The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Cody Burgin, 2021-09-06 14:52:17

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

D&D Unleashed Compendium -- The Elements and Beyond (v1_03)(Low-Size)

GREEN GIANT GREEN GIANTS

Huge giant, neutral good Among the forests, jungles, and sunlit valleys of not only
the Material Plane but also the Feywild, green giants
Armor Class 14 (natural armor) wander and rest alone or in small groups. Green giants
Hit Points 126 (l 2dl 2 + 48) are remarkably rare, friendly, and gentle giants. They
Speed 40ft. rank between hill giants and stone giants in the Ordning
of Giants, but they are so uncommon that they are often
SlR DEX CON INT WIS CHA forgotten. The boulders they throw are often chunks of
wood or amber, rather than pure rock.
22 (+6) l 3 (+ l) 19 (+4) 11 (+0) l 5 (+2) l 5 (+2)
Verdant Green. Green giants are green because their
Saving Throws Dex +4, Wis +5 connection to the natural world manifests in a plant-like
Skills Nature +3, Perception +5 nature. Their green skin, which is as thick and tough as
Damage Resistances poison, radiant a tropical plant's hardy skin, is covered with small vines,
Senses passive Perception l 5 leaves, moss, thorns, and other bits of flora. Their dark
Languages Giant, Sylvan green hair can seem nearly black without good lighting,
Challenge 6 (2,300 XP) but it is usually threaded with leaves, flowers, and twigs.
These giants begin their lives as giant seeds which must
Plant Camouflage. The giant has advantage on Dexterity be planted in the ground and tended to for many years
(Stealth) checks made to hide among plants. before finally emerging as green giant children.

Plant Hybrid The giant is also a plant. Green giants prefer to live in areas that are as verdant
Plant Speech. The giant can comprehend and verbally as they themselves are. The forests and grasslands they
communicate with plants. inhabit are relatively abundant, and when their homes
Thoms. At the start of each of the giant's turns, it deals no longer suit them, they take a fallen tree as a walking
7 (2d6) piercing damage to any creature grappling it. staff and set out on a wandering journey to find a new
forest. Despite their wide ranging habitats, these giants
Actions are so rare that many regard them as a myth. Most
green giants are content to live their long lives without
Multiattack The giant makes two quarterstaff attacks. increasing their numbers or building families.

Quarterstaff. Melee Weapon Attack: +9 to hit, reach l 0 Sunbathing Pacifists. Green giants live lethargic and
ft., one target. Hit: l 6 (3d6 + 6) bludgeoning damage, restful lives. They love basking in sunlight or soaking in
or l 9 (3d8 + 6) bludgeoning damage if used with two clean water (preferably both at the same time~ Rather
hands. than concern themselves with war, politics, gluttony, or
Rock Ranged Weapon Attack: +9 to hit, range 60/240 knowledge, these giants exist peacefully and patiently,
ft., one target. Hit: 22 (3dl 0 + 6) bludgeoning damage. content to live in serene locations and appreciate the
beauty inherent in nature. Green giants abhor violence,
and they are so careful with their strength that they can
pluck a tiny baby bird from the ground and return it to
its nest without misplacing a single feather. When they
must defend themselves or their lands from aggressors,
green giants seek the aid of their friends and allies.

Patient Cultivators. Green giants enjoy tending to
plants and animals in their verdant homes, such as deer,
flowers, or songbirds. They treat their plants like beloved
pets, and treat their animal friends like children.

Green giants are congenial and friendly, approaching
relationships with other sentient beings with just as
much patience and concern as they do with flora and
fauna. Once a green giant has decided to befriend
someone, they make regular visits every few months to
speak with them, listening attentively and trying to aid
them with the problems in their lives. They commonly
make friends with farmers and hunters, but anyone that
journeys through a secluded forest or jungle might catch
the attention of a green giant and start a friendship that
lasts long after they leave the area. Green giants watch
their humanoid friends grow, learn, thrive, and flourish
over the course of a humanoid lifetime, taking joy in the
accomplishments of their friends.

THE ELEMENTS AND BEYOND

Wardens of the Forest. Some green giants are less
pacifistic than their fellows, and seek to use their innate
strength and natural magic to defend the green places
from those who would deforest and despoil them. They
seek out elder treants, fey, and archdruids as teachers,
seeking to learn how to harness their primal affinity to
act as a warden of the forests, jungles, and other green
places of the world Combining their great might with
primal magic, they watch as sentinels over their homes.

These wardens act as enforcers of an ancient natural
law. When they apprehend villains, they try to reason
with them and, if possible, exile them rather than slay
them. Their efforts to prevent deforestation often bring
them into conflict with fire giants. When these conflicts
become large enough to threaten the Ordning, green
giant wardens seek out good-hearted cloud giants and
storm giants to help mediate the situation. Wardens are
willing to undertake long journeys to seek aid when
needed, leaving their domains to be defended by their
allies for a time. These allies often include treants, fey,
green elves, and even noble adventurers.

Photosynthesis. As a magical plant, green giants can
feed themselves for the day without eating anything by
staying in sunlight and clean water for at least 1 hour.

GREEN GIANTWARDEN provoke its opportunity attacks even if they've disengaged.

Huge giant (green giant), lawful good Spellcasting. The giant is an 8th-level spellcaster. Its spell-
casting ability is Wisdom (spell save DC 16, +8 to hit with
Armor Class 16 (natural armor, shield) (18 with spell attacks). It has the following druid spells prepared:
barkskin, shield)
Cantrips (at-will): druidcraft, razor leaf(new), tend plants
Hit Points 184 (l 6dl 2 + 80) (new)
Speed 40ft, climb 40 ft.
l st level (4 slots): detect poison and disease, ensnaring
STR DEX CON INT WIS CHA strike, entangle, goodberry

22 (+6) 13 (+ 1) 21 (+5) 15 (+2) 19 (+4) 16 (+3) 2nd level (3 slots): barkskin, pass without trace,
protection from poison, spike growth
Saving Throws Dex +5, Con +9, Wis +8
Skills Nature +6, Perception +8, Persuasion +7 3rd level (3 slots): plant growth, speak with plants
Damage Resistances fire, poison, radiant 4th level (2 slots): grasping vine, stockade sprouts (new)
Senses passive Perception l 8
Languages Druidic, Giant, Sylvan Thoms. At the start of each of the giant's turns, it deals 7
Challenge 11 ( XP) (2d6) piercing damage to any creature grappling it.

Aura ofRoots. While the giant is on the ground, the ground Wild Speech. The giant can comprehend and verbally
within l 5 feet of it is difficult terrain for its enemies, and communicate with beasts, fey, and plants.
when it is pushed or pulled, it can reduce the distance it is
moved by up to l 0 feet. It also has advantage on Strength Actions
and Dexterity saving throws against being knocked prone.
Multiattack The giant makes two quarterstaff attacks.
Plant Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide among plants. Thorny Quarterstaff. Melee Weapon Attack:+ l Oto hit, reach
l Oft., one target. Hit: 16 (3d6 + 6) bludgeoning damage,
Plant Hybrid The giant is also a plant. or 19 (3d8 + 6) bludgeoning damage if used with two
hands, plus 4 (1 d8) piercing damage.
Regeneration. At the start of each of the giant's turns, if it
has fewer than half of its hit points remaining and it is in Rock Ranged Weapon Attack:+ l Oto hit, range 60/240 ft.,
sunlight, it regains l 0 hit points. one target. Hit: 22 (3dl 0 + 6) bludgeoning damage.
Sentinel ofthe Wilds. Whenever the giant hits with an
opportunity attack, the target's speed drops to 0 for the Reactions
rest of the turn. This stops any movement the target may
have been taking. Also, creatures within the giant's reach Entangling Roots (Recharge 4-6). When an allied creature is
hit by an attacker that is within 30 feet of the giant, the
attacker must succeed on a DC l 6 Strength or Dexterity
saving throw (its choice) or be restrained for l 0 minutes.
While restrained by the vines, the creature repeats the
saving throw at the end of each of its turns. On a success, it
frees itself and the vines vanish.

CHAPTER THREE DUNGEON MASTER'S CHEST 151
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

GNOLL BEASTMAGE GNOLL BEASTMAGE

Medium humanoid (gnollj, chaotic evil Some gnoll warbands include gnolls with an affinity for
primal bestial magic. Gnoll beastmages corrupt the
ArmorClass 15 (hide armor, shield) primal magic used by druids and rangers to vile and evil
Hit Points 38 (7d8 + 7) ends. They use their magic to track humanoids to their
Speed 30ft. settlements by searching for their livestock and farms.
Beastmages will obscure the approach of their warband,
STR DEX CON INT WIS CHA then conjure hyenas or vultures to aid the pack in battle.
Their hyena-like cackle brings out the fiendish nature of
14(+2) 13(+1) 12(+1) 8(-1) 15(+2) 8(-1) their corrupted primal magic, commanding beasts near
the gnoll to reach demonic levels of aggression.
Skills Animal Handling +4, Perception +4
Senses darkvision 60 ft., passive Perception 14 Gnoll beastmages act as shamans, healers, trackers,
Languages Gnoll and even as spies for the pack. They utilize their gift for
Challenge 3 (700 XP) bestial magic to transform into the shape of various
scavenging beasts, helping them to scout the perimeter
BestialAffinity. The gnoll can comprehend and verbally of humanoid settlements without alerting them to the
communicate with beasts, and it has advantage on coming gnoll attack. When the attack begins, the beast-
Wisdom (Perception) checks that rely on smell. mage uses its animal forms to blend in with its pack.

Pack Tactics. While the gnoll is in a beast form, it has Beastmages are often accompanied by animals they
advantage on an attack roll against a creature if at least have bonded with, such as giant vultures, giant hyenas,
one of the gnoll's allies is within 5 feet of the creature or even entire packs of hyenas, wolves, or rats. When a
and the ally isn't incapacitated. pack enters unfamiliar territory, beastmages will often
seek out the most dangerous predators of that region
Rampage. When the gnoll reduces a creature to O hit and attempt to bond with them, whether they might be
snakes, lions, eagles, sharks, or any other beast. They
points with a melee attack on its turn, the gnoll can use these animals to learn the lay of the land, and in
take a bonus action to move up to half its speed and return they promise the predators a feast of humanoids
make a bite attack. and their livestock when the gnolls attack.

Shapechanger. The gnoll can use its action to polymorph

into a giant hyena, a hyena, a jackal, a rat, or a vulture, or
back into its true form. Its statistics, other than its size
and speed, are the same in each form. Any equipment it
is wearing or carrying is transformed along with it. It
reverts to its true form if it dies.

Spellcasting. The gnoll is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It has the following druid spells
prepared.

Cantrips (at-will): druidcraft, guidance, resistance
l st level (4 slots): animal friendship, conjure critters

(new) (hyenas, rats, or vultures only), cure wounds
2nd level (3 slots): animal messenger, locate animals or

plants, pass without trace

Actions

Bite (Beak in Vulture Form). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) piercing
damage.

Spear (Gno/1 Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 5 (l d6 + 2) piercing damage, or 6 (l d8 + 2)
piercing damage if used with two hands to make a
melee attack.

Longbow (Gno/1 Form Only). Ranged Weapon Attack: + 3
to hit, range l 50/600 ft., one target. Hit: 5 (l d8 + l)
piercing damage.

Wild Cackle (7/Day). The gnoll laughs madly and swirls

with primal magic, inspiring each allied gnoll and beast
within 30 feet ofit that can hear it. Affected creatures
have their speed increased by l Ofeet and have advan-
tage on attack rolls made using natural weapons. The
gnoll can then make one bite attack as a bonus action.

GOBLIN WIND ROUSER GOBLIN WIND ROUSER

Some goblins are born with a wild magic connection to Small humanoid (goblin), neutral evil
the chaos of storms and wind Goblin magic is nearly
always wild and chaotic, and the aeromancies of goblin Armor Class l 3 (leather armor)
wind rousers are no exception. Hit Points 14 (4d6)
Speed 30 ft.
Wind rousers are usually flighty and scatterbrained,
with extreme difficulty focusing on any single task for STR DEX CON INT WIS CHA
very long. They are regarded as unstable and mad even
by other goblins, with most goblins staying clear of the 8(-1) 15(+2) 10(+0) 10(+0) 8(-1) 13(+1)
wild power these sorcerers wield, lest they be hurled
into the sky or tossed off a cliff accidentally. Despite this Skills Arcana +2, Stealth +6
element of chaos, goblins still celebrate the wind rouser
when their wind earns the goblins victory in battle, and Senses darkvision 60 ft., passive Perception 9
most tribes are happy to keep a wind rouser around for
warfare, so long as they stay safely at the edge of camp. Languages Auran, Common, Goblin
Challenge l (200 XP)
The most powerful of goblin wind rousers make allies
of minor air elementals such as blowing spirits or dust Nimble Escape. The goblin can take the Disengage or
mephits. They use their natural gifts to speak with the
elementals, and their strange way of thinking makes it Hide action as a bonus action on each of its turns.
easier for them to connect with those creatures that are
not native to the Material Plane. The mages command Spellcasting. The goblin is a 4th-level spellcaster. Its
these elemental spirits in battle or send them ahead of
the goblin forces to scout and spy on foes. Wind rousers spellcasting ability is Charisma (spell save DC 11, +3 to
can typically control these elementals for weeks or even hit with spell attacks). It knows the following sorcerer
months, but the bond is never permanent. The chaotic spells:
nature of the goblin mage's magic will eventually disrupt
their control over these elementals, allowing them to Cantrips (at-will): gust,* mage hand (invisible but hums
escape. audibly), magic orb (new), thunderclap*

• l st level (4 slots): catapult,* feather fall, thunderwave
2nd level (3 slots): gust of wind, levitate

Wild Winds. Whenever the goblin casts a spell of 1st-
level or higher, it can summon wind within its choice of
the spell's area, the area within l O feet of the goblin, or
the area within 5 feet of one target. This wind lasts until
the end of its next turn, disperses gas or vapor, and
extinguishes unprotected flames in its area that are
torch-sized or smaller. Ranged weapon attacks that
pass through the wind are made with disadvantage.
Unsecured objects of size Small or Tiny within the wind
are each tossed up to l O feet in a random direction.
Objects take no damage from this movement.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (l d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/
320 ft., one target. Hit: 5 (l d6 + 2) piercing damage.

Magic Orb, as Wind (Cantrip). Melee or Ranged Spell
Attack:+ 3 to hit, reach 5 ft. or range 30 ft., one target.
Hit: 5 (l d 10) bludgeoning damage.

Reactions

Chaotic Flight (Recharge 4-6). When an enemy moves
within 5 feet of the goblin, the goblin flies up to l 5
feet in a random direction to an unoccupied space. If
the goblin is still aloft at the end of this movement, it
falls unless it can stop the fall. This movement does not
provoke opportunity attacks.

CHAPTER THREE DUNGEON MASTER'S CHEST 153
D&D UNLEASHED (vl.O)

GOLEM ARMORS armor can force it to open the hidden door in its chest
and kneel to allow entry. Once inside, the mage stays in
Golem armors are special constructs designed to be a shielded core, protected from the heat, cold, lightning,
controlled using magic by a humanoid pilot inside the or other threats posed by the golem. This controller
armor itself. These constructs are usually conjured as (sometimes called a pilot) can use any talent for magic
part of the new golem armor speli but permanent golem they might possess to control the armor. As examples, a
armors can also be made via lengthy magical rituals. In wizard would use their intellect, a druid or cleric would
some worlds, these giant armors serve as the vanguard use their spirit, and not only sorcerers but even tieflings
of magical armies. In others, they are ancient weapons or anyone else with natural magic could use that same
from a lost age that could turn the tide of many eternal natural talent to control the armor.
conflicts. Most of them are thirty feet talL but ancients
tell of armors that could touch the clouds. Constructed Nature. A golem armor doesn't require
air, food, drink, or sleep.
Operated By Magic. Golem armors are designed to
be operated by magic. A spellcaster near an empty golem

ICE GoLEM ARMOR Freezing Backlash. When a creature within 5 feet of the
golem armor hits it with a melee attack, the attacker takes
Gargantuan construct, unaligned 7 (2d6) cold damage, and if it doesn't have resistance or
immunity to cold damage, it has disadvantage on the next
ArmorClass 18 (natural armor) weapon attack roll it makes before the end of its next turn.
Hit Points 161 (14dl2 + 70)
Speed 50 ft., swim 50 ft. Inert When not inhabited by a controller that can cast
spells, the golem armor is an object.
STR DEX CON INT WIS CHA
8 (-1) 20 (+5) Siege Weapon. The golem armor deals double damage to
26 (+8) N/A N/A N/A objects and structures.

Damage Vulnerabilities fire, thunder Spell-Powered The golem armor uses the spell attack
Damage Resistances acid; bludgeoning, piercing, and modifier of its controller for its attack rolls, written as +X,
and it uses the spell save DC of its controller for its other
slashing from nonmagical attacks abilities, written as DC XX. The golem armor uses its
Damage Immunities cold, poison, psychic controller's mental ability scores as its own, and the
Condition Immunities exhaustion, frightened, paralyzed, controller uses the golem armor's senses as its own.

petrified, poisoned, unconscious Actions
Senses same as its controller's senses
Languages- Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one
Challenge same as the level or CR of its controller target. Hit 24 (3dl O+ 8) bludgeoning damage plus l 8
(4d8) cold damage.
(minimum CR 12 (8,400 XP))
Breath Weapon. The golem armor exhales a blast of freezing
Aqueous. The inside of the golem armor can contain water air in a 30-foot cone. Each creature in that area must make
to breathe in instead of air, if the creator chooses. a DC XX Constitution saving throw. On a failed save, a
creature takes 28 (8d6) cold damage and its speed is
Clumsy. The golem armor has disadvantage on all Dexterity reduced to Ofeet until the end of its next turn. On a
saving throws, and other creatures have advantage on all successful save, a creature takes half damage and suffers no
attack rolls made against it. other effects.

LAVA GOLEM ARMOR METAL GOLEM ARMOR

Gargantuan construct, unaligned Gargantuan construct, unaligned

ArmorClass 18 (natural armor) ArmorClass 18 (natural armor)
Hit Points 161 (14dl2 + 70) Hit Points 161 (14dl2 + 70)
Speed 50 ft. Speed 50 ft.

SlR DEX CON INT WIS CHA S1R DEX CON INT WIS CHA

26 (+8) 8 (-1) 20 (+5) N/A N/A N/A 26 (+8) 8 (-1) 20 (+5) N/A N/A N/A

Damage Resistances cold; bludgeoning, piercing, Damage Resistances thunder; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks

Damage Immunities fire, poison, psychic Damage Immunities lightning, poison, psychic
Condition Immunities exhaustion, frightened, Condition Immunities exhaustion, frightened,

paralyzed, petrified, poisoned, unconscious paralyzed, petrified, poisoned, unconscious
Senses same as its controller's senses Senses same as its controller's senses
Languages- Languages-
Challenge same as the level or CR of its controller Challenge same as the level or CR of its controller

(minimum CR 12 (8,400 XP)) (minimum CR 12 (8,400 XP))

Clumsy. The golem armor has disadvantage on all Clumsy. The golem armor has disadvantage on all
Dexterity saving throws, and other creatures have
Dexterity saving throws, and other creatures have advantage on all attack rolls made against it.
advantage on all attack rolls made against it.
Electric Backlash. When a creature within 5 feet of the
Fiery Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker
takes 9 (2d8) lightning damage, or l 3 (3d8) lightning
golem armor hits it with a melee attack, the attacker damage if the attack used a metal weapon.
takes 11 (2d l 0) fire damage.
Inert. When not inhabited by a controller that can cast
Illumination. The bull sheds bright light in a 60-foot spells, the golem armor is an object.
radius and dim light for an additional 60 feet.
Siege Weapon. The golem armor deals double damage
Inert. When not inhabited by a controller that can cast to objects and structures.
spells, the golem armor is an object.
Spell-Powered The golem armor uses the spell attack
Siege Weapon. The golem armor deals double damage modifier of its controller for its attack rolls, written as
to objects and structures. +X, and it uses the spell save DC of its controller for its
other abilities, written as DC XX. The golem armor uses
Spell-Powered The golem armor uses the spell attack its controller's mental ability scores as its own, and the
modifier of its controller for its attack rolls, written as controller uses the golem armor's senses as its own.
+X, and it uses the spell save DC of its controller for its
other abilities, written as DC XX. The golem armor uses Actions
its controller's mental ability scores as its own, and the
controller uses the golem armor's senses as its own. Smash. Melee Weapon Attack: +X to hit, reach l 5 ft.,
one target. Hit 24 (3dl 0 + 8) bludgeoning damage plus
Actions 18 (4d8) lightning damage.

Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., Breath Weapon. The golem armor exhales a blast of
one target. Hit 24 (3dl 0 + 8) bludgeoning damage plus magnetic lightning in a 30-foot cone. Each creature in
22 (4d l 0) fire damage. that area must make a DC XX Constitution saving
throw. On a failed save, a creature takes 28 (8d6)
Breath Weapon. The golem armor exhales a blast of fire lightning damage, and the golem armor can choose to
in a 30-foot cone. Each creature in that area must make pull the target up to 20 feet closer. On a success, a
a DC XX Dexterity saving throw. On a failed save, a creature takes half damage and suffers no other effects.
creature takes 3 5 (l 0d6) fire damage. On a success, a
creature takes half damage. The fire ignites objects in
the area that aren't being worn or carried.

STONE GoLEM ARMOR Dusty Backlash. When a creature within 5 feet of the golem

Gargantuan construct, unaligned armor hits it with a melee attack, the attacker must succeed
on a DC XX Constitution saving throw or become blinded
ArmorClass 18 (natural armor) until the end of its next turn.
Hit Points 161 (14dl2 + 70)
Speed 50 ft., climb 50 ft. Inert When not inhabited by a controller that can cast
spells, the golem armor is an object.
STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 20 (+5) N/A N/A N/A Siege Weapon. The golem armor deals double damage to

Damage Vulnerabilities thunder objects and structures.
Damage Resistances lightning, bludgeoning, piercing,
Spell-Powered The golem armor uses the spell attack
and slashing
Damage Immunities poison, psychic modifier of its controller for its attack rolls, written as +X,
Condition Immunities exhaustion, frightened, paralyzed, and it uses the spell save DC of its controller for its other
abilities, written as DC XX. The golem armor uses its
petrified, poisoned, unconscious controller's mental ability scores as its own, and the
Senses same as its controller's senses controller uses the golem armor's senses as its own.
Languages-
Challenge same as the level or CR of its controller Actions

(minimum CR 12 (8,400 XP)) Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one
target. Hit47 (6dl 2 + 8) bludgeoning damage.
Clumsy. The golem armor has disadvantage on all Dexterity
Breath Weapon. The golem armor exhales a blast of earth
saving throws, and other creatures have advantage on all
attack rolls made against it. and stone in a 30-foot cone. Each creature in that area
must make a DC XX Strength saving throw. On a failed
save, a creature takes 28 (8d6) bludgeoning damage, is
knocked prone, and is pushed 20 feet away. On a success, a
creature takes half damage and suffers no other effects.

~c.4n~sms fur utiv/A,tin1 the 1iant R'S CHEST

invulvin1 tl- VA,rie-ti-; ojm/A,terip,,ls, we FAN\fAI E HOMFB li'W THF L \1ENT"i AND BFYO'\l'

7hen inju>e.1 with tl-rc.ft-ne. enerf'J in
•eft-c.unfur the 1"le.m's inte.rnp.,[ e.nc.4-

?ukJ M we. ft-ttet,n,J'te.d._ vttriuus kin~s
t" un.tu,k the 5iant 1"lem's c.untruts
c.ripttl-l Pe.nep.,tf,, the 1"le.m's het>4_ l7r
We. trie.~sv1ffesitu; the wfwte. 511le.m
(the 1"lem t11 re5l7np.,te. witli. the sa.me
it tv1rns 11v1t, we we.re. m"~i/iJi'H-f] the

mpl7>e.1 "/the 1n-i1hte.5t ft-n~ keenest
"'1A,rlJt,,1n~ the '":,tinent, J ~t,n,it
~es l',,,t,n,1111,5 11v1r r/A,nks. We k.n~w

1t1.-t wiet~itu; it ti,t Pest. When tl-

·u 1t1.-ip ft-1"• she plt,,1cke1 the c.ripttl-t
-n~ the 1ute.m ht-rse.!f, ?e.rha?s as A-
se, the 511tem resf11nq__e.~ im~itl-te.t"J,
ntr~nce.1l7or/" p.,[fow"the m~e. ia.

~ ~e.5i1~ t~ PL ,r1r1.tr1Jtlui._'J,o/ mtt-5e.J

.l1fn,fnM14. the rle.m tf..e entfrt tiftt,e..

,f ,L ~• ,,,. ,. , - - -'- ~

HAGS CRIMSON HAG

Hags are fey known for their malevolence more than The mad crimson hags are known for reveling in blood,
anything else, even beyond their penchants for alchemy, fire, ashes, and destruction. More than anything, they
magic, and eldritch powers. They adore deception and enjoy starting fires that consume entire communities,
destruction, and they sustain themselves by devouring especially if they can trick the inhabitants into being
humanoids. Hags make twisted bargains that sabotage trapped within the conflagration. They often appear in
their victims, and steal children away to consume or the flames and smoke, cackling and taunting their
even transform into new hags. helpless victims as they reveal their true ashen, gray
form and their burning red eyes.
CRIMSON HAG
When they can't ignite an entire village or town, these
Medium fey, chaotic evil hags settle for using their illusory disguises to frame
others for arson and cause chaos that way. Crimson
ArmorClass 15 (natural armor) hags have just as much love for deception as other hags,
Hit Points 65 (10d8 + 20) and often pose as diviners that peer into mystical flames
when enacting their schemes. Their most favorite trick
Speed 30 ft. is to be "captured" as a witch and burned at the stake,
cackling madly as they turn the flames on their captors.
SlR DEX CON INT WIS CHA
Maddened By Terrors. The sight of fresh blood
18 (+4) l 5 (+2) 14 (+2) 16 (+3) 13 (+ l) 16 (+3) drives a crimson hag into a temporary state of madness.
In this blood madness, the hag experiences hallucina-
Skills Arcana +5, Deception +5, Perception +3, tions of horrors and terrors, shrieking things that test
Stealth +4 one's sanity, and visions from beyond By the time they
are adults, crimson hags have been driven to a constant
Damage Resistances fire, poison, psychic state of half-madness, and they no longer fear not only
Condition Immunities frightened their own hallucinations, but anything at all These hags
Senses darkvision 60 ft., passive Perception l 3 enjoy the rush they feel while in the blood madness, and
Languages Abyssal, Common, Draconic, lgnan eagerly scheme for their best opportunity to enter the
Challenge 4 (1, l 00 XP) state and enjoy the reckless sadism that it brings to the
fullest before the blood madness ends.
Flame Walker. The hag and any equipment she is
wearing or carrying are immune to the damage dealt by Self-Destructive Covens. There are many reasons
nonmagical fire, and she can breathe ashes, smoke, and
the stinking cloud spel I without any negative effects. why a coven of crimson hags, once established, rarely
lasts very long. The most prominent is the hags' love for
Innate Spellcasting. The hag's innate spellcasting ability wanton destruction and especially their blood madness.
is Charisma (spell save DC l 3, +5 to hit with spell In the throes of the madness, a crimson hag will often
attacks). She can innately cast the following spells, attack its own allies, including other crimson hags
requiring no material components: within the coven, if they are nearby. Of course, even
without the blood madness, a crimson hag's love for
At will: burning hands, control flames,* produce flame ruin, destruction, and deception make schemes of
(see "Actions" below) betrayal and sabotage all the more enticing. However,
this results in great collateral damage. When a powerful
2/day each: disguise self, fog cloud, pyrokinesis (new) coven of crimson hags self-destructs, it can cause untold
l /day each: crown ofmadness, heat metal, stinking carnage, destruction, and death across the land

cloud

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: l 3 (2d8 + 4) slashing damage plus 3 (1 d6)

fire damage.

Produce Flame (Cantrip). Ranged Spell Attack: +5 to hit,
range 30 ft., one creature. Hit: 9 (2d8) fire damage.

Reactions

Blood Madness (1/Day). When the hag kills a creature, she

can enter a state of blood madness for l minute. While
affected by this madness, the hag loses her ability to
distinguish friend from foe and attempts to witness and
cause as much death as possible with no regard for her
own safety. She has advantage on saving throws made to
maintain concentration or resist enchantment spells, she
can't be charmed, and her speed is increased by l Ofeet.

THE ELEMENTS AND BEYOND

A crimson hag that is part of a coven (see the "Hag DESERT HAG
Covens" sidebar in the Monster Manual) has a challenge
rating of 6 (2,300 XP~ Large fey, chaotic evil

DESERT HAG Armor Class 15 (natural armor, 16 with barkskin)
Hit Points 76 (9dl O+ 27)
TalL hunched, emaciated, and sun-shriveled, the desert Speed 30 ft.
hags tread slowly and steadily across the dunes
searching for lost travelers to entice and devour. If the STR DEX CON INT WIS CHA
target is well-provisioned, the hag uses her powers of
illusion to appear as a lost and beautiful traveler in dire 19 (+4) 12 (+l) 16 (+3) 12 (+l) 12 (+l) 14 (+2)
need of assistance. If the target is in need, she uses her
abilities to appear as a beautiful traveler awaiting them Skills Deception +4, Perception +3, Stealth +3,
in a secluded oasis. Her goal is to use her magical kiss Survival +3
upon her victim, charming them and luring them back
to her lair to be devoured in safety. Damage Resistances radiant
Senses darkvision 60 ft., passive Perception l 3
Person jerky. Desert hags often roam the desert in Languages Common, Primordial, Sylvan
long and winding journeys, so they often dry and salt the Challenge 2 (4 50 XP)
meat of their victims, making jerky and other cured
meats out of the hapless humanoids that they encounter Desert Dweller. The hag is naturally adapted to hot
and consume. They carry some of this dried meat with climates and never needs to drink water.
them on their journeys, sustaining themselves with it
when prey is too sparse or dangerous. Innate Spellcasting. The hag's innate spellcasting ability
is Charisma (spell save DC 12). She can innately cast
Mirage Weavers. Desert hags use their powers of the following spells, requiring no material components:
illusion to weave detailed mirages over the landscape,
disguising their lairs as something less frightening or 3/day each: barkskin (self only), disguise self
creating the right desert backdrop to enact their {including the form of a Medium humanoid), sand
deceptions in. They take great pride in the efficacy of cloak (new)
these mirages, and can be thrown into a rage if their
illusory weaving is insulted or belittled l /day each: hallucinatory terrain

Covens. A desert hag that is part of a coven (see the Actions
"Hag Covens" sidebar in the Monster Manual) has a
challenge rating of 4 (1,100 XP~ Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: l 3 (2d8 + 4) slashing damage and the
HOWLING HAG target is grappled (escape DC 14).

Howling hags prefer to live near or within the comm- Enthralling Kiss. The hag kisses a creature within 5 feet.
unities of the humanoids they prey upon, usually hiding If the creature is not willing, it must succeed on a DC
within towns and cities. These hags hide their true 11 Dexterity saving throw to avoid the kiss. A creature
form, which is a sickly yellow or tan color, wrinkled, and kissed in this way must succeed on a DC l 3 Wisdom
sagging, behind a carefully-crafted illusory disguise, saving throw or become charmed by the hag for l hour,
living as beautiful performers, artists, merchants, and with the same effects as a charm person spell. While a
even courtesans. Howling hags especially enjoy any role creature is charmed by this ability, it sees an illusion of
that enables them to make use of their alluring singing the hag made beautiful instead of her true form, and
or speaking voice. They use the opportunities afforded believes the true form of the hag seen by others to be
by these personas to strike at their victims, invisibly the illusion.
carrying them away when they won't be heard or tearing
them apart with both claws in one deadly embrace.

Masters of Wind Howling hags have a magical
affinity for wind and sound They can command winds
to push or pull foes, to hurl them into the air, or to
create a protective wall When they spread their arms
wide, wind rushes to them, carrying them into the air in
magical flight. They have excellent hearing even for
hags, and their innate magic protects them from losing
their hearing.

Vain of Voice. There are few hags more vain than
howling hags, and their vanity is the strongest in
regards to the sounds of their voices. A howling hag's
voice changes while she is disguised by her own magic,

158 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

becoming lovely and melodic. But a howling hag's true HOWLING HAG
voice - heard only when her true form is revealed - is
raspy, grating, and physically painful to listen to. Despite Medium fey, neutral evil
this, howling hags believe their true voices to be the
most beautiful of alL a voice saved as a gift for those Armor Class l 6 (natural armor)
they devour. They are remarkably easy to flatter when it Hit Points l 05 (l 2d8 + 42)
comes to their true voices, but insulting one's voice will Speed 30 ft., fly 50 ft.
greatly enrage the hag.
STR DEX CON INT WIS CHA
Covens. A howling hag that is part of a coven (see the
"Hag Covens" sidebar in the Monster Manual) has a 18 (+4) l 5 (+2) 16 (+3) 11 (+0) l 5 (+2) 17 (+3)

challenge rating of 8 (3,900 XP} Skills Deception +6, Perception +5, Performance
+6, Stealth + 5,
STORM HAG
Damage Resistances cold, thunder
A storm hag spends most of her time watching the Condition Immunities deafened
weather and planning. She appears at first as a Senses darkvision 60 ft., passive Perception l 5
shrunken elderly woman with wiry and scattered hair Languages Auran, Common, Sylvan
that often looks like a gray thundercloud, and she greets Challenge 6 (2,300 XP)
visitors warmly. Yet behind these congenial masks they
present for first impressions, these hags are just as Keen Hearing. The hag has advantage on Wisdom
malicious as any other.
(Perception) checks that rely on hearing.
Storm hags take sadistic joy in making bargains,
contracts, and deals that turn unexpectedly against their Innate Spellcasting. The hag's innate spellcasting ability
victims and ruin their lives - more than any other kind
of hag. These hags always prefer to use such a bargain is Charisma (spell save DC 13). She can innately cast
when inflicting suffering, and find the unlawful nature of the following spells, requiring no material components:
other hags to be distasteful at best. A storm hag's true
form has bone-white skin covered in twisted electrical At will: dancing lights, disguise self, gust ofwind,
scars, but she reveals this form only right before she minor illusion, thunderwave
finally consumes a hapless and ruined victim.
3/day each: charm person, cyclone (new}, wind funnel
Weather Diviners. The sky and the movement of (new), wind wall

clouds - or the currents of the ocean - are like a l /day each: control winds'<
swirling map of the future to the eldritch eyes of a storm
hag. They use these weather auguries to inform their See Invisibility. The hag can see invisible creatures and
decisions when making their dark bargains, as well as
using the information itself as bargaining chips. Some objects as if they were visible, and she can see into the
storm hags are so renowned for their divinations that Ethereal Plane. Ethereal creatures and objects appear
blue dragons, storm giants, djinni, and even aboleths ghostly and translucent.
may come looking to trade for what they know.
Actions

Multiattack The hag makes two claw attacks. If both

attacks hit the same target, the target takes 9 (2d8)
extra slashing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: l 3 (2d8 + 4) slashing damage.

Improved Invisibility. The hag magically turns invisible
until her concentration ends (as if concentrating on a
spell) or she casts a spell. Any equipment the hag wears
or carries is invisible with her.

Shrieking Howl (Recharge 5-6). The hag shrieks loudly
enough that she can be heard from up to 500 feet
away. Each other creature within 60 feet of the hag
must make a Constitution saving throw. On a failed
save, a creature takes 13 (3d8) thunder damage and 13
(3d8) psychic damage and it is deafened until the end
of the hag's next turn. While a creature is deafened in
this way, it is confused, giving it disadvantage on attack
rolls, Intelligence checks, and Wisdom checks. Other
howling hags are immune to this ability.

CHAPTER THREE DUNGEON MASTER'S CHEST 159
D&D UNLEASHED (vl.O)

STORM HAG Bottling a Storm. Storm hags gain their name not
only from their innate affinity for storms, but also from
Small fey, lawful evil their practice of capturing pieces of storm clouds. These
hags venture into thunderstorms armed with special
ArmorClass 17 (natural armor) magic bottles that they use to siphon a chunk of the
Hit Points 11 5 (21 d6 + 42) cloud's primal magic, sealing the bottle to contain it.
Speed 25 ft. They use these bottled storms to focus their magic, to
observe in lieu of real storms, or even to unleash as a
SlR DEX CON INT WIS CHA measure of self-defense. Adventurers who slay a storm
hag often make use of the bottled storms she has lining
l 5 (+2) 16 (+3) 14 (+2) 18 (+4) l 5 (+2) 19 (+4) the shelves inside of her lair.

Skills Arcana +8, Deception +8, Nature +8, Some storm hags can animate small clouds to sit and
Perception +6, Stealth +7 ride upon, flying through the sky without effort. Such a
cloud acts as a carpet offlying that can be contained or
Damage Resistances cold, thunder released from a bottle by speaking its command word
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 16 Capricious Wrath. While storm hags excel at hiding
Languages Common, Deep Speech, Draconic, Giant, their wicked nature behind a mask of friendly warmth,
their true emotions are always swirling underneath the
Primordial, Sylvan surface, ready to be unleashed at a moment's notice.
Challenge l O (5,900 XP) The wrong move or word can take a storm hag from
dignified friendliness into a tempestuous rage. Should
Amphibious. The hag can breathe air and water. you manage to outsmart them in one of their dark
bargains, you may find the storm hag's rage to be never-
Portent from Weather. At the start of each day, the hag ending, and legends say her wrath may persist in some
peers into the sky or the ocean for at least 1 minute, eldritch form even after her death...
then the DM rolls three d20s and records the numbers
rolled. During that day, the hag can replace any attack Covens. A howling hag that is part of a coven (see the
roll, saving throw, or ability check made by her or a "Hag Covens" sidebar in the Monster Manual) has a
creature that she can see with one of these foretelling challenge rating of 12 (8,400 XP}
rolls before the roll is made.
VARIANT: DEEP-SEA STORM HAGS
Innate Spellcasting. The hag's innate spellcasting ability
is Charisma (spell save DC 16). She can innately cast There is another kind of storm hag which lives
the following spells, requiring no material components, deep beneath the sea. These hags are Medium
although she can only cast divination or scrying by instead of Small, and while their tentacle-like legs
staring at the sky, the currents of the ocean, or a storm give them a walking speed of only l Ofeet, they
that she has trapped or bottled: have a swimming speed of 40 feet, and judiciously
avoid the land. Aquatic storm hags transform into a
At will: call lightning, disguise self, druidcraft, feather cloud of black ink when they use their Cloud Form
fall, fly (self only), gaseous form, gust of wind reaction while underwater, and they can innately
cast water breathing instead of water walk
3/day each: control water, fog cloud (as 5th-level),
lightning bolt (as 5th-level), water walk These sea witches are just as fond of deceptive
deals and trades as their land-dwelling cousins, and
1/day each: control weather, divination, geas, scrying, frequently make victims of merfolk, tritons, sea
wind walk elves, and even deeplings at times. Those poor,
unfortunate souls.
Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) bludgeoning damage plus 9
(2d8) lightning damage.

Bottled Storm (7/Day). The hag releases the storm cloud
she had saved in a bottle. The area within 60 feet of the
hag becomes heavily obscured difficult terrain for 1
minute. The hag ignores this difficult terrain. A creature
that begins its turn in the area or enters it for the first
time on a turn takes 13 (3d8) lightning damage.

Reactions

Cloud Form. When the hag would be hit by a melee
attack, she can transform into a cloud for a moment,
causing the attack to miss. When she does, she can fly
or swim up to 1 5 feet without provoking opportunity
attacks before she returns to normal, at which point she
falls if she is still aloft and cannot fly.

160

D&D UNLEASHED (v1.0)

HYBRID ELEMENTALS AsH ELEMENTAL

The elemental planes of water, earth, fire, and air align Large elemental (fire/earth}, neutral
on planar borders where two elements combine to form
a new dual-element, such as earth and fire creating lava. ArmorClass 15 (natural armor)
These border zones give rise to new hybrid elementals Hit Points 114 (l 2dl 0 + 48)
made of these combined elements.
Speed 40 ft.
Sometimes a hybrid elemental can be formed when
an elemental journeys to an elemental plane that it isn't SlR DEX CON INT WIS CHA
native to and absorbs its energy. Most elementals are
harmed by extended exposure to the other elemental 16 (+3) 15 (+2) 18 (+4) 6 (-2) l 0 (+0) 6 (-2)
planes, but surviving in one can enable an elemental to
absorb its energy. A dual-elemental can even fuse with a Damage Resistances bludgeoning, piercing, and
third element and be reborn as a more powerful hybrid slashing from nonmagical attacks
elemental made of three elements.
Damage Immunities fire, poison
Elemental Nature. These elementals don't require Condition Immunities exhaustion, grappled,
air, food, drink, or sleep.
paralyzed, petrified, poisoned, prone, restrained,
AsH ELEMENTAL unconscious

An ash elementai composed of fire and earth, rolls Senses darkvision 60 ft., passive Perception l 0
across the ground as a searing hot mound of ashes, Languages lgnan, Terran
dust, and cinders. Almost as hot as a fire elemental but Challenge 6 (2,300 XP)
incapable of starting as many blazes, the ash elemental
still leaves a grimy, burning trail in its wake. At times, it Ash Form. The elemental can move through a space as
may spin in a sudden flurry of cinders, tossing up a narrow as l inch wide without squeezing. A creature
cloud of hot dust and ash around it as a defense. that touches the elemental or hits it with a melee attack
while within 5 feet of it takes 4 (1 d8) fire damage. In
These elementals are often flung across the sky by addition, the elemental can enter a hostile creature's
volcanic eruptions. Almost as light as air and capable of space and stop there. The first time it enters a
flying upon heated air, ash elementals float slowly to the creature's space on a turn, that creature takes 4 (1 d8)
ground across the nearby region. They can also emerge fire damage. A creature that ends its turn inside the
from the ashes of huge fires, both in cities and the wild elemental's space also takes 4 (1 d8) fire damage.

Foo ELEMENTAL Slow Faff/Rise. The elemental falls at a rate of only 60
feet per round and takes no damage from falls. While
Fog elementals are composed of air and water, making the elemental is in extremely hot environments it also
them shapeless masses of cold fog and mist. They drift has a flying speed of l 5 feet and can hover.
through skies and across twilight hills, leaving dew and
rime throughout their travels. They delight in how their Actions
bodies easily smother flame, and enjoy resting over still
water, watching the faint ripples. Multiattack The elemental makes three Touch attacks.

Most fog elementals are native to the border plane Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
between water and air, the Plane of Ice, also known as target. Hit: l 0 (2d6 + 3) fire damage.
the Frostfell They circle the frozen spires and gather in Ash Flurry (Recharge 4-6). Each creature within 5 feet of
massive clouds that lurk over the peaks and icy waters. the elemental must make a DC 14 Dexterity saving
throw. On a failure, a target takes 18 (4d8) fire damage,
ICE ELEMENTAL or half as much damage on a success. In addition, the
area of effect is heavily obscured by searing ash until
An ice elementai composed of water and air, appears as the start of the elemental's next turn. Any creature that
a large chunk ofjagged ice often formed into a vaguely ends its turn in the area takes 4 (1 d8) fire damage.
humanoid shape. It floats through icy water in frosted
landscapes or rests inside tranquil snowbanks, creaking CHAPTER THREE DUNGEON MASTER'S CHEST
as it moves its frozen body.

Anything that touches an ice elemental is magically
chilled by an icy cold that seeps into the bones. They are
also capable of expelling a frigid blast of icy wind from
small cracks in their bodies. Ice elementals are wary of
fire, and screech like dry ice when burned

Most ice elementals are native to the Frostfell There
they swim about the frigid waters or climb the spires of
floating ice into the cold windy sky.

161

THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)

• LAVA ELEMENTAL

Foo ELEMENTAL The bulbous, slowly-bubbling form of a lava elemental is
difficult to distinguish from the viscous flow of volcanic
Large elemental (air/water), neutral activity. Despite being made of molten rock, composed
of earth and fire, lava elementals lack the speed of fire
ArmorClass 17 (natural armor) or the stability and momentum of earth, lending their
Hit Points l 02 (l 2dl 0 + 36) movements a certain lurching slowness.
Speed Oft., fly 50 ft. (hover)
Lava elementals burrow through earth like magma
STR DEX CON INT WIS CHA from deep below the surface. When something makes
them cold, their molten bodies harden and cool briefly,
17 (+4) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 8 (-1) causing them to stiffen and slow. Water can sap heat
from their body faster than anything else, and so they
Damage Resistances acid, cold, fire, lightning, avoid it as an instinctual anathema.
thunder; bludgeoning, piercing, and slashing
from nonmagical attacks Lava elementals are usually found underground or in
volcanoes when encountered outside their native plane.
Damage Immunities poison The Plane of Magma is the border realm found between
Condition Immunities exhaustion, grappled, the Elemental Planes of Earth and Fire. Lava elementals
are usually pulled from this realm when conjured
paralyzed, petrified, poisoned, prone, restrained,
unconscious LIGHTNING ELEMENTAL
Senses darkvision 60 ft., passive Perception l 0
Languages Aquan, Au ran A living bolt of lightning woven into the vague shape of a
Challenge 6 (2,300 XP) humanoid, a lightning elemental is incredibly fast and
lighter than air. A single touch from one will transmit a
Fog Form. The elemental can enter a hostile creature's painful electric shock that can ignite fires. In water, its
space and stop there. It can move through a space as body disperses, slowing its movements but spreading its
narrow as l inch wide without squeezing. Anything electricity to a larger area. The earth absorbs electrical
inside the elemental's space or seen through it is emanations, weakening a lightning elemental's attacks
heavily obscured, except to the elemental. This does against targets that are thoroughly grounded
not obscure the elemental itself.
Lightning elementals are composed of air and fire.
Actions These elementals often hide in clouds and storms, but
they can also be found deep beneath the ocean and atop
Multiattack The elemental makes two Slam attacks. mountain peaks. Sometimes one will even hide inside a
metal object, delivering a shock to whatever touches it.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage. Mun ELEMENTAL
Rime (Recharge 4-6). Each creature in the elemental's
space must make a DC 14 Constitution saving throw. Mud elementals move with a lethargic pace. They often
On a failure, a creature takes 18 (4d8) cold damage and adopt the semblance of a humanoid shape, towering up
is restrained until the end of its next turn unless it has to eight or nine feet talL yet they are fluid and capable of
resistance or immunity to cold damage. On a success, a squeezing through pipes or sinking into the ground, and
creature takes half as much damage and isn't restrained. they have no true definite shape.

Any ground in the area is covered with ice, becoming The sticky mud of the elemental easily captures many
difficult terrain for l minute. A creature that starts its things that it rolls over, and adventurers have had to slay
turn on icy ground or walks onto it for the first time on quite a few mud elementals over the eons to retrieve the
a turn must succeed on a DC l 0 Dexterity saving throw assorted objects they have accidentally made off with.
or be knocked prone. The mud is just as capable of restraining any attackers
that face the elemental It can even spew a cone of mud
from inside its body at distant threats.

These elementals are composed of earth and water.
Most are native to the Elemental Plane of Ooze, also
known as the Swamp of Oblivion. The swamp is filled
with mud and slime, and mud elementals lurk in the
depths, capturing the things thrown into the darkness.

SAND ELEMENTAL

A sand elemental looks like a dust deviL a swirling cloud
of dust and sand, with the faint glow of golden yellow
eyes visible amid the haze. They dance across desert

162 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

dunes and congregate within sandstorms. Sometimes
they dig or sink through the ground, making their way
into subterranean caverns. They can even be found at
times on pristine beaches, relishing the beauty.

When threatened, sand elementals fly through the air
and descend upon dangerous foes, blinding them with
dust. They are capable of abrading brick from walls, and
they have no difficulty scouring flesh from body.

Sand elementals are composed of air and earth. As
they are formed from opposed elements, they have no
native elemental plane, but are sometimes born within
the churning of the Elemental Chaos.

SLIME ELEMENTAL ICE ELEMENTAL

Unlike a true ooze, slime elementals will often display Large elemental (water/air), neutral
the vague contours of a humanoid shape when moving,
and some say they can even see a humanoid face in the ArmorClass 15 (natural armor)
elementals' slimy form. Hit Points 127 (l 5dl 0 + 45)
Speed 30 ft., swim 30 ft.
A slime elemental's body is highly acidic, dissolving
almost any material it comes across. While a true ooze SlR DEX CON INT WIS CHA
digests what it dissolves, a slime elemental doesn't eat
and must discard the dissolved materials. The more it 18(+4) 9(-1) 17(+3) 6(-2) 10(+0) 7(-2)
consumes, the thicker the trail of dissolved sludge and
ooze that it leaves in its wake. Damage Vulnerabilities fire, thunder
Damage Resistances acid; piercing, and slashing
Composed of water and earth, slime elementals are
native to the Swamp of Oblivion. They live among the from nonmagical attacks
most caustic parts of the swamp, as they are completely Damage Immunities cold, poison
immune to the acid The many hags that live within the Condition Immunities exhaustion, paralyzed,
swamp often feed the discarded remains of their victims
to slime elementals they keep nearby. petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception l 0
SMOKE ELEMENTAL Languages Aquan, Auran
Challenge 6 (2,300 XP)
Smoke elementals fly through the air, appearing as dark
clouds of smoke or soot with the hazy shape of grasping Chilling. A creature that touches the elemental or hits it
arms extending outward A smoke elemental can often with a melee attack while within 5 feet of it takes 3
display a malevolent face for just a moment inside its (l d6) cold damage, and if the creature doesn't have
billowing darkness. resistance or immunity to cold damage, it has
disadvantage on the next weapon attack roll it makes
The body of a smoke elementaL composed of fire and before the end of its next turn.
air, is still just as searing hot as if it had been born from
a flame a moment ago. It is also noxious to all creatures Ice Glide. The elemental can swim through ice and snow
that breathe. Even a whiff will bring most creatures to a as ifit were liquid water. While doing so, the elemental
debilitating fit of coughing and wheezing. doesn't disturb the material it moves through.

Smoke elementals are native to the border realm that Actions
sits between the Elemental Planes of Air and Fire, the
Plane of Smoke, also called the Great Conflagration: an Multiattack The elemental makes two Slam attacks.
endless stretch of fire, smoke, and rising ash, with arcs
of lightning coiling within the black clouds. Slam. Melee Weapon Attack: +7 to hit, reach l Oft., one
target. Hit: l 3 (2d8 + 4) bludgeoning damage plus 3
STEAM ELEMENTAL (1 d6) cold damage.
Freezing Breath (Recharge 4-6). The elemental exhales a
A steam elemental is constantly billowing and curling. It blast of freezing ice and snow in a 30-foot cone. Each
is formed out of scalding hot steam just between the gas creature in the area must make a DC l 5 Constitution
and liquid states, always boiling but never dispersing. It saving throw. On a failed save, a creature takes 18
can fly through the air and often seeks out hot springs (4d8) cold damage and its speed is reduced by 20 feet
and geysers nestled among elevated mountains. until the end of its next turn. On a success, a creature
takes half as much damage and isn't slowed.
When in combat, a steam elemental rolls across the
battlefield, scalding all it touches. It is capable of sudden CHAPTER THREE DUNGEON MASTER'S CHEST
bursts of incredible pressure that can blast even an ogre
far across a battlefield or off of a cliff.

163

THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)

Steam elementals are composed of fire and water. As •
they are formed from opposed elements, they have no
native elemental plane, but are sometimes born within LAVA ELEMENTAL
the churning of the Elemental Chaos.
Large elemental (earth/fire), neutral
USING HYBRIDS FOR CONJURE ELEMENTAL
Armor Class l 5 (natural armor)
While the published rules for conjure elemental allow for Hit Points l 02 (l 2d l O + 36)
Speed 2 5 ft., burrow 2 5 ft.
it to summon more powerful elementals than just the
STR DEX CON INT WIS CHA
basic four by expending a higher level spell slot, the way 18 (+4) l O (+O) 16 (+3) 5 (-3) l O (+O) 6 (-2)

the spell is written it can only target air, earth, fire, or Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
water. If you want to summon hybrid elementals using
Damage Immunities fire, poison
simple rules, you can allow a spellcaster to summon an Condition Immunities exhaustion, paralyzed,

elemental so long as they can target an area that matches petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 30 ft., passive
any of the desired elemental's particular elements. But it
Perception l 0
can be rewarding to summon a hybrid elemental by Languages lgnan, Terran
Challenge 6 (2,300 XP)
targeting an area of ice, slime, smoke, or other material. If
Cooled Lava. If the elemental takes cold damage, it
that sounds appealing to you, you can use the following partially cools to stone; its speed is reduced by l Ofeet
until the end of its next turn, and its Lava Form trait
rules instead. doesn't function for that duration.
Conjuring. To conjure an elemental that has more than
Illumination. The elemental sheds bright light in a 20-
one elemental subtype with these rules, the summoner foot radius and dim light in an additional 20 feet while
its Lava Form trait is functioning.
must target a material composed of the same hybrid Lava Form. A creature or object that touches the
elemental or hits it with a melee attack while within 5
element as the elemental being summoned. For example, feet of it takes l O(3d6) fire damage. A creature that
ends its turn within 5 feet of the elemental takes 5
to summon a smoke elemental, the caster must target an (1 dl 0) fire damage. At the end of the elemental's turn,
it ignites all flammable objects within 5 feet of it that
area of smoke, not air or fire. Every hybrid elemental has aren't being worn or carried.
Water Susceptibility. For every 5 feet the elemental
a primary element, the first element involved in the moves in water, or for every gallon of water splashed on
it, it takes l cold damage.
fusion, which affects what hybrid element is created,
Actions
except when there is only one option, as with opposed
Slam. Melee Weapon Attack: +7 to hit, reach l Oft., one
elements. This list shows which hybrid elements have target. Hit: l 3 (2d8 + 4) bludgeoning damage plus l 0
(3d6) fire damage, and the target must succeed on a
which primary elements. A caster may select an DC 14 Dexterity saving throw or become restrained by
hardening rock. A creature can make a DC l 5 Strength
elemental based on what surrounds them, or they may (Athletics) check as an action, freeing itself or a
creature within reach from this rock on a success. The
use magic to create the proper material. The list is as rock has AC 17 and 12 hit points, and it is immune to
fire, poison, and psychic damage.
follows. Hybrid Result Primary
Combination

Air+ Fire Lightning Air

Air+ Water Fog Air

Earth+ Fire Lava Earth

Earth+ Water Mud Earth

Earth+ Air Sand None

Fire+ Air Smoke Fire

Fire+ Earth Ash Fire

Water+ Air Ice Water

Water+ Earth Slime Water

Water+ Fire Steam None

If you're a DM, you can change these hybrid elements
to be combinations of whatever elements or magic feels
appropriate for your world. As usual, you are encouraged
to make these rules and statistics your own and change
them or use them however you think is best!

164 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND



LIGHTNING ELEMENTAL Mun ELEMENTAL

Large elemental (air/fire), neutral Large elemental (earth/water), neutral

Armor Class l 5 Armor Class l 5 (natural armor)
Hit Points 90 (12d l O + 24) Hit Points 114 (l 2dl O + 48)
Speed Oft., swim 60 ft., fly 90 ft. (hover) Speed 2 5 ft., burrow l Oft., swim 2 5 ft.

SlR DEX CON INT WIS CHA SlR DEX CON INT WIS CHA

9 (-1) 20 (+5) 14 (+2) 6 (-2) l O (+O) 7 (-2) 19 (+4) 12 (+ 1) 19 (+4) 5 (-3) l O (+O) 6 (-2)

Saving Throws Dex +8 Damage Resistances acid, thunder; bludgeoning,
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

piercing, and slashing from nonmagical attacks Damage Immunities poison
Damage Immunities lightning, poison, thunder Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
paralyzed, petrified, poisoned, prone, restrained, unconscious
unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive
Senses darkvision 60 ft., passive Perception l 0 Perception l 0
Languages Au ran, lgnan Languages Aquan, Terran
Challenge 6 (2,300 XP) Challenge 6 (2,300 XP)

Lightning Form. The elemental can move through a Bake. If the elemental takes fire damage, it partially
space as narrow as l inch wide without squeezing. A bakes and dries into clay; its speed is reduced by 5 feet
creature that touches the elemental or hits it with a until the end of its next turn.
melee attack using a metal weapon takes 7 (2d6)
lightning damage. In addition, the elemental can enter a Mud Form. The elemental can move through a space as
hostile creature's space and stop there. The first time it narrow as l inch wide without squeezing.
enters a creature's space on a turn, that creature takes 7
(2d6) lightning damage. A creature that ends its turn Mud Sense. The elemental's tremorsense treats mud
inside the elemental's space also takes 7 (2d6) and muddy water as if it were solid stone.
lightning damage.
Actions
Metallic Conduction. The elemental has advantage on
attacks against creatures wearing metal armor. It can Multiattack The elemental makes two Slam attacks.
move through and occupy the spaces of metal objects.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Diffusion/Grounding. While it is submerged in water, the target. Hit: l 3 (2d8 + 4) bludgeoning damage, and if
elemental can't make more than one attack each turn, the target is a Medium or smaller creature, it is
but its Lightning Form affects all creatures in the same grappled (escape DC l 5) and restrained while grappled
body of water within l O feet of it. Lightning damage in this way. The elemental can grapple one Large
the elemental deals to earth elementals or to creatures creature or up to two Medium or smaller creatures at
that are buried or burrowing in earth is halved. one time.

Actions Spew (Recharge 4-6). The elemental expels a spray of
viscous mud in a 30-foot cone. Each creature in the
Multiattack The elemental makes two Touch attacks. area must succeed on a DC l 5 Dexterity saving throw
or be restrained for l minute. A creature repeats the
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one saving throw at the end of each of its turns, ending the
target. Hit: l 4 (2d8 + 5) lightning damage. If the target effect on itself on a success.
is a flammable object, it ignites. Until a creature takes
an action to douse the fire, the target takes 5 (1 dl 0)
fire damage at the start of each of its turns.

CHAPTER THREE DUNGEON MASTER'S CHEST 165
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

SAND ELEMENTAL SLIME ELEMENTAL
• Large elemental (water/earth), neutral
Large elemental (air & earth, no primary), neutral
ArmorClass 15 (natural armor)
ArmorClass 15 (natural armor) Hit Points 126 (l 2dl 0 + 60)
Hit Points l 02 (l 2dl 0 + 36)
Speed 30 ft., climb 30 ft., swim 60 ft.
Speed 40 ft., burrow 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17(+3) 13(+1) 20(+5) 5(-3) 10(+0) 7(-2)
16 (+3) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
Damage Resistances bludgeoning, piercing, and
Damage Resistances lightning; bludgeoning, slashing from nonmagical attacks
piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Damage Immunities poison Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
paralyzed, petrified, poisoned, prone, restrained, unconscious
unconscious
Senses darkvision 60 ft. , tremorsense 60 ft., passive
Senses darkvision 60 ft., tremorsense 30 ft., passive
Perception l 0
Perception l 0 Languages Aquan, Terran
Languages Au ran, Terran Challenge 6 (2,300 XP)
Challenge 6 (2 ,300 XP)
Freeze. If the elemental takes cold damage, it partially
Sand Form. The elemental can move through a space as freezes; its speed is reduced by 20 feet until the end of
narrow as l inch wide without squeezing. In addition, its next turn.
the elemental can enter a hostile creature's space and
stop there. The first time it enters a creature's space on Ooze Hybrid The elemental is also considered an ooze.
a turn, that creature must make a DC l 4 Constitution
saving throw. A creature that ends its turn inside the Slime Form. The elemental can move through a space as
elemental's space must also make the saving throw. On narrow as l inch wide without squeezing. A creature
a failed saving throw, a creature is blinded for l minute. that touches the elemental or hits it with a melee attack
A creature repeats the saving throw at the end of each while within 5 feet of it takes 5 (2d4) acid damage. In
of its turns, ending the effect on a success. addition, the elemental can enter a hostile creature's
space and stop there. The first time it enters a
Glass. If the elemental takes more than l 5 fire damage creature's space on a turn, that creature takes 5 (2d4)
at once, it partially glasses; for l minute, its speed is acid damage and is covered with acid; until someone
reduced by 5 feet and it cannot fly. takes an action to remove the acid, the creature takes 5
(2d4) acid damage at the start of each of its turns.
Actions
Actions
Multiattack The elemental makes two Slam attacks.
Multiattack The elemental makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: l 2 (2d8 + 3) bludgeoning damage plus 3 Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
(1 d6) piercing damage and 3 (1 d6) slashing damage. target. Hit: l 2 (2d8 + 3) bludgeoning damage plus 5

Scour (Recharge 4-6). Each creature in the elemental's (2d4) acid damage, and the target becomes covered
space must make a DC l 5 Constitution saving throw. with acid. Until a creature takes an action to remove the
On a failure, a target takes 12 (2d8 + 3) bludgeoning acid, the creature takes 5 (2d4) acid damage at the
damage plus 7 (2d6) piercing damage and 7 (2d6) start of each of its turns.
slashing damage, and it is knocked prone. On a success,
a target takes half damage and isn't knocked prone.

166 CHAPTER THREE I DUNGEON "1ASTER'S CHEST

D&D UNLEASHED (vl.0) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

SMOKE ELEMENTAL STEAM ELEMENTAL

Large elemental (fire/air), neutral Large elemental (fire & water, no primary), neutral

Armor Class 14 (natural armor) Armor Class l 5 (natural armor)
Hit Points l 02 (l 2dl 0 + 36) Hit Points 102 (l 2dl0 + 24)
Speed 0 ft., fly 30 ft. (hover)
Speed 0 ft., fly 40 ft. (hover)
SlR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
13(+1) 17(+3) 16(+3) 6(-2) 10(+0) 6(-2)
Damage Resistances acid; bludgeoning, piercing,
Damage Resistances lightning, thunder; and slashing from nonmagical attacks
bludgeoning, piercing, and slashing from
nonmagical attacks Damage Immunities fire, poison
Condition Immunities exhaustion, grappled,
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained,
unconscious
paralyzed, petrified, poisoned, prone, restrained, Senses darkvision 60 ft., passive Perception l 0
unconscious Languages Aquan, lgnan
Senses darkvision 60 ft., passive Perception l 0 Challenge 6 (2,300 XP)
Languages Au ran, lgnan
Challenge 6 (2,300 XP) Steam Form. The elemental can move through a space
as narrow as l inch wide without squeezing. A creature
Smoke Form. The elemental can move through a space that touches the elemental or hits it with a melee attack
as narrow as l inch wide without squeezing. Anything while within 5 feet of it takes 4 (l d8) fire damage. In
inside the elemental's space or seen through it is addition, the elemental can enter a hostile creature's
heavily obscured, except to the elemental. In addition, space and stop there. The first time it enters a
the elemental can enter a hostile creature's space and creature's space on a turn, that creature takes 4 (l d8)
stop there. fire damage. A creature that ends its turn inside the
elemental's space also takes 4 (l d8) fire damage.
The first time it enters a creature's space on a turn,
that creature takes 3 (l d6) fire damage and must make Freeze. If the elemental takes cold damage, it partially
a DC l 5 Constitution saving throw. A creature that freezes; its speed is reduced by l 0 feet until the end of
ends its turn inside the elemental's space also takes 3 its next turn.
(l d6) fire damage and must make the saving throw. On
a failed save, a creature must spend its action on its Actions
next turn retching and reeling. Creatures that don't
need to breathe or are immune to poison automatically Multiattack The elemental makes two Slam attacks.
succeed on this saving throw.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: l 3 (2d8 + 4) bludgeoning damage plus 4
(l d8) fire damage, and the target must succeed on a
Multiattack The elemental makes two Slam attacks. DC 14 Strength saving throw or be pushed l 0 feet
away from the elemental.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 Pressurize (Recharge 4-6). The elemental releases a
(ldlO) fire damage. blast of steam in a line 30 feet long and 5 feet wide
emanating from it. Each creature in the elemental's
space or in the area of the line must make a DC 14
Constitution saving throw. On a failure, a target takes 9
(2d8) fire damage plus l 3 (2d8 + 4) bludgeoning
damage and it is knocked prone and pushed 20 feet
away in the direction of the line. On a success, a target
takes half damage and nothing else.

CHAPTER THREE DUNGEON MASTER'S CHEST 167
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

MAGMA ELEMENTAL Illumination. The elemental sheds bright light in a 30-foot

Huge elemental (earth/fire}, neutral radius and dim light for an additional 30 feet while its Lava
Form trait is functioning.
ArmorClass 16 (natural armor)
Hit Points 228 (24dl 2 + 72) Molten Tunnels. When it burrows, the elemental leaves a
Speed 40ft, burrow 40 ft. tunnel in its wake. The sides of this tunnel remain burning
hot for l 0 minutes, after which the tunnel collapses. When
SlR DEX CON INT WIS CHA a creature enters the tunnel for the first time on a turn or
starts its turn inside the tunnel, it takes 11 (2d l 0) fire
23(+6) 11(+0) 17(+3) 4(-3) 10(+0) 9(-1) damage.

Saving Throws Str + 11, Con +8 Siege Monster. The elemental deals double damage to
Damage Resistances bludgeoning, piercing, and
objects and structures.
slashing from nonmagical attacks
Damage Immunities fire, poison Water Susceptibility. For every 5 feet the elemental moves in
Condition Immunities exhaustion, paralyzed, petrified, water, or for every gallon of water splashed on it, it takes l

poisoned, unconscious cold damage.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Actions
Perception l 0
Languages lgnan, Terran Multiattack The elemental makes two smash attacks.
Challenge l 3 (10,000 XP)
Smash. Melee Weapon Attack: +9 to hit, reach l Oft., one
Lava Form. A creature or object that touches the elemental creature. Hit: 17 (2dl 0 + 6) bludgeoning damage plus 21
or hits it with a me lee attack while within 5 feet of it takes (6d6) fire damage, and the target must succeed on a DC 16
l 0 (3d6) fire damage. A creature that ends its turn within 5 Strength saving throw or be knocked prone. If the target is
feet of the elemental takes 5 (1 d l 0) fire damage. At the not flying, on a hit or a miss, the area of ground in a l 5-
end of the elemental's turn, it ignites all flammable objects foot diameter circle centered beneath the target becomes
within 5 feet of it that aren't being worn or carried. filled with lava. The area is difficult terrain for the next l 0
minutes, and any creature who enters the area or ends its
Cooled Lava. If the elemental takes cold damage, it partially turn there takes 21 (6d6) fire damage.
cools to stone; its speed is reduced by 20 feet until the end
of its next turn, and its Lava Form trait doesn't function for Meteor Breath. The elemental spews tiny chunks of burning
that duration.
stone. Each creature in a l 0-foot radius sphere centered on
False Appearance. While the elemental remains motionless, a point within 60 feet of the elemental must make a DC 16
it can choose to suppress its Lava Form trait, causing it to Dexterity saving throw. On a failure, a target takes l 0 (3d6)
bludgeoning damage plus l 0 (3d6) fire damage, or half as
be indistinguishable from a normal (albeit huge) boulder. much damage on a success. Each object within the area
that isn't being held or carried also takes full damage, and is
ignited if it is flammable.

MAGMA ELEMENTAL

Greater elementals composed of earth and fire, magma
elementals are hulking brutes native to the Elemental
Plane of Magma. They are similar to lava elementals,
but larger and faster, with more stability and control to
their motions because of the extra rockiness making up
their bodies. They mostly stay underground, burrowing
fiery tunnels through the earth, or lurking in volcanoes.

A magma elemental can pose as a massive boulder,
making it easy to surprise adventurers that venture into
volcanic dungeons or the Plane of Magma. Efreeti often
find ways to bind these elementals and command them
in battle, wielding their mighty power as tunnel-makers
and siege weapons for the City of Brass.

QUICKSAND ELEMENTAL

A quicksand elemental is a greater elemental composed
of earth and water. It looks like a large mud elementai
but it carries a powerful suction power that draws its
victims inside its body with frightening ease.

A quicksand elemental in the Material Plane can be
extremely dangerous even for seasoned adventurers,
who often identify the pool of mud as quicksand and
gain a fresh sense of complacency as they step around
the hazard - only for the quicksand to suddenly lunge

QUICKSAND ELEMENTAL bakes and dries into clay; its speed is reduced by 5 feet
until the end of its next turn.
Huge elemental (earth/water}, neutral
False Appearance. While the elemental remains motionless,
ArmorClass 15 (natural armor)
Hit Points 199 (l 9dl 2 + 76) it is indistinguishable from a pool of mud. A successful
Speed 50 ft., burrow 30 ft., swim 50 ft. Wisdom {Survival) check against a DC l 5 reveals the mud
to be quicksand, but doesn't reveal that it is an elemental.
S1R DEX CON INT WIS CHA
Mud Sense. The elemental's tremorsense treats mud and
21 (+5) 13 (+ l) 18 (+4) 5 (-3) 11 (+0) l 0 (+0)
muddy water as if it were solid stone.
Saving Throws Con +8
Damage Resistances acid, lightning, thunder; Smothering Quicksand The elemental can grapple one Huge

bludgeoning, piercing, and slashing from nonmagical creature, up to two Large creatures, or up to eight Medium
attacks or smaller creatures at one time. Creatures that are grappled
Damage Immunities poison by the elemental are also restrained. If a creature is grappled
Condition Immunities exhaustion, grappled, paralyzed, by the elemental and inside the elemental's space, it must
petrified, poisoned, prone, restrained, unconscious make a DC l 7 Constitution saving throw at the start of
Senses darkvision 60 ft., tremorsense 60 ft., passive each of its turns.
Perception l 0
Languages Aquan, Terran On a failed save, it takes l 8 (4d8) bludgeoning damage and
until the start of its next turn it is blinded, unable to
Challenge l 2 (8,400 XP) breathe, and, if it needs to breathe, unable to speak as well.
On a success, it takes half damage only. A creature within 5
Quicksand Form. The elemental can move through a space feet of the elemental can pull a creature or object out of it
as narrow as l inch wide without squeezing. A creature that by taking an action to make a DC l 7 Strength and
touches the elemental or hits it with a melee attack while succeeding.
within 5 feet of it must succeed on a DC 17 Dexterity
saving throw or become grappled by the elemental (escape Actions
DC l 7). In addition, the elemental can enter a hostile
creature's space and stop there. The first time it enters a Multiattack The elemental makes two Slam attacks.
creature's space on a turn, that creature must succeed on
the saving throw or become grappled in the same way. Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one
target. Hit: 21 (3dl 0 + 5) bludgeoning damage, and if the
Bake. If the elemental takes fire damage, it partially
target is a Large or smaller creature, it must succeed on a
DC 17 Strength saving throw or be pulled inside the
elemental and grappled (escape DC l 7) if the elemental has
space remaining to grapple it. If not, the target is pulled up
to 5 feet closer to the elemental instead of being pulled
inside and grappled.

CHAPTER THREE DUNGEON MASTER'S CHEST 169
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

upon them! Hags in the Swamp of Oblivion use native A geyser elemental in combat races across the battle-
quicksand elementals as traps to guard their lairs. field as fast as it can, slamming its boiling, caustic body
into as many of its foes as it can and covering the area
DROUGHT ELEMENTAL with a maze of noxious fumes. If its enemies gather in a
small area, it attempts to engulf them and launch them
A drought elemental looks like a larger sand elemental into the sky in a release of sudden pressure, sending
filled with swirling ashes, smoke, and hot air. Its body is them hurtling toward a crunching impact with the solid
a void of moisture, and its very touch drains the water ground When cornered, these elementals will knock its
from creatures and objects alike, desiccating them with attackers away before burrowing into the safety of the
horrifying speed Hardiness against the searing heat will earth to flee or reposition for a new attack.
offer some protection from this dehydration, but even a
fire giant has plenty to fear from these elementals. Geyser elementals are composed of water, earth, and
fire, with only the element of air missing. This flaw can
In combat, a drought elemental seeks to chase down be seen in the geyser elemental's interactions with air
its foes and envelop them at nearly any cost. It lacks any and aerial enemies. The noxious fumes it releases can
ranged attacks or abilities, but if it can't chase down its be dispersed by wind, and its talent for launching foes
opponents, it rises in the sky and seeks to escape bolts into the air is not so effective against creatures that can
and arrows by leaving their range, or burrows into the fly. These elementals fear the sky and the surface world
ground to find a concealed path to reach the attackers. that lives beneath it, and are always eager to return to
It always tries to blind its targets by crashing into them the safety of the underground or the water.
before it strikes, and it enjoys desiccating large groups.
STORM ELEMENTAL
Drought elementals are composed of fire, air, and
earth, with only the element of water missing. This flaw A thundercloud the size of a house, a storm elemental is
results in the drought elemental's general nature. Not a greater elemental arcing with lightning. At times, the
only does it struggle to harm those immersed in water, lightning even seems to form a malevolent, smiling face
any contact with water results in the elemental's body within the small thunderhead They often appear during
vanishing into the water, dissolved like sugar. These the most dangerous of ocean storms, but when a storm
elementals thusly despise water and anyone or anything elemental crosses over land and into the area of towns
which spreads it or relies on it to survive. and cities, mass destruction can ensue.

GEYSER ELEMENTAL When engaged in battle, a storm elemental seeks to
avoid direct contact with its opponents whenever it can.
A geyser elemental is a frothing, roiling mass of boiling It flies overhead, raining bolts of arcing lightning down
acid, steaming with noxious fumes and brimming with on its foes. If it is grounded or cornered in the air, the
chunks of molten rock. It almost never stops moving, elemental will surge through its foes, injuring them with
constantly digging through the underground in an its innate electrical charge and blasting them away from
endless frenzied rush. Once in a while the tectonic it with a pulse of rumbling thunder. When its foes seem
pressures of the earth will force a geyser elemental weak, it will descend to inhale them, seeking to electro-
above ground, blasting them out of mountains, canyons, cute them all together inside its body. A storm elemental
or hot springs. Sometimes they emerge deep beneath can see through the thick haze of a thundercloud, so it
the ocean, where they swim and frolic among thermal prefers to hide within obscurement if it can.
vents that warm the cold darkness.

Storm elementals are composed of air, fire, and water, elementals roam across creation, destroying all in their
with only the element of earth missing. This flaw shows path. Only the most cunning of villains can harness the
through when the elemental must face enemies that are wrath of a chaos elemental without bringing destruction
well grounded by the earth. Their electric attacks have on themselves in the process, but that doesn't prevent
little purchase against burrowing foes, and foes who are the many demon lords of the Abyss or the archdevils of
well-planted in the ground will easily resist its blasts of the Nine Hells from trying.
thunder and wind without being moved at all
Elemental Cauldrons. Inside a chaos elemental's
SUMMIT ELEMENTAL body, all kinds of bizarre transmutations and infusions
are constantly occurring. Legends say that any materiaL
Summit elementals are hulking masses of ice, rock, and no matter how rare, magicaL or impossible, could form
slushy mud that appears to have been clumsily molded inside these living laboratories.
into a lumpy, headless humanoid shape. They're always
surrounded by frigid, glacial winds, and their touch saps UNITY ELEMENTAL
heat and vigor from living things. They often wait atop
frozen, windswept peaks, anticipating the tremor that When all four elements are united in a single elemental
will knock them rolling down as a living avalanche, or by an act of celestial providence or divine magic, it can
riding on creeping glaciers in wintry lands. transform into a being united by law instead of chaos.
Rather than a chaos elementaL the creature is reborn as
When faced in combat, summit elementals attempt to an avatar of law and creation: an elemental celestial that
face only one foe in melee range at any given time. The mortal tales refer to as a unity elemental
elemental will knock away any combatants that attempt
to gang up on it, or tumble along the ground like an ava- A unity elemental looks like a living star plucked from
lanche to reposition itself when surrounded When foes the heavens and placed in the physical world The core
are grouped together, it blasts them with glacial wind of the elemental is a fist-sized sphere of golden celestial
and dust, making use of the obstacles it creates to avoid light. The light from the sphere illuminates the cloud of
facing more than one melee attacker at a time. cosmic dust and ethereal essence that makes up the
elemental's outer body. Among the cloud, motes of pure
Summit elementals are composed of earth, water, and elemental material (air, earth, fire, and water) circle in
air, with only the element of fire missing. This flaw man- the cloud through regular orbits about the core.
ifests as a clear weakness to heat and flame. A blast of
strong heat such as flame or steam can thaw the frozen Life and Death. Where a unity elemental goes, life
outer layer of the elemental's stony body, allowing dust, flourishes. As a being of pure creation, the elemental
snow, and cold mud to escape from inside, momentarily binds the elements together to form the vital energy of
weakening its defenses and slowing it down. life itself, and by its very nature, spreads this energy to
all those around it. Because the elemental is a creature
CHAOS ELEMENTAL of balance, it also creates death in the form of necrotic
energy. However, the order that binds the elemental
Only rarely does an elemental of three elements survive keeps the necrotic energy safely locked away inside the
the fusion of the fourth missing element. Each kind of elemental's core, where it will build and build until the
tri-elemental is menaced by the remaining element, so elemental dies, and the core can no longer contain it.
most infusions of that element will be lethal However in This results in the elemental's necrotic death burst.
very rare cases, all four elements can be combined in
the body of a single elementaL transforming it into an Celestial Wisdom. These hybrids of celestial and
embodiment of pure chaos and destruction: a fiendish elemental nature are keenly intelligent and immensely
elemental called a chaos elemental wise, with an angelic capacity to win the hearts of
others. Despite this, unity elementals rarely have
A chaos elemental's body is a primordial tempest of particular affectations, desires, or goals of any kind
all four elements, constantly swirling and fighting each Most are content to simply exist in whatever realm they
other, creating hybrid elements that quickly dissolve into spawned within. Yet the nature of their birth means that
the four elements again. Anywhere from four to twelve unity elementals are almost never spontaneously formed
arms may emerge from the roiling elemental body, with Whatever holy being acted to create the unity elemental
each arm formed almost entirely out of one of the four usually has a plan for it. Chaotic orders may be spumed,
elements, usually at least one arm for each element. A but this elemental is a lawful being and usually tries to
chaos elemental contains the element of air but is too fulfill their creator's purpose.
heavy with other elements to be able to fly.
Some unity elementals traveL either after they have
Force ofDestruction. The combination of so many fulfilled their original purpose or if they shirked their
opposed elements and hybrid elements fighting for dom- creator's destructive commands. Many end up in the
inance within the elemental is the complete suffusion of lawful realm of Mechanus, the Plane of Order, helping
the elemental with malevolent chaotic energy. Because others to carry out laws and contracts. Most stay within
of this, chaos elementals are elemental demons, attuned the celestial realm they were born in, continuing to
to the Abyss and driven to cause destruction, madness, perform tasks for lawful deities and angels, usually
pain, and death. From the moment of their birth, these acting as special emissaries to the other Outer Planes.

CHAPTER THREE DUNGEON MASTER'S CHEST 171
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

DROUGHT ELEMENTAL successful save.

Huge elemental (fire/air/earth), neutral Magic Weapons. The elemental's weapon attacks are magical.

ArmorClass 17 (natural armor) Dehydration. Creatures and objects with resistance or
Hit Points 168 (l 6dl 2 + 64)
Speed O ft., burrow 3 0 ft., fly 60 ft. (hover) immunity to fire damage also have resistance or immunity
(respectively) to necrotic damage dealt by the elemental.
STR DEX CON INT WIS CHA Constructs, undead, and creatures or objects that are
submerged in water are also immune to this damage.
17(+3) 19(+4) 18(+4) 10(+0) 10(+0) 14(+1) However, plants and water elementals have disadvantage
on Constitution saving throws caused by the elemental, and
Saving Throws Dex +8, Con +8 it deals maximum necrotic damage to plants.
Damage Resistances cold, lightning, radiant, thunder;
Water Vulnerability. For every 5 feet the elemental moves in
bludgeoning, piercing, and slashing from nonmagical
attacks water, or for every gallon of water splashed on it, it takes 2
Damage Immunities fire, poison necrotic damage.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Actions
Senses darkvision 120 ft., passive Perception l 0
Languages Primordial Multiattack The elemental makes two touch attacks.
Challenge l 2 (8,400 XP)
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Searing Sand Form. The elemental can move through a space target. Hit: l 3 (2d8 + 4) fire damage and the target must
as narrow as l inch wide without squeezing. In addition, make a DC l 8 Constitution saving throw, taking l 8 (4d8)
the elemental can enter a hostile creature's space and stop necrotic damage on a failed save or half as much damage
there. The first time it enters a creature's space on a turn, on a success.
that creature takes 5 (1 dl 0) fire damage and must make a
DC 18 Constitution saving throw. A creature that ends its Desiccate (Recharge 4-6). The elemental swells with heat
turn inside the elemental's space also takes 5 (1 dl 0) fire and saps moisture from everything inside it. Creatures and
damage and must make the saving throw. plants inside the elemental's space must make a DC l 8
Constitution saving throw. On a failed save, a creature takes
On a failed saving throw, a creature takes 9 (2d8) necrotic l 3 (3d8) fire damage and 22 (5d8) necrotic damage, it
damage and it is blinded for l minute. A creature repeats gains one level of exhaustion, and it is poisoned until the
the saving throw at the end of each of its turns, taking no start of the elemental's next turn. On a success, it takes half
damage on a failure but ending the blindness on a as much damage and suffers no other effects.

Any nonmagical plants in the elemental's space that aren't
creatures, such as trees or shrubs, don't make a saving
throw; they simply wither and die. Exhaustion caused by
this ability can be removed by finishing a short or long rest
with ample re-hydration.

172 CHAPTER THREE IDUNGEON MASTFR'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

GEYSER ELEMENTAL Noxious Fumes. When the elemental moves, it leaves an
area of poisonous fumes in its path that lasts until the end
Huge elemental (water/fire/earth), neutral of its next turn or until a wind of moderate or greater speed
(at least l 0 miles per hour) disperses it.
ArmorClass 17 (natural armor)
Hit Points 168 (l 6dl 2 + 64) The path of fumes is as wide and as high as the elemental's
space. The fumes are invisible, but carry a foul odor. When a
Speed 90 ft., swim 90 ft., burrow 60 ft. creature ends its turn within the fumes, it must succeed on
a DC l 7 Constitution saving throw or take l 3 (3d8) poison
S1R DEX CON INT WIS CHA damage. Creatures that don't need to breathe automatically
succeed on the saving throw.
22 (+6) 18 (+4) 19 (+4) 8 (-1) 10 (+0) 16 (+3)
Actions
Saving Throws Str + l 0, Dex +8
Damage Resistances cold, lightning; bludgeoning, Multiattack The elemental makes two slam attacks.

piercing, and slashing from nonmagical attacks Slam. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one
Damage Immunities acid, fire, poison target. Hit: l 3 (2d6 + 6) bludgeoning damage plus 9 (2d8)
Condition Immunities exhaustion, grappled, paralyzed, fire damage and 9 (2d8) acid damage, and the target must
succeed on a DC l 7 Strength saving throw or be pushed
petrified, poisoned, prone, restrained, unconscious l 5 feet away from the elemental.

Senses darkvision 120 ft., tremorsense 60 ft., passive Erupt (Recharge 4-6). The elemental pressurizes and blasts
Perception l 0 boiling acid upward into the air. Each creature in the
elemental's space must make a DC l 7 Strength saving
Languages Primordial throw. On a failed save, a creature takes 20 (4d6 + 6)
Challenge l 2 (8,400 XP) bludgeoning damage and it is hurled SO feet into the air
above the elemental and pushed l 0 feet in a random
Boiling Acid Form. The elemental can move through a space horizontal direction, and then falls unless it can fly or stop
as narrow as l inch wide without squeezing. A creature that the fall. Each object in the elemental's space also
touches the elemental or hits it with a melee attack while automatically suffers the effects of a failed save.
within 5 feet of it takes 9 (2d8) fire damage and 9 (2d8)
acid damage. In addition, the elemental can enter a hostile When the elemental uses this ability, boiling acid rains in a
creature's space and stop there. The first time it enters a shower around it. Each creature within l 5 feet of the
creature's space on a turn, that creature takes 9 (2d8) fire elemental that isn't in the elemental's space must succeed
damage and 9 (2d8) acid damage. A creature that ends its on a DC l 7 Dexterity saving throw or take 9 (2d8) fire
turn inside the elemental's space also takes this damage. damage and 9 (2d8) acid damage.

Magic Weapons. The elemental's weapon attacks are magical.

CHAPTER THREE DUNGEON MASTER'S CHEST 173
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

STORM ELEMENTAL earth elementals or to creatures that are buried or
burrowing in earth is halved.
Huge elemental (airjfire/water), neutral
Actions
ArmorClass 16 (natural armor)
Hit Points l 52 (1 6d l 2 + 48) Multiattack The elemental makes two melee attacks.
Speed Oft., swim 60 ft., fly 60 ft. (hover)
Shock Melee Weapon Attack: +9 to hit, reach Oft., one
S1R DEX CON INT WIS CHA target. Hit: 22 (5d8) lightning damage. This attack has

18 (+4) 21 (+5) 17 (+3) 9 (-1) 10 (+O) 13 (+l) advantage against a target wearing metal armor.

Saving Throws Dex + l 0, Con + 7 Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one
Damage Resistances fire, acid; bludgeoning, piercing, target. Hit: l 4 (2d8 + 5) bludgeoning damage plus 4 (1 d8)
lightning damage and 4 (1 d8) thunder damage.
and slashing from nonmagical attacks
Damage Immunities cold, lightning, poison, thunder Arc Lightning. The elemental chooses one creature or object
Condition Immunities exhaustion, grappled, paralyzed, within l 20 feet and up to three other creatures or objects
within 30 feet of the first target. Each target must make a
petrified, poisoned, prone, restrained, unconscious DC l 6 Dexterity saving throw. A target takes 28 (8d6)
lightning damage on a failed save, or half as much damage
Senses blindsight 120 ft., passive Perception l 0 on a successful one.
Languages Primordial
Challenge l 2 (8,400 XP) Thunder Pulse. The elemental chooses a direction, then

Tempest Form. The elemental can move through a space as pushes unsecured objects inside its space that aren't being
narrow as l inch wide without squeezing. A creature that worn or carried 30 feet away in that direction. Each creature
touches the elemental or hits it with a melee attack using a in the elemental's space must make a DC l 6 Constitution
metal weapon takes 9 (2d8) lightning damage. In addition, saving throw. On a failed save, a creature takes l 4 (2d8 +
the elemental can enter a hostile creature's space and stop 5) bludgeoning damage plus l 3 (3d8) thunder damage, is
there. The first time it enters a creature's space on a turn, knocked prone, and is pushed 30 feet in the same
that creature takes 9 (2d8) lightning damage. A creature direction.
that ends its turn inside the elemental's space also takes 9
(2d8) lightning damage. Vortex (Recharge 5-6). The elemental pulls all unsecured
objects within 60 feet of it that aren't being worn or carried
Magic Weapons. The elemental's weapon attacks are magical. 60 feet closer to the center of its space. Each creature
within 60 feet of the elemental must make a DC l 6
Grounding. Lightning damage the elemental deals to Strength saving throw. On a failed save, a creature takes 2 7
(5d8 + 5) bludgeoning damage, is knocked prone, and is
pulled up to 60 feet toward the center of the elemental's
space.

174 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

SUMMIT ELEMENTAL Thaw. If the elemental takes fire damage, it partially thaws;
its speed is reduced by l 0 feet and its AC is reduced by l
Huge elemental (earthjairjwater), neutral until the end of its next turn.

ArmorClass 18 (natural armor) Actions
Hit Points 200 (l 6dl 2 + 96)
Multiattack The elemental makes two smash attacks.
Speed 40 ft., climb 40 ft., swim 40 ft., burrow 20 ft.
Smash. Melee Weapon Attack:+ 12 to hit, reach l 5 ft., one
S1R DEX CON INT WIS CHA target. Hit: 21 (3d8 + 8) bludgeoning damage plus 7 (2d6)

26 (+8) 11 (+0) 23 (+6) 8 (-1) 10 (+0) 11 (+0) cold damage, and the target must succeed on a DC 18
Strength saving throw or be knocked prone.
Saving Throws Str +l 2, Con +l 0
Damage Resistances lightning; bludgeoning, piercing, Avalanche (Recharge 5-6). The elemental separates into a
rolling cloud of icy boulders, muddy snow, swirling dust,
and slashing from nonmagical attacks and freezing wind, and it moves in a straight line up to 60
Damage Immunities cold, poison feet long to an unoccupied space before it reforms. During
Condition Immunities exhaustion, paralyzed, petrified, this movement, it ignores difficult terrain and it can move
through other creature's spaces.
poisoned, unconscious
When it enters another creature's space during this
Senses darkvision 60 ft., tremorsense 120 ft., passive movement, that creature must make a DC 18 Dexterity
Perception l 0 saving throw. On a failed save, a creature takes 21 (3d8 +
8) bludgeoning damage plus 7 (2d6) cold damage and it is
Languages Primordial knocked prone.
Challenge l 2 (8,400 XP)
Glacial Breath (Recharge 5-6). The elemental exhales a blast
GlacialAura. A creature that touches the elemental, hits it of freezing ice, mud, dust, and chunks of stone in a 60-foot
cone. Each creature in the area must make a DC l 8
with a melee attack while within 5 feet of it, or ends its turn Constitution saving throw. On a failed save, a creature takes
within 5 feet of it takes 5 (1 dl 0) cold damage, and if the 18 (4d8) bludgeoning damage and 18 (4d8) cold damage,
creature doesn't have resistance or immunity to cold it is pushed 20 feet away from the elemental, and its speed
damage, its speed is reduced by l 0 feet and it has is reduced by 20 feet until the end of its next turn. On a
disadvantage on any weapon attack rolls it makes before success, a creature takes half damage and suffers no other
the end of its next turn. effects.

False Appearance. While the elemental remains motionless, This ability also deals damage to structures and objects in
it is indistinguishable from a pile of icy rocks and snow. the area that aren't being held or carried. In addition,
ground in the area is covered with ice and stone, becoming
Magic Weapons. The elemental's weapon attacks are magical. difficult terrain until cleared. Each 5-foot-square portion of
the area requires at least l minute to clear by hand.
Siege Monster. The elemental deals double damage to

objects and structures.

THE ELEMENTS AND BEYOND FANMADE HOMEBREW CHAPTER THREE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)

CHAOS ELEMENTAL end of the target's next turn. Unsecured objects of size
Huge or smaller are pushed automatically.
Gargantuan elemental (all elements}, chaotic evil
Scorch. Melee Weapon Attack:+ l 5 to hit, reach l Oft., one
ArmorClass 19 (natural armor) target. Hit: 22 (Sd8) fire damage, and if the target is a
Hit Points 3 50 (20d20 + 140) creature or a flammable object, it ignites. Until a creature
takes an action to douse the fire, the target takes l l
Speed 60 ft., burrow 50 ft., climb 50 ft., swim 80 ft. (2d l 0) fire damage at the start of each of its turns.

STR DEX CON INT WIS CHA Slam. Melee Weapon Attack:+ l 5 to hit, reach 20 ft., one
target. Hit: l 7 (2d8 + 8) bludgeoning damage plus 4 (1 d8)
26(+8) 17(+3) 25(+7) 12(+1) 10(+0) 19(+4) cold damage, and the target is grabbed by the water arm
(escape DC 20) and restrained while it is grabbed.
Saving Throws Str + l 5, Dex+ l 0, Wis +7, Cha+ 11
Damage Immunities acid, cold, fire, lightning, poison, Smash. Melee Weapon Attack:+ l 5 to hit, reach 20 ft., one
target. Hit: 2 l (3d8 + 8) bludgeoning damage, and the
thunder; bludgeoning, piercing, and slashing from target must succeed on a DC 20 Strength saving throw or
nonmagical attacks be knocked prone.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, unconscious Transmute (Recharge 5-6). The elemental alters the form of
each creature and object within 30 feet ofit to confuse the
Senses blindsight 120 ft., tremorsense 120 ft., passive elements. Ground, water, and air in the area is transformed
Perception l 0 to slurry: heavily obscured water that is difficult terrain. Each
other creature and object in the area must make a DC 20
Languages Abyssal, Primordial, telepathy 120 ft. Constitution saving throw. On a failed save, a target takes 39
Challenge 22 (41,000 XP) (6dl 2) force damage and is stunned until the end of its next
turn. On a success, it takes half damage and isn't stunned.
Chaos Form. The elemental ignores movement restrictions
caused by the elements. At the start of each of its turns, Legendary Actions
each creature within 5 feet of it takes 3 (1 d6) fire damage
plus 3 (1 d6) acid damage, 3 (1 d6) cold damage, 3 (1 d6) The elemental can take 3 legendary actions, choosing from
lightning damage, and 3 (1 d6) thunder damage. A creature the options below. Only one legendary action option can be
also takes this damage when it touches the elemental or used at a time and only at the end of another creature's
hits it with a me lee attack while within 5 feet of it. turn. The elemental regains spent legendary actions at the
start of its turn.
Fiendish Hybrid The elemental is also a fiend (demon).
Destructive Wrath. The elemental makes two melee attacks
Legendary Resistance (3/Day). If the elemental fails a saving using different weapons. The attacks must be made against
throw, it can choose to succeed instead. objects or structures.

Siege Monster. The elemental deals double damage to Howl ofTerror (Costs 2 Actions). The elemental roars with
objects and structures. primordial fury that resonates in the soul. Each creature of
the elemental's choice that is within l 20 feet of the
Magic Resistance. The elemental has advantage on saving elemental must make a DC 20 Wisdom saving throw. On a
throws against spells and other magical effects. failed save, a creature is frightened until the end of its next
turn. On a success, a creature becomes immune to the
Magic Weapons. The elemental's weapon attacks are magical. elemental's Howl of Terror for the next 24 hours.

Actions Primordial Flow (Costs 2 Actions). The elemental moves its
speed without provoking opportunity attacks. For this
Multiattack The elemental makes four attacks: a fling, a move, it can enter a hostile creature's space and it can
scorch, a slam, and a smash attack. move through a space as narrow as l inch wide without
squeezing, but it can't end the movement in such a place.
Fling. Melee Weapon Attack:+ l 5 to hit, reach l Oft., one The first time it enters a creature's space during this
target. Hit: l 7 (2d8 + 8) bludgeoning damage plus 4 (1 d8) movement, the creature takes damage from the elemental's
thunder damage, and the target must succeed on a DC 20 Chaos Form trait.
Constitution saving throw or be pushed 30 feet in a
direction of the elemental's choice and deafened until the

CHAPTER THREE IDUNGEON MASTER'S CHEST FANMADE HOMEBREW THE ELEMENTS AND BEYOND

D&D UNLEASHED (vl.O)

UNITY ELEMENTAL space and stop there. It can move through a space as narrow
as l inch wide without squeezing. In addition, any creature
Medium elemental (all elements), lawful neutral that touches the elemental or hits it with a melee attack
while within 5 feet of it takes l 3 (3d8) radiant damage.
ArmorClass 15 (natural armor)
Hit Points 285 (30d8 + 150) VitalityAura. The elemental exudes an aura of life energy

Speed Oft., fly 50 ft. (hover) that extends 30 feet out from it. Each other creature of the
elemental's choice that starts its turn in the aura regains l l
STR DEX CON INT WIS CHA (2dl 0) hit points. Creatures in the aura also have resistance
to necrotic damage and advantage on death saving throws.
16 (+3) 18 (+4) 21 (+5) 16 (+3) 18 (+4) 20 (+5) Constructs and undead are immune to the effects of this
trait, except that each undead that ends its turn in the aura
Saving Throws Str + l 0, Dex + 11, Wis + 11, Cha+ l 2 takes l l (2dl0) radiant damage.
Skills Insight+ 11, Perception+ 18
Damage Resistances necrotic In addition, the ground within 60 feet of the elemental is
Damage Immunities acid, cold, fire, lightning, poison, constantly blooming with mundane plants, permanently
becoming difficult terrain. The plants grow spontaneously
radiant, thunder; bludgeoning, piercing, and slashing upon any earth within the aura, without seed, sunlight, or
from nonmagical attacks water, and tiny insects also spawn upon their leaves. Each
Condition Immunities blinded, charmed, deafened, plant that ends its turn in the aura is also affected by the
exhaustion, frightened, grappled, paralyzed, petrified, long-term benefits of the plant growth spell.
poisoned, prone, restrained, unconscious
Senses truesight 120 ft., passive Perception 28 Actions
Languages all, telepathy 120 ft.
Challenge 22 (41,000 XP) Multiattack The elemental makes three Infuse attacks.

Celestial Hybrid The elemental is also a celestial. Infuse. Melee Weapon Attack:+ l l to hit, reach 5 ft., one
target. Hit: l l (2dl 0) radiant damage plus 5 (1 dl 0) acid
Death Burst When the elemental dies, it explodes in a burst damage, 5 (1 d l 0) cold damage, 5 (1 d l 0) fire damage, 5
(1 dl 0) lightning damage, and 5 (1 dl 0) thunder damage.
of accumulated death energy. Each creature within l 20 feet
ofit must make a DC 22 Constitution saving throw, taking Pulse. The elemental releases a blast of cosmic energy in a
20dl O necrotic damage on a failed save, or half as much
damage on a successful one. For the next l 00 years, plants line l 00 feet long and l Ofeet wide. Each creature in the
will not grow in the area (dispelled as a 9th-level spell). blast must make a DC 20 Dexterity saving throw, taking
Sdl O radiant damage plus Sdl Oforce damage on a failed
Great Avoidance. If the elemental is subjected to an effect save, or half as much damage on a successful one.

that allows it to make a saving throw to take only half Teleport The elemental magically teleports up to l 50 feet
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails. In addition, to an unoccupied space that it can see.
attacks targeting the elemental are made with disadvantage.
Legendary Actions
Great Illumination. The elemental sheds bright light in a 60-
foot radius and dim light for an additional 60 feet. In The elemental can take 3 legendary actions, choosing from
addition, when the elemental enters an area of darkness the options below. Only one legendary action option can be
that was created by a spell or starts its turn within such an used at a time and only at the end of another creature's
area, that spell is dispelled. turn. The elemental regains spent legendary actions at the
start of its turn.
Legendary Resistance (3/Day). If the elemental fails a saving
Restoration. The elemental fills one other creature that it
throw, it can choose to succeed instead. can see within l 20 feet with positive energy. The target

Magic Resistance. The elemental has advantage on saving regains 30 hit points, or takes 30 radiant damage if it is an
undead. Constructs are immune to this effect.
throws against spells and other magical effects.
Reformation (Costs 2 Actions). The elemental uses its
Omnisight The elemental can see through walls, floors,
Teleport action and regains 30 hit points.
ceilings, and other opaque, nonliving materials within the
radius of its truesight as if they were translucent, including Chorus ofBelonging (Costs 2 Actions). The elemental sings a
undead and constructs. Its line of sight can't be blocked by
any materials that appear translucent to it, and it can hear chord of celestial yearning that resonates in the soul. Each
all things within the area as if there were no obstructions other creature of the elemental's choice within l 20 feet of
between it and the sound. Its vision can only be blocked by the elemental must make a DC 20 Wisdom saving throw.
an anti-magic field or a spell of 9th-level or higher. On a failed save, a creature is teleported to an unoccupied
space within l O feet of the elemental and it is charmed by
Radiant Form. The elemental can enter a hostile creature's the elemental until the end of its next turn. On a success, a
creature is not teleported and it can't be charmed by the
elemental for the next 24 hours.

THE ELEMENTS AND BEYOND FANMADE HOMEBREW CHAPTER THREE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)

KOBOLD DIRTCLAW KOBOLD DIRTCLAW

Kobolds build tunnels through the earth, digging out not Small humanoid (kobold), lawful evil
only homes for themselves, but secret passages, deadly
traps, and hidden caches for whatever they consider to ArmorClass 14 (natural armor)
be treasure. Some kobolds, whether through natural Hit Points 27 (6d6 + 6)
talent or after tutoring from outsiders, use earth magic Speed 30 ft., burrow 5 ft.
to dig through earth much faster than kobolds wielding
tools and architecture. These rare kobold geomancers SlR DEX CON INT WIS CHA
empower themselves with vibrating, steely claws that
they use to burrow, earning them their name. 11 (+O) l 5 (+2) 13 (+ l) 9 (-1) 14 (+2) 11 (+0)

Kobold dirtclaws (named by kobolds themselves) have Senses darkvision 60 ft., tremorsense l 0 ft., passive
enhanced earthen claws on their hands and feet which
resemble eagle talons or mole claws made of hardened Perception l 2
stone. When they stomp the earth with magic, the claws Languages Common, Draconic, Terran
on their feet dig in and create shockwaves. Their scales Challenge 2 (4 50 XP)
are also harder than normaL strengthened by geomancy
to be as tough as packed dirt or baked clay. Dirtclaws Aftershocks. When the kobold casts a spell of l st-level
commonly carry sling stones with them, as their magic
enables them to throw a mundane stone with more or higher, any ground within the spell's area becomes
force than even a crossbow bolt. difficult terrain for its enemies until the end of its next
turn. Upon casting, each structure on affected ground
Dirtclaws are highly respected and venerated among takes 5 (l dl 0) thunder damage, and creatures on the
kobold communities because their abilities are so useful ground that are concentrating must succeed on a DC
to nearly everything the kobolds do. They can construct 12 Constitution saving throw or lose concentration,
tunnels with rapid speed, building new homes or battle with disadvantage if they are prone.
structures in a pinch, and when kobolds do battle, the
dirtclaws are hardy frontline fighters that disrupt enemy Pack Tactics. The kobold has advantage on an attack roll
formations with rumbling blasts of earthen power.
against a creature if at least one of the kobold's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Spellcasting. The kobold is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It has the following druid spells
prepared:

Cantrips (at-will): earth stomp (new), mold earth,*
weathering (new)

l st level (4 slots): earth tremor,* thunderwave
2nd level (3 slots): shatter, spike growth
3rd level (2 slots): erupting earth,* quake walk (new)

Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Tunneler. The kobold leaves a 4-foot-diameter tunnel in

its wake when it burrows. It can burrow through solid
rock at one-fifth of its normal burrowing speed.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (l d6 + 2) slashing damage plus 3 (l d6)
thunder damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (l d4 + 2) piercing damage.

Rock Ranged Weapon Attack: +4 to hit, range 30/60
ft., one target. Hit: 7 (2d6) bludgeoning damage.

178 FANMADE HOMEBREW THE ELEMENTS AND BEYOND

D&D UNLEASHED (vl.O)

LAvAWoRM VARIANT: YOUNG LAVA WORMS

A fully grown lava worm is the most terrifying predator For younger lava worms, use the statistics for a
to be found near lava or magma. Its entire body is super- remorhaz or young remorhaz (both found in the
heated to the same temperature as lava, allowing it to Monster Manua~, but add the Lava Tunneler and
withstand volcanic heat and tunnel into solid rock with Molten Tunnels traits from the lava worm.
speed and ease. Some legends claim that lava worms
were born when a mad wizard tried to combine the fiery
power of a salamander with the might of a purple worm.
Others say it was created by the gods of earth and
flame, but it betrayed them and escaped to live beneath
the ground However most believe the lava worms are
simply a close relative of the purple worm adapted for
life near and within volcanoes.

A lava worm's saliva contains oils that cause fire to
bum hotter. It prefers to defend itself against serious
threats from afar, staying within lava and spitting flame
at the danger to wear them down. When it sights prey, it
prefers to eat them whole in a single bite. More difficult
and evasive prey may be easier to consume once caught
in the worm's deadly lava breath. This worm has no
problem biting through solid rock to swallow restrained
prey using its super-heated jaws.

LAvAWORM Actions

Gargantuan monstrosity, unaligned Multiattack The worm makes two attacks.

Armor Class 20 (natural armor) Bite. Melee Weapon Attack:+ l 5 to hit, reach l 0 ft., one
Hit Points 3 50 (20d20 + 140) target. Hit: 28 (3dl 2 + 9) piercing damage plus 28 (8d6)
Speed 40 ft., burrow 30 ft. fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse
S1R DEX CON INT WIS CHA the fire, the target takes 11 (2dl 0) fire damage at the start
of each of its turns. In addition, if the target is a Large or
28 (+9) 13 (+ 1) 24 (+7) 4 (-3) 10 (+O) 6 (-2) smaller creature, it must succeed on a DC 20 Dexterity
saving throw or be swallowed by the worm.
Saving Throws Con + l 3, Wis +6
Damage Immunities cold, fire While swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects outside the
Senses blindsight 60 ft., tremorsense 120 ft., passive worm, and it takes 21 (6d6) acid damage plus 21 (6d6) fire
damage at the start of each of the lava worm's turns. If the
Perception l 6 worm takes 40 damage or more on a single turn from a
Languages- creature inside it, the worm must succeed on a DC 2 5
Challenge 20 (25,000 XP) Constitution saving throw at the end of that turn or regur-
gitate all swallowed creatures, which fall prone in a space
Heated Body. A creature that touches the worm or hits it within l 0 feet of the worm. If the worm dies, a swallowed
with a melee attack while within 5 feet of it takes 14 (4d6) creature is no longer restrained by it and can escape from
fire damage. At the start of each of the worm's turns, it the corpse using l 5 feet of movement, exiting prone.
deals 14 (4d6) fire damage to any creature that is grappling
it and any object that is restraining it. Flame Spit Ranged Spell Attack:+13 to hit, range 120 ft.,
one creature. Hit: 5 5 (8dl 0 + 7) fire damage. If the target
Lava Tunneler. The worm can burrow through lava, magma, is a creature or a flammable object, it ignites. Until a
and solid rock. Its tremorsense treats lava and magma as if creature takes an action to douse the fire, the target takes
it were solid stone. 11 (2dl 0) fire damage at the start of each of its turns.

Molten Tunnels. When the worm burrows, it leaves a l 0- Breath Weapon (Recharge 5-6). The worm sprays molten
foot diameter tunnel in its wake. The sides of this tunnel rock in a 60-foot cone. Each creature in that area must
remain burning hot for l 0 minutes, after which the tunnel make a DC 21 Dexterity saving throw, taking 5 5 (1 0d l 0)
collapses. When a creature enters the tunnel for the first fire damage on a failed save, or half as much damage on a
time on a turn or starts its turn inside the tunnel, it takes 11 successful one. On a failed saving throw, a creature is also
(2dl 0) fire damage. restrained by the hardening rock. A creature can make a DC
21 Strength (Athletics) check as an action, freeing itself or
Siege Monster. The worm deals double damage to objects a creature within reach from the rock on a success. The
and structures, and it treats immunity to fire damage as rock has AC 17 and 60 hit points, and it is immune to fire,
resistance to fire damage when it hits objects or structures poison, and psychic damage, but it is vulnerable to any
with its bite attack. damage dealt by a lava worm's bite attack.

CHAPTER THREE DUNGEON MASTER'S CHEST 179
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

MAGMIN TuNNELER MAGMIN TuNNELER

The small fiery people known as magmin are not truly Medium elemental (earth/fire), chaotic neutral
humanoids, but are in fact elemental spirits given phys-
ical form. When magmin are summoned with just as ArmorClass 14 (natural armor)
much earth magic as fire magic, the two elements fuse Hit Points 39 (6d8 + 12)
and mingle, and the magmin that is created is much Speed 30 ft., burrow l 5 ft.
larger, more bestiai and more connected to the earth.
These magmin have large claws that can be used to dig S1R DEX CON INT WIS CHA
tunnels or grapple enemies, and thus they are usually
known as magmin tunnelers. 15 (+2) 13 (+ l) 15 (+2) 7 (-2) 10 (+0) 13 (+ l)

Diggers and Infiltrators. Tunnelers are capable of Damage Resistances poison; bludgeoning, piercing,
digging new passageways through their native realm, and slashing from nonmagical attacks
the Plane of Magma. Tunnelers allow magmins to safely
travel from one volcano to another, to dig out new Damage Immunities fire
channels to make exciting lava slides, and even to carve Senses darkvision 60 ft., tremorsense 30 ft., passive
out shelter when the magmin are exposed to danger.
When magmin fight intentionally, tunnelers also play an Perception l 0
important role in altering the terrain of a battlefield, Languages lgnan, Terran
opening attack paths or escape routes for their fellow Challenge 3 (7 00 XP)
magmin. To fully utilize this tactical advantage, the
magmins would need more wits than they possess. But Death Burst When the magmin dies, it explodes in a
when a tribe of magmins is commanded by a competent burst of fire and magma. Each creature within l 5 feet
mage or genie, they can wreak unexpected havoc should of it must make a DC l 4 Dexterity saving throw, taking
tunnelers be among their ranks. l 7 (Sd6) fire damage on a failed save, or half as much
damage on a successful one. Flammable objects that
Earthen Composition. All magmin are composed of aren't being worn or carried in that area are ignited.
both fire and earth, but most favor the element of fire
more than earth. Tunnelers seem to be a more balanced Ignited Illumination. As a bonus action, the magmin can
fusion of the two elements, with more of an affinity for
the element of earth than the average magmin. Perhaps set itself ablaze or extinguish its flames. While ablaze,
this accounts for their additional size and strength, and the magmin sheds bright light in al 5-foot radius and
maybe this balance helps both elements to grow even dim light for an additional l 5 feet.
stronger. The additional earth can certainly be blamed
for the tunnelers' keen tremorsense and their talent for Molten Tunnels. When the magmin burrows, it leaves a
digging relatively stable tunnels.
5-foot diameter tunnel in its wake. The sides of this
tunnel remain burning hot for l minute, after which the
tunnel collapses. When a creature enters the tunnel for
the first time on a turn or starts its turn inside one, it
takes 5 (1 d l 0) fire damage.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1 d6 + 2) slashing damage plus 9 (2d8)

fire damage, and if the target is a creature, it is grappled
(escape DC l 2). Until this grapple ends, the magmin
can't claw another target. If the target is a creature or a
flammable object, it also ignites. Until a creature takes
an action to douse the fire, the creature takes 5 (1 dl 0)
fire damage at the end of each of its turns.

At the start of each of the magmin's turns, it deals 9
(2d8) fire damage to each creature it is grappling. Any
creature that takes this damage ignites if it isn't on fire.

Ho'4J()(;l'Ylf -H6A12l) nte-tvt q ~ -ro A~
11M_A(:(M.lN 11 1?6F'012-G; F'012-

T-tt6l12-1?6~"t1AL- PO~TUq ANV Vl~P-
09"rtON. l-r Ml~ Al/20 1?61?6c.Au~6

0F' T-tt6 ~t..Ol?1?6'{2..

180 FANMADE HOMEBREW THE ELEMENTS AND BEYOND

D&D UNLEASHED (vl.O)

MOLTEN OOZE OOZE, MOLTEN

Medium ooze, unaligned Oozes are simple-minded, amorphous creatures that live
only to consume. Some oozes take on elemental traits,
Armor Class 6 such as the heated kind known as a molten ooze. It is
Hit Points 110 (l 3d8 + 52) mottled with red and black and speckled with orange
Speed 20 ft., climb 20 ft. flecks, and is easily mistaken for lava itself. Its body is
dense, viscous, and resilient against harm. These oozes
S1R DEX CON INT WIS CHA are extremely dangerous for novice adventurers.

14 (+2) 3 (-4) 19 (+4) l (-5) 6 (-2) l (-5) When a molten ooze moves, it rolls like a slow, fiery
bubble, or flows like a slithering trickle of lava. Any
Damage Immunities acid, fire, lightning, slashing organic material it moves over is dissolved, and any
Condition Immunities blinded, charmed, deafened, remains are seared to ash, which the ooze will also
consume. It leaves stone and metal unharmed
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), Molten oozes typically dwell within volcanoes or fiery
caverns beneath the earth, although some lurk in alleys
passive Perception 8 and abandoned buildings in the City of Brass, the efreeti
Languages- capital in the Elemental Plane of Fire. Some efreeti
Challenge 7 (2,900 XP) even keep these oozes as pets, using them to dispose of
waste and to clean surfaces in their palaces. In a pinch,
Amorphous. The ooze can move through a space as the oozes can even serve as defenders against enemies,
narrow as l inch wide without squeezing. but anyone who keeps an ooze as a pet knows that the
ooze doesn't distinguish friend from food, especially in
False Appearance. While the ooze remains motionless, it the chaos of a frenzied battle.
is indistinguishable from a pool of lava or a molten rock.
VARIANT: WINTER OOZE
Molten Form. A creature that touches the ooze or hits it
with a melee attack while within 5 feet of it takes 3 In frosty locales and glacial caves, one is liable to
(l d6) acid damage plus 5 (l dl 0) fire damage. At the encounter a winter ooze. It uses the statistics for a
start of the ooze's turn, it also deals this damage to molten ooze, except all mention of fire damage is
each creature that it is grappling. replaced with cold damage (including its damage
immunity), and its False Appearance trait disguises
Spider Climb. The ooze can climb difficult surfaces, the ooze as a pool of cold water or a formation of
including upside down on ceilings, without needing to ice instead of a pool of lava or a molten rock. Also,
make an ability check. instead of lighting creatures on fire, hitting a target
that doesn't have resistance or immunity to cold
Actions damage reduces the target's speed by l 0 feet and
gives it disadvantage on weapon attacks until the
Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft., end of its next turn. A winter ooze consumes the
one target. Hit: 5 (l d6 + 2) bludgeoning damage plus 7 same materials as a molten ooze.
(2d6) acid damage and 9 (2d8) fire damage, and if the
target is a creature, it is grappled (escape DC 14). While
grappled in this way, the target is also restrained. Until
this grapple ends, the ooze can't attack another target.
If the target is a creature or a flammable object, it is
also set ablaze. Until a creature takes an action to douse
the fire, the creature takes 5 (l dl 0) fire damage at the
end of each of its turns.

181

THEELEMENTSANDBEYOND FANMADE HOMEBREW

ORC WART0RCH ORC WART0RCH

An orcish warband is at its most devastating when it is Medium humanoid (ore), chaotic evil
accompanied by one or more of the orcish pyromancers
known as wartorches. As wild and destructive as fire Armor Class 13 (hide armor)
itself, most ore wartorches delight in the crackling of Hit Points 45 (6d8 + 18)
fire and the smell of burning flesh.
Speed 30 ft.
Ore wartorches are born with a natural affinity for
magic but not necessarily a talent for pyromancy. Ore SlR DEX CON INT WIS CHA
tribes that wage aggressive wars value no magic more
highly than the magic of destruction, however, and so 16(+3) 12(+1) 16(+3) 8(-1) 9(-1) 16(+3)
any orcish sorcerer born to these tribes is likely to be
pushed into practicing fire magic. The ores surround Skills Arcana+ l, Intimidation +5
the child with flames from an early age and engender
within them a deep and profound pyromania, all the Damage Resistances fire
while ready to slay the child if their flames ever become Senses darkvision 60 ft., passive Perception 9
too difficult for them to control
Languages Common, lgnan, Ore
Some wartorches, heedless of the inherent danger, Challenge 4 (l, l 00 XP)
seek out the aid of creatures such as crimson hags or
efreeti, searching for ever more fiery power to wield At Aggressive. As a bonus action, the ore can move up to
times, efreeti have used these opportunities to enslave its speed toward a hostile creature that it can see.
the wartorch's tribe, either as part of a bargain or by
force. The orcish armies obtained in this way can be Scorched Ground Whenever the ore casts a spell of l st-
massive and deadly, with efreeti uniting many warring level or higher, it can leave a patch of magical flames in
tribes together into one enormous slave army watched the spell's wake. The flames fill an area that reaches 5
over by salamanders and ore wartorches. feet above all ground within the area of the spell. If the
spell doesn't affect an area, the flames cover the ground
within 5 feet of the ore or within 5 feet of one target
(the ore's choice). Each other creature that starts its
turn in the fire or enters the fire for the first time on a
turn takes 3 (l d6) fire damage. The fire lasts for l
minute or until it is magically extinguished.

Spellcasting. The ore is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). It knows the following sorcerer
spells:

Cantrips (at-will): control flames,* create bonfire,*
dancing lights, fire bolt, light

l st level (4 slots): burning hands, conflagration (new),
fog cloud

2nd level (3 slots): heat metal, scorching ray
3rd level (2 slots): fireball

Actions

Torch. Melee Weapon Attack:+ 5 to hit, reach 5 ft., one
target. Hit: 5 (1 d4 + 3) bludgeoning damage plus l 0
(3d6) fire damage.

Javelin. Melee or Ranged Weapon Attack:+ 5 to hit,
reach 5 ft. or range 30/ l 20 ft., one target. Hit: 6 (1 d6 +

3) piercing damage.

VoN'-r MAK6 nte- COMMON M.1s-r.AK6

OF ASSuM.tN~-r:t-tA-r oUST"1?6c.AuS6

SOM.6ON6 tS -r-ttczoWtN~Ftl2€1?AU/2

A-r "(Ou, ntef WON'-r1?e- -HAP1?'-l -ro

S66 "(Ou up CLOSe: .fo12-SOM.6 OF us
MA<:ce-t;, ct.0se- TZAN<:ce- ous-r MAK6S

"(Ou 6A9612--ro 1?u121J. -t;~V

182

FANMADE HOMEBREW THE ELEMENTS AND BEYOND

PRIMAL SPIRIT AVATARS The Panther is enigmatic and nearly always speaks in
riddles. It takes champions more frequently than almost
The wilderness in all its many forms - tundra, forest, any other primal spirit, yet its champions rarely know its
desert, and other biomes - is not without awareness or actual goals, as the Panther prefers to give its messages
agency. The land itself gives birth to mighty spirits, fey through mysterious dreams, and no one can be certain
and elementals that are so ancient that they are largely which lands even constitute the Panther's domains.
forgotten except by the oldest in the multiverse. These
primal spirits are all connected to a form of land, taking The Panther is secretly aware of many prophecies,
the shape of a plant or animal from their domains. both cosmic and small-scale predictions, and seems to
be concerned with the path of natural fate itself. It even
Though they are composed of powerful magic, these sometimes appears in the dreams of those other than
mighty spirits struggle to physically leave their ancient druids, delivering cryptic messages to nudge fate along.
realms in some of the oldest parts of the Feywild: the
savage wilds called the Spirit World If their domains on BAT OF THE BELOW
the Material Plane are threatened, they project a weak
reflection of their true nature, an avatar, to defend the The Bat of the Below is an incarnation of the darkness
land These avatars take little effort for a primal spirit to of night and the caverns beneath the earth. It carries
controL and the spirit is not harmed if the avatar is slain. diseases from the subterranean reaches of the Spirit
World in its claws, and its echolocating screech can be
Incarnations ofAncient Titans. The primal spirits used as a sonic attack that rips through the darkness.
are ancient beings that traversed the Feywild and the
Material Plane when the world was young and the land Entreating with the Bat is terrifying for nearly anyone
was still forming. The spirits are each representations who attempts it. The Bat's spiritual home is a vast, dark,
of the lands themselves. The majority of these spirits seemingly empty cavernous expanse. The darkness is
keep their ancient, true names a secret, though some filled with maddening chittering and the stench of fresh
are known by nicknames they have adopted for the guano. The Bat enjoys surprising its guests with heart-
benefit of mortals, such as Coyote or Greatmother Oak. stopping fear before any meeting actually begins.
Those nicknames have been used so often that they are
now applied to any coyote or any oak tree, instead of BEAR OF THE ARCTIC
merely the primal spirit, and the original names of these
animals and plants have been lost. The vast arctic stretches of ice, snow, and frigid water
are the domain of the mighty Bear of the Arctic, a great
Druids Serve as Champions. Primal spirits often polar bear spirit that brings blizzards wherever it goes.
require the aid of druids and archdruids to help defend It reigns over not only the frozen land, but also the icy
their lands against despoilers. Druids can be trusted to shallows where seals and whales roam.
act more swiftly and in more places than a spirit could
possibly manage from their realm in the Feywild Arch- The Bear is cold and emotionless when it meets with
druids can wield powerful enough magic to summon an mortals, unless it is angered and its ferocity is revealed
avatar of the spirit without effort from the spirit itself, It speaks straightforwardly, eschewing subtlety and lies.
but primal spirits trust very few with this privilege. They It will accept champions who demonstrate the strength,
entreat carefully with archdruids and only select their cunning, and resilience needed to survive in the frozen
favorite among them as a champion who can conjure wastelands, but will devour those who fail its tests.
their avatar to aid both their goals.
COYOTE OF THE DESERT
Hatred for Despoilers. The spirits of nature despise
those that would despoil nature in any of its forms. Not The spirit of the desert, Coyote, is as inscrutable as a
all forms of consumption earn the spirits' ire: the spirits mirage. For a primal spirit, Coyote is easy to meet with,
themselves are often predator or prey, and understand but notoriously hard to make an agreement with. He
that survival often means destruction. They despise the prefers trickery to proper exchanges, and often uses the
reckless and sometimes gleeful destruction of nature facade of a friendly meeting to enact his schemes. If you
that has nothing to do with survival and too much to do weren't tricked or pranked in some apparent way after
with mortal flaws such as greed, pride, or ambition. This the first meeting, you can be almost certain that you are
is what the spirits consider to be "despoiling." being led into an even more elaborate charade with an
even greater humiliation at the end
Primal Nature. A primal spirit avatar doesn't require
air, food, drink, or sleep. Despite this, Coyote can be convinced to let a mortal
serve as his champion. He has certain needs as a primal
AsTRAL PANTHER spirit of the plains and deserts, and like any primal spirit
he despises those who would despoil his lands. And he
The Astral Panther is the spirit of the starry night sky harbors ancient grudges against distant foes. If he were
and, in some worlds, even the moon. The Panther is an given the right means or chance, he would greatly relish
ambassador between the pure darkness of the Bat and making a fool out of them.
the blinding sunlight of the Eagle. The Astral Panther
also patrols the dream world, hunting for nightmares.

CHAPTER THREE DUNGEON MASTER'S CHEST 183
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

CRAB OF THE COAST her champions, and she looks after them with motherly
care when they are in danger. In combat, she tends to
The tide-swept beaches that line the coasts of the world injuries and searches for peaceful ways to end conflict.
are home to myriad tiny crabs that nest among the sand
The Crab of the Coast is the spirit of these lands. It has RAM OF THE MOUNTAIN
a steely, sand-colored sheli and it can blast pressurized
jets of water from its mouth to strike its foes from afar. Leaping from clifftop to clifftop, the sturdy and resilient
Ram of the Mountain is a spirit of hills, cliffs, canyons,
The Crab is one of the least intelligent of the primal and of course mountains. The steps of its hooves cause
spirits. It thinks faster than it speaks, and it thinks very the earth to quake and rumble, and the impact of its
slowly. Dealing with the Crab is always a test of extreme mighty leaps resound loudly across the land
patience, even for its champions, despite the fact that
the Crab is relatively easy to please and understand for The Ram is largely unfazed by most things, especially
a primal spirit. activity from mortals. The Ram is the most stubborn of
the primal spirits. Its lands, like the Ram itself, are
DRAGON OF THE SWAMP sturdy and difficult to destroy, and it fears little from the
world of mortals. It resists taking a champion except
- - - - - - - - - - - - - -Though not a true dragon, the Dragon of the Swamp is when it is definitely necessary. The Ram will only take a
champion that can match it in a headbutting contest.
as dangerous as any black dragon. Resembling a giant
spiny crocodile, the Dragon is not only an incarnation of SERPENT OF THE DEEP
wetlands and fresh water, but also poisonous wildlife in
any environment. It has venom and acidic, poisonous The Serpent of the Deep lurks in the deepest, darkest
blood, and all the stealth abilities of a crocodile. waters of the Spirit World This mighty leviathan pulses
with lightning, a magical lure dangling from its head, the
The Dragon is dour and humorless, with predation its seas around it swirling at its command The Serpent is a
only amusement. It is also patient, willing to spend eons primal incarnation of storms as well as the deep sea.
waiting for its domains to expand across the wilderness,
just as it waits endlessly for the perfect instant to strike The alien-minded Serpent is difficult to safely meet
from the water at prey. The Dragon will accept a champ- with. One must be able to survive the crushing pressure
ion that shows the same ruthlessness and patience. and icy waters of its deep, dark domain, and of course
they must convince the Serpent that they are unworthy
EAGLE OF THE SUN of being eaten before being considered at all for the role
of the Serpent's champion.
The radiant bird spirit known as the Eagle of the Sun is
a spirit of the daytime and the sunlit sky. The Eagle is STALLION OF THE PLAINS
the mortal enemy of the Bat of the Below. It flies across
its realm in the Spirit World, an endless sky streaked The Stallion of the Plains races across grasslands and
with orange sunlight, as it carries a facsimile of the sun hills, constantly striving to be even faster than he's ever
in its mighty talons. been before. Where he runs, a rush of gale force wind
follows and rolls across the landscape.
The Eagle is bold and direct when it negotiates with
mortals. It desires champions with a strong sense of The Stallion is confident and brash. The lands that he
justice, even if they aren't necessarily lawfui and it tests reigns over are vast and ample, and he believes that he
the honor and valor of druids by presenting them with can outrun any danger that threatens him, escaping to
moral challenges that have no clear answer. If the druid another stretch of plains in his Spirit World realm. But
does not answer in a way that is true to their own heart, the Stallion can be convinced that he needs a champion
the Eagle rebukes them forever. when danger is inescapable. Convincing him of anything,
however, will require one to first chase and catch him in
GREATMOTHER OAK his realm, where teleportation is impossible for others.

Greatmother Oak is a special primal spirit that doesn't VOLCANIC BULL
reign over a type of land, but instead reigns over plants
and the healing power they contain. She resembles an The raging Volcanic Bull is an incarnation of the earth's
oaken treant, with moss and vines hanging from both of molten fury. He dwells within molten caverns beneath
her arms and flowers growing in her branches. the mountains of the Spirit World, and some say that his
hoofsteps within his realm can cause volcanic eruptions
Oak is benevolent and kind, with a special fondness in the Material Plane. His breath is pyroclastic ash, and
for druids and those who care for or cultivate plants. his hide is made from the same material
But she is wary of betrayai having been tricked too
many times by Coyote and the Weaver, and she knows Attempting to become the Bull's champion is usually
that many mortals see plants (which she regards as her seen as suicide. The Bull resents mortals and the other
children) as little more than objects, and destroy them spirits for trapping him beneath his mountain long ago,
with reckless impunity. For these reasons, she rarely and he is eager to take his vengeful anger out on any
meets with mortals, and chooses her champions very victims, even those who come to supplicate. Any druid
carefully. Oak searches for pure-hearted druids to act as

184 CHAPTER THREE IDUNGEON 'MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

that seeks to become the Bull's champion must entreat You can also choose a creature from challenge rating
with him over their shoulder while running for their life 10---11 and make it into a fitting avatar creature to use
from him through his molten caverns. for a primal spirit by changing it into a fey or elemental
and giving it the Magic Resistance and Magic
WEB WEAVER Weapons traits if it doesn't already have them.

The Web Weaver is a giant spider that enjoys collecting Magic Weapons. The avatar's weapon attacks are
and recounting stories and tales of all kinds, both truth magical
and fiction, and uses these tales to deceive others into
helping her weave even more elaborate and interesting Magic Resistance. The avatar has advantage on
stories. She listens across the entire world like a spider saving throws against spells and other magical effects.
listens to vibrations in its web, and she can hear secrets
and stories as they are whispered from ear to ear. The Good examples of creatures to transform in this way
Web Weaver is not an incarnation of a specific type of to use for primal spirit avatars are:
land, but is instead connected to the passage of time and
history itself. She remembers all the stories of the other • Stone Golem, CR 10, Monster Manual Page 170
spirits, such as when Coyote tricked Ram off of its cliff, • YochloL CR 10, Monster Manual Page 65
or when the Weaver herself changed her shape to steal • Young Red Dragon, CR 10, Monster Manual Page 98
the sun for Eagle to hold in its talons. • Behir, CR 11, Monster Manual Page 25
• Rhemorhaz, CR 11, Monster Manual Page 258
To deal with the Weaver, a mortal must be prepared to • Roe, CR 11, Monster Manual Page 260
separate truth from fiction. The Weaver tests those who • Froghemoth, CR 11, Volos Guide to Monsters Page 145
seek to be her champion with many tales, asking them • Alkilith, CR 11, Mordenkainens Tome ofFoes Page 130
to identify the truth and the lies. Though there are few • Balhannoth, CR 11, Mordenkainens Tome ofFoes
tales that the Weaver does not know, they do exist, and
bringing her a story she has never heard before is one Page 119
certain way to gain her attention and favor.
Spells that summon other creatures can be
WILDFIRE BOAR problematic when the DM chooses a creature that
grants the players access to greater spellcasting power
When flames race across forests or grasslands as great than the spell slot that summoned it should allow, and
wildfires, some say the hooves of the Wildfire Boar can summon primal spirit is no exception. In generaL even if
be seen stamped into the ground amid the flames. The they are the right CR, try to avoid choosing avatars that
Wildfire Boar is an incarnation of these flames, and its can cast spells above 6th-level (such as an Arcanolothh
burning realm within the Spirit World is always moving, especially if they can do so more than once. Creatures
traveling along with the Boar itself as it roams slowly that can cast 9th-level spells (such as a ki-rin) should
across the Spirit World's green places. never be used as the avatar for a primal spirit.

The Boar is territorial and impossible to constrain by If you really want such a creature as an avatar,
words or promises. It seeks champions that won't get in consider first removing any spells above 6th-level from
its way or stop it from spreading its flames, but to prove its spellcasting list. This can make certain creatures
oneself before the Boar, one must be strong enough to which are otherwise appealing, such as genies (CR 11,
first stop its charging advance and drive it backwards. Monster Manual Page 141h reasonable to summon as
primal spirit avatars. Use this method with caution, as
WOLF OF THE FOREST some creatures still retain too many spell slots to be
reasonable for use as a player-controller creature.
The Wolf of the Forest treats each tree in its lands as a
member of its pack. Where it treads, saplings grow and SUMMONING ELADRIN AS PRIMAL SPIRITS
flowers bloom. It is keenly aware of all that happens in
its lands, and its forest realm in the Spirit World is a The Seasonal Eladrin described in Mordenkainen's
place of tranquil silence - all the better to listen in. Tome ofFoes are excellent choices from a lore and
flavor perspective to be summoned as avatars by
The Wolf does not speak much, even when meeting the new spell summon primal spirit, but as CR l 0
with a potential champion. It carefully observes anyone creatures they can feel slightly lacking when
it interacts with, watching their body language and compared to the full power of a CR 12 creature,
listening to the way they speak to determine if they are and they already have Magic Resistance. If a DM
worthy of joining the Wolf's pack as a champion. wishes, they can use a modified form of those
Eladrin as an avatar for summon primal spirit,
OTHER CREATURES AS PRIMAL SPIRITS adding the Magic Weapons trait and one usage of
Legendary Resistance to bring each modified
In addition to the elementals and fey presented here, as Eladrin to CR 12:
a DM, you can choose other fey or elementals from
challenge rating 10---12 to serve as avatars for a primal Legendary Resistance (7/Day).. If the eladrin fails a
spirit of your own creation. saving throw, it can choose to succeed instead.

CHAPTER THREE DUNGEON MASTER'S CHEST 185
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW

AsTRAL PANTHER Illumination. While the panther isn't invisible, it sheds dim
light in a 40-foot radius.
Huge fey, lawful neutral
Innate Spellcasting. The panther's innate spellcasting ability
ArmorClass 16 (natural armor) is Wisdom (spell save DC 17). The panther can innately cast
Hit Points 189 (18dl2 + 72) the following spells, requiring no components:

Speed 60 ft., climb 50 ft. At will: dancing lights, misty step, pass without trace,
starlight (new)
STR DEX CON INT WIS CHA
l /day each: contact other plane, dimension door, dream
21 (+5) 19 (+4) 19 (+4) 19 (+4) 20 (+5) 18 (+4)
Keen Smell The panther has advantage on Wisdom
Saving Throws Dex +8, Int +6, Wis +9
Skills Insight +9, Perception +9, Religion +6, Stealth+ l 0 {Perception) checks that rely on smell.
Damage Resistances necrotic; bludgeoning, piercing,
Magic Resistance. The panther has advantage on saving
and slashing from nonmagical attacks
Damage Immunities poison, radiant throws against spells and other magical effects.
Condition Immunities charmed, exhaustion, frightened,
Magic Weapons. The panther's weapon attacks are magical.
paralyzed, petrified, poisoned, unconscious
Actions
Senses truesight 120 ft., passive Perception 19
Languages Celestial, Druidic, Sylvan, telepathy 120 ft. Multiattack The panther makes two two melee attacks:
Challenge l 2 (8,400 XP)
either two attacks with its claw, or one attack with its bite
Astral Invisibility. As a bonus action, the panther can and one attack with its claw.
magically turn invisible until its concentration ends (as if
concentrating on a spell) or until it makes an attack. When Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
its invisibility ends, it flashes with enchanting starlight. target. Hit: l 6 (2dl 0 + 5) piercing damage.
Each other creature within 20 feet of the panther must
succeed on a DC l 6 Wisdom saving throw or be charmed Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
by the panther until the end of its next turn. While charmed target. Hit: l 5 (3d6 + 5) piercing damage plus 3 (1 d6)
in this way, it is unable to move or take actions. A creature radiant damage.
is immune to this effect if it doesn't rely on sight, as with
blindsight, or if it can't see, as when blinded. Ethereal Pounce. The panther pounces through the ethereal
plane, teleporting up to 30 feet to an unoccupied space.
The teleportation consumes the panther's speed as move-
ment. The panther can immediately make two claw attacks
against a target within 5 feet, and if either attack hits, the
target must succeed on a DC l 6 Strength saving throw or
be knocked prone. If the target is prone, the panther can
make one bite attack against it as a bonus action.

186 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

BAT OF THE BELOW flies out of an enemy's reach.

Large fey, neutral Innate Spellcasting. The bat's innate spellcasting ability is
Wisdom (spell save DC 16). The bat can innately cast the
ArmorClass 16 (natural armor) following spells, requiring no components:
Hit Points 180 (l 9dl O+ 76)
At will: darkness, darkvision, mold earth,* spider climb
Speed l 5 ft., fly 60 ft. l /day each: contagion, vampiric touch

S1R DEX CON INT WIS CHA Keen Hearing. The bat has advantage on Wisdom

16(+3) 18(+4) 19(+4) 12(+1) 19(+4) 9(-1) (Perception) checks that rely on hearing.

Saving Throws Dex +8, Wis +8, Cha +3 Magic Resistance. The bat has advantage on saving throws
Damage Resistances necrotic; bludgeoning, piercing,
against spells and other magical effects.
and slashing from nonmagical attacks
Damage Immunities poison Magic Weapons. The bat's weapon attacks are magical.
Condition Immunities exhaustion, paralyzed, petrified,
Sunlight Sensitivity. While in sunlight, the bat has
poisoned, unconscious disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Senses blindsight 120 ft., passive Perception 14
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Actions
Challenge l 2 (8,400 XP)
Multiattack The bat makes two attacks: any combination of
Echolocation. The bat can't use its blindsight while
deafened. attacks using its bite or its sound blast.

Flyby. The bat doesn't provoke opportunity attacks when it Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage plus 13 (3d8)

necrotic damage.

Sound Blast Ranged Spell Attack: +8 to hit, range 90/180
ft., one target. Hit: 22 (4dl 0) thunder damage.

THE ELEMENTS AND BEYOND FANMADE HOMEBREW CHAPTER THREE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)

BEAR OF THE ARCTIC control weather spell, making it colder and increasing the
stages on the Temperature table by one. These changes last
Huge fey, neutral until the bear leaves the area.

ArmorClass 15 (natural armor) Innate Spellcasting. The bear's innate spellcasting ability is
Hit Points 230 (20dl 2 + l 00) Wisdom (spell save DC 17). The bear can innately cast the
following spells, requiring no components:
Speed 50 ft., swim 40 ft.
At will: gust ofwind, ice sculpture (new}, shape water,*
STR DEX CON INT WIS CHA sleet storm

23(+6) 12(+1) 20(+5) 12(+1) 20(+5) 9(-1) l /day each: cold snap (new), control water, wall ofice

Saving Throws Dex +5, Con +9, Cha +3 Keen Smell The bear has advantage on Wisdom
Skills Perception +9, Survival +9 (Perception) checks that rely on smell.
Damage Resistances bludgeoning, piercing, and
Magic Resistance. The bear has advantage on saving throws
slashing from nonmagical attacks against spells and other magical effects.
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, Magic Weapons. The bear's weapon attacks are magical.

poisoned, unconscious Snow Camouflage. The bear has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
Senses darkvision 60 ft., passive Perception 19
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Actions
Challenge l 2 (8,400 XP)
Multiattack The bear makes two attacks: one with its bite
GlacialAura. A creature that hits the bear with a melee and one with its claws.
attack while within 5 feet of the bear or ends its turn within
5 feet of the bear takes 3 (l d6) cold damage, and if the Bite. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one
creature doesn't have resistance or immunity to cold target. Hit: l 5 (2d8 + 6) piercing damage plus l O (3d6)
damage, its speed is reduced by l O feet and it has cold damage.
disadvantage on any weapon attack rolls it makes before
the end of its next turn. Claws. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
Harbinger ofWinter. The bear causes changes in the
weather around it at all times. Every l O minutes, the Arctic Breath (Recharge 5-6). The bear exhales a blast of
weather within 2 miles of the bear is altered as if by the freezing wind in a 60-foot cone. Each creature in that area
must make a DC 18 Constitution saving throw, taking 36
(8d8) cold damage on a failed save, or half as much damage
on a successful one.

188 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

COYOTE OF THE DESERT Keen Hearing and Smell Coyote has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Small fey (shapechanger), chaotic neutral
Magic Resistance. Coyote has advantage on saving throws
Armor Class 14 (natural armor)
Hit Points 220 (40d6 + 80) against spells and other magical effects.

Speed 40 ft., climb 20 ft., burrow 20 ft. Magic Weapons. Coyote's weapon attacks are magical.

SlR DEX CON INT WIS CHA Mi"orlmages. Coyote is constantly is affected by a mirror
image spell. When the last image is destroyed, three new
8 (-1) 15 (+2) 15 (+2) 19 (+4) 20 (+5) 22 (+6)
images split immediately from Coyote. Coyote can also use
Saving Throws Con +6, Int +8, Wis +9 an action to destroy the remaining images, creating three
Skills Deception+ 14, Insight +9, Perception +9, new images.

Persuasion + l 0, Stealth + l 0 Sneak Attack (7jTurn). Coyote deals an extra 3 S (1 0d6)
Damage Resistances cold, fire, radiant; bludgeoning, damage when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within S
piercing, and slashing from nonmagical attacks feet of an ally of Coyote that isn't incapacitated and Coyote
Damage Immunities poison doesn't have disadvantage on the attack roll.
Condition Immunities exhaustion, paralyzed, petrified,
Undetectable in Sandstorms. While Coyote is heavily
poisoned, unconscious
obscured by sand or dust, he is invisible and he can't be
Senses darkvision 60 ft., tremorsense 60 ft., passive sensed by blindsight or tremorsense.
Perception l 9
Actions
Languages all, telepathy 120 ft.
Challenge l 2 (8,400 XP) Multiattack Coyote makes two attacks with its bite.

Avoidance. If Coyote is subjected to an effect that allows Bite. Melee Weapon Attack: +6 to hit, reach S ft., one
him to make a saving throw to take only half damage, he target. Hit: 5 (1 d6 + 2) piercing damage.
instead takes no damage if he succeeds on the saving
throw, and only half damage if he fails. Change Shape. Coyote magically polymorphs into a

Innate Spellcasting. Coyote's innate spellcasting ability is humanoid or beast that has a challenge rating no higher
than his own, or back into his true form. He reverts to his
Charisma (spell save DC 18). Coyote can innately cast the true form if he dies. Any equipment he is wearing or
following spells, requiring no components: carrying is absorbed or borne by the new form (his choice).
In a new form, Coyote retains his alignment, hit points, Hit
At will: dancing lights, hypnotic pattern, invisibility, major Dice, ability to speak, proficiencies, languages, traits, and
image, minor illusion, sand cloak (new) Intelligence, Wisdom, and Charisma scores, as well as this
action. His statistics and capabilities are otherwise replaced
1/day each: commune with nature, hallucinatory terrain, by those of the new form, except any class features or
locate object, mislead, silence legendary actions of that form.

THEELEMENTSANDBEYOND FANMADE HOMEBREW CHAPTER THREE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)

CRAB OF THE COAST Innate Spellcasting. The crab's innate spellcasting ability is
Wisdom (spell save DC l 6). The crab can innately cast the
Gargantuan fey, neutral following spells, requiring no components:

ArmorClass 19 (natural armor) At will: tidal wave,* wall ofwater,* water breathing
Hit Points 248 (l 6d20 + 80) l /day each: control water, maelstrom,* wall ofsancft<
Speed 40 ft., swim 40 ft.
Magic Resistance. The crab has advantage on saving throws
STR DEX CON INT WIS CHA
against spells and other magical effects.
27(+8) 13(+1) 20(+5) 9(-1) 19(+4) 8(-1)
Magic Weapons. The crab's weapon attacks are magical.
Saving Throws Str + 12, Con +9, Cha +3
Skills Stealth +6 Tide Walker. The crab ignores any movement restrictions
Damage Resistances bludgeoning, piercing, and
caused by sand or water. At the end of each of the crab's
slashing from nonmagical attacks turns, ethereal water swells around it. Creatures within 30
Damage Immunities poison feet of the crab must each make a DC l 6 Strength saving
Condition Immunities exhaustion, paralyzed, petrified, throw. On a failed save, a creature is either pushed 30 feet
away from the crab or pulled 30 feet toward it. The crab
poisoned, unconscious must alternate between pushing and pulling each turn.
Senses blindsight 120 ft., passive Perception 14
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Actions
Challenge l 2 (8,400 XP)
Claw. Melee Weapon Attack:+12 to hit, reach l 5 ft., one
Amphibious. The crab can breathe air and water. target. Hit: 26 (4d8 + 8) bludgeoning damage, and the
target is grappled (escape DC l 8). While grappled by the
False Appearance. The crab can burrow its body halfway into crab, a creature is restrained if it is size Huge or smaller.
sand, gravel, or similar soft earth. While the crab remains The crab has two claws, each of which can grapple only one
motionless and buried in this way, it is indistinguishable target at a time.
from a large mound of sand.
Waterjet Ranged Spell Attack: +9 to hit, range 90 ft., one
target. Hit: 22 (4dl 0) bludgeoning damage and the target

must succeed on a DC l 6 Strength saving throw or be
pushed 30 feet away from the crab and knocked prone.

190 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

DRAGON OF THE SWAMP At will: fog cloud, toxic breath (new)
3/day each: protection from poison, stinking cloud
Huge fey, neutral l /day each: cloudkil/, control water

ArmorClass 17 (natural armor) Magic Resistance. The dragon has advantage on saving
Hit Points 207 (l 8dl 2 + 90) throws against spells and other magical effects.

Speed 40 ft., swim 60 ft. Magic Weapons. The dragon's weapon attacks are magical.

STR DEX CON INT WIS CHA Noxious Blood When the dragon takes piercing or slashing
damage, each creature within 5 feet of the dragon takes 7
21(+5) 10(+0) 20(+5) 9(-1) 19(+4) 9(-1) (2d6) poison damage plus 3 (1 d6) acid damage. This range
is doubled in water.
Saving Throws Str +9, Dex +4, Cha +3
Spines. At the start of each of the dragon's turns, it deals 4
Skills Stealth +8 (1 d8) piercing damage to any creature grappling it.
Damage Resistances bludgeoning, piercing, and
Actions
slashing from nonmagical attacks
Damage Immunities acid, poison Multiattack The dragon makes two attacks: one with its bite
Condition Immunities exhaustion, paralyzed, petrified, and one with its tail.

poisoned, unconscious Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 2 l (3dl O + 5) piercing damage plus l 3 (3d8)
Senses darkvision 60 ft., passive Perception 14 poison damage, and the target is grappled (escape DC l 8).
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Until this grapple ends, the target is restrained, and the
dragon can't bite another target.
Challenge l 2 (8,400 XP)
Tail Melee Weapon Attack: +9 to hit, reach l O ft., one
False Appearance. While the dragon remains motionless in target not grappled by the dragon. Hit: l 4 (2d8 + 5)
water, it is indistinguishable from a floating log. bludgeoning damage plus 4 (1 d8) piercing damage. If the
target is a creature, it must succeed on a DC l 8 Strength
Hold Breath. The dragon can hold its breath for 60 minutes. saving throw or be knocked prone.

Innate Spellcasting. The dragon's innate spellcasting ability is
Wisdom (spell save DC l 6). The dragon can innately cast
the following spells, requiring no components:

CHAPTER THREE DUNGEON MASTER'S CHEST 191
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

EAGLE OF THE SUN The eagle can innately cast the following spells, requiring
no components:
Huge fey, neutral
At will: flash (new), guiding bolt, gust ofwind, light
ArmorClass 16 (natural armor) 3/day each: daylight, flame strike
Hit Points 171 (18dl2 + 54)
Keen Sight The eagle has advantage on Wisdom
Speed l 5 ft., fly l 00 ft. (Perception) checks that rely on sight.

STR DEX CON INT WIS CHA Magic Resistance. The eagle has advantage on saving throws
against spells and other magical effects.
2 2 (+ 6) l 7 (+ 3) l 7 (+ 3) l 3 (+ l ) l 9 (+4) l 5 (+ 2)
Magic Weapons. The eagle's weapon attacks are magical.
Saving Throws Dex +7, Wisdom +8, Charisma +6
Skills Perception +8 Sun Bringer. The eagle causes changes in the weather
Damage Resistances bludgeoning, piercing, and around it at all times. Every l 0 minutes, the weather within
2 miles of the eagle is altered as if by the control weather
slashing from nonmagical attacks spell, clearing the sky and reducing the stage on the
Damage Immunities poison, radiant Precipitation table by one. These changes last until the
Condition Immunities blinded, exhaustion, paralyzed, eagle leaves the area.

petrified, poisoned, unconscious Actions
Senses darkvision 120 ft., passive Perception 18
Languages Druidic, Giant Eagle, Primordial, Sylvan, Multiattack The eagle makes two attacks: one with its beak

telepathy 120 ft. and one with its talons.
Challenge l 2 (8,400 XP)
Beak Melee Weapon Attack:+ l Oto hit, reach 5 ft., one
Darkness Susceptibility. For every 5 feet the eagle moves in target. Hit: l 3 (2d6 + 6) piercing damage plus 3 (1 d6)
darkness, it takes 2 necrotic damage. When the eagle ends
its turn within darkness, it takes l 0 necrotic damage. radiant damage.

Illumination. The eagle sheds bright light in a 60-foot radius Talons. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one
and dim light for an additional 60 feet. This light is sunlight. target. Hit: l 6 (3d6 + 6) slashing damage plus 7 (2d6)
In addition, creatures have disadvantage on attacks made radiant damage.
against the eagle. An attacker is immune to this effect if it
doesn't rely on sight, as with blindsight, or if it can't see, as Solar Flare (Recharge 5-6). The eagle flashes with bright
when blinded. sunlight in a 90-foot cone. Magical darkness in the area is
dispelled unless it is created by a spell effect of 8th-level or
Innate Spellcasting. The eagle's innate spellcasting ability is higher. Each other creature in the area must make a DC l 7
Wisdom (spell save DC 16, +8 to hit with spell attacks). Constitution saving throw. On a failed save, a creature takes
18 (4d8) radiant damage and it is blinded for l minute. It
makes another saving throw at the end of each of its turns,
ending the effect on itself on a success.

192 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

GREATM0THER OAK or if it is a plant. Finally, while a creature remains in the
aura, it has advantage on saving throws against poison or
Huge fey, neutral good disease. Constructs and undead are immune to this trait.

ArmorClass 17 (natural armor) False Appearance. While Oak remains motionless, she is
Hit Points 230 (20dl 2 + l 00)
Speed 20 ft. indistinguishable from a normal tree.

STR DEX CON INT WIS CHA Innate Spelfcasting. Oak's innate spellcasting ability is

23 (+6) 6 (-2) 21 (+5) 15 (+2) 21 (+5) 19 (+4) Wisdom (spell save DC l 7). Oak can innately cast the
following spells, requiring no components:
Saving Throws Str + l 0, Dex +2, Wis +9
Skills Insight +9, Medicine +9, Nature +6 At will: detect poison and disease, druidcraft, renew (new},
Damage Vulnerabilities fire spike growth
Damage Resistances bludgeoning, piercing, radiant;
3/day each: cure wounds, lesserrestoration, protection
slashing from nonmagical attacks from poison
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, 1/day each: awaken (plants only), beacon ofhope, plant
growth, rejuvenation (new)
poisoned, unconscious
Senses passive Perception l 5 Magic Resistance. Oak has advantage on saving throws
Languages Druidic, Primordial, Sylvan, telepathy 120 ft.
Challenge l 2 (8,400 XP) against spells and other magical effects.

Aura ofRegrowth. Oak exudes an aura of revitalizing energy Magic Weapons. Oak's weapon attacks are magical.
that extends 30 feet out from her. Each other plant that
ends its turn in the aura is affected by the long-term Siege Monster. Oak deals double damage to objects and
benefits of the plant growth spell. In addition, each other
creature that starts its turn within the aura regains 5 (2d4) structures.
hit points if it has less than half of its hit points remaining
Actions

Multiattack Oak makes two slam attacks.

Slam. Melee Weapon Attack:+ l Oto hit, reach l Oft., one
target. Hit: l 6 (3d6 + 6) bludgeoning damage.

Rock Ranged Weapon Attack:+ l Oto hit, range 60/180 ft.,
one target. Hit: 28 (4dl 0 + 6) bludgeoning damage.

CHAPTER THREE DUNGEON MASTER'S CHEST 193
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

,

RAM OF THE MOUNTAIN Magic Resistance. The ram has advantage on saving throws

Huge fey, neutral against spells and other magical effects.

ArmorClass 16 (natural armor) Magic Weapons. The ram's weapon attacks are magical.
Hit Points 207 (l 8dl 2 + 90)
Quaking Leap. The ram's long jump is up to 60 feet and its
Speed 60 ft. high jump is up to 30 feet, with or without a running start.
When the ram jumps off an earthen surface, its jumping
STR DEX CON INT WIS CHA distance is doubled. Once per turn when the ram finishes a
jump, it shakes the ground within 30 feet ofit. Each other
21 (+5) 18 (+4) 21 (+5) 15 (+2) 20 (+5) 13 (+ 1) creature standing in the area must succeed on a DC 17
Dexterity saving throw or else take 11 (2dl 0) bludgeoning
Saving Throws Str +9, Con +9, Wis +9 damage and fall prone, and each structure in the area takes
Skills Perception +9, Survival +9 2 5 bludgeoning damage.
Damage Resistances bludgeoning, piercing, and
Quaking Presence. The ground within 30 feet of the ram is
slashing from nonmagical attacks
Damage Immunities poison difficult terrain. Each creature that starts its turn on the
Condition Immunities exhaustion, paralyzed, petrified, affected ground or enters it for time on a turn must
succeed a DC 17 Dexterity saving throw or be knocked
poisoned, unconscious prone. This trait only functions while the ram is touching
the ground, and it doesn't affect creatures with tremor-
Senses tremorsense 120 ft., passive Perception 19 sense.
Languages Druidic, Primordial, Sylvan, telepathy 120 ft.
Challenge l 2 (8,400 XP) Stonebreaker. The ram's attacks deal double damage to

Charge. If the ram moves at least 20 feet straight toward a objects, structures, and creatures made of inorganic
material such as stone, crystal, or metal.
target and then hits it with a horns attack on the same turn,
the target takes an extra 14 (4d6) thunder damage. If the Sure-Footed The ram has advantage on Strength and
target is a creature, it must succeed on a DC l 7 Strength
saving throw or be knocked prone. Dexterity saving throws to avoid being knocked prone.

Innate Spellcasting. The ram's innate spellcasting ability is Actions

Wisdom (spell save DC 17). The ram can innately cast the Multiattack The ram makes two attacks: one with its horns
following spells, requiring no components:
and one with its hooves.
At will: earth tremor-I' (as 3rd level), earthbind,* erupting
earth,* mold earth* Homs. Melee Weapon Attack: +9 to hit, reach l Oft., one
target. Hit: l 5 (3d6 + 5) bludgeoning damage plus 9 (2d8)
1/day each: move earth, wall ofstone thunder damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 2 3 (4d8 + 5) bludgeoning damage.

194 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

SERPENT OF THE DEEP of the serpent must succeed on a DC l 5 Wisdom saving
throw or be forced to use all its movement on its turns to
Gargantuan fey, neutral get as close to the glowing lure as possible. An affected
target can repeat the saving throw at the end of each of its
ArmorClass 15 (natural armor) turns, ending the effect on itself on a success. Undead,
Hit Points 202 (1 5d20 + 45) constructs, and creatures that can't be charmed are
Speed 30 ft., swim 80 ft. immune to this effect. If a creature's saving throw is
successful or the effect ends for it, the creature is immune
S1R DEX CON INT WIS CHA the Serpent's Enticing Lure for the next 24 hours.

21 (+5) 17 (+3) 17 (+3) 13 (+l) 19 (+4) 9 (-1) Innate Spellcasting. The serpent's innate spellcasting ability
is Wisdom (spell save DC 16). The serpent can innately cast
Saving Throws Str +9, Con +7, Cha +3 the following spells, requiring no components:
Skills Perception +8, Stealth +7
Damage Resistances cold; bludgeoning, piercing, and At will: drown (new}, fog cloud, lightning bolt, tidal wave*
l /day each: control water, maelstrom*
slashing from nonmagical attacks
Damage Immunities lightning, poison Magic Resistance. The serpent has advantage on saving
Condition Immunities exhaustion, paralyzed, petrified, throws against spells and other magical effects.

poisoned, unconscious Magic Weapons. The serpent's weapon attacks are magical.

Senses blindsight 30 ft., darkvision 120 ft., passive Underwater Camouflage. The serpent has advantage on
Dexterity (Stealth) checks made while underwater.
Perception l 8
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Actions
Challenge l 2 (8,400 XP)
Multiattack The serpent makes two attacks: one with its
Amphibious. The serpent can breathe air and water. bite and one with its constrict.

Electric Body. A creature that touches the serpent or hits it Bite. Melee Weapon Attack: +9 to hit, reach l Oft., one
with a melee attack while within 5 feet of it takes 9 (2d8) target. Hit: l 5 (3d6 + 5) piercing damage.
lightning damage. At the start of each of the serpent's
turns, if it is in water, each creature within l 0 feet of it in Constrict Melee Weapon Attack: +9 to hit, reach 5 ft., one
the same body of water takes l 3 (3d8) lightning damage. target. Hit: 18 (3d8 + 5) bludgeoning damage, and the
target is grappled (escape DC 18). Until this grapple ends,
Enticing Lure. The serpent has a small antenna wriggling the creature is restrained, it takes 18 (4d8) lightning
atop its head that acts as a magical lure, which it can cause damage at the end of each of its turns, and the serpent
to glow or cease glowing as a bonus action. While the lure can't constrict another target.
is glowing, each creature that starts its turn within 60 feet
Shock Melee Spell Attack: +9 to hit, reach 20 ft., one target.
Hit: 45 (1 0d8) lightning damage.

CHAPTER THREE DUNGEON MASTER'S CHEST 195
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW

STALLION OF THE PLAINS Great Speed Attacks made against the stallion have

Huge fey, neutral disadvantage unless he didn't move at least 20 feet on his
last turn.
ArmorClass 15 (natural armor)
Hit Points 210 (20dl 2 + 80) Innate Spellcasting. The stallion's innate spellcasting ability
Speed l 00 ft. is Wisdom (spell save DC l 7). The stallion can innately cast
the following spells, requiring no components:
STR DEX CON INT WIS CHA
At will: gust ofwind, locate animals or plants, longstrider
20 (+5) 19 (+4) 14 (+4) 9 (-1) 20 (+5) 9 (-1) l /day each: control winds,* locate creature

Saving Throws Dex +6, Wis +9, Cha +3 Magic Resistance. The stallion has advantage on saving
Damage Resistances thunder; bludgeoning, piercing,
throws against spells and other magical effects.
and slashing from nonmagical attacks
Damage Immunities poison Magic Weapons. The stallion's weapon attacks are magical.
Condition Immunities exhaustion, paralyzed, petrified,
Overland Speed While traveling for a minute or more, the
poisoned, unconscious
Senses passive Perception l 5 stallion's speed is doubled. While traveling for five minutes
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. or more, his speed is tripled instead.
Challenge l 2 (8,400 XP)
Trampling Charge. If the stallion moves at least 40 feet
Gallop ofGales. When the stallion moves across the ground straight toward a creature and then hits it with a hooves
on its turn, he leaves an area of wind in his path that lasts attack on the same turn, that target must succeed on a DC
until the end of his next turn, blowing in the direction he l 8 Strength saving throw or be knocked prone and become
moved. The area is difficult terrain for other creatures. The unable to make opportunity attacks against the stallion for
wind extinguishes unprotected flames in its area that are that turn. If the target is prone, the stallion can make
torch-sized or smaller, hedges out vapor, gas, and fog that another attack with his hooves against it as a bonus action.
can be dispersed by strong wind, and deafens other
creatures in the area. The attack rolls of ranged weapon Actions
attacks have disadvantage if they pass in or out of the wind.
Multiattack The stallion makes two attacks with his hooves.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: l 5 (3d6 + 5) bludgeoning damage.

196 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

VOLCANIC BULL and dim light for an additional 30 feet.

Gargantuan fey, chaotic evil Innate Spellcasting. The bull's innate spellcasting ability is
Wisdom (spell save DC 16). The bull can innately cast the
ArmorClass 12 (natural armor) following spells, requiring no components:
Hit Points 2 3 2 (1 5d20 + 7 5)
At will: control flames,* fog cloud, heat metal, stinking
Speed 50 ft. cloud

STR DEX CON INT WIS CHA l /day each: molten upheaval (new), move earth

23 (+6) 9 (-1) 20(+5) 11 (+0) 19 (+4) 13 (+l) Magic Resistance. The bull has advantage on saving throws

Saving Throws Str + l 0, Dex +3, Con +9 against spells and other magical effects.
Damage Resistances bludgeoning, piercing, and
Magic Weapons. The bull's weapon attacks are magical.
slashing from nonmagical attacks
Damage Immunities fire, poison Quaking Presence. The ground within 30 feet of the bull is
Condition Immunities exhaustion, paralyzed, petrified,
difficult terrain. Each creature that starts its turn on the
poisoned, unconscious affected ground or enters it for time on a turn must
succeed a DC 16 Dexterity saving throw or be knocked
Senses tremorsense 60 ft., passive Perception 14 prone. This trait only functions while the bull is touching
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. the ground, and it doesn't affect creatures with
Challenge l 2 (8,400 XP) tremorsense.

Charge. If the bull moves at least 2 5 feet straight toward a Siege Monster. The bull deals double damage to objects and
creature and then hits it with a gore attack on the same
turn, that target must succeed on a DC 20 Strength saving structures.
throw or be knocked prone. If the target is prone, the bull
can make one attack with his hooves against it as a bonus Sure-Footed The bull has advantage on Strength and
action.
Dexterity saving throws to avoid being knocked prone.
Coat ofLava. A creature or object that touches the bull or
hits him with a melee attack while within 5 feet of him Actions
takes l 0 (3d6) fire damage. A creature that ends its turn
within 5 feet of the bull takes 5 (l dl 0) fire damage. At the Core. Melee Weapon Attack:+ l Oto hit, reach l Oft., one
end of the bull's turn, he ignites any flammable objects target. Hit: 32 (4dl 2 + 6) piercing damage.
within 5 feet of him that aren't being worn or carried.
Hooves. Melee Weapon Attack:+ l Oto hit, reach l Oft., one
Illumination. The bull sheds bright light in a 30-foot radius target. Hit: 28 (4dl 0 + 6) bludgeoning damage.

Pyroc/astic Breath (Recharge 5-6). The bull exhales
pyroclastic smoke in a 60-foot cone. Each creature in that
area must make a DC 18 Constitution saving throw, taking
28 (8d6) fire damage plus 13 (2dl 2) poison damage on a
failed save, or half as much damage on a successful one.

THE ELEMENTS AND BEYOND FANMADE HOMEBREW CHAPTER THRFE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)

WEB WEAVER Spider Climb. The Weaver can climb difficult surfaces,
including upside down on ceilings, without needing to
Large fey (shapechanger}, chaotic neutral make an ability check.

ArmorClass 15 (natural armor) Web Sense. While in contact with a web, the Weaver knows
Hit Points 204 (24dl 0 + 72)
Speed 40 ft., climb 40 ft. the exact location of any other creature in contact with the
same web.
STR DEX CON INT WIS CHA
Web Walker. The Weaver ignores movement restrictions
15 (+2) 17 (+3) 16 (+3) 18 (+4) 21 (+5) 22 (+6)
caused by webbing.
Saving Throws Str +6, Int +8, Wis +9
Skills Deception+ 14, History+ 12, Insight +9, Actions

Perception +9, Persuasion + l 0, Stealth + 11 Multiattack The Weaver makes two bite attacks.
Damage Resistances bludgeoning, piercing, and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
slashing from nonmagical attacks target. Hit: l 2 (2d8 + 3) piercing damage, and the target
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, must make a DC l 6 Constitution saving throw, taking l 3
(3d8) poison damage plus 9 (2d8) psychic damage on a
poisoned, unconscious failed save, or half as much damage on a successful one. If
Senses blindsight l Oft., darkvision 120 ft., passive the poison damage or psychic damage reduces the target
to 0 hit points, the target is stable but poisoned for l hour,
Perception l 9 even after regaining hit points, and is paralyzed and
Languages all, telepathy 120 ft. charmed by the Weaver while poisoned in this way.
Challenge l 2 (8,400 XP)
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit,
Innate Spe/lcasting. The Weaver's innate spell casting ability range 30/60 ft., one creature. Hit: The target is restrained
is Charisma (spell save DC l 8). The Weaver can innately
cast the following spells, requiring no components: by webbing. As an action, the restrained target can make a
DC l 8 Strength check, bursting the webbing on a success.
At will: hypnotic pattern, skywrite,* spider climb, The webbing can also be attacked and destroyed (AC l 2;
suggestion, web hp 8; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
3/day each: clairvoyance, sending, silence
l /day each: legend lore, locate creature, modify memory Change Shape. The Weaver magically polymorphs into a

Keen Hearing. The Weaver has advantage on Wisdom humanoid that has a challenge rating no higher than her
own, into a tiny spider, or back into her true form. She
(Perception) checks that rely on hearing. reverts to her true form if she dies. Any equipment she is
wearing or carrying is absorbed or borne by the new form
Magic Resistance. The Weaver has advantage on saving (her choice). In a new form, she retains her alignment, hit
points, Hit Dice, ability to speak, proficiencies, languages,
throws against spells and other magical effects. traits, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Her statistics and capabilities are
Magic Weapons. The Weaver's weapon attacks are magical. otherwise replaced by those of the new form, except any
class features or legendary actions of that form.

198 CHAPTER THREE IDUNGEON MASTER'S CHEST

D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND

WILDFIRE BOAR object, it also ignites. Until a creature takes an action to
douse the fire, the target takes 5 (1 d l 0) fire damage at the
Huge fey, chaotic neutral start of each of its turns.

Armor Class 14 (natural armor) Illumination. The boar sheds bright light in a 20-foot radius
Hit Points 230 (20dl 2 + l 00) and dim light for an additional 20 feet.
Speed 60 ft.
Innate Spellcasting. The boar's innate spellcasting ability is
STR DEX CON INT WIS CHA Wisdom (spell save DC l 6). The boar can innately cast the
following spells, requiring no components:
21(+5) 11(+0) 21(+5) 10(+0) 19(+4) 10(+0)
At will: burning hands, control flames,* pyrokinesis (new),
Saving Throws Str +9, Con +9, Cha +4 pyrotechnics*
Damage Resistances bludgeoning, piercing, and
l /day each: heat wave (new), immolation*
slashing from nonmagical attacks
Damage Immunities fire, poison Magic Resistance. The boar has advantage on saving throws
Condition Immunities exhaustion, paralyzed, petrified,
against spells and other magical effects.
poisoned, unconscious
Senses passive Perception 14 Magic Weapons. The boar's weapon attacks are magical.
Languages Druidic, Primordial, Sylvan, telepathy 120 ft.
Challenge l 2 (8,400 XP) Relentless (Recharge 5-6). If the boar takes 2 5 damage or
less that would reduce it to O hit points, it is reduced to l
Fire Aura. At the start of each of the boar's turns, each hit point instead.
creature within 5 feet of it takes l O (3d6) fire damage, and
flammable objects in the aura that aren't being worn or Water Susceptibility. For every 5 feet the boar moves in
carried ignite. A creature that touches the boar or hits it water, or for every gallon of water splashed on it, it takes l
with a melee attack while within 5 feet of it takes l O (3d6)
fire damage. cold damage.

Flame Charge. If the boar moves at least 20 feet straight Wildfire Wake. When the boar moves across the ground on
toward a target and then hits it with a tusk attack on the its turn, it leaves an area of flames in its path that lasts until
same turn, the target takes an extra l 4 (4d6) slashing the end of its next turn. When a creature enters the fire area
damage plus l O (3d6) fire damage. If the target is a for the first time on a turn or starts its turn within the area,
creature, it must succeed on a DC l 9 Strength saving it takes l O (3d6) fire damage. The area ignites any
throw or be knocked prone. If it is a creature or a flammable flammable objects in the area that aren't being worn or
carried.

Actions

Tusk Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: l 5 (3d6 + 5) slashing damage plus l O (3d6)
fire damage.

CHAPTER THREE DUNGEON MASTER'S CHEST 199
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW


Click to View FlipBook Version