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D&D 5e Nerzugal's Dungeon Master Toolkit 3

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Published by Maria I C, 2023-03-27 15:49:17

D&D 5e Nerzugal's Dungeon Master Toolkit 3

D&D 5e Nerzugal's Dungeon Master Toolkit 3

101 Arianna Nerrala Race: Silver Dragonborn Stats: Champion (Volo’s Guide to Monsters) Specialty: Extreme weather protection equipment Store Name(s): Brave the Elements Appearance Arianna is an elderly dragonborn woman, standing at six and a half feet tall, but hunched over a bit. She is a retired adventurer and still wears much of the equipment she used back in the day. She is adamant about keeping this equipment in pristine condition. Her scales are so bright that she is often mistaken for a white dragonborn, but the large whiskers that protrude from her cheeks are a dead giveaway for anyone with knowledge of dragonborn that she is silver. She has also lost some of her sight in her old age and will frequently get up close and personal with her customers as a result. Personality Arianna is a tough, but caring woman. She was the sole survivor of her group when they attempted to ascend a nearby mountain to slay a powerful ice troll that lurked in one of the caves. It was not the troll that did her party in though, it was the snow and the cold. Arianna’s natural resistance to the wintery weather saved her, but since that day she took a great interest in making sure adventurers know the dangers that lurk out in the world beyond the creatures. She has a grandmotherly attitude of tough love, becoming invested in her customers but also telling them they are fools if they don’t heed her advice. She is a master of travel and knows how to prepare a group for cold, heat, insects, high seas, darkness, poisonous gas, and more. You name it, she has the gear to keep you safe! Unique Qualities Arianna can serve as a primary NPC for the group when they need to enter dangerous environments. When they are youthful, she can inform them on how to stay safe in the desert heat, in the frigid cold of the mountains, or in the depths of a mine. As they get stronger, she can provide details on what to look out for in the fey wilds, in the underdark, and even in the nine hells! Many of these are nonmagical equipment, but as the party grows more wealthy this can become things such as: Boots of the Winterlands Armor of Resistance Cloak of the Manta Ray Decanter of Endless Water And any other magical items that could be used to overcome a dangerous environment.


102 Caden Carlisle Race: Human Stats: (MM Pg. 347) Specialty: Weapon and armor customization Store Name(s): Emblems and Insignias Appearance An incredibly handsome man in his early forties with salt and pepper hair cut short and always styled. He wears fine clothing when selling his wares with bright colors and unique patterns that draw the eye. He wears a cape that drapes over him and gives him an air of royalty and refinement. Caden’s winning smile and brilliant blue eyes are enough on their own to draw customers into his store. Personality Caden is good-looking and knows it quite well. He flirts with both men and women without discrimination and does his best to make everyone feel as if they are the most important person in the world. He uses warm words and will cast away negativity with relentless optimism. Caden’s art speaks for itself, but the reason for his business’s success is his ability to draw people in and make them unwilling to say no to someone so charming. Caden lives the single life but is open to a night of passion for anyone that plays their cards right and piques his interest. Unique Qualities Caden has a few pieces of armor and weaponry on display with the sigils and emblems of various kingdoms and houses crafted upon them. His specialty is customized armor and weapons. Give him a design or a theme and he will craft the gear to make your ideas come to life. Perhaps your party has an emblem that represents their bond? He can add it to each of their weapons of choice or their armor - no matter the base material. The cost for Caden’s services range between 3 gold and 100 gold depending on the complexity of the work being completed. 3 gold would be something like painting and sealing an emblem onto a piece of leather armor. 100 gold would be a complete color transformation for a set of plate mail. His work typically takes between 1 hour and 2 weeks depending on the complexity of the designs that are requested. Use your best judgment as a DM to come up with prices for the pieces of work your players request.


103 Deluga Crestbreak Race: Water Genasi Stats: Sahuagin Baron (MM Pg. 264) Specialty: Items of the sea Store Name(s): Crashing Wave Equipment and Oddities Appearance Deluga is an elderly genasi with short, curly teal hair and emerald green eyes. She has a large, muscular frame with a full bust and wide hips - a woman of many charms but is long past her days of sailing and treasure hunting. Her ears, nose, and eyebrows are all pierced and her fingers are covered in rings of various metals - all of which shine with the gleam of constant care. Perched on her shoulder is a chameleon whose colors range from light green to navy blue. She always wears the garb of a sailor including a tricorn hat, thong shoes, and a rapier. Personality Deluga has the mouth of a sailor as the result of a lifetime on ships. She has been all around the world, adventuring for decades before finally retiring. She has the wealth to last the rest of her life, but the merchant business allows her to meet new people and share her stories. Deluga has a legend for every town the players can imagine and will share them with even those who don’t care to listen. Since she doesn’t need the money, she doesn’t worry as much about prices so she is incredibly easy to barter with, though she grows furious if someone attempts to take advantage of her - a feat that is nearly impossible with her years of experience. Unique Qualities Deluga sells items of the sea! Tridents and harpoons to help fight the creatures that lurk below, fishing poles and tackle of all varieties, and outfits to help the party fit in with other sailors. She also keeps a few magic items in stock - amulets and potions to allow breathing underwater and even a few more traditional weapons that are enchanted to function normally even when used while submerged! These Weapons of Aquatic Combat are considered uncommon and Deluga will typically sell them for anywhere from 200 to 300 gold. She also carries with her a supply of “lucky shells” that she has collected from beaches all over the world. Some of them she has taken the time to preserve in plastic, suspended in a thick liquid in a bottle, or string through a necklace. She sells these for 1 gold each and they carry no magical properties, simply a fun trinket for the party. Depending on your campaign, you can also choose to have Deluga sell treasure maps to the party so they can go and find their own wealth out at sea!


Deluga Crestbreak 104


105 Fajilli Race: Bullywug Stats: Bullywug (MM Pg. 35) Specialty: Bullywug “potions” Store Name(s): Fajilli’s Mystical Concoctions Appearance A short, navy blue bullywug whose tattered clothing is decorated with colorful flowers and plants. Atop her head is a wreath of beautiful white flowers that have been delicately woven together. She has massive eyes and large bean-shaped pupils to go with them. While the flowers are clean, the rest of her body is coated in mud and dirt - though she doesn’t seem to mind. She wears multiple belts and sashes, each of which holds no fewer than 4 small pouches, some of which look to be filled to the point of bursting. Personality Fajilli is a female bullywug that loves nature and sharing her creations. She seems constantly fascinated - and like most bullywugs - has a deep admiration for shiny objects. She can speak common, but it is quite limited so she uses shorter, fragmented sentences and often points to the things she is speaking about. She holds the secrets of her “potion”-making close to her heart. Fajilli is very skittish and will flee if she feels threatened. Unique Qualities Fajilli sells unique “potions” from a small cart to any that are willing to exchange shiny objects or interesting ingredients for concoctions. She may also have a few mundane items such as good luck charms crafted from flowers and twigs woven together, a fertility charm that is made using frog eggs, and dream charms that are crafted from the shell of a nut stuffed with lovelyscented flowers and are said to keep nightmares away. She also sells strange items that function as potions. Some examples of these items are shown below, but you can feel free to make up any additional potions of your liking! Globule of Wellness - Very slimy substance in the form of a jelly-like orb roughly the size of an egg. There is a small glowing light at its center. This acts as a Healing Potion when consumed whole. Dust of Leaping - This is a simple hollowed-out branch with a bit of goop stuffed in either end. If a creature breaks the twig and snorts the powder contained within the branch, they gain the benefits of the Jump spell for one minute. Gel of Swiftness - A thick blue jelly inside of a round wooden container. It smells uncomfortably similar to cooked rabbit. If rubbed on a creature’s feet, it provides the benefit of the Longstrider spell. This container has enough gel for two uses. Goop of Darksight - A small capsule the size of a blueberry and jet black in color. It is kept in a small protective casing. If a creature squeezes the contents of this capsule directly into their eyes, they are granted Darkvision up to 60 ft. for 8 hours.


106 Farrah Race: Half-Demon Stats: Succubus (MM Pg. 285) Specialty: Decorative illusions and enchantments Store Name(s): Farrah’s Cove of Fashion Appearance Farrah is supernaturally beautiful with flowing red hair, full curves, striking amber eyes, and lips that are dark and inviting. She wears tantalizing clothes of black and red leather that are sure to stir up lustful emotions in any creature that steps through the door. Two small horns extend out of her temples and a long red tail flicks constantly behind her. She also has a pair of large black and red wings that are each nearly the length of her body. Farrah is decorated in ruby and onyx jewelry in the form of rings on her fingers, in her ears, on her eyebrows, and through her bellybutton. Personality Farrah is in the business of fashion and it is in her best interest to make every person that steps through the door feel as if they have the capability for astounding levels of beauty. She will often scoff at the clothing they wear but compliment their facial features or their build before leading them over to one of her racks of clothing or emblems that she can instill upon their armor. She will speak on how this color will complement their eyes or how this effect will turn the heads of every man or woman in the tavern. She uses her sexuality as a weapon and will constantly put her hands on the guests in delicate touches and make coy remarks. Unique Qualities Farrah sells high-end clothing that is fit for a gala or a meeting with a duke or king, but that is far from her only gift. These ordinary dresses, vests, boots, etc… may be expensive, but they are also wonderfully made and will endure years of wear and tear. She also uses her demonic magics to bestow equipment or even people with temporary magical illusions that give an extra flair! These types of enchantments are typically bestowed for 24-hours at a cost of 5 gold. She can make them last longer for higher prices, but this will take longer amounts of time with the piece of clothing and yield a higher price. Examples of some of these are as follows: Enchant boots to leave behind little sparks of lightning wherever they step for a few seconds. Enchant a cloak to trail small ethereal leaves. Enchant someone’s eyes to shine with flecks of brilliant light while wearing a set of glasses. Enchant a weapon to display the emblem of a kingdom or organization.


Farrah 107


108 Fleep Race: Pixie Stats: Pixie (MM Pg. 253) Specialty: Grab bag of random items Store Name(s): N/A Appearance Fleep is an ordinary-sized male pixie with platinum blonde hair, light green skin, and sky blue wings. He travels with a small bow, dagger, and always has his trusty satchel that is filled with shinies. He wears tiny decorations on his outfit - broken bits of copper coins and shiny rocks that are woven into the fabric. His belt has multiple stones that he keeps well-polished so they reflect maximum sunlight. Personality Fleep is an eccentric and fast-speaking creature that is always on the hunt for shinies. In the city of Pleppil, where Fleep calls home, status in society is dictated by whose home is decorated with the most of these shinies and Fleep has set off to explore the world and become the richest pixie in all the land! He asks questions in rapid-fire succession, often without waiting for the target of the barrage to respond or interrupting them halfway through. Fleep will fixate on items and follow certain characters around trying whatever he can to make a trade. If they won’t budge, he will start working on other members of the party - attempting to trade his way up to his shiny of choice by whatever means possible. Fleep has no real sense of value, though higher tiers of coins are typically brighter and larger so they are a big target for Fleep. At the end of each night, Fleep empties out his satchel which contains a small extradimensional space. He then pulls out a ledger that he has written on the back of a leaf and uses a quill and ink stored in the satchel to document every one of his belongings. This is a tedious task that takes over thirty minutes, but Fleep cannot rest until the deed has been completed. Unique Qualities Fleep offers more of a unique opportunity for friendship than anything else, but he is still good for a nice magic item from time to time. Fleep will occasionally have magic rings, amulets, or other small magical trinkets - perhaps even an Iuon Stone! All of these he carries in his satchel and will offer to other players in exchange for their own shinies. He has no concept of value for magical items beyond the fact that they shine and sparkle, so if the party is malicious they can swindle Fleep for huge amounts of gold while still leaving him happy! However, for every useful item in Fleep’s satchel are 50 useless ones - shiny rocks, arrowheads, copper pieces, semi-precious gemstones, fool’s gold, minerals, vials of liquid, silverware, etc . . . Make him pester the party relentlessly for their goods and only when they have made enough deals with him will he pull out his truly precious goods!


109 Gorodon Race: Minotaur Stats: Minotaur (MM Pg. 223) Specialty: Puzzles and traps Store Name(s): The Labyrinth Appearance Gorodon is a smaller than average sized minotaur who wears a set of scholarly robes that cause a stark contrast with his heavily muscled body. He has dozens of piercings - nose, ears, horns, eyebrows, and lips are all included. Many of these piercings are connected via small gold chains with charms hang from these, covering a large portion of Gorodon’s face. A massive tattoo covers his dark grey skin and forms an intricate maze that spans the entirety of Gorodon’s body below his head. Personality Gorodon lives for puzzles, philosophy, and deep hypothetical conversation. He often speaks in riddles or will ask difficult or open-ended questions of the party to see how they handle them. “Would you consider yourselves to be evil? How do you justify the creatures you have killed? Would you kill an innocent child to save a city?” If no, increase the population of the city and see how the party responds. He speaks slowly and takes careful consideration with all of his words. He will often grunt and remain with eyes fixed steely and firm for multiple seconds before he responds to a question. It may even seem he has drifted off somewhere else entirely when this happens, but really Gorodon is simply pondering all possible answers and their implications. Unique Qualities Gorodon has a huge supply of complex puzzles and traps. His main specialty is handheld wooden mazes in a box with a clear lid. Within is a tiny metal ball that you must guide through the maze by tilting the box and navigating past different traps. Each maze has its own unique design and Gorodon is quite proud of them. His other specialty is a slightly larger device with a puzzle on the front - usually a numbers game of some sort - but if a specific incorrect combination is entered it will open up an extradimensional space in the back of the device that can hold 9 cubic feet of items. He also has Portable Dart Traps, Portable Pitfall Traps, Cubes of Befuddlement, Spark Cubes (all from Nerzugal’s Dungeon Master Toolkit 2), and other small devices that can be used to get a leg up on your opponents. He sells small treasure chests with teeth that are meant to look like mimics, crafts ten-foot poles with customized inscriptions in the handles, and he may even have a Wand of Secrets in stock on occasion. If you can find it in a labyrinth, Gorodon will have it or know where to get it! This is mostly a shop to provide some fun opportunities for your players to be creative. They can request Gorodon to craft their own custom trap devices or their own puzzle devices if they’d like.


110 Hazia Thelborn Race: Half-elf (werewolf) Stats: Werewolf (MM Pg. 211) Specialty: Silvered weapons and monster hunting gear Store Name(s): On The Hunt Appearance Hazia is a bit of a mess. She is forty years old with almond-colored skin and numerous dark scars. Her face is typically seen twisted into a scowl or frown. Her clothing is torn and stained with blood, oil, or both. Her long black hair is kept in a simple ponytail, but even that is messy and has not seen a brush in quite some time. She is quite muscular for her rather small stature, standing at just 5’ 3” tall. She has a silvered handaxe and shortsword holstered at her belt and wears loose-fitting studded leather armor. Personality Hazia has no time for games and is quick to anger. When someone tries to haggle a price, she will simply tell them that she knows the value of her work and will dismiss their suggestions. She is generally abrasive and direct with her speech, so most other merchants tend to stay away from her. One of the things that will earn her friendship (and perhaps a discount) is buying her a strong ale at the tavern and sharing in tales of battle. She was a ranger for some time before she retired due to an injury that she refuses to discuss. Hazia is a werewolf and the experience of becoming one left her traumatized. This is why her attitude is so defensive and standoffish. While she was converted, a few others in her squad were brutally torn to shreds. She keeps these sorts of stories bottled up, but with enough alcohol and trust she will divulge some of these details, but she cannot do so without breaking down into tears. Unique Qualities Hazia is a werewolf. She keeps this fact hidden to most and in the time since she was turned she has done everything in her power to make sure others are not afflicted by this curse as well. Her specialty is in silvered weapons and animal traps of all variety. She can also silver any weapon that someone brings to her if they have the coin to pay for the process. Some items in her shop include: A quiver of 10 silvered arrows. A silvered shortsword, longsword, and battleaxe. Multiple bear traps and even one with silvered teeth. A variety of tools to mask your scent from creatures. Guidebooks on tracking beasts. Thick fur coats and cloaks. Amulets and charms made from the teeth and claws of slain lycanthropes. Numerous potions of Darkvision.


Hazia Thelborn 111


112 Jinllak Race: Gith Stats: Githzerai Zerth (MM Pg. 161 ) Specialty: Psychic infused magic items, Gith relics, puzzles Store Name(s): Jinllak - Merchant of the Mind Appearance Jinllak is a tall and muscular Githzerai that wears loose white robes in the style of a monk. This outfit is accented with purple swirling patterns along with a purple sash, belt, and headband. His skin is a dark yellow, his head is bald, and his face is decorated by a thin goatee. His left ear is pierced in five locations, each adorned with a ring joined together by a silver chain. He walks around with no shoes on, but both his feet and hands are kept uncannily clean. Personality Jinllak is considered by some Gith to be a defector - going out into the world of ordinary humanoids to teach them of their arts and to sell specialized wares - but Jinllak does not seem to mind this criticism. He is always trying to share stories of his people and their legends. Each item he sells is accompanied by a tale of how a similar item was used in a great battle or to slay a powerful creature by an ancient Gith hero. Sometimes during these stories, items will begin to lift off the ground as Jinllak’s psychic abilities bleed out from him unconsciously. He is a treasure trove of wisdom and will offer spiritual guidance to his customers even if they do not wish to purchase any of his goods. A majority of the profits of his items go towards various charities and feeding the hungry and sick around the city. If he finds a set of customers he particularly likes, he will invite them to walk the town with him as he gives bread, meat, and cheese to beggars. Unique Qualities Jinllak sells a number of items that are infused with psychic powers as well as a number of history books and relics of the Gith people. These relics come in the form of fine carvings, paintings that display the wars between their people, and small puzzles that are made to stimulate the mind. The history books tell of the wars between the two races and provide the information you can find about Gith in the Monster Manual within their pages. Some sample magic item ideas are listed below: Screeching Necklace (uncommon) - Once per day unleashes an ear-piercing scream in a 30-foot cone. Creatures in the area must make a DC 13 Intelligence saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. Telekinetic Gloves (uncommon) - A pair of gloves that provide basic psychic powers to the wearer. The user can magically manipulate objects weighing up to 5 pounds from a distance of up to 60 feet. This effect is invisible and requires only basic hand motions to invoke. Telekinetic Gauntlets (uncommon) - Whenever you successfully land an unarmed strike while wearing these magical gauntlets, you can force the target to succeed on a DC 13 Strength saving throw or be pushed 10 feet in a straight line directly away from you. Dancing Sword (very rare)


113 Kelzenoth AKA Red Race: Efreeti Stats: Efreeti (MM Pg. 145) Specialty: Powerful items in exchange for favors Store Name(s): N/A Appearance While Kelzenoth’s true form is that of an Efreeti, he tends to take on the appearance of a young human man. He has pale skin, fiery red hair, and eyes that are a highly unnatural purple color. He wears a set of splint mail armor with a large blade strapped across his back - far larger than a man of his size and build has any business wielding in battle. His most notable tell is that when he smiles, there is a secondary set of canines visible that give him a savage look. Personality While Kelzenoth is his true name, the efreeti simply introduces himself as Red. He is clever and elitist, always talking down on the party as if it is in their best interest to accept any deal he may propose to them. He is a lover of games and will often have a deck of cards, a dragonchess board, and a set of dice with him. What he loves more than anything, however, is the thrill. This bored efreeti is on the hunt for excitement, those who are willing to literally and figuratively roll the dice because they will take a chance on glory. He will appear to the players when they are in dire need - no matter what the location may be - and offer them aid in exchange for agreeing to play one of his games or perhaps in exchange for a favor at a later date. Unique Qualities Kelzenoth’s wares and services are whatever the party happens to need most at the moment. He is not interested in currency - instead wanting to trade for objects of power, favors, or for extreme risks. Some examples of such goods or services: The party is trapped in the frigid cold on a mountain top. Kelzenoth appears and offers them a teleport to the city or perhaps a portable shelter with magical heat. They simply need to roll his dice and get doubles. If they lose, he gets to take a finger of anyone he chooses as a souvenir. They can reroll the dice as many times as needed! The party is facing off against a powerful golem, but they have no adamantine weapons to hurt it! Kelzenoth appears and offers them adamantine weapons in exchange for all of the armor they are currently wearing. The party is on a ship at sea that is sinking. He shows up sailing a boat of his own. The price of passage on his ship is a favor that he can call upon at any time in the future. Kelzenoth can serve as a nice deus ex machina if you want to avoid a TPK while still having some flavor to back it up if he is a recurring character. It won’t feel as much like cheating if the efreeti has already shown up in the past and offered deals to the party.


114 Kharjim Blackfist Race: Dwarf Stats: Veteran (MM Pg. 350) Specialty: Creature-bane weaponry Store Name(s): The Slayer’s Supply Appearance A rather tall dwarf with a bald head and a black eyepatch covering his right eye. His beard is a brilliant silver color - braided together and hanging down to the level of his belt. There are a few bits of onyx jewelry woven in with the braids that glimmer in torchlight. He is always wearing an apron covered in dirt and ash from working the forge. Various fingers are bandaged as a result of being smashed by a stray hammer blow or an accidental burn. He keeps a pair of ornate hand axes on his hips, and while they are beautifully decorated, they are also quite effective in a combat encounter. Personality Kharjim is a fifth-generation blacksmith in the Blackfist family and is quite proud of this heritage. He initially set out to be an adventurer, but in his first year in this life of danger his eye was taken when his party was attacked by a set of goblins down in the underdark. He still holds a deep hatred for the creatures and will offer a ten percent discount to any who speak of using his wares to kill them. Kharjim speaks with a deep grumble and when he gets excited this grumble grows so extreme that his words are all but impossible to understand. These mumbling rants often end in a deep, boisterous laugh. When asked about his weapons, he will typically just throw the item at the customer and grumble “Take a look fer yerself” and let his craftsmanship do the talking. Like most dwarves, so loves drinking and can be persuaded to give discounts in exchange for foreign beverages. Unique Qualities Kharjim specializes in creature-bane weapons. These provide a variety of special bonuses to kill a particular species. They are all considered uncommon items with a price of 300-750 gold for a base price. He has orcbane, kobold-bane, elemental-bane, and even dragonbane weapons on occasion - but the most common by far is goblin-bane which makes up about 50% of his stock. Some of the potential bonuses are listed below, but you can feel free to expand the list. Weapon of [Creature] Detection - Glows when a creature of the matching type is within 150 feet. Weapon of [Creature] Slaying - Deals an additional 1d6 force damage on hit to creatures of the matching type. Weapon of [Creature] Skewering - Attacks with this weapon are considered a critical hit on a roll of 19- 20 against creatures of the matching type. Weapon of [Creature] Debilitation - Five times per day when you hit a creature of the matching type with this weapon, you can force it to succeed on a DC 13 Constitution saving throw or become poisoned until the end of its next turn. If you want to keep Kharjim around as an NPC for an extended campaign, you can commission him to create rare weapons that are the bane of a specific creature type. The numbers for these are simply a bit higher than the uncommon versions listed above and require raw components from creatures of the selected type to be created.


Kharjim Blackfist 115


116 Penny Allerton Race: Human Stats: Assassin (MM Pg. 343) Specialty: Assassin’s tools Store Name(s): Penny’s Place, Whisper, White Smoke Appearance Penny is a young human woman with a heavily freckled face and bright red hair that she ties into an elaborate bun on the back of her head. Her skin is pale and pristine. She has large green eyes and is both slender and short - standing at just over five feet tall. All of this combined would ordinarily give her the appearance of someone fragile and vulnerable, but Penny’s outfit and the way she carries herself casts an air of intimidation and confidence. She wears dark colors and outfits that are concealing, but also provide freedom of movement. Around her neck is a mask that can be pulled up to cover everything below her eyes. A hood on her outfit can be pulled up to conceal forehead and bright red hair. She appears to be unarmed, but there are ten blades hidden throughout the outfit, including one that is strapped to each wrist and can be extended with the press of a button. Personality Penny is a master assassin and isn’t afraid to let that be known. Most would attempt to keep such information discreet, but Penny has enough confidence in her skills that she doesn’t fear repercussions of such a blatant statement. She is a mercenary for hire and when not working she sells things to help others sneak and kill as effectively as herself. As a result, she speaks with certainty and displays fascinating acts of precision when demonstrating her wares. Her favorite is to dance a caltrop across the back of her fingers in a mesmerizing motion as she walks around the store. Her typical method of attracting new clientele is to reverse pickpocket a flier for her store. She will scope out those that seem to have potential and carefully make the plant - knowing that such an action will pique curiosity and bring in new would-be assassins. Penny is incredibly direct, even to the point of causing offence, because she simply does not care to play around with clever words when the products speak for themselves. She will even deny the sale of products to those she fears would be unworthy of using them correctly - a fact that draws even more attention to her store. Unique Qualities Penny sells all things assassin in her store - daggers, katars, karambits, kunai, short swords, hand crossbows, throwing knives are all available for weaponry. Armor includes those that ensures the wearer won’t make any unnecessary noise or draw unwanted attention. Most of these are mundane but occasionally this will include boots of elvenkind or similar magic items. She has a few potions that provide invisibility, smoke bombs, and caltrops with multiple designs. The biggest draw is a variety of poisons that can be applied to piercing and slashing weapons to empower them for a certain number of attacks. These poisons take 1 minute to apply and lose their potency if not used within 24 hours. Some potential poisons are listed below, but feel free to expand this wish or even brew up some special items for the party! Debilitating Poison - 10 attacks - A creature hit by a weapon coated with this poison must succeed on a DC 10 Constitution saving throw or become poisoned until the end of its next turn. Mageslayer Poison - 10 attacks - A creature hit by a weapon coated with this poison makes its concentration saving throw against that damage with disadvantage. Slowing Poison - 10 attacks - A creature hit by a weapon coated with this poison has its movement speed reduced by 15 feet during its next turn. Malediction Poison - 1 attack - A creature hit by a weapon coated with this poison can’t magically regain hit points for 1 minute. Paralyzing Poison - 1 attack - A creature hit by a weapon coated with this poison must succeed on a DC 15 Constitution saving throw or become paralyzed until the end of its next turn.


117 Rekalla Swiftfoot Race: Tabaxi Stats: Assassin (MM Pg. 343) Specialty: Exotic pets Store Name(s): Rekalla’s Exotic Pet Emporium Appearance Rekalla is a brown-furred tabaxi with white rings around her eyes, on her ears, on her paws, and as streaks down her sides. She has large yellow eyes and long fur that causes her to look bulky despite the fact that she is quite slender beneath. She almost always has multiple bandages wrapped around her arms or legs or sometimes even on her tail as a result of the latest bite or scratch from one of her pets. She wears thick gloves over her hands with the fingers cut off so she can still use her claws. She also wears a stylish set of leather armor to help keep her safe from her own pets. Personality Rekalla is a bit eccentric and wants everyone to love animals as much as she does. She will force critters into her customer’s arms and rant and rave about how cute they are constantly. Her passion often leads her to be a bit careless with these animals - hence all of the bites and cuts - but she never gets upset with the creatures. She understands that it is merely in their nature and that if she gets hurt it is her own fault. All of the animals in her care are rescued from some awful organization or were found hurt and/or abandoned in the wild. Rekalla nurses them back to health, but once they are fit, it is rare that they can ever survive in the wild on their own again so she pairs them with others who will watch over them. She cares about where her pets go and has a rather in-depth screening process for anyone who wishes to adopt. She wants to know they are going to be loved, provided the appropriate exercise, and not going to be used for animal fighting. Anyone that attempts to bribe her out of this screening will be immediately asked to leave and placed on a ban list. Unique Qualities Rekalla has a constantly cycling supply of rare and exotic creatures. Try to make these creatures your party may find interesting or you can roll from a random table. Consider using animals from the elemental beasts section of this book for some ideas! Others include blink dogs, dire wolves, rust monsters, fire snakes, giant frogs, owlbears, and maybe even a mimic. If you are feeling especially generous, she could have wyverns, manticore, griffons, or even baby dragons! Have the more exotic pets cost more coin appropriate for your party’s level and remember to have Rekalla question them before they can adopt one of her rescues!


118 Rilka the Charmer Race: Goblin Stats: Goblin Boss (MM Pg. 166) Specialty: Love potions, romance novels, and other charming items Store Name(s): Rilka’s Chamber of Love Appearance Rilka is a middle-aged goblin woman. She has brown skin with just a tinge of green mixed in, large ears (even by goblin standards), and massive yellow eyes. She wears no fewer than five scarves at a time, each with a vibrant color palette that gives her the appearance of a small, mobile rainbow from a distance. Both of her ears are pierced and display ruby heartshaped pieces of jewelry. Personality Rilka was rescued as a child when a group of adventurers came across a goblin village that had been destroyed by a raiding band of orcs. Fortunately for Rilka, there was a kind-hearted couple among those adventurers that decided no child should be left to die, regardless of origin. She was raised to be tough, facing constant prejudices for her race, but was always fascinated by the love her parents shared. Given the lack of goblins in society, she believes she will never find love, but is so enamored with the concept that she wants to help others find it! She speaks in perfect common with bubbling, romantic language. She will talk at length about the potential for grand gestures and public displays of love and affection. She will offer advice to anyone who is looking, though this advice is strictly based on what she has read in romance novels as Rilka herself has never had a partner of her own. She offers couples discounts and further discounts if they share with her their own tales of love. In her free time, Rilka writes romance novels of her own, but she is far too shy to share them with anyone. Unique Qualities Rilka sells love potions, scented candles and incense, romance novels, jewelry, and more. If it is in the world of love, Rilka sells it. There is also an adults-only portion of her store in the back where she sells oils, special potions to “encourage” romance, and other novelties that are sure to spice things up between lovers. She also has a limited supply of magic items such as wands that can charm people, though she of course always sells these with the disclaimer that these are to be used only with the consent of the other person in a saucy role-playing situation. Rilka also hosts speed-dating once a week where singles from around the area can get together and try to form a connection! The cost of entry is just 5 silver and snacks are served for the evening of fun and romance.


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120 Rimly Nifflefoot Race: Gnome Stats: Commoner (MM Pg. 345) Specialty: Junk armor and weapons purchasing Store Name(s): Rimly’s Junk Emporium Appearance Rimly is a younger gnome, barely on the cusp of adulthood. He has a bit of scruffy facial hair, dark brown eyes, and hair that is kept at a nice shaggy length. He looks like a miscreant and that is not an inaccurate impression for Rimly. He wears nice clothes, but they don’t fit properly and often have stains on them. He carries a fine silvered dagger on his hip and wears a gaudy golden belt buckle. Personality The best word to describe Rimly is sketchy. While he is not a con artist, he gives off a vibe that invites distrust and suspicion. As he looks at items covered in blood, worn down from years sitting in a crypt or with initials inscribed upon them, he mentions nothing but the quality of the item he is seeing. Once Rimly is done with an item, all of those “oddities” will be removed and it will go up in the window of the shop for someone else to purchase. Sometimes Rimly will even sell a stolen item back to the very person it was stolen from! Unique Qualities Rimly purchases old, damaged armor and weaponry without asking questions. Covered in blood? Who cares!? Giant hole in the center from a wyvern stinger? He’ll take it! Old treasure chest found in the lair of a cave troll? I’m sure he can find a use! He of course purchases these items a reduced cost - typically 1/3 of the ordinary value of the item. It is quite often for people to unload sets of goblin armor and weapons on Rimly - items that would otherwise go to waste sitting on corpses in the wild. On occasion, he will find a diamond in the rough, though. Often people will sell him things and not realize the true value they are holding onto, and in these instances, Rimly will get the items restored/repaired and sell them in his shop! These are often items like mithral and adamantine armor and weaponry, non-obvious magical items such as rings and amulets, and historical relics for collectors. You can treat his store as a place to empty out a bag of holding filled with garbage or as a place to find obscure magical wares!


121 Smug Gnarltooth Race: Half-Orc (Technically 3/4 Orc) Stats: Berserker (MM Pg. 344) Specialty: Aesthetically unappealing goods at a discount Store Name(s): Smug’s Good Stuff Store Appearance Smug is a gnarly looking half-orc coated in scars and typically wearing ragged clothing and with hair a mess. He often is splattered with mud or sometimes even blood depending on the day. He has rather large tusks for a half-orc and seems far more orc than human with his brown tinged skin and straight black hair; this is largely due to the fact that his mother was a half-orc and his father was a full-blooded orc. He was born to fight and muscles bulge from his outfits and make them all fit quite awkwardly, but Smug doesn’t seem to mind. Strapped across Smug’s back is a large maul whose end is made from an old cast iron cauldron - he calls it his mauldron. Personality Smug’s mind works in mysterious ways. He is what you may call “street smart but not book smart”. He can take random hodgepodges of items and combine them to create functional weapons, but when someone buys that same item he must count their gold three times because he often forgets what number comes next. One of Smug’s least favorite things in the world is when others talk down to him or try to explain things to him they assume he won’t understand; even when they are right, this makes his blood absolutely boil. Despite Smug’s ferocious appearance, he inherited most of his personality from the mother that raised him and is quite well-mannered. However, this comes with a short temper. When Smug starts to get upset, he will begin listing off different types of weaponry with clenched fists until his heart rate can come down. If this method doesn’t work - run! Unique Qualities Smug sells functional weapons that are scrapped together with random household items and equipment. Smug’s daily routine involves heading to the market and making trades for items he believes he can turn into quality weapons. These weapons are all sold for about 66% of the base price and some examples include: Mauldron - A maul crafted using a cooking cauldron for the head Plated Axe - Any style of axe crafted using a damaged piece of plated armor Caltrop Flail - A flail made by melting a set of caltrops together for its head Shining Mace - A mace made using an old lantern for its head The one item Smug never makes is swords, as they require too much precision to be effective and he respects the weapon too much. In his free time, he attempts to create swords the real way but has been unsuccessful thus far. The party can use this fact to befriend Smug and even teach him how to become a proper blacksmith.


122 Tellenar Markaleth Race: Aasimar Stats: Mage (MM Pg. 347) Specialty: Minor magic items and trinkets Store Name(s): Tellenar’s Trinket Trove Appearance Tellenar is a young male celestial Aasimar and is beautiful to behold. He has perfectly smooth flesh, silky blond hair that he keeps short and styled, and an immaculately trimmed beard and mustache. Most of his attractiveness is natural - a gift of his divine blood - but the rest is a result of his obsession over cleanliness and his appearance. He has bright green eyes, a winning smile, and wears a more casual form of wizard garb with a styled hat complete with a large azure feather sticking out of it. Personality Tellenar is young and naive. He is new to the world of business and just wants to do his best, which unfortunately makes him the target of many silvertongued customers. Have the difficulty check to talk Tellenar into a lower price be a 10. He loves the trinkets he has created and wants to share them with the world. As a result, he will often sell them at a loss just to feel the joy of someone walking out of the shop with a smile on their face. He is quite nervous for a store owner and will often fumble his words and produce awkward laughter which is highlighted all the more by his incredible attractiveness. Unique Qualities Tellenar sells unique magical trinkets that each have their own minor magical effects placed upon them. Consult the trinkets table in the Player’s Handbook, in this book, or in Nerzugal’s Game Master Toolkit for ideas. Magical effects can be something such as: Allows the user to cast mage hand for 1 minute a day This trinket begins to glow when goblins are nearby You wake up with a small bag of candies beneath your pillow each morning You have a heightened sense of taste You are followed around everywhere by a small ethereal fox If you need inspiration, consider consulting the Lesser Beneficial Effects in the Random Item Enchantments table in original Nerzugal’s Dungeon Master Toolkit! It is also encouraged to not tell the players what the item does until they have purchased it. Part of Tellenar’s marketing is that each trinket is a surprise!


123 The Hooded One Race: Unknown Stats: Mysterious Starcaller (Nerzugal’s Extended Bestiary) Specialty: Random magic item enchantments Store Name(s): N/A Appearance A strange figure that wears a cloak of black with a hood that is always up. The outfit is frayed around the edges and little bits of light sprout from the sleeves and around the base that drift for a bit before dying out. Beyond the hood is simply a blackened void and no amount of scrutiny or magical vision can see what lies beyond. The entity has gloves over its hands and boots on its feet, leaving no part of its body exposed and it is unclear what - if anything - is really under the cloak. Personality The Hooded One is a creature of few words. It speaks in an echoing voice that is void of emotion. It speaks almost exclusively in questions - sometimes rhetorical - challenging players and their intentions. It will answer no questions about itself or its origin, telling character that they shall be told only what they need to know. The Hooded One is a merchant that is not found, but one that chooses to make himself known to others. The party may find him camped out high in the mountains or perhaps tucked away in an alcove in the underdark. My suggestion is to make the Hooded One a recurring character that pops in from time to time to intrigue the characters and offer them his powerful enchantments. Unique Qualities The Hooded One offers to enchant any non-magical weapons or equipment with random benefits and detriments rolled from the random item enchantment tables from the original Nerzugal’s Dungeon Master Toolkit. Each person can only enchant a single item from the Hooded One each time it appears to them. The costs of all other enchantments are listed below: Free - 2 Lesser Benefits / 1 Lesser Detriment 500 gold - 2 Medium Benefits / 1 Medium Detriment 5000 gold - 2 Major Benefits / 1 Major Detriment 25,000 gold - 2 Legendary Benefits / 1 Legendary Detriment The Hooded One will accept gems and treasures of equivalent gold value as well, tucking them into his robes where they immediately disappear.


The Hooded One 124


125 Tok’Kalora Race: Goliath Stats: Orog (MM Pg. 247) Specialty: Tribal armor and weaponry Store Name(s): Ancestral Armaments Appearance Tok’Kalora (though he typically simply goes by Kalora) is a dark-skinned Goliath that stands at just under seven feet tall. He prefers to be shirtless and the entirety of his chest and back are covered in tattoos - most of them of legends passed down by his tribe. He has grey eyes and no facial hair to speak of (his chest and back are free of hair as well!). He wears an ordinary set of trousers with a wolf pelt wrapped around them. He has an axe strapped over his shoulder adorned with teeth and claws. He also wears a rabbit’s foot necklace and multiple leather bracelets with runestones attached to them. Personality Kalora values respect more than any other attribute. He feels that all creatures need to look to their ancestors for guidance and for an appreciation of the things they have in this world. As a result, any older guests that enter his store are treated with a heightened level of care and even receive discounts. Kalora will pick their minds for bits of wisdom as they browse the store. If he finds anyone to be rude or mock the goods in his store, he will immediately kick them out. Kalora is quick to tell a tale of morality to spark inspiration in his guests . . . which he then follows up with a particular item that will remind them of this lesson. Unique Qualities Kalora’s shop contains armor and weaponry that pay homage to not only the will of the ancestors but also of the creatures of this world that give their lives so that others may survive. He respects their sacrifice and believes in using every bit of an animal and to proudly display them as you go into battle. His weapons are all adorned with teeth and claws from powerful beasts. In his store, you can find a battle axe with one end crafted from a dragon’s tooth and a handle spiraled in its hide. You can find leather armor that still has the fur of the creature slain to use it as well as many of their bones. Kalora will also pay groups for bodies of any creature that they defeat in their journeys - assuming they were killed for a reason and not simply out of sport. The reason behind the death is always the first question Kalora will ask when someone wishes to sell claws, teeth, or hides to him and if he is dissatisfied with the answer he will send them away in disgust.


126 Zuvia Race: Satyr Stats: Satyr (MM Pg. 267) Specialty: Instruments, alcohol, drugs, and party management services Store Name(s): Zuvia’s House of Revelry Appearance Zuvia is an androgynous satyr with pale skin, fiery red hair that is shaved on one side, and eight-inch longs horns with a slight curl. The fur on their legs in a redbrown and is kept neatly trimmed and brushed. They have yellow eyes and a warm, inviting smile. Zuvia has a set of pipes, a lute, a flute, and a small drum hanging off of their body. They also carry a tube that is filled with fireworks on their back. Zuvia’s clothing is always vibrant and intended to draw the eye, but they favor green and blue in their outfits. Personality Zuvia follows the rule of law of satyrs which is to revel at all possible times. Their store emits a stream of bouncy music and tantalizing aromas. Zuvia will invite any of their store patrons to dance the moment they walk in the door and will do so quite insistently! Zuvia has some amazing dance moves and will often pull out one of their multiple instruments and begin playing along with the band. Zuvia is a bubbly optimist and sees the bright side of any situation. Every challenge or setback is merely a new opportunity when cast through the correct lens of perspective! Every victory, no matter how small, is reason to throw a party and indulge in food, fireworks, and dancing! Unique Qualities Zuvia sells high-quality instruments, including some of the magical variety for any bards that may be in the party. Within the walls of their store you can also find alcohol and drugs from the fey wilds that are sure to send any party-goers on their own unique adventure! The store also holds exotic meats and cheese - some from animals you certainly would not expect - such as bulette steak and unicorn milk cheese. Zuvia also offers party planning and hosting services. You simply tell them how many guests, the theme, and the level of revelry you wish to have at the party and they will ensure all guests have a wonderful time! Some of the unique drugs and alcohol in Zuvia’s shop include: Chromatic Berries - Causes all colors to become far more vibrant and beautiful Feymoth Dust - Causes all music to sounds angelic and provides visual representations of the sound Breath of the Wild - A smoked product that causes the user to enter a state of pure elation and joy. Causes the sexual desires of some to flare as well Unicorn Rum - Made with the tail strands of a unicorn, it shimmers and causes good luck when drunk for a short period of time Pixie Tonic - A version of a pixie drink scaled up for full-sized humanoids. It is instilled with natural fey magics that causes the user to become weightless and even float if consumed in large enough qualities Satyr Ale - Causes illusions of grandeur in the drinker, making them believe they are a master of any craft, that they are the world’s greatest dancer, and that they are the world’s greatest lover. Sure to spice up any party!


Trinkets d100 Trinket 01 An ivory axolotl carving with black gemstone eyes. 02 A purple potion containing an earthworm that never dies. 03 A book titled "My Last Hope" with a false interior. Inside is a silver key. 04 A set of marbles with one representing each day of the week. The marble glows when it is that day. 05 A dagger that inscribes the last person it killed down its blade. It displays the name of a former lord. 06 A puzzlebox that can only be solved by gnomes. 07 A glowing turquoise potion with a seal that prevents it from being opened. 08 A small cubic device with switches, gears, and buttons that serve no purpose on its exterior. 09 A fine silver corkscrew with a velvet case. 10 A pestle and mortar crafted from obsidian. 11 A set of mithral dining utensils. 12 A tiny wooden harp with unicorn hair strings. 13 A crumpled child's drawing showing a group of cultists that reads "Daddy and his friends" 14 A crystal with sparks of lightning occasionally pulsing through it. 15 A goblin war mask. 16 A wooden mug with "Property of the Lamplighter Tavern" written on the bottom. 17 A beautiful pendant crafted from a seashell. You can hear a woman singing when you hold it to your ear. 18 A pure white stone that is always freezing cold to the touch. 19 A satyr's flute with multiple ribbons hanging from it. 20 A partially finished sketch of the stars in the night's sky from an unknown location. 21 A sealed envelope that reads - "Warning: Do not open until the true king returns." 22 A trophy that reads "Best in Class - Annual Owlbear Show". 23 A severed orc tusk in a glass display. 24 A notebook with an elaborate dungeon drawn within. 25 A waterskin with a beholder portrait painted upon it. d100 Trinket 26 A jigsaw puzzle of a palace with all of the pieces that form the front door missing. 27 An incredibly strong magnetic stone. 28 A case containing a set of seven small silver bells. 29 A chunk of ore with a blue metal running through it. 30 One half of a metal shield depicting a family crest. It is split down the center. 31 An ornate tea set with paintings of various battles on the pieces. 32 A pair of tiger pelt gloves. 33 A petrified demon heart that beats when celestials are near. 34 A cloak crafted using the feathers of eagles. 35 A root from a long-dead treant. 36 A necklace threaded through an adult red dragon tooth. 37 A small mirror that will show the reflections of no creature but its rightful owner. 38 A handkerchief belonging to the son of a powerful noble family. 39 A small heart made of red crystal. At its center is a black sphere of liquid. 40 A holy book with the words "It's all lies!" scratched on the inner cover. 41 A bottle of rum from a far off land and a note that reads "For a special occasion." 42 An ale mug made of a dark glass that is nigh unbreakable. 43 A bag of pyramid-shaped caltrops with the numbers 1-4 on them. 44 A vial containing a single strand of unicorn hair. 45 A toy horse with a secret compartment. 46 A lantern whose flames always burn green no matter the oil used. 47 The rusted helmet of a goliath tribesman. 48 A set of twenty adamantine nails. 49 A miniature stone tower that is roughly one foot tall. 50 A deep blue frosted glass orb with a purple light inside. 127


d100 Trinket 51 A small wooden sign that reads "Chief Compliance Officer". 52 A set of large metal scales threaded into a necklace. 53 An emerald green ring with the form of a snake. 54 A vase painted beautifully but faded with age. 55 An adamantine whetstone. 56 A candle made with a mysterious cyan wax. 57 A bottle containing a small whirlwind. 58 A large black egg made of stone that rattles on occasion. 59 A folded paper swan made from a love note. 60 A golden handheld sundial. 61 A voodoo doll of a long-dead king with multiple needles through it. 62 A fine, jade incense burner with the symbol of an ancient order of monks painted upon it. 63 An abacus made with white, perfectly smooth stones. 64 A hat adorned with the massive feather of a roc. 65 A small wooden block with a single hinge. It reads "Pandora" on the bottom and can't be opened. 66 A vial of luminescent fluid with a label on the side that reads "For the nightmares". 67 A human eyeball encased in amber. 68 A hummingbird carved from the shell of a coconut. 69 A sphere that when shaken displays a random answer for a yes or no question. 70 A chunk of metal from a fire giant's armor. 71 The eternally frozen heart of a young remorhaz. 72 A talisman with an ouroboros around the outside. 73 A necklace attached to spinning nested rings and a pearl at their center. 74 A necklace with a tiny anvil as its pendant. 75 A ring with three tinted mirrors on it - one yellow, one red, one blue. d100 Trinket 76 A ring with the spines of a thorn around it that pierce the wearer's flesh. 77 A gold-rimmed tricorne hat with a skull and initials 'JS' embroidered on the inside. 78 An ancient book with the title "The History of Everything" and all blank pages. 79 The skull of a cat. 80 A small decorative birdhouse. 81 A mithral keyring. 82 A large geode in the shape of a bowl. 83 An ocarina crafted from vibrant green wood. 84 An unlabeled bag of assorted seeds. 85 A bottle containing an enchanted pepper that transforms water into hot sauce. 86 A beaked masquerade mask with golden feathers. 87 A small wooden totem depicting a wolf, a bear, and an eagle. 88 A fang embedded in a petrified piece of garlic. 89 A deck of hand-painted playing cards with no king, queens, or jacks. The box reads “MonarchFree Deck!” 90 A pickled cockatrice foot in a jar. 91 An alligator leather belt. 92 A set of grung tarot cards. 93 A preserved snake corpse cut off of a medusa's head. 94 The notes of a siren song painted on the inside of a shell. 95 A card inside a protective plastic case with a white dragon drawn upon it. 96 A small marble figurine of a dwarven fighter. 97 A handsaw made using the teeth of a dire wolf. 98 A set of yuan-ti runestones. 99 The tentacled pendant of a kraken priest. 100 A bit of charred stone from a fallen stronghold. 128


Nerzugal’s Extended Bestiary 3 Creatures (130) Abyssal Guardian (131) Axotonl (132) Celestial Combatants (133) Lunar Worshippers (138) Solar Worshippers (144) Corpse Angler (146) Creatures of the Fey (146) Fey Critters (146) Bloat Toad (148) Dream Moth (148) Noctoad (149) Flaying Mantis (149) Spore Hound (150) Wild Creatures (150) Chameleox (151) Ventus Flydra (152) Two-Headed Fey Lizard (152) Barkskin Troll (153) Satyrs (155) Sprites (158) Sylphs (162) Devorator (163) Dolls (165) Draconic Clans (166) Draconic Warrior (166) Draconic Warden (168) Scaled Protector (168) Dragon Caller (169) Draconic Spellweaver (169) Apex Hunter (171) Essence Harvesters (174) Elemental Infused Beasts (175) Ice Beasts (177) Lightning Beasts (179) Fire Beasts (182) Water Beasts (185) Earth Beasts (187) Giant Hagfish (188) Musical Constructs (193) Oozes (196) Pangolot (197) Sanity Snatcher (199) Skeletons (201) Tardigrand (202) Tyrant of the Depths (204) Witches Appendices (212) Appendix A: Monsters By CR (214) Appendix B: Monsters By Creature Type 129


Abyssal Guardian Abyssal guardians are massive creatures of the depths that dwell near ancient ruins and artifacts in hopes of absorbing some of their power. They also destroy those that would seek to loot such areas. They use massive anchors as their weapon of choice, scavenging from ships that were too careless with the raging seas. They see this as a retribution of sorts, a punishment for the arrogance of these sailors. Due to the guardian’s greed for power, they often find themselves aligned with even more powerful entities - krakens, dragon turtles, or even a tyrant of the depths. Ruthless Destroyers. The Abyssal Guardian will never back down from one who seeks to raid an area it has claimed. Sometimes they will operate in small groups to defend a particularly large set of treasure, but this is rare and usually only happens under the command of an even more powerful entity. They are similar to dragons in regards to their protective drive and know when a potential threat has entered their lair. A guardian’s mentality is to swing first and never stop to ask questions later - better safe than risk the loss of their wealth! Bottom Dwellers. Despite the fact abyssal guardians can breathe air, it is rare for one to ever leave the ocean in its lifetime. They are born and live out their entire lives down in the darkness. They are adept swimmers and can endure incredible pressures but if their skin is exposed to daylight it will begin to blister in minutes. As a result, if they ever have the need to go above, they will wrap their entire bodies in kelp to remain protected. These guardians can dive into even the deepest of trenches without hesitation, but going up instills fear. 130 Abyssal Guardian Huge giant, chaotic evil Armor Class 16 (natural armor) Hit Points 200 (16d12 + 96) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 22 (+6) 10 (+0) 16 (+3) 6 (-2) Saving Throws Con +10 Skills Athletics +11 Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech, Giant Challenge 11 (7,200 XP) Amphibious. The guardian can breathe air and water. Innate Spellcasting. The guardian's innate spellcasting ability is Wisdom (save DC 15). It can innately cast the following spells requiring no material components: At will: control water, light 2/day each: tidal wave, watery sphere Actions Multiattack The guardian makes two attacks with its anchor. Anchor. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. Cannon Ball. Ranged Weapon Attack: +11 to hit, range 80/320 ft. or 30/60 ft. if underwater, one target. Hit: 29 (4d10 + 7) bludgeoning damage. Weighted Net (1/Day). The guardian throws a 15- foot diameter weighted net over an area within 30 feet. Each creature in that area must succeed on a DC 15 Dexterity saving throw or become restrained until freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 12) also frees the creature without harming it, ending the effect and destroying the net. After the guardian uses this ability, it can make an anchor against a creature within range.


Axotonl The axotonl is a much larger version of the amphibious riverdwelling axolotl. While an axolotl typically doesn’t grow much larger than 10 inches from head to tail, an axotonl is more than 8 feet in length! These creatures have a superior version of the regeneration that axolotls use to regrow lost limbs and have a mouth large enough to swallow creatures whole. Axotonls also have unique colorations that allow them to blend into their environment. This coloration starts to develop at a young age and continues until they reach adulthood. These hulking amphibians will sit motionless along the bottoms of lakes and rivers waiting for prey to approach, at which point they strike with lightning speed and consume the creature whole. Rapid Regeneration. The axotonl can regrow limbs, its tail, and even parts of its brain if given enough time. When an axotonl is threatened by a predator that is stronger, it will typically try to lose a limb and then zip away to hide where it can regenerate over the next few days. The newly regenerated limbs are fully functional and allow the axotonl to survive far better than other creatures as a result. Additionally, the axotonl can rapidly regenerate minor wounds, stitching themselves together nearly instantly. Large but Dull. The axotonl is unfortunately not the brightest creature. The time between a stimulus and a reaction from the axotonl can be multiple seconds. Sometimes it may even seem like the axotonl has dozed off, but in reality it is just slow to respond. It will also strike out at just about any moving thing that floats past its vision. This may lead to the axotonl devouring large rocks, branches, or other objects that typically are not meant to be consumed. 131 Axotonl Large beast, unaligned Armor Class 13 (natural armor) Hit Points 51 (6d10 + 18) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 2 (-4) 10 (+0) 2 (-4) Skills Stealth +4 Senses passive Perception 10 Languages --- Challenge 2 (450 XP) Amphibious. The axotonl can breathe air and water. Regeneration. As long as the axotonl has at least 1 hit points, it regenerates 5 hit points at the start of its turns. If one of the axotonl’s limbs or its tail is removed, it will regrow over 1d4 days. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a Medium or creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the axotonl. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the axotonl, and it takes 10 (4d4) acid damage at the start of each of the axotonl’s turns. If the axotonl takes at least 10 damage in a single turn from a creature inside it, the axotonl must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the axotonl. If the axotonl dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. The axotonl can only have one creature consumed at a time. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and if the target is a creature, it must succeed on a DC 14 saving throw or be knocked prone.


Celestial Combatants Homebrew Focused. The Church of the Moon and Sun are intended to be a prominent feature in your world - spanning the entire plane with major cultural impacts. The church can hopefully bring a bit of interesting flavor to your homebrew campaign, and when the party is strong enough, serve as a major point of conflict as they choose which gods they worship (if any). You can still use any of these stat blocks for battles you see fit in your games - perhaps fighting a smaller group that worships the sun or the moon, but if you want to use them to their full effect you have this lore as a guideline. You are of course free to change this however you wish to serve your campaign’s needs! Church of the Moon and Sun. The Church of the Moon and Sun have been at war for centuries, a constant battle between followers that worship their respective celestial entities and draw power from them. These cultists range from the tiniest of elementals that have been drawn to the plane by the worshippers dedication up to a towering lunar or solar titan that stand at over twenty-five feet tall and can defeat even the strongest of giants in single combat. The plane is constantly in either a Solar Age or a Lunar Age, depending on the victor of the last Celestial War. These are conflicts between the two Churches that flare up every few centuries and typically last five to ten years before coming to a resolution with one side being declared victorious. After a war, only one church is openly worshipped, but it takes only a few generations before the other inevitably resurfaces and the conflict is doomed to repeat its cycle. Time in between these wars is peaceful, but there is always an underlying hostility between members of the two churches. Some of them have footholds in cities that are recognized as official Lunar or Solar Sanctuaries, but most cities remain neutral and let their citizens follow whichever church they want. A Celestial War is typically sparked when there is a major political conflict that pushes the two groups over the edge, but a War is foreshadowed for decades prior as hostilities grow and followers of each church grow more fanatic. Divine Reinforcements. When a Celestial War begins, the churches begin ancient rituals that call upon their gods to bless them with the power they need to defeat their opposition. The more devoted the church’s followers and the more plentiful its numbers, the more powerful the blessings they shall receive. These blessings may be lunar and solar enchanted beasts (natural creatures that are touched by the celestial spirits and enchanted to help the cause) or powerful elementals that are pulled across planes to join in the battle. As the wars escalate to their pinnacle, Lunar and Solar Titans join the conflict. This is where the people of the world are most desperate for victory and only then can such a blessing be sent to their world. These powerful constructs have the power to level entire cities on their own and battles involving them shape the terrain for millenia. Once defeated, these titans turn to stone and serve as monuments of shame for that church. The defeat of a Titan is almost always what brings the end of a Celestial War, as the side that still has one of these powerful war machines in their arsenal is sure to completely devastate the other. Lunar and Solar Ages. After a Celestial War, the side which claimed victory has resonating impacts on the lands until the next war. When there is a Lunar victory - which is known as a Lunar Age - the moon’s cycles change and it is more frequently full in the sky. The moon (or moons) also glows more brightly and sometimes with a colored aura that causes beautiful colors to cascade across the night’s sky. During all of these lunar adjustments, the seas surprisingly grow calmer and long-range sea travel is made far less dangerous; this is known by sailors as the Seafarer’s Blessing and many of them worship the Lunar gods as a result. In addition, the people of the world seem to age more slowly and lifespans of each race increases by up to twenty-five percent. During a Solar Age, the winters are far milder across the entire plane. The light of the sun is instilled with rejuvenating effects that causes crops to yield more plentiful bounties and for those who are ill to recover more quickly. Extended exposure to the sun no longer causes burns during a Solar Age, in fact, it seems to provide additional energy! During these periods, children are born more easily and more plentiful to all creatures. The rate of twins in the world is nearly quadrupled and animals will have larger litters of children. 132


133 Lunar Mote Tiny elemental, neutral Armor Class 15 Hit Points 10 (4d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 4 (-3) 20 (+5) 10 (+0) 6 (-2) 14 (+2) 10 (+0) Damage Resistances force Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses passive Perception 11, darkvision 60 ft. Languages understands Celestial but can’t speak Challenge 1/2 (100 XP) Lunar Blessing. As long as it is night, the mote adds an additional d4 to all of its attack rolls and saving throws. Actions Lunar Burst. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d4 + 2) force damage. Moon Dust. Each creature within 5 feet of the mote must succeed on a DC 12 Wisdom saving throw or fall under the effects of the confusion spell until the end of its next turn. Lunar Cultist Medium humanoid (any race), any alignment Armor Class 12 Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) Senses darkvision 60 ft., passive Perception 12 Languages Common, Celestial, and one additional language based on race Challenge 1 (200 XP) Lunar Blessing. As long as it is night, the cultist adds an additional d4 to all of its attack rolls and saving throws. Actions Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Lunar Beam. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 5 (1d10) force damage. Wax (1/Day). Target creature within 60 feet that the cultist can see gains 5 temporary hit points and can use its reaction to make a melee weapon attack against a creature within its reach. Wane (1/Day). Target creature within 60 feet that the cultist can see must succeed on a DC 12 Wisdom saving throw, taking 10 (3d6) force damage on a failed save, or half as much on a successful one. If the target has temporary hit points, this attack deals an additional 2d6 force damage.


134 Lunar Fox Medium beast, unaligned Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 13 (+1) 4 (-3) 14 (+2) 10 (+0) Skills Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages --- Challenge 2 (450 XP) Lunar Blessing. As long as it is night, the fox adds an additional d4 to all of its attack rolls and saving throws. Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell. Night Hunter. When the fox is in dim light or darkness, as a bonus action it can teleport up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. Three-Tailed Boon. Creatures within 30-feet of the fox are inspired by the beauty of its magnificent shimmering tails. If one of these creatures rolls a d4 for a lunar blessing, it may add 1 to the result. Actions Multiattack. The fox makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.


135 Moon Warrior Medium humanoid (any race), any alignment Armor Class 16 (chain mail) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 15 (+2) 13 (+1) Saving Throws Str +5, Wis +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Celestial, and one additional language based on race Challenge 3 (700 XP) Lunar Blessing. As long as it is night, the warrior adds an additional d4 to all of its attack rolls and saving throws. Actions Multiattack. The warrior makes two melee attacks. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Moon Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage. Crescent Slash (Recharge 6). The warrior sweeps its blade in a powerful arc, unleashing a wave of energy in a 30-foot cone. Each creature in this area must make a DC 13 Wisdom saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one. Priestess of the Moon Medium humanoid (any race), any alignment Armor Class 16 (lunar armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 18 (+4) 12 (+1) Saving Throws Int +3, Wis +6 Skills Insight +6, Perception +6, Religion +5 Senses darkvision 120 ft., passive Perception 16 Languages Common, Celestial, and one additional language based on race Challenge 4 (1,100 XP) Lunar Armor. While not wearing armor, the priestess's AC includes her Wisdom modifier. Lunar Blessing. As long as it is night, the priestess adds an additional d4 to all of her attack rolls and saving throws. Spellcasting. The priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priestess has the following spells prepared: Cantrips (at will): chill touch, dancing lights, guidance 1st level (4 slots): faerie fire, guiding bolt, magic missile 2nd level (3 slots): darkness, moonbeam, spiritual weapon 3rd level (3 slots): mass healing word, slow, spirit guardians 4th level (1 slot): fire shield (chill only) Actions Multiattack. The priestess makes two attacks with her dagger or with her moon bolt. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) force damage. Moon Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage.


136 Lunar Incarnation Large elemental, unaligned Armor Class 18 (natural armor) Hit Points 119 (14d10 + 42) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 8 (-1) 16 (+3) 10 (+0) Damage Resistances force; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses darkvision 120 ft., passive Perception 13 Languages Celestial Challenge 7 (2,900 XP) Lunar Blessing. As long as it is night, the incarnation adds an additional d4 to all of its attack rolls and saving throws. Magic Weapons. The incarnation’s weapon attacks are magical. Actions Multiattack. The incarnation makes two crescent scythe attacks. Crescent Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Arcane Strikes (Recharge 6). The incarnation uses Multiattack. Each attack that hits deals 6 (1d12) extra force damage. A target that is hit by one or more of these attacks must succeed on a DC 14 Wisdom saving throw or start to glow with purple energy. Attacks against that target are made with advantage until the end of that creature’s next turn.


137 Lunar Titan Huge construct, unaligned Armor Class 21 (natural armor) Hit Points 231 (22d12 + 88) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 19 (+4) 3 (-4) 15 (+2) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Celestial Challenge 16 (15,000 XP) Immutable Form. The titan is immune to any spell or effect that would alter its form. Lunar Protection. The titan has immunity to all damage unless it is in direct sunlight or within the area of magical daylight. Magic Resistance. The titan has advantage on saving throws against spells and other magical effects. Magic Weapons. The titan's weapon attacks are magical. Actions Flail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Eclipse (Recharge 6). Each creature within 90 feet of the titan that can see it must succeed on a DC 20 Constitution saving throw or become blinded for 1 minute. A creature blinded this way can repeat this saving throw at the end of each of its turns, ending the effect on a success. The titan may then make an attack with its flail. Full Moon (1/Day). The titan launches a blast of lunar energy at a point within 90 feet, exploding in a 20-foot radius sphere. Each creature in this area must make a DC 20 Dexterity saving throw, taking 55 (22d4) force damage on a failed save, or half as much damage on a successful one. Creatures in the light of the moon make this saving throw with disadvantage. Legendary Actions The titan can take 2 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. The titan regains spent legendary actions at the start of its turn. Flail. The titan makes a flail attack. Snuff Out. The titan extinguishes all sources of nonmagical flame within 60 feet. Lunar Barrage. The titan casts arcane missiles at 3rd level.


138 Solar Mote Tiny elemental, neutral Armor Class 15 Hit Points 10 (4d4) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 4 (-3) 20 (+5) 10 (+0) 14 (+2) 6 (-2) 10 (+0) Damage Resistances radiant Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses passive Perception 9 Languages understands Celestial but can’t speak Challenge 1/2 (100 XP) Solar Blessing. As long as it is day, the mote adds an additional d4 to all of its attack rolls and saving throws. Actions Solar Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage. Flare. Each creature within 5 feet of the mote must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. Solar Cultist Medium humanoid (any race), any alignment Armor Class 12 Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) Senses passive Perception 10 Languages Common, Celestial, and one additional language based on race Challenge 1 (200 XP) Solar Blessing. As long as it is day, the cultist adds an additional d4 to all of its attack rolls and saving throws. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Solar Beam. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 5 (1d10) radiant damage. Radiant Armor (1/Day). The cultist is surrounded by a shield of blazing energy for one hour. While affected by this shield, the cultist’s AC is increased to 15 and whenever a creature within 5 feet of the cultist touches it or hits it with a melee weapon attack, it takes 1d4 radiant damage.


139 Cosmic Hawk Medium beast, unaligned Armor Class 14 Hit Points 44 (8d8 + 8) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 9 (-1) 12 (+1) 10 (+0) Skills Perception +3 Senses passive Perception 13 Languages --- Challenge 2 (450 XP) Blinding Dive. If the hawk dives at least 30 feet in a straight line, it becomes shrouded in blinding light. A creature may choose to avert its eyes from the eagle as it begins to glow. If it does not, it must succeed on a DC 13 Constitution saving throw or become blinded for 1 minute. A creature blinded this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature averts its eyes, it can't see the hawk until the start of its next turn. Flyby. The hawk spawn doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Solar Blessing. As long as it is day, the hawk adds an additional d4 to all of its attack rolls and saving throws. Actions Multiattack. The hawk makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Sun Dancer Medium humanoid (any race), any alignment Armor Class 15 (studded leather) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 14 (+2) 10 (+0) 15 (+2) Saving Throws Dex +5, Int +4 Skills Acrobatics +5, Performance +4 Senses passive Perception 12 Languages Common, Celestial, and one additional language based on race Challenge 3 (700 XP) Solar Blessing. As long as it is day, the dancer adds an additional d4 to all of its attack rolls and saving throws. Actions Multiattack. The dancer makes two attacks with its sun daggers. Sun Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) radiant damage. If thrown, the daggers immediately return to the dancer’s hands afterwards, hit or miss. Radiant Display (1/Day). The dancer performs an elaborate dance that draws in the eyes of nearby creatures. Each hostile creature within 30 feet of the dancer that can see it must succeed on a DC 13 Wisdom saving throw or become charmed by the dancer until the end of its next turn. Each charmed creature must then succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn as the performance ends in a brilliant flash of light.


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141 Sun Mage Medium humanoid (any race), any alignment Armor Class 16 (solar armor) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 12 (+1) Saving Throws Dex +4, Int +6 Skills Arcana +6, Religion +6, Persuasion +3 Senses passive Perception 11 Languages Common, Celestial, and one additional language based on race Challenge 4 (1,100 XP) Solar Armor. While not wearing armor, the mage's AC includes its Intelligence modifier. Solar Blessing. As long as it is day, the mage adds an additional d4 to all of its attack rolls and saving throws. Spellcasting. The mage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following spells prepared: Cantrips (at will): light, sacred flame 1st level (4 slots): bless, burning hands (radiant damage), cure wounds 2nd level (3 slots): blindness / deafness, scorching ray (radiant damage), spiritual weapon 3rd level (3 slots): daylight, haste, mass healing word 4th level (1 slot): fire shield (warm only) Actions Multiattack. The mage makes two attacks with its dagger or with its solar bolt. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) radiant damage. Solar Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage. Solar Incarnation Large elemental, neutral Armor Class 17 (natural armor) Hit Points 119 (14d10 + 42) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0) Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned, prone Senses passive Perception 10 Languages Celestial Challenge 7 (2,900 XP) Solar Blessing. As long as it is day, the incarnation adds an additional d4 to all of its attack rolls and saving throws. Magic Weapons. The incarnation’s weapon attacks are magical. Actions Multiattack. The incarnation makes two radiant greatsword attacks. Radiant Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) radiant damage. Radiant Whirlwind (Recharge 6). The incarnation swings its greatsword in a spiraling slash. Each creature within 10 feet of the incarnation must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) slashing damage and 14 (4d6) radiant damage.


142 Solar Titan Huge construct, unaligned Armor Class 21 (natural armor) Hit Points 231 (22d12 + 88) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 19 (+4) 6 (-2) 12 (+1) 4 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Celestial Challenge 16 (15,000 XP) Immutable Form. The titan is immune to any spell or effect that would alter its form. Solar Protection. The titan has immunity to all damage unless it is in natural darkness or under the influence of magical darkness. Magic Resistance. The titan has advantage on saving throws against spells and other magical effects. Magic Weapons. The titan's weapon attacks are magical. Actions Lance Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Flare (Recharge 6). Each creature within 90 feet of the titan that can see it must succeed on a DC 20 Constitution saving throw or become blinded for 1 minute. A creature blinded this way can repeat this saving throw at the end of each of its turns, ending the effect on a success. The titan may then make an attack with its lance. Radiating Flames (1/Day). The titan launches a cone of radiant energy in a 60-foot cone. Each creature in this area must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures standing in sunlight have disadvantage on this saving throw. Legendary Actions The titan can take 2 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. The titan regains spent legendary actions at the start of its turn. Lance. The titan makes a lance attack. Radiant Blast Target creature must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) radiant damage. Spotlight. Target creature within 60 feet of the titan must succeed on a DC 20 Constitution saving throw or become blinded until the end of its next turn.


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Corpse Angler The corpse angler is a colossal predator that only lives in the deepest areas of the ocean. When born, the angler immediately takes to the seas in hopes of finding a shipwreck. The corpse angler will feed on any survivors, devouring the body of a humanoid and creating a near-perfect replica that it can dangle off an appendage extending from its forehead. The angler can also perfectly imitate the voice of the person it consumed, even if it had never heard them speak. A corpse angler that has not obtained a puppet corpse by the end of its first year of life perishes and sinks to the depths. Deep Sea Trap Layers. The corpse angler will use the body it has stolen as bait to lure in additional food. It will mimic the voice of the devoured humanoid and cause them to call for help from passing ships, begging for rescue as they are stranded in the middle of the ocean and will surely die if no one comes to their aid. When another creature leaps into the water to help, the corpse angler will make its move and often consume the new victim in a single vicious bite. Once the corpse angler has consumed this new prey, it can choose to make this corpse its new puppet or to keep its old. The choice comes down to which the corpse angler believes will allow it to lure the most food in the future. Sinker of Ships. If the corpse angler cannot lure in a victim effectively, it has other means of getting food. The angler can spew vile acid in a 30-foot cone. This acid is potent enough to eat through the hull of a ship in minutes, causing all of the creatures on board to enter its domain. Once the corpse angler has determined that luring is no longer an option, it will do whatever must be done to ram, smash, and melt its way to food. 144 Corpse Angler Gargantuan monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 198 (12d20 + 72) Speed 30 ft., swim 50 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 6 (-2) 16 (+3) 15 (+2) Skills Perception +7, Performance +10 Senses darkvision 120 ft., passive Perception 17 Languages --- Challenge 10 (5,900 XP) Enchanting Lure. Once the corpse angler has consumed a humanoid body, it uses that as a blueprint to create a lure for other surface dwellers. It creates a perfect replica of this body attached to a large appendage that extends from its forehead. The angler can make this body move and any call for help - mimicking the voice of the original ingested creature. A creature that is exposed to the sound of the lure's voice must succeed on a DC 16 Wisdom saving throw or become charmed by the corpse angler and feel inclined to go save the person in the water. Water Breathing. The corpse angler can breathe only underwater. Actions Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 44 (7d10 + 6) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the corpse angler can't bite another target. Spew Bile. The corpse angler surfaces and unleashes a wave of stomach acid and bile in a 30-foot cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) acid damage. A creature that fails the save by 5 or more is also poisoned until the end of its next turn as a result of the putrid aromas produced. Swallow. The corpse angler makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of the corpse angler, and it takes 17 (5d6) acid damage at the start of each of the corpse angler's turns. A swallowed creature is also submerged and will begin drowning if it can't breathe underwater. If the corpse angler takes 30 damage or more on a single turn from a creature inside it, the corpse angler must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which are ejected in a space within 10 feet of the angler. If the corpse angler dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement. A creature that is killed while swallowed by the corpse angler has its genetic blueprint stolen and can be used by the corpse angler as a new lure if it spends one week of rest and digestion.


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Creatures of the Fey Fey Critters Fey critters cover the smaller and less threatening beasts and creatures that you may find roaming out in the fey wilds. These range from the weaponizable bloat toad up to the mushroom covered spore hound. They can be used to give some additional life to the wilds and present some unique beasts that can be tamed or befriended by a capable group. Bloat Toad The bloat toad shares a great deal with ordinary toads. At first glance, one might not even know the difference. They are roughly the same size and shape, but the biggest tell is the purple and teal spots covering the bloat toad’s body. The bloat toad defends itself with a potent poison that it can inflict upon predator with its long, sticky tongue. Where the bloat toad gets its name is in its final defensive act - exploding. When the bloat toad fears for its life, its body fills with toxins that cause it to grow up to six times its ordinary size. If the toad is killed while in this state, it explodes in a violent blast of slime. This is an instinct of the bloat toads to attempt to kill a predator that may otherwise eat its kin or offspring. Some more intelligent creatures in the fey wilds will use these bloat toads as weapons - frightening them to the point they bloat and then hurling them at foes as poisonous bombs. Dream Moth The dream moth is a small but deadly creature with beautiful pink and violet wings. By flapping their wings rapidly, they emit spores that can poison predators or put them to sleep. The dream moth’s bite also injects a small bit of acid that breaks down flesh and other solids so the moth can consume it more easily. These moths are almost always found in packs, making them all the more deadly as they unleash clouds of poison that can take down even seasoned veterans of the wilds. Noctoad The noctoad is the larger cousin of the bloat toad. While a bloat toad weighs up to 3 pounds, the noctoad can weigh up to 25. The noctoad is navy or black in color with purple spots on its back and face. Whenever the noctoad feels threatened, it will conjure a sphere of darkness around itself and hop as far away as it can while the predator is disoriented. The noctoad also has the ability to rapidly heal from injuries while it is darkness, so even if caught by surprise, it rarely means death for the toad. Flaying Mantis The flaying mantis is an oversized praying mantis with scythes that are as sharp as any blade and can easily cut through predators and prey alike. The mantis’s body is camouflaged to easily blend in with the canopy of the forest or even brush along the ground. It will remain completely motionless for hours on end as it waits for a meal to wander by, at which point it can strike with deadly precision. If the mantis is threatened, it will almost always choose to fight rather than flee as they are stubborn and aggressive. They can make deadly pets and companions but are incredibly difficult to train and will often lash out if annoyed or hungry even when “domesticated”. Spore Hound Spore hounds were formed when long ago a hound and a fungus formed a symbiotic relationship. Over the years, the two species worked together so well that they eventually became one - the spore hound. Now, these hounds stalk the forests covered in mushrooms. The spore hound can spread the fungal infection to others, literally draining the life from them as the fungal spores send energy back to the host. A pack of spore hounds are feared dwellers of the wilds, as once infection sets in, the only way to cure it permanently is by killing the hound, and when there is an entire pack this is quite a difficult feat. 146 Bloat Toad Tiny beast, unaligned Armor Class 10 Hit Points 2 (1d4) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) Senses passive Perception 9 Languages --- Challenge 1/8 (25 XP) Amphibious. The toad can breathe air and water. Explosive Death. When the bloat toad dies, it explodes and unleashes a wave of vile slime. Each creature within 5 feet of the toad must make a DC 10 Dexterity, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Actions Tongue. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage and the target must succeed on a DC 10 Constitution saving throw or take an additional 2 (1d4) poison damage.


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148 Dream Moth Tiny beast, unaligned Armor Class 12 Hit Points 2 (1d4) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 10 (+0) Senses passive Perception 11 Languages --- Challenge 1/4 (50 XP) Spore Resistance. The moth is immune to the effects of its own sleep and poison spores as well as those of other dream moths. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) acid damage. This attack is a guaranteed critical hit if used on a creature that is asleep. Sleep Spores (Recharge 5-6). Each creature within 10 feet must succeed on a DC 10 Constitution saving throw or fall asleep for 1 minute, or until it takes damage or another creature takes an action to shake it awake. Poison Spores (Recharge 5-6). Each creature within 10 feet must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned until the end of its next turn. Noctoad Small beast, unaligned Armor Class 11 Hit Points 10 (3d6) Speed 25 ft., swim 25 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 10 (+0) 2 (-4) 10 (+0) 3 (-4) Senses blindsight 20 ft., darkvision 60 ft., passive Perception 10 Languages --- Challenge 1/4 (50 XP) Amphibious. The noctoad can breathe air and water. Innate Spellcasting. The noctoad’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: 3/day: darkness Standing Leap. The noctoad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Nocturnal Revitalization. As long as it is in darkness and has at least 1 hit point, the noctoad regains 2 (1d4) hit points at the beginning of each of its turns. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11) if it is Small or Tiny. Until this grapple ends, the target is restrained, and the noctoad can’t bite another target. If the target is Medium or larger, the noctoad remains attached to the target until a creature uses an action to pry the noctoad free by succeeding on a DC 11 Strength (Athletics) check. Medium and larger creatures do not have their movement restricted by the noctoad being latched to their body.


149 Flaying Mantis Small beast, unaligned Armor Class 14 (natural armor) Hit Points 14 (4d6) Speed 30 ft., fly 15 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 1 (-5) Skills Stealth +6 Senses passive Perception 10 Languages --- Challenge 1/2 (100 XP) Arbor Camouflage. While unmoving, the mantis is indistinguishable from an ordinary cluster of leaves. Actions Multiattack. The mantis makes two attacks with its scythes. Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Precision Strike (Recharge 6). The mantis makes a single scythe attack with advantage. This attack is considered a critical hit on a result of 17-20. Spore Hound Medium plant beast, unaligned Armor Class 13 (natural armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 4 (-3) 10 (+0) 2 (-4) Senses passive Perception 10 Languages --- Challenge 1/2 (100 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. Spores (1/Day). The spore hound unleashes a cloud of infectious spores in a 10-foot sphere centered on itself. Each non-plant creature in this area must succeed on a DC 10 Constitution saving throw or become infected by the hound’s spores. As long as the spore hound has at least 1 hit point, at the beginning of each of its turns, all infected creatures within 30 feet of the hound lose 1 hit point and the hound regains hit points equal to the total amount lost. This effect wears off the infected creature after 24 hours.


Wild Creatures Wild creatures are the stronger versions of the fey critters. These are monstrosities and ferocious plants that can pose a real threat to a party even on their own. Use them to present new and unique challenges to your players as they traverse the fey wilds or even just out on the material plane as interesting new foes! Chameleox The chameleox is a massive and deadly chameleon with innate magical abilities that allow it to confuse and hypnotize any creatures that it doesn’t want in its territory. The chameleox’s alluring gaze is powerful enough to shatter someone’s mind temporarily and cause them to stand dumbfounded as the chameleox either runs away or moves in for the kill. In addition to these magical capabilities, the chameleox’s camouflage is all but perfect and it can blend into any environment in a matter of seconds. Venus Flydra The venus flydra is a cousin of the standard monstrous hydra but made out of plants. Like the standard hydra, it still has multiple heads that can regenerate at an alarming rate, but the flydra attacks with acid and barbs rather than razor-sharp teeth. It mimics the actions of the venus fly trap when hunting - waiting with its multiple mouths all opened wide and secreting a pheromone that is irresistible to many flying creatures in the wilds. When a creature lands, it is met with a rapidly snapping jaw and a swift death as the flydra’s acid liquifies it. Even if the flydra cannot consume the target it is attacking, the acid is potent as long as the flydra holds on! Two-Headed Fey Lizard The old adage “two heads are better than one” certainly holds true for this giant lizard. It has two heads, but each carries its own potent venom. The venom of the left head causes victims to go blind while the venom of the right head causes them to become poisoned. When the two blend in the bloodstream, it causes that creature to fall unconscious temporarily. It is during this unconsciousness that the fey lizard feasts, shredding its prey and ensuring the shared stomach of the two heads is filled. Barkskin Troll The barkskin troll is similar in size and form to its nonbarkskin cousin, but the flesh of the barkskin troll is - as you might expect - as tough as the bark of a tree. But the troll’s ability to withstand weapons more effectively is not the only difference. The barkskin troll’s bite delivers a venom that causes creatures to temporarily turn to wood. The barkskin troll prefers to eat creatures that have been transmuted in such a way. It will afflict its prey with its venom, devour the creature while it is wood, and then it reverts to flesh in the troll’s stomach where it is easily broken down into nutrients. 150 Chameleox Medium monstrosity, unaligned Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (-3) 17 (+3) 4 (-3) Skills Perception +5, Stealth +7 Senses truesight 60 ft., passive Perception 15 Languages --- Challenge 4 (1,100 XP) All-Seeing Eyes. The chameleox's eyes are enhanced by innate magics, granting it truesight up to 60 feet. Innate Spellcasting. The chameleox’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material or verbal components: At will: color spray, minor illusion 3/day each: mirror image, sleep 1/day each: hypnotic pattern, major image Potent Camouflage. While not moving, the chameleox is indiscernible from its surroundings as the colors on its body change to perfectly mimic whatever environment it is in. Actions Multiattack. The chameleox makes two attacks: one with its tongue and one with its tail. Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target has disadvantage on saving throws against spells and magical effects. The chameleox can only have one creature grappled with its tongue at a time. If 10 or more damage is dealt to the tongue in a single turn, the chameleox immediately retracts its tongue and can’t use this attack on its next turn. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Psychic Assault (Recharge 4-6). Target creature the Chameleox can see must make a DC 13 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 can’t take actions on its next turn as it stands still - stupefied.


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