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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

Tardigrand The tardigrand can grow up to ten feet long with four stubby legs on each side of its strange, rounded body. Legends say tardigrands are immortal beings - the result of mutated chunks of meat from an ancient slain Tarrasque - but this is not true. While the tardigrand can survive for months without food, water, or even air, it is not unkillable - only astonishing difficult to kill. The tardigrand defends itself by slamming its massive body into its foes and by simply outlasting them with its unparalleled durability. All Terrain Creature. The tardigrand has adapted to live in almost all environments in this world and in others. It can survive without food, without water, without air, without heat, in the depths of the deepest ocean, and even in the void of space. In all of these scenarios, the tardigrand thrives where other creatures die horrible deaths. This being said, the most common place to find tardigrands is in heavily forested areas, as they enjoy eating the moss off of large trees. Peaceful Wanderers. The tardigrand is large and imposing and has no natural predators thanks to its incredible durability. As a result, they are fearless, never shying away from creatures that approach them. They are gentle but are generally not obedient so few have been successfully transformed into pets or work animals. If they can be trained, they make amazing beasts of burden since they can survive in any environment, need minimal food to survive, and can carry a significant amount of weight. 201 Tardigrand Large beast, unaligned Armor Class 10 Hit Points 162 (12d10 + 96) Speed 30 ft., 20 ft. (swim) STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 26 (+8) 3 (-4) 12 (+1) 2 (-4) Condition Immunities blinded, deafened, exhausted, paralyzed, petrified, poisoned, stunned Senses passive Perception 11 Languages --- Challenge 5 (1,800 XP) Charge. If the tardigrande moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target takes an extra 9 (2d8) bludgeoning damage and must succeed on a DC 14 Strength saving throw or be knocked prone. Sturdy. The tardigrand can survive for 4 weeks without food or water and is immune to all detrimental environmental effects including extreme heat, extreme cold, lack of oxygen, and even the vacuum of space. Actions Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Rolling Charge (Recharge 4-6). The tardigrand rolls into a ball and doubles its movement speed this turn. While rolling, attacks against the tardigrand are made with disadvantage and the tardigrand has advantage on all Dexterity saving throws. If the tardigrande successfully knocks a creature prone with its charge feature while rolling, the tardigrand can make an additional slam attack against a different target this turn.


Tyrant of the Depths The Tyrant of the Depths is an immensely intelligent creature that hopes to bring the surface dwellers of the world down into the oceans. The tyrant seeks power over all living things, but unfortunately it can’t survive outside of the water for extended periods of time - only 24 hours at most. This frustrates the tyrant to no ends and thus it is always working towards the goal of somehow destroying all life above ocean level, or finding someway to bring them down into its waters. The tyrant’s single massive eye can see through planes of existence and through any illusory magics. By concentrating its energy, the tyrant can cause a blast of energy to fire from its eye so powerful that it can send creatures to the ethereal plane, sometimes leaving them there forever. Two massive scythe claws are powerful enough to sheer through steel and its tail can smash all but the strongest of barriers. Its strange snakelike body allows it to easily maneuver down in the depths, though its large eye does sometimes pose a problem when it comes to tight spaces. Potent Telekinetic. The tyrant has tremendous psychic power at its disposal, allowing it to float in the air effortlessly and giving it to the power to move objects up to 5,000 pounds at will. This is perhaps the tyrants most deadly of abilities, for most that would challenge the tyrant are launched away from the tentacled aberration at rapid speeds. Combined with its power to banish creatures from this world and to summon forth eyestalks with their own arcane abilities, the tyrant is not to be underestimated. Scheming Mastermind. The tyrant uses its prodigious intellect to sway influence over other creatures to forward its own goals. Abyssal guardians, naga, kuo-toa, and other aquatic life bend to the will of the tyrant. This loyalty comes either through promises of great wealth and power when the world is returned to the ocean or from fear of their homes being destroyed if they decline. In the most serendipitous of occasions, a tyrant and a kraken may come into contact with one another and the tyrant’s influence might sway even this mighty titan of the oceans to its side. 202 Tyrant of the Depths Huge aberration, chaotic evil Armor Class 19 (natural armor) Hit Points 368 (32d12 + 160) Speed 40 ft., fly 60 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+7) 16 (+3) 20 (+5) 23 (+6) 17 (+3) 10 (+0) Saving Throws Str +14, Con +12, Int +13, Wis +10 Skills Arcana +13, Perception +10 Condition Immunities charmed, frightened, blinded, prone Senses truesight 60 ft., passive Perception 20 Languages Deep Speech, telepathy (same plane) Challenge 21 (27,500 XP) Legendary Resistance (3/Day). If the tyrant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The Tyrant makes two attacks with its scythe claws and one with its tail. Scythe Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 20 (2d12 + 7) slashing damage. Telekinetic Crush. The tyrant attempts to crush a creature it can see within 150 feet. That creature must succeed on a DC 21 Strength saving throw or take 45 (10d8) bludgeoning damage as its body crumbles to this substantial force. A creature that fails this saving throw by 10 or more also has one of its arms or legs broken (chosen randomly) as a result. Abyssal Beam (Recharge 5-6). The tyrant unleashes a beam of abyssal energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Constitution saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail this save by 5 or more are also banished to the ethereal plane until the end of their next turn. A creature that is reduced to 0 hit points from this attack is banished to the ethereal plane permanently. Eyestalk Swarm (1/Day). The tyrant's eye pulses as it calls forth an army of eyestalks to sprout from the walls and floor. Until the tyrant is killed, on initiative count 20, these eyes stalks fire small bolts of arcane energy at random targets in the area. Roll 2d6 and fire that many beams at randomly choose targets hostile to the tyrant. Each of these beams automatically hit and deal 7 (2d4 + 2) force damage. The damage from these eye stalks can be prevented by the shield spell. These eyestalks can be killed. They have 15 hit points and an AC of 10. For each eyestalk killed, reduce the number of beams fired on initiative count 20 by 1. Legendary Actions The tyrant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The tyrant regains spent legendary actions at the start of its turn. Telekinesis. The tyrant moves a creature or object it can see up to 60 feet in any direction. This object can weigh no more than 5,000 pounds. Scythe Claws (Costs 2 Actions). The tyrant makes a scythe claws attack. Anchored (Costs 2 Actions). The tyrant's eye pulses as it summons a massive anchor and chains to bind a creature it can see within 120 feet. That creature must succeed on a DC 21 Dexterity saving throw or become grappled (escape DC 18). Until this grapple ends, the creature is restrained.


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Witches Many confuse witches and hags, but the two are quite different in nature and motivation. While hags are fey, witches are ordinary humanoids that have been granted gifts through their worship of devils and demons. They are driven primarily by the hunt for power to use against those that have wronged them in life. In the beginning, their evil does not run quite as deep as that of a hag. Unfortunately, a witch maintains its power through deals and pacts with fiends who often require favors in the form of malice and pain inflicted on others or sometimes even sacrifices. Witches become addicted to the power and refuse to give it up, turning to the aid of elder fiends that require acts far more malign in exchange for their boons. Witch Coven. One major area of overlap between hags and witches is that both of them form covens. Witches will work together, recruiting other like-minded individuals in the hope that the strength of the group will grant them additional blessings from their patrons. When the witches are clustered together, they gain additional benefits in combat - extra attacks, spells, and abilities - that they can use to dispatch those that would try to stop their conquest for power. Home Among Victims. Most witches continue their lives in society even after turning to darkness. The primary indication that a woman is a witch is a symbol that is burned into their flesh by the patron they currently serve, but this can be easily hidden with clothing. Physical indicators of more powerful witches become quite difficult to hide, requiring more and more elaborate outfits to disguise their true nature. The witches are sometimes even upstanding members of the community, listening to the agonized recounts of their victims at town hall meetings. A Role for All. The power of a witch can manifest in numerous ways. These powers range from bestowing curses, controlling blood, producing hallucinogenic gasses, and summoning forth giant tentacles. Each of these abilities are powerful, but they are certainly not equal. On the higher end of the spectrum, the witches have made deals with creatures so foul it twists their minds to darkness permanently. It is far more difficult for these witches to exist among society and their visage of a normal woman will eventually begin to fail. Quest for Ascension. The most powerful of covens have an Ascendant at their head. An ascendant is formed by using the strength of its coven to pull the creature it serves into this world and then slaughtering it with a sacrificial blade. Most such attempts end in the utter destruction of the entire coven, but in the rare instances that it does not, the result is a witch with powers that far exceeds the combined strength of the woman and her former patron. Occultist The occultist is the weakest tier of witch. These witches are usually the result of a woman scorned looking for power from outside sources to get back at someone that has hurt her. Perhaps a mother that abused her, a lover that had an affair, or a bully from her childhood. No matter the reason, this is a witch that wants to make a specific person suffer and curses are an effective way to do just that. This witch makes a deal with a lesser fiend and most turn from the life of the witch after their goals are achieved. Others develop a taste for the raw power and seek out stronger fiends in hopes of reaching new heights. There are no physical characteristics associated with an occultist. Hemalurgist The hemalurgist is the second tier of witch. She has the abilities to control the blood of both herself and her enemies. She can cause the blood vessels in a body to explode beneath the skin or cut her own flesh and transform the blood into projectiles. She also has the ability to heal wounds through these same magics, making her difficult to kill despite the fact that she often inflicts self-harm. The hemalurgist always has lips that are full and red as well as rosy cheeks. She feels warm in any weather, so sometimes her clothing may be inappropriate for the temperature - but beyond this there is no way to tell if a woman is a hemalurgist. Manipulator The manipulator is the third category of witch. She brings potent telekinetic abilities to the table. While the hemalurgist can only influence blood and creatures with blood flowing through their veins, the manipulator can control any object up to 50 pounds with ease and objects that are heavier with concentrated bursts of focus. She uses these abilities to attack opponents from a distance with melee weapons, to prevent projectiles from striking her, and to shove enemies around the battlefield. The manipulator’s hair is always a mess and wild. No amount of grooming can cure this issue. Additionally, her eyes have tiny flecks of purple in them that are only visible upon close inspection. When the manipulator sleeps, her powers will sometimes manifest on their own and cause items around the building to fall and break. Devouring Dress The dress is not a witch, but a tool used by the coven that is gifted to them by a powerful fiend. It is a sentient object whose only desire is to feed upon the living. When a group of witches are in possession of such a dress, they have control over its actions and can command it to seek out victims and bring them back to a location of the coven’s choosing. The victim of the dress can them be used for ritual sacrifices or for other vile needs of the witches. If the dress is ever freed of the witch’s command, it will wait in an unsuspecting location - such as amongst the other dresses in a clothing store or in the closet of an abandoned building - for some unsuspecting victim to come along. 204


Breaker The breaker is the weakest of the high tier witches, but is still incredibly formidable. She has given herself to the service of a powerful fiend and the need for strength has become her primary focus. She can secrete poison from her fingertips that she applies to needles to penetrate deep into her victim’s flesh. The poison is so strong it can cause even the strongest of heroes to lose their minds temporarily, seeing things that shouldn’t be and losing control of all senses. This witch can use alchemy to transform this poison into a gaseous form, throwing vials filled with it to create clouds of death. The breaker has skin that is cracked and tinted green - as if she always had an upset stomach and was on the verge of vomiting. It also comes with a constant cough and breath so foul that even the strongest of herbs cannot mask its scent. Eldritch The Eldritch is as powerful as most witches could ever hope to become. This witch has stepped outside of the realm of doing the bidding of fiends and dares to seek the favor of great old ones - beings that live outside of the normal laws of reality. Through their powers, she can summon forth massive tentacles and can show glimpses of the vast eternities beyond so potent that it can cause insanity. This new strength often leads to arrogance and that arrogance will eventually lead to death or to ascendancy. The eldritch has eyes of pure black and skin drained of color. Rather than legs, her lower body is a mass of twisted tentacles. In addition to these other traits, sometimes whispers of the ancient creatures that lie beyond will echo out from the witch, causing doubt, fear, and anxiety to those nearby. Ascendant The final and most powerful witch of any coven is the ascendant - a woman who has conquered the very creatures that granted her strength and made it her own. She can manipulate magic at will, draining the power from enchanted items and straining the capabilities of spellcasters. Her mind has been so opened to the ways of the world that she can see through any illusion or trickery that others may try to use. Perhaps her most dangerous ability is that she can call other witches to her aid at will. If you have not defeated the ascendant’s coven, you have little hope of survival. The ascendant lives far from civilization. Her eyes glow a faint white and her skin is slightly luminescent. Hair floats off of her head, tossing and twirling around even when there is no breeze. When she speaks, both her voice and the voices of those she has sacrificed to obtain this power speak at once, leading to a horrible, grating sound. The ascendant will continue to grow her coven as much as possible, knowing each new member means it is less likely her power can ever be taken from her. Some witches think there is a level even beyond this ascension, but as of the time of this entry, none have ever achieved such strength. 205 The Occultist Medium humanoid, neutral evil Armor Class 10 Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 13 (+1) 12 (+1) 14 (+2) 14 (+2) Skills Arcana +3, Medicine +4, Performance +4 Senses passive Perception 12 Languages Common, Abyssal or Infernal Challenge 2 (450 XP) Strength of the Coven. If the occultist has at least 2 other conscious witches within 300 feet, she can bestow up to 2 curses per turn instead of 1. Actions Multiattack. The witch uses ones of her curses, then makes an attack with her dagger or her hex burst. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Hex Burst. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage plus an additional 5 (1d10) force damage if the target is cursed. Curse of Hate. Target creature within 90 feet must succeed on a DC 12 Wisdom saving throw or be marked with a curse of hate for 1 minute. A creature afflicted by a curse of hate must use its reaction to attack any creature that moves within its weapon’s reach. A creature can be affected by no more than one curse at a time and this will replace any existing curses on the target. Curse of Lethargy. Target creature within 90 feet must succeed on a DC 12 Wisdom saving throw or be marked with a curse of lethargy for 1 minute. A creature afflicted by a curse of lethargy must roll a d20 at the start of each of its turns. On a result of 1-3, the creature takes no actions this turn. On a result of 4-10, the creature cannot move or take bonus actions this turn. On a result of 11-20, the creature’s movement speed is halved. A creature can be affected by no more than one curse at a time and this will replace any existing curses on the target. Curse of Agony. Target creature within 90 feet must succeed on a DC 12 Wisdom saving throw or be marked with a curse of agony for 1 minute. Attacks against a creature afflicted by a curse of agony deal an additional 1d6 psychic damage. A creature can be affected by no more than one curse at a time and this will replace any existing curses on the target.


206 The Hemalurgist Medium humanoid, neutral evil Armor Class 11 Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 15 (+2) 12 (+1) 13 (+1) 16 (+3) Skills Arcana +3, Deception +5, Performance +5 Senses passive Perception 11 Languages Common, Abyssal or Infernal Challenge 3 (700 XP) Bloodmending. As long as the hemalurgist has at least 1 hit point, she regains 5 (1d10) hit points at the start of her turns. Strength of the Coven. If the hemalurgist has at least 2 other conscious witches within 300 feet, the damage of her rupture ability is increased to 22 (5d8) and bend blood forces the target to roll a d6 instead of a d4. Actions Sacrificial Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) necrotic damage. Rupture. Target creature within 90 feet must succeed on a DC 13 Constitution saving throw or take 18 (4d8) necrotic damage as blood vessels in their body burst at the hemalurgist’s command. A creature that fails this saving throw by 5 or more is also poisoned until the end of its next turn. Blood Barrage (Recharge 5-6). The hemalurgist slices a wrist open with her sacrificial blade, transforms her own blood into small spikes, and unleashes these spikes in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) bpiercing and 7 (2d6) necrotic damage on a failed saving throw, or half as much damage on a successful one. The hemalurgist takes 1d6 piercing damage when she uses this ability and this damage cannot be prevented. Reactions Bend Blood. The hemalurgist attempts to manipulate the blood inside the body of a creature making a melee weapon attack against her. That creature rolls an additional d4 and subtracts the result from their attack roll. The Manipulator Medium humanoid, neutral evil Armor Class 12 Hit Points 55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 16 (+3) 12 (+1) 12 (+1) Skills Arcana +5, Perception +3, Performance +5 Senses passive Perception 13 Languages Common, Abyssal or Infernal Challenge 3 (700 XP) Aura of Deflection. The manipulator constantly exudes a sphere of telekinetic energy in a dome around her. Ranged weapon attacks against the manipulator are made with disadvantage. Psychic Weaponry. The manipulator appears unarmed, but has two weapons that she controls via telekinesis - one a battleaxe and the other a longsword. These weapons act according to the manipulator’s will. On the manipulator’s turn, she may give mental commands to these weapons to have them move up to 30 feet. Strength of the Coven. If the manipulator has at least 2 other conscious witches within 300 feet, her AC is increased to 15 as the result of a psychic shield. Actions Multiattack. The manipulator can move her battleaxe and longsword up to 30 feet. She then makes an attack with each. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) force damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) force damage. Hurl Object. The manipulator tosses an object weighing 5 pounds or less at a target within 120 feet. The target must succeed on a DC 13 Dexterity saving throw or take 18 (4d8) bludgeoning damage. Psychic Shove (Recharge 5-6). Target creature within 60 feet of the manipulator must make a DC 13 Strength saving throw, being shoved 30 feet in a straight line and be knocked prone on a failed saving throw, or shoved half that distance and not knocked prone on a successful one. If a shoved target strikes an object, such as a wall or a floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.


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208 The Devouring Dress Medium construct, chaotic evil Armor Class 15 (natural armor) Hit Points 55 (10d8 + 10) Speed 10 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 12 (+1) 7 (-2) 12 (+1) 14 (+2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic, radiant Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages --- Challenge 4 (1,100 XP) False Appearance. While the dress remains motionless, it is indistinguishable from an ordinary victorian style dress. Actions Capture. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 14). Slicing Fabric. The dress spins rapidly, unleashing a set of vicious blades from its frills. Each creature within 5 feet of the dress must succeed on a DC 13 Dexterity saving throw or take 15 (6d4) slashing damage. The dress can use this attack even while it has a creature captured. Consume. The dress sinks its vicious spikes into a creature that it is currently grappling. That creature takes 5 (2d4) piercing damage and takes an additional 5 (2d4) damage any time it attempts to break free from the dress’s grapple. The dress then attempts to steal control of that creature’s body and mind. The grappled creature must succeed on a DC 13 Wisdom saving throw or become a puppet of the dress. A controlled creature maintains all of its skills and abilities, but its actions are controlled by the malevolent dress’s will. Another creature can attempt to rip the dress free from the victim by making a DC 13 Strength check, causing the host to take 5 (2d4) piercing damage. On a failed save, the dress retains its hold over the victim. On a success, the dress is ripped free and must use its capture action before it can consume again. While controlled by the dress, the host loses 1 Strength per day as the dress slowly devours its blood and life force. The host dies when its Strength score is reduced to 0. As its strength score is lowered, the host withers further and further until they are an empty husk by the final day. A creature that is freed from the dress regains 1 Strength per day or 2 per day if they spend the day resting in bed. The Breaker Medium humanoid, chaotic evil Armor Class 13 (leather armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 16 (+3) 8 (-1) 16 (+3) Damage Immunities poison Conditional Immunities poisoned Skills Intimidation +7, Medicine +5, Stealth +4 Senses passive Perception 9 Languages Common, Abyssal or Infernal Challenge 4 (1,100 XP) Strength of the Coven. If the breaker has at least 2 other conscious witches within 300 feet, her bonus to hit is increased to +6 and the DC of her poisons is increased to 14. Actions Multiattack. The breaker makes two attacks with her needles. Needles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (2d12) poison damage on a failed saving throw, or half as much damage on a successful one. If a creature is hit by both of the breaker’s needle attacks and fails both of its saving throws in a single turn, it is afflicted by a short-term madness effect (DMG pg. 258) for the next 1d4 hours. Poison Vial. The breaker hurls a canister of poison gas at a location she can see within 30 feet. Each creature within 5 feet of that point must make a DC 13 Constitution saving throw, taking 19 (3d12) poison damage on a failed saving throw, or half as much damage on a successful one. Cloud of Poison (Recharge 5-6). The breaker unleashes a blast of thick poisonous gas into the air. This gas fills a 15-foot radius sphere around the breaker. The sphere spreads around corners, and the area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each creature that ends its turn in this gas or enters the area for the first time on a turn must make a DC 13 Constitution saving throw, taking 19 (3d12) poison damage on a failed saving throw and becoming poisoned for 1 minute, or half as much damage and not poisoned on a successful one. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.


209 The Eldritch Medium humanoid, chaotic evil Armor Class 15 (eldritch armor) Hit Points 135 (18d8 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 17 (+3) 12 (+1) 10 (+0) 18 (+4) Saving Throws Int +4, Wis +3 Skills Arcana +4, Persuasion +7, Religion +4 Senses passive Perception 11 Languages Common, Abyssal or Infernal, Deep Speech Challenge 7 (2,900 XP) Eldritch Armor. As long as the witch is wearing no armor and is not holding a shield, its AC includes its Charisma modifier. Additionally, when a creature hits the eldritch with a melee weapon attack while within 5 feet, a tentacle lashes out from her body and swipes at the attacker. That creature must succeed on a DC 15 Dexterity saving throw or take 9 (1d10 + 4) bludgeoning damage. Strength of the Coven. If the eldritch has at least 2 other conscious witches within 300 feet, it can summon 2 tentacles a turn and can have a maximum of 4 active at a time. Actions Multiattack. The eldritch may use its summon tentacle ability, then either of its touch attacks or its visage of eternity. Summon Tentacle. The eldritch causes a 10-foot long, slime-covered tentacle to burst forth at an area she can see within 120 feet. This tentacle must be anchored to the surface of a non-living object with at least 3-feet of width and height. This tentacle persists for 1 minute before dissolving. The eldritch can have no more than 3 tentacles summoned at a time. If the eldritch attempts to use this ability and already has 3 tentacles active, it must choose one of the existing tentacles to dismiss. At the end of each of the eldritch’s turns, all tentacles make an attack against a creature of the eldritch’s choosing within its reach. These tentacles have 120 hit points and an AC of 10. It makes its attack with a +5 bonus to hit and a reach of 10 feet. On a hit, the target takes 9 (1d10 + 4) bludgeoning damage. These tentacles can also make attacks of opportunity if an enemy attempts to move away. Touch of Agony. Melee Spell Attack +7 to hit, reach 5 ft., one creature. Hit: 27 (6d8) necrotic damage. Touch of Insanity. Melee Spell Attack +7 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 15 Wisdom saving throw or succumb to the grip of insanity for 1 minute. That creature takes 18 (4d8) psychic damage and is incapacitated as it sees vivid hallucinations of nightmarish entities crawling over the ground and walls. A creature incapacitated this way can repeat this saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw, the creature is immune to the eldritch's Touch of Insanity for 24 hours. Visage of Eternity (Recharge 5-6). The eldritch casts a spell that warps reality around her face and causes it to transform into an endless void. Each creature that can see the eldritch must succeed on a DC 15 Wisdom saving throw or become frightened of her for 1 minute. A creature frightened this way must use its action to move as far away from the eldritch as possible. At the end of a frightened creature’s turn, if it can no longer see the eldritch, it can repeat this saving throw, ending the effect on a success.


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211 The Ascendant Medium humanoid, chaotic evil Armor Class 17 (null shield) Hit Points 195 (26d8 + 78) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 20 (+5) 16 (+3) 20 (+5) Saving Throws Con +8, Int +10, Wis +8 Skills Arcana +10, Performance +10, Persuasion +10, Religion +10 Conditional Immunities blinded Senses truesight 60 ft., passive Perception 12 Languages Common, Abyssal, Infernal, Deep Speech Challenge 15 (13,000 XP) Eyes of Eternity. The ascendant has been blessed with eyes that can see beyond this world. As a result, she has a truesight of 60 feet and can’t be blinded. Legendary Resistance (2/Day). If the ascendant fails a saving throw, she can choose to succeed instead. Null Shield. A barrier of nearly impenetrable null energy surrounds the ascendant, providing her an AC of 17. Strength of the Coven. The ascendant always knows the locations of the other members of the coven, can see through their eyes, and can speak through them. Actions Multiattack. The ascendant makes two attacks with her null strike or her wand of the cosmos. Null Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage plus 27 (6d8) force damage. The target must also succeed on a DC 16 Charisma saving throw or all of its magic items are rendered inert for the next 1d4 rounds. Wand of the Cosmos. Ranged Spell Attack +10 to hit, range 120 ft., one creature. Hit: 31 (7d8) force damage. The ascendant can also choose to have the target make a DC 16 Charisma saving throw. On a failed save, the ascendant and that creature swap places. Coven’s Union (Recharge 4-6). The ascendant teleports a willing witch within 10 miles to an unoccupied space within 60 feet. Spires of Eternity (Recharge 6). The ascendant conjures two 20-foot tall, 5-foot wide spires of obsidian at unoccupied spaces within 300 feet. Each of these spires has a 2-foot tall glowing purple crystal that hovers just over its tip. These spires have the following effects: Creatures within 60 feet of a spire make concentration checks with disadvantage. The area within 60 feet of the spire is considered difficult terrain for non-witch creatures. A creature that ends its turn within 60 feet of a pillar takes 18 (4d8) psychic damage. If the ascendant uses this ability while spires are already active, she can choose to dismiss the existing spires and summon them at new locations, but she can have no more than 2 active at a time. Legendary Actions The ascendant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The ascendant regains spent legendary actions at the start of its turn. Rejuvenate. The ascendant restores 14 (3d8) hit points to herself or another witch within 30 feet. Wand of the Cosmos (Costs 2 Actions). The ascendant makes an attack with her wand of the cosmos. Coven's Wrath (Costs 3 Actions). A blast of energy erupts from each of the ascendant's Spires of Eternity. Two creatures the ascendant can see within 120 feet of these spires must each succeed on a DC 18 Constitution saving throw or become paralyzed until the end of their next turn.


Appendices Appendix A: Monsters By CR CR 1/8 Bloat Toad 146 Note Device 188 CR 1/4 Dream Moth 148 Noctoad 148 Wind Mote 160 Button-Eyed Doll 163 Crackling Scorpion 177 Mist Tortoise 182 Staccato Device 189 CR 1/2 Lunar Mote 133 Solar Mote 138 Flaying Mantis 149 Spore Hound 149 Thornshaper Sprite 155 Over-Stuffed Doll 163 Child Doll 164 Draconic Warrior 166 Frost Crab 175 Flame Slug 179 Rumbling Boar 185 Rest Device 189 Melody Device 190 Undying Skeleton 199 CR 1 Lunar Cultist 133 Solar Cultist 138 Venomancer Sprite 156 Sharpshooter Sprite 156 Sylph 159 Adult Doll 164 Draconic Warden 166 Giant Hagfish Harmony Device 190 Largo Device 191 Lesser Black Pudding 193 Rotting Skeleton 199 CR 2 Axotonl 131 Lunar Fox 134 Cosmic Hawk 139 Satyr Reveler 153 Sylph Aeromancer 159 Scaled Protector 167 Icewind Crab 175 Storm Scorpion 177 Molten Slug 179 Torrential Tortoise 182 Rubbleback Boar 185 Accelerando Device 191 Sanity Snatcher 197 The Occultist 205 212


C R 3 M o o n W a r rio r 1 3 5 S u n D a n c e r 1 3 9 S a t y r E n c h a n t r e s s 1 5 3 F e yle a f W a r s hip 1 5 7 D e v o r a t o r 1 6 2 Gla cial B e a r 1 7 6 S p a r k B a t 1 7 8 Fla m e Tig e r 1 8 0 G u s hin g C r o c o dile 1 8 4 C r a s hin g R hin o c e r o s 1 8 6 C r e s c e n d o D e vic e 1 9 2 M e s m e ric Slu d g e 1 9 4 P a n g olo t 1 9 6 S k ele t al R a v a g e r 2 0 0 T h e H e m alu r gis t 2 0 6 T h e M a nip ula t o r 2 0 6 C R 4 P rie s t e s s o f t h e M o o n 1 3 5 S u n M a g e 1 4 1 C h a m ele o x 1 5 0 V e n u s Fly d r a 1 5 1 S ylp h M o t e - C alle r 1 6 0 D r a g o n C alle r 1 6 7 T h e D e v o u rin g D r e s s 2 0 8 T h e B r e a k e r 2 0 8 C R 5 Tw o - H e a d e d F e y Liz a r d 1 5 2 S a t y r P a r t y F a n a tic 1 5 4 D r a c o nic S p ellw e a v e r 1 6 8 Bliz z a r d B e a r 1 7 6 Bla s tin g B a t 1 7 8 Bla zin g Tig e r 1 8 0 H y d r o dile 1 8 4 Q u a kin g R hin o c e r o s 1 8 6 O r c h e s t r a D e vic e 1 9 2 L a v a O o z e 1 9 4 T a r dig r a n d 2 0 1 C R 6 S k ele t al J u g g e r n a u t 2 0 0 C R 7 L u n a r In c a r n a tio n 1 3 6 S ola r In c a r n a tio n 1 4 1 S ylp h S t o r m L o r d 1 6 1 A p e x H u n t e r 1 6 8 C h r o n o o z e 1 9 5 T h e Eld rit c h 2 0 9 C R 8 B a r k s kin T r oll 1 5 2 C R 9 E s s e n c e R e a p e r 1 7 2 C R 1 0 C o r p s e A n gle r 1 4 4 C R 1 1 A b y s s al G u a r dia n 1 3 0 C R 1 5 T h e A s c e n d a n t 2 1 1 C R 1 6 L u n a r Tit a n 1 3 7 S ola r Tit a n 1 4 2 C R 2 0 S o ul L o r d 1 7 3 C R 2 1 Ty r a n t o f t h e D e p t h s 2 0 2 2 1 3


Appendix B: Monsters By Creature Type Aberration Tyrant of the Depths CR 21 202 Beast Bloat Toad CR 1/8 146 Crackling Scorpion CR 1/4 177 Dream Moth CR 1/4 148 Mist Tortoise CR 1/4 182 Noctoad CR 1/4 148 Flaying Mantis CR 1/2 149 Flame Slug CR 1/2 179 Frost Crab CR 1/2 175 Rumbling Boar CR 1/2 185 Spore Hound CR 1/2 149 Giant Hagfish CR 1 187 Axotonl CR 2 131 Cosmic Hawk CR 2 139 Icewind Crab CR 2 175 Lunar Fox CR 2 134 Molten Slug CR 2 179 Rubbleback Boar CR 2 185 Storm Scorpion CR 2 177 Torrential Tortoise CR 2 182 Crashing Rhinoceros CR 3 186 Flame Tiger CR 3 180 Glacial Bear CR 3 176 Gushing Crocodile CR 3 184 Pangolot CR 3 196 Spark Bat CR 3 178 Blasting Bat CR 5 178 Blazing Tiger CR 5 180 Blizzard Bear CR 5 176 Hydrodile CR 5 184 Quaking Rhinoceros CR 5 186 Tardigrand CR 5 201 Construct Note Device CR 1/8 188 Button-Eyed Doll CR 1/4 163 Staccato Device CR 1/4 189 Child Doll CR 1/2 164 Melody Device CR 1/2 190 Over-Stuffed Doll CR 1/2 163 Rest Device CR 1/2 189 Adult Doll CR 1 164 Harmony Device CR 1 190 Largo Device CR 1 191 Accelerando Device CR 2 191 Crescendo Device CR 3 192 Feyleaf Warship CR 3 157 The Devouring Dress CR 4 208 Orchestra Device CR 5 192 Lunar Titan CR 16 137 Solar Titan CR 16 142 Elemental Wind Mote CR 1/4 160 Lunar Mote CR 1/2 133 Solar Mote CR 1/2 138 Lunar Incarnation CR 7 136 Solar Incarnation CR 7 141 Fey Thornshaper Sprite CR 1/2 155 Sharpshooter Sprite CR 1 156 Sylph CR 1 159 Venomancer Sprite CR 1 156 Satyr Reveler CR 2 153 Sylph Aeromancer CR 2 159 Satyr Enchantress CR 3 153 Sylph Mote-Caller CR 4 160 Satyr Party Fanatic CR 5 154 Sylph Storm Lord CR 7 161 214


Fiend Devorator CR 3 162 Giant Barkskin Troll CR 8 152 Abyssal Guardian CR 11 130 Humanoid Draconic Warrior CR 1/2 166 Draconic Warden CR 1 166 Lunar Cultist CR 1 133 Solar Cultist CR 1 138 Scaled Protector CR 2 168 The Occultist CR 2 205 The Hemalurgist CR 3 206 The Manipulator CR 3 206 Moon Warrior CR 3 135 Sun Dancer CR 3 139 The Breaker CR 4 208 Dragon Caller CR 4 168 Priestess of the Moon CR 4 135 Sun Mage CR 4 141 Dragon Caller CR 5 169 The Eldritch CR 7 209 Apex Hunter CR 7 169 The Ascendant CR 15 211 Monstrosity Chameleox CR 4 150 Two-Headed Fey Lizard CR 5 152 Corpse Angler CR 10 144 Ooze Lesser Black Pudding CR 1 193 Mesmeric Sludge CR 3 194 Lava Ooze CR 5 194 Chronooze CR 7 195 Plant Spore Hound CR 1/2 149 Venus Flydra CR 4 151 Undead Undying Skeleton CR 1/2 199 Rotting Skeleton CR 1 199 Sanity Snatcher CR 2 197 Skeletal Ravager CR 3 200 Skeletal Juggernaut CR 6 200 Essence Reaper CR 9 172 Soul Lord CR 20 173 215


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