instead. This pearl sells for no less than 20,000 gold pieces. Leadlight Moths are incorrectly named, as their physiology corresponds to butterflies. They are, however, magically created creatures, and not natural in any way, although they now breed true. These creatures were made by elven mages to decorate some of their cities. They bred much faster than expected, however, and their magical effects were unexpected and a little dangerous.
Leadlight moths can usually only be seen as a flash of multicolored light in the sky, or on the side of a building. However, when influenced by magic or strong light effects, they sometimes form in large swarms, and can be very dangerous. These swarms have no appreciable intelligence, and manifest these spell-like abilities purely for aesthetic purposes, which is incredibly dangerous. Many of these spells cause significant structural damage or loss of life of manifested in populated areas, so anyone who knows of these creatures will try to disperse them and stop them gathering in numbers. SWARM OF LEADLIGHT MOTHS Large swarm of Tiny monstrosities, unaligned Armour Class 10 Hit Points 27 (6d10 - 6) Speed 5ft., fly 20ft. (hover) Str 2 (-4); Dex 13 (+1); Con 9 (-1); Int 1 (-5); Wis 9 (-1); Cha 1 (-5) Proficiency bonus +2 Damage Immunities radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10ft., passive Perception 9 Languages N/A Challenge 4 (1,100 XP) Light Diffraction. When a swarm of leadlight moths is subject to an effect that deals radiant damage, their next swarm spellcasting roll is made with a +5 bonus, and the radius of the spell effect is doubled. 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 insect. The swarm can't regain hit points or gain temporary hit points. Swarm Spellcasting. If surprised, or disturbed, the swarm rolls 1d6 on the following table, adding 2 if the swarm has taken damage since the start of its last turn. If the die result is a 6, roll an additional d6 and add the result to the roll. The swarm then casts the related spell, centred on the swarm. Note that these effects may harm the leadlight moth swarm. The swarm's innate spellcasting level is 18 and the swarm's spellcasting ability is Constitution (spell save DC 11). The swarm ceases concentrating at the end of its next turn, or if it manifests another spell effect which requires concentration. Roll --- Spell effect 1 - dancing lights 2 - colour spray (affects targets within a 15-foot radius of the swarm) 3 - hypnotic pattern 4 - daylight 5 - confusion 6 - circle of power 7 - sunbeam (affects targets within a 10-foot radius of the swarm) 8 - prismatic spray (affects targets within a 10-foot radius of the swarm) 9 - sunburst 10+ - prismatic wall (as a 30-foot diameter sphere around the swarm) ACTIONS Flutter. Melee Weapon Attack: +3 to hit, reach 0ft., all targets in the swarm's space. Hit: 1 (1d3 - 1) slashing damage and 3 (1d6) radiant damage, and the target must succeed on a DC 11 Dexterity saving throw or be blinded until the start of its next turn. Updated from an earlier post, originally posted on 27 March 2018. These bizarre creations, now known only in ancient art dating back to the Age of Giants, are thinking machines that could control their slaves. For some esoteric reason, they are always depicted leading a band of lesser humanoids on collars.
The cogitators, as they were known, were forged of dark magic and forbidden technology. First, the head of a dying giant overlord was removed and preserved and enlarged by necromantic means. Then, mutilating blades and grasping arms were added, as well as a sheath of armour and a furnace of unknown origin, powering the entire creature and enabling it to float. These cogitators were capable of incredible intelligence and logistical management, organizing enormous constructions. They usually keep a gaggle of slaves on leashes, who can go no further than fifty feet from them, to prevent destructive magic being unleashed on them. Hooks:
COGITATOR Huge monstrosity, lawful evil Armour Class 17 (natural armour) Hit Points 189 (18d12 + 72) Speed 15ft., fly 20ft. (hover) Str 14 (+2); Dex 9 (-1); Con 18 (+4); Int 21 (+5); Wis 16 (+3); Cha 14 (+2) Proficiency bonus +5 Saving Throws Int +10, Wis +8 Skills History +15 Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't adamantine Senses truesight 60ft., passive Perception 13 Languages Giant, telepathy 50ft. Challenge 15 (13,000 XP) Adamantine Weapons. The cogitator's weapon attacks are magical and adamantine weapons. These attacks deal full damage to petrified targets. Petrifying Gaze. If a creature starts its turn within 50 feet of the cogitator and the two of them can see each other, the cogitator can force the creature to make a DC 17 Constitution saving throw if the cogitator isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the cogitator until the start of its next turn, when it can choose to avert its eyes again. If it looks at the cogitator in the meantime, it must immediately make the save. The cogitator's gaze cannot be reflected by shiny surfaces, but can be reflected by magic. Vivisection. A creature that witnesses an ally it can see within 30 feet reduced to 0 hit points by the cogitator's many blades must make a DC 15 Charisma saving throw or become frightened of the cogitator. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature remains frightened. ACTIONS Many Blades. Melee Weapon Attack: +7 to hit, reach 10ft., each target within reach. Hit: 23 (6d6 + 2) slashing damage. If the target is reduced to 0 hit points by this attack, it is slain instantly and turned into a pile of 8-inch by 4-inch by 4-inch bricks and whatever other parts have been trimmed off to make these shapes. Radiant Sight (Recharge 5-6). Ranged Spell Attack: +10 to hit, range 120ft., up to two targets. Hit: 42 (12d6) radiant damage, and the target emits bright light in a 5-foot radius until the end of their next round. Attacks against the target have advantage until this light ends. Also posted on Game Masters Stash on 29 February 2020. Although they are physiologically different, these creatures seem to be related to the infamous Purple Worm of the Underdark. However, they have adapted for burrowing through lighter materials than solid stone, and lack the venomous tail stinger for which purple worms are so well-known. These brown worms are vicious predators of the desert, and will attack anyone crossing their territory, pausing only when prey reaches solid footing, or ceases movement.
BROWN WORM Gargantuan monstrosity, unaligned Armour Class 18 (natural armour) Hit Points 247 (15d20 + 90) Speed 50ft., burrow 30ft. Str 28 (+9); Dex 7 (-2); Con 22 (+6); Int 1 (-5); Wis 8 (-1); Cha 4 (-3) Proficiency bonus +5 Saving Throws Con +11, Wis +4 Senses blindsight 30ft., tremorsense 200ft., passive Perception 9 Languages N/A Challenge 15 (13,000 XP) Sand-Burrower. The brown worm can burrow through sand and earth at its burrow speed, but not solid rock. ACTIONS Multiattack. The brown worm can make a bite attack and up to two attacks with its tendril mouths. Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tendril Mouths. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage, and the target must make a DC 11 Strength saving throw or be grappled by the worm. If the target is grappled by the worm at the start of the worm's turn, they must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm, as the worm's bite attack. Updated from an earlier post, originally published on 16 June 2021. Akkursid are hateful magical creatures created when a creature dies slowly of a curse. They feed on magical energy, existing in constant horrific pain, and wishing to inflict that pain outwards into others. The only thing that relieves the pain for them is stealing others’ magic.
Hooks: • At lower levels, a single akkursid can be a potent foe, perhaps haunting a location with persistent spells. They might even be draining magical power from lighting or similar enhancements to a settlement. • Although akkursid are sometimes tragic creatures, they are very dangerous, and a nest of them making their way across the land should be very frightening, prompting several bounties and promises of reward. • Some kind of magical curse large enough to kill a town or city might spawn a large number of akkursid. Adventurers trying to explore a location like this will be in constant danger of attacks by magic-hungry monsters. AKKURSID Medium monstrosity, chaotic evil Armour Class 13 (natural armour) Hit Points 44 (8d8 + 8) Speed 20ft. Str 13 (+1; Dex 13 (+1); Con 12 (+1); Int 12 (+1); Wis 15 (+2); Cha 17 (+3) Proficiency bonus +2 Skills Arcana +3, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, paralyzed, poisoned, stunned Senses darkvision ft., passive Perception 12 Languages N/A Challenge 4 (1,100 XP) Magic-Drinker. The akkursid has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells or other magical effects. ACTIONS Multiattack. The akkursid can make two claw attacks, and casts a curse bolt if it is able to. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage. The akkursid can choose to grapple the opponent (escape DC 11) instead of dealing damage, it it wishes. Curse Bolt (recharge when the akkursid makes a successful saving throw against a spell or other magical effect). Ranged Spell Attack: +5 to hit, range 120ft., one target it can see. The target gains no benefit from cover against this attack. Hit: 13 (4d6) fire damage, 14 (4d6) lightning damage, and 14 (4d6) psychic damage. If this reduces the target to 0 hit points, it is disintegrated. Updated for 5e from an earlier post, on 23 February 2019. Stronger than its sapling cousins, the copse blight is a potent defender of the woodlands from invaders. Towering in size, these blights are the size of full-grown trees and can move at terrifying speed. Like other blights, these creatures are awoken by fell magic and drink the darkness of the soil into their own being.
COPSE BLIGHT Large plant, neutral evil Armour Class 16 (natural armour) Hit Points 75 (10d10 + 30) Speed 20ft. Str 22 (+6); Dex 9 (-1); Con 16 (+3); Int 4 (-3); Wis 9 (-1); Cha 3 (-4) Proficiency bonus +2 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened Senses blindsight 60ft. (blind beyond this radius). passive Perception 9 Languages understands Common but can't speak Challenge 4 (1,100 XP) False Appearance. While a copse blight remains motionless, it is indistinguishable from a tree or fallen log. ACTIONS Crushing lumber. Melee Weapon Attack: +8 to hit, reach 10ft., one or two targets, who must be adjacent to one another. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Entangling Plants (Recharge 5-6). Grasping roots sprout in a 30-foot radius centred on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 16 Strength saving throw or become restrained. A creature can use its action to make a DC 16 Strength check,, freeing itself or another entangled creature within reach on a success. While it's easy for a hoary old lord in a draughty hall or a grizzled innkeeper in the taproom to give out a quest, sometimes an employer might want to keep their identity secret. Here are some mysterious questgivers you can use in your game!
1. Masked Monk: This person wearing the furry robe of a local monastery and a porcelain ritual mask carries a shepherd's crook and several colourful paper lanterns. They intone their request in a sepulchral voice, asking for assistance. 2. Reluctant Thief: The employer meets the players far, far into the darkest corner of the tavern, with doused candles and a drawn curtain. A dark hood conceals their identity as they tell of something they stumbled across during commission of a crime. 3. Helmed Noble: This luxuriously-dressed noble wears a helm with a closed visor, and their guards wear no livery on their coats. They tell of dark secrets of a discreet war between families, and offer payment by way of a small velvet bag, filled with polished rubies. 4. Monstrous Entrepreneur: Meeting under a bridge in the middle of the night, this tall and muscular employer seems oddly hunched under their concealing robe. As they move, there seems to be the swish of a tail behind them. 5. Absent Overseer: A series of notes, left with neatly-packaged envelopes of coin and hand-written instructions, point the way to a mission. 6. Surprising Nemesis: Set up under the guise of an unassuming bystander, the players are met by a powerful enemy- one who explains that a common foe threatens something they both hold dear, and offering a grudging concession to carry out their request. Hardened by constant danger, a venator is a fighter who has learned the professional art of battling monsters much larger than themselves. These warriors can make best use of their opponents' movements and momentum to reach vital spots, and know how to harvest their parts in order to make effective gear after the battle is done.
Monster-Slayer From 3rd level, when you choose this archetype, you are accustomed to fighting creatures larger than you are, targeting their vulnerable spots. When you roll weapon damage against a creature of Large or larger size that you can see, you can increase the damage by an additional 1d4, of the same type as the weapon's damage. When you reach 10th level, this increases to 2d4, and when you reach 18th level, this increases to 3d4. Venator Equipment From 3rd level, you begin to learn which components of a monster's hide or natural weapons can be harvested to fashion armour, weapons, or equipment. When you gain this feature, you learn how to fashion four pieces of venator equipment, choosing from the 'venator equipment' section at the end of this feature description. You learn one additional type of equipment when you reach 7th, 10th, 15th, and 18th level. Whenever you gain a level in this class, you can replace one of the pieces of Venator Equipment you have learned to craft with a new one. Crafting a piece of Venator Equipment When you finish a long rest, you can fashion harvested parts and components into various tools and pieces of equipment to augment your gear, up to a number equal to your proficiency bonus. Crafting venator equipment requires you to be touching the components during your rest. If another creature attempts to use your venator equipment, they can do so as long as you are also touching the equipment
Venator level 7th: boots of elvenkind, cloak of elvenkind, cloak of the manta ray, eyes of charming, gloves of thievery, lantern of revealing, pipes of haunting, ring of water walking. Venator level 10th: boots of striding and springing, boots of the winterlands, bracers of archery, brooch of shielding, cloak of protection, eyes of the eagle, gauntlets of ogre power, gloves of missile snaring, gloves of swimming and climbing, hat of disguise, headband of intellect, helm of telepathy, medallion of thoughts, periapt of wound closure, pipes of the sewers, quiver of Ehlonna, ring of jumping, ring of mind shielding, slippers of spider climbing, winged boots. Venator level 15th: amulet of health, belt of hill giant strength, boots of levitation, boots of speed, bracers of defense, cloak of the bat, dimensional shackles, gem of seeing, horn of blasting, ring of free action, ring of protection, ring of the ram.
Close the Distance From 7th level, your training in timing and evasion makes you able to avoid some attacks. Opportunity attacks against you are made with disadvantage. Disabling Strike From 10th level, you can make a special disabling attack against a creature with a melee or ranged weapon attack. If the attack hits and deals damage, choose one of the creature's types of attack (for example- bite, claw, or tail). Until the creature finishes a long rest, melee attacks made with that type of its weapons are made at disadvantage. Once you have used this feature, you cannot use it again until you have finished a long rest. Uncanny Dodge From 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. Colossus-Slayer From 18th level, your mastery of fighting titanic creatures is unrivalled. When you roll weapon damage against a creature of Huge or larger size, your bonus damage dice from the Giant-Slayer feature are increased to d8s. These malevolent spirits lurk within cursed coins until they believe they are unobserved, then scurry away to cause havoc. It is thought that these spirits arise from those unjustly tricked out of their wealth, or who die just short of attaining the riches they think they deserve. Wracked by lust for wealth, they destroy riches- slashing valuable paintings, tearing jewellery apart, and defacing coins.
NUMISMAGHEIST Tiny undead, usually chaotic evil Armour Class 14 (natural armour) Hit Points 10 (3d4 + 3) Speed 15ft. Str 8 (-1); Dex 16 (+3); Con 12 (+1); Int 6 (-2); Wis 10 (+0); Cha 5 (-3) Proficiency bonus +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious Senses darkvision 30ft., passive Perception 10 Languages N/A Challenge 1/2 (100 XP) False Appearance. While a numismagheist remains dormant, it is indistinguishable from an inanimate coin, although its specific type of coin (face markings and value) can be recognized if it has been seen before. Tiny Size. A numismagheist has a +10 bonus on rolls to escape grapples, and cannot be targeted by opportunity attacks. ACTIONS Talons. Melee Weapon Attack: +5 to hit, reach 0ft., one target. Hit: 3 slashing damage. Devalue. The numismagheist damages an artwork or piece of jewellery it can reach, reducing its value by 1d6 gp, or halving the value of a coin. With this spell, you allow your Great Old One patron full control of your body for a short time, to wreak whatever destruction it wills.
UNSHACKLE THE GREAT OLD ONE 4th-level abjuration (Warlock spell - Great Old One patron only) Casting Time: 1 bonus action Range: Self Components: V Duration: 1 minute With a whispered utterance, you let slip the bounds that protect you from the full might of your patron's power, allowing it free rein. You transform into a hybrid aberration-creature, your shape twisted and rent by unreality. It is neither your full patron nor yourself any longer, but something truly in between. The transformation lasts for the duration, or until your new shape drops to 0 hit points or dies. The new form is that of an Aberrant Patron, as below. Your game statistics, including mental ability scores, are replaced by the statistics of the aberrant patron, although you retain some control. You assume the hit points of the aberrant patron form, and if you attempt to resume control and end the spell early, you must succeed on a Charisma saving throw against your warlock spell save DC at the end of your turn. On a failure, the aberrant patron retains control for the next round. When you revert to your normal form, either by ending the spell early, or by the spell's duration expiring, you return to the number of hit points you had before you transformed. If you revert to your normal form as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce you to 0 hit points, you aren't knocked unconscious. You are limited in the actions you can perform by the nature of your new form, and you can't cast use any class features or spells unless the aberrant patron form also has them. Your gear and carried items meld into the new form, although your aberrant patron form generally can't activate, use, wield, or otherwise benefit from any of your equipment. ABERRANT PATRON Medium aberration (shapechanger), usually neutral evil Armour Class 16 (natural armour) Hit Points 68 (8d8 + 32) Speed 40ft. Str 16 (+3); Dex 14 (+2); Con 18 (+4); Int 14 (+2); Wis 14 (+2); Cha 19 (+4) Proficiency bonus +3 Saving Throws Con +7, Cha +7 Skills Insight +5, Perception +5 Damage Resistances psychic Condition Immunities charmed, frightened Senses darkvision 60ft., passive Perception 15 Languages any languages you speak, telepathy 60ft. Challenge 7 (2,900 XP) Aberrant Origin. The aberrant patron ignores the effects of its own spells, and is immune to damage from its own spells. Innate Spellcasting. The aberrant patron's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: arms of Hadar 1/day: hunger of Hadar Patron Features. The aberrant patron gains the following warlock class features, if their warlock is of a level to have them: awakened mind, entropic ward, thought shield, and create thrall. If these features have limited uses, the aberrant patron's uses are counted separately from the warlock's. ACTIONS Multiattack. The aberrant patron makes one claw attack and one tentacle attack. Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage. Tentacle. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and 3 (1d6) psychic damage. Psychic Assault (Recharge 5-6). The aberrant patron selects a target it can see within 60ft. The target must make a DC 15 Charisma saving throw, and takes 28 (8d6) psychic damage on a failed saving throw, or half as much on a successful one. Viktor Maksimilion Vonhof Baumstein Freitag III, ruler of the Aevratha Empire, is a powerful man- some say the most powerful man in the world. He is a strong and tested battle-leader, a strategic and tactical director who has masterminded logistical concerns across an entire empire, and an artist at manipulating public opinion and intrapersonal interaction. Drawing his personal attention brings with it intense scrutiny, and incredible opportunity to win or ruin a reputation forever.
Aged in his early fifties, he is a man still in the prime of his life. His hair and beard have begun to grey in the most dignified way, and he surrounds himself with incredible finery, usually dressing in deep crimson and gold velvets to match the heraldry of his empire. He has an extensive entourage at all times - a dozen veteran knights bearing baroque gilt-inlaid armour, a cadre of law scribes, seneschals and errand-servants, a trio of mages, and others willing to act on a moment's notice to serve his every will. His word can make a man's fortune or cost his head. He is, in short, every thing an Emperor wishes to be and more. He has but one flaw- he was blinded in battle against a massive horde of werewolves which threatened his northern border. Although he emerged triumphant and the lycanthropes were hunted to seeming extinction, he was grievously wounded, and lost sight in both eyes. Now, some decisions he makes and laws he passes seem incomplete or rushed somehow. He occasionally snarls when ordinarily he would show mercy and kindness. Those close to him say he is a changed man- and there are but the briefest whispers of treason against him, efforts to take his throne and divide his tremendous empire. Hooks:
Celebrating someone's elevation to a new position or title, you infuse a target with magic that subtly guards and empowers them.
ELEVATION 3rd-level enchantment (ritual) (Bard, Cleric spell) Casting Time: 1 hour Range: Touch Components: V, S, M (500 gp worth of diamonds and holy oils, which the spell consumes) Duration: Instantaneous You perform a special cultural ceremony that is infused with magic, celebrating someone's new rank, title, or position. When you cast the spell, choose one of the following initiations, the target or targets of which must be within 10 feet of you throughout the casting. - Bonds of Fellowship. You touch up to five willing creatures who have accepted a role as members of a team or group. For the next 6 months, when one target makes a Help action assisting another target, both targets can choose to regain 2d6 hit points. Once a target has regained hit points from this ability, they cannot regain hit points from this ability until they have finished a long rest. A target can only benefit from this initiation only once. - Dedication. You touch one humanoid who chooses to undertake a specific mission. For the next 6 months or until they have accomplished the mission, whichever occurs first, each time the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A target can only benefit from this initiation once at a time. - Induction. You touch one willing creature who has been granted a new rank or title. For the next month, the target has advantage on saving throws against any effect that would make them charmed, frightened, or stunned. In addition, each time the target finishes a long rest during these 6 months, they gain 10 temporary hit points. A target can only benefit from this initiation only once. - Rulership. You touch one humanoid who has assumed a position of rulership. For the next 6 months, each time the target makes a skill check or saving throw, it can roll a d4 and add the number rolled to the save. A target can only benefit from this initiation once for each region they rule. Excoriants, informally known as 'Flayed', are horrifying creatures made from humanoids tortured past the point of madness. They lash out at all living things within sight, seeking only to inflict pain on others. They are occasionally created by evil-aligned groups as shock troops for unleashing on soft targets. Excoriants are short-lived, and resistant to any healing magics.
Excoriants look like humanoids without skin, their muscled torsos glistening and bleeding. Their eyes burn with a yellow light, and their teeth gnash. Magical torture, which shall not be described here, creates one of these over the course of six days and six nights. All of the target's skin is removed, and they emerge as a bloody and murderous creature, frenzied by their own agony. They continue existing only through slaying other living creatures. Hooks:
EXCORIANT Medium humanoid (excoriant), chaotic evil Armour Class 11 (natural armour) Hit Points 30 (4d8 + 12) Speed 40ft. Str 16 (+3); Dex 16 (+3); Con 16 (+3); Int 6 (-2); Wis 8 (-1); Cha 2 (-4) Proficiency bonus +2 Saving throws Dex +5 Skills Athletics +5, Perception +1 Condition Immunities exhaustion, stunned Senses passive Perception 11 Languages N/A Challenge 2 (450 XP) Frenzy. When reduced to 15 or fewer hit points, an excoriant gains a +2 bonus on melee weapon damage rolls, and has advantage on attack rolls with melee weapon attacks. Attack rolls against them have advantage. While in a frenzy, an excoriant cannot distinguish between allies and foes, except other excoriants. Short-Lived. Each round that an excoriant makes an attack roll, they lose 1d4 hit points. Excoriants can't regain hit points or gain temporary hit points by any means other than strength from pain, below. Strength from Pain. An excoriant gains succor from harming other living beings. Any time the excoriant harms another living being with a melee weapon attack, they regain 1d4 hit points. If they slay another living being, their maximum and temporary hit points are increased by 10. Unpleasant Exterior. Excoriants have advantage on attempts to escape a grapple or bonds. ACTIONS Multiattack. The excoriant makes two longsword attacks, or one longsword attack and one claw attack. If the excoriant is in a frenzy, it instead makes three claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must success on a Strength saving throw (DC 13) or become grappled. Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage. |
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