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Published by astindextor, 2023-08-27 00:49:33

Arora_Age_of_Desolation_-_PDF

Arora_Age_of_Desolation_-_PDF

Chapter 9: Running The Game 199 Equipment This section details the unique equipment that can be found across the Five Realms of Arora. Many of these items can be found generally in specific realms, however some can be found generally across all realms. Exotic Equipment. Where an item of equipment from one realm is found or sold in another realm it is considered an exotic piece of equipment and may attract a larger cost. Gallahtian Equipment The following pieces of equipment can be found in Gallaht. All of the following pieces of equipment originated in Gallaht, but may also be found in other realms, particularly Mogsturma which is only a single interplanar rift trip away. Bulette Armor A skilled armorer can harvest the scales and plates of a bulette’s chitinous hide, turning it into a non-metallic breastplate or suit of plate mail that offers similar protection, but at half the weight of the metallic versions. Bulette armor has the added effect of repelling heat and does not adversely affect a wearer in hot desert conditions. Desert Goggles These are basic glass lenses fitted into a leather half mask to allow the wearer to see normally in windy conditions without risk of getting sand, silt, or grit in their eyes. When the wearer makes a Wisdom (Perception) check that rely on sight during windy condition events that would give them disadvantage, such as a sandstorm or a scourstorm, the wearer gains a +2 bonus to their roll. Dune Skis Dune skis are either a pair of wooden planks or a single wider plank, with curved edges and ends. They are used to easily skim the surface of Gallaht’s sand dunes, either with downhill momentum, or being pulled by a creature or wind sail. Wearing dune skis allows you to negate difficult terrain caused by sand so long as you move during your round. If paired with a wind sail, a skilled user can move up to twice their normal speed in the direction of the wind’s movement. Lightning Glass Lens In most cases, lightning sand that is exposed to electrical energy forms small, fragmented shards of glass, but in rare cases a larger agglomeration forms naturally. A skilled glazier can create a slightly concave lens that magnifies telltale signs of electricity build up before it discharges. Wearing a lightning glass lens as part of eyewear or in a set of desert goggles grants you advantage on saving throws against lightning and electrical effects if you can see the point of origin. Lightning Rod Gallaht’s lightning rods are metal tubes filled with lightning sand and capped at both ends with wax plugs. While carrying it, the bearer has resistance to lightning damage against the first source of lightning damage they encounter. The lightning sand within it reacts when it absorbs an attack, projecting glass spikes out of both ends of the tube, creating a weapon that can be used as a javelin or spear. The weapon deals 1d6 piercing damage and 3d6 lightning damage on a successful attack, but shatters and becomes useless after a successful attack. Lightning Sand This alchemical sand draws in electrical energy, transforming the sand into intricate glass. A small packet can be scattered over a stationary 5-foot square. A creature within the area when the sand is used gains resistance to lightning damage against the first source of lightning damage. The effect ends after 1 minute. Once used the sand becomes inert. Large bags of lightning sand can effectively cover up to a 20-foot-square area. Lightning sand is quickly dispersed, and fails in windy or rapidly moving environments. Sand Shield This portable shelter against Gallaht’s slashing winds consists of a large sheet of canvas supported by spring loaded, collapsible poles. You can use your action to unfold the sand shield into a 5-foot by 10-foot wedge shelter. The shelter can easily stand against most sandstorms and scoutstorms, and provides shade from direct sunlight. Repacking the sand shield takes 1 minute. Shatter Shield This iron shield has a hollow center where the boss would be. The hollowed-out area is typically fitted with a cartridge of lightning sand. The cartridge gives the bearer resistance to lightning damage against the first source of lightning damage they encounter. The lightning sand within the cartridge reacts when it absorbs an attack, bursting forth to create a jagged glass shield spike. This can be used as a simple weapon dealing 1d6 piercing damage and 3d6 lightning damage, which shatters after a successful attack. The shield’s bearer can use their action to replace the cartridge of lightning sand. The shield can only have one lightning sand cartridge equipped at a time. A shatter shield that does not contain a lightning sand cartridge, or contains a shattered one, becomes a conductor and attracts lightning, giving the wielder vulnerability to lightning damage.


200 Arora: Age of Desolation Khoorian Equipment The following pieces of equipment can be found in Khoor. All of the following pieces of equipment originated in Khoor, but may also be found in all the other realms which are only a single interplanar rift trip away. Acid Neutralizer Paste This thick, pale green alchemical paste neutralizes acid. It can be used to coat exposed skin and vulnerable areas. After taking 1 minute to apply the paste, you have resistance to acid damage for 1 hour, after which the paste dries and flakes off in foul-smelling clumps. Acid neutralizer paste must be kept in wax-sealed jars to prevent spoiling. Unsealed acid neutralizer paste spoils after 1 hour and then becomes ineffective. Bang Stick This indelicate weapon is a harpoon with an explosive compound contained within the head. It has the statistics of a javelin but deals an additional 1d6 fire damage. The weapon is ruined after use. Crocotoad Oil This thick, odorless oil is naturally secreted from the crocotoad beast and is prized by Khoor’s hunters—and assassins. After taking 1 minute to apply the oil to your body, you lose your natural scent and the terrain somehow remains undisturbed underfoot. For 1 hour after applying the oil, all ability checks made to track a creature treated with crocotoad oil have disadvantage. Dragon Light This lantern is filled with a peat moss found only in deep caves and the Grand Bog in Khoor. Naturally slightly fluorescent, it can be treated with an alchemical activator that slowly burns the peat moss in a deep purple flame. The lantern produces only dim light in a 5-foot radius but reacts to dragon scales within a 60-foot radius, causing the scales to fluoresce brightly. Any dragons or dracokin in the area are revealed and cannot use Stealth or benefit from invisibility. An dragon lantern burns for one hour before the peat moss fuel must be replaced. Lightning Gig While this weapon appears to be a crudely fashioned spear, it packs a shocking punch. Preserved eel glands attached to an alchemical activator sit just behind two metallic twines. A tightly bound vine cord is attached to the shaft, allowing the gig’s wielder to reel in prey. A lightning gig uses the statistics of a spear but has a range increment of 30/60 feet. The wielder can use their bonus action to vigorously shake the gig, forcing the eel glands to activate, charging the tines. For 1 minute after being activated, the lightning gig deals an additional 1d6 lightning damage. After 1 minute the alchemical fuel runs out and must be replaced. Sawgrass Blade The Sawgrass Blade is a longsword with a hilt made from dragon talon and a blade made of woven blades of sawgrass. The weapon is particularly effective against heavy armor, its serrated sawgrass blade slashing through it easily. The sawgrass blade gains a +1 damage bonus to all successful attacks against heavy armor. Snap Whiff This sealed glass jar contains a gas captured from rare vents in Khoor’s dangerous swamps. When inhaled the gas temporarily boosts mental acuity and resilience. A creature can use an action to break the air-tight seal and deeply inhale the gas. For the next minute the creature has advantage on Perception checks and Wisdom and Intelligence saving throws. After the duration the user becomes momentarily disoriented, losing their action on the subsequent round as they recompose themselves.


Chapter 9: Running The Game 201 Swamp Gas Mask Created by harvesting a specific tree moss that absorbs traces of poison to use as a filter in a leather half-face mask, a swamp gas mask gives a creature immunity to the effects of inhaled swamp gas while wearing the mask. The moss can only filter small amounts in a short time, so prolonged exposure for more than 1 hour overwhelms the mask, effectively destroying it. Toad Cloak A skilled leatherworker can skin a giant crocotoad and turn its thick hide into a cloak that retains some of its natural neutralizing properties. Any creature wearing a toad cloak gains resistance to acid damage. Vampire Dart These hollow bone darts are dipped in an anti-coagulant. If they hit a creature with blood, the dart causes the creature to bleed profusely, taking 1 point of necrotic damage at the start of each of its turns until the dart is removed. An affected creature can take an action to remove any number of vampire darts. Mogsturmian Equipment The following pieces of equipment can be found in Mogsturma. All of the following pieces of equipment originated in Mogsturma, but may also be found in other realms, particularly Khoor, Prazzolar, and Tievmer which are only a single interplanar rift trip away. Ashtuber Sap The ashtuber is a root vegetable that grows wildly in Mogsturma. A low-lying red leaf is its only visible part above the surface. Below the surface, these soft, malleable tubers can grow in clusters of up to six. The tuber tastes like ash, and has no real nutritional benefits, but can be cut and bled of a pale white sap. When spread across the skin of a creature, it counteracts the harsh burning and loss of moisture the Mogsturma environment creates. Each application lasts 1 hour, and during that time a creature doesn’t suffer from any heatrelated effects of the environment. “Bang Stuff” Originally discovered by the Vomitfang tribe while attempting to create new toxins, “Bang Stuff” is a highly volatile crystalline salt that explodes in flame if exposed to a spark or treated roughly enough to generate friction. The only safe way to store the material is to keep it damp, which is not easy in the parched realm of Mogsturma. The bang stuff formula was stolen and now is distilled by the various kobold tribes with varying degrees of success. A small handful of the incendiary substance can cause a fire in a 5-foot radius. The fire burns quickly, dealing 1d6 fire damage before being consumed after one round. A pinch can create a small flame to light a campfire, torch, or lantern. Blackened Heartwood The plants that are able to survive in Mogsturma’s blasted soil have adapted to the harsh conditions, such as the heartwood trees. Sickly compared to their historical lushness, these trees cling stubbornly to life, growing up through the ash and mineral rich soils. The resulting trees are thin, black and obscenely hard. They take twice as long to cut and work as typical hardwood, but remain resilient as steel and slightly flexible. Boomballs The natural progression after discovering Bang Stuff was to weaponize it. Boomballs are thin ceramic spheres containing tightly packed Bang Stuff. On impact the ceramic shatters, creating enough friction to ignite the alchemical concoction in a significant explosion. A Boomball causes an explosion in a 10-foot-radius sphere, dealing 2d6 fire damage to all creatures in the area of effect. Creatures that make a successful DC 12 Dexterity saving throw take half damage. Boomballs can be thrown as grenade-like weapons, with a range of 20/60 feet. They must be handled carefully as they are extremely fragile. Any significant impact to a Boomball sets it off, as well as any others within a 10-foot-radius sphere. It is rumored that accidental Boomball detonations are responsible for more kobold casualties than the constant warfare. Big Boomballs These are much larger than regular Boomballs, measuring 1 foot across and weighing 40 pounds each. The ceramic spheres are quite thick and resistant to incidental damage. Designed to be catapult ammunition, on impact Big Boomballs explode into a 20-foot-radius sphere dealing 8d6 fire damage to anything in the area of effect. Creatures that make a successful DC 15 Dexterity saving throw take half damage.


202 Arora: Age of Desolation Cinder Armor Cinder armor is the Garamount people’s main defense against the blistering heat of the realm and the ravages of dragonfire. It is also a statement of defiance and an essay in using an enemy’s strength against themselves. Cinder armor is special hide armor constructed of carefully extracted and prepared dragon hide, using a closely guarded technique known only to a few lauded artisans called Scaleshapers. Useful hide can be obtained from certain types of dracokin, as well as from young dragons, who have small, pliable scales. Older dragons’ scales are too large and rigid to be worked. The skinning process is painstakingly slow, even for veteran crafters. Once the hide is successfully gathered it is treated in a bath of corrosive liquid made from natural mineral effluents. The liquid softens the scales temporarily, just enough to be worked into shape, stitched together with sinews culled from the creature’s limbs. The material then hardens again after a few hours. If the Scaleshaper takes too long, the hide hardens and becomes useless. Exposing the hide to the toxic mineral bath a second time often causes the scales to crack and shatter. The result is a fine set of scale armor made from hide, half the weight of a standard set of scale armor. The wearer gains resistance to fire damage and can weather the intense heat of Mogsturma in relative comfort. Cinder armor incenses the dragons and dracokin of the realm. These creatures immediately attack anyone wearing cinder armor. Ceramic Shields The blasted earth of Mogsturma has yielded an unusual bounty in rare mineral-rich clay deposits along some of the Veren-ra river and its tributaries. This clay is ideal for ceramics, and produces a glittering red finish when fired. The peoples of Mogsturma often create large shields with the ceramic as a thin glaze over a wooden or iron framework While the shields easily shatter from even a weak blow, they offer protection from dragonfire. A creature wielding a ceramic shield has advantage on saving throws against fire-based attacks and spells if they can interpose the shield between themselves and the source of the fire. The shield is immune to fire damage. Obsidian Weapons This reflective black rock is most commonly found in areas of volcanic activity, having been ejected from below the surface. Hard but brittle, it can be sharpened to a razor’s edge and becomes an effective, if fragile, resource for bladed weapons. An obsidian weapon that deals slashing or piercing damage deals an additional 1 point of damage on a successful attack. However, if the attacker rolls a 1 or 2 on the attack roll, the weapon breaks (after dealing damage if the attack is successful). Red Dragonscale Shield Crafted from single scales of very large dragons—usually cast offs from molting or battle—these shields are light and resilient. Weighing half that of a normal shield, these shields are highly desired for their effectiveness and defiant symbolism. Of course, possession of such a shield makes a creature a particularly desirable target for dragons and their servants. As well as the standard protection from a shield, the welder also gains resistance to fire damage. Red Dragon-forged Armor Crafted of high impurity iron, this armor can be of any type that can be forged from metal. The iron is heated by dragonfire and tempered in blood. The flames and blood leave the armor with a rusted, red hue. Dragon-forged armor grants the wearer resistance to fire damage. However, it is 10% heavier and has 1 AC less than the armor would typically grant.


Chapter 9: Running The Game 203 Red Dragon-forged Weapons Dragon-forged weapons are extremely rare, and almost always unique in some way. Crafted from high impurity iron and forged similarly to dragon-forged armor, nine out of ten of these weapons melt and fail under Toroshivar’s dragonfire. Those that do survive become rare magic weapons with a +1 bonus to attack and damage rolls. Additionally, they deal an additional 2 points of fire damage on a successful attack. The weapons radiate heat to 300°F (150°C) and must be stored in heat resistant sheathes or slings and handled with thick gloves to avoid burns. A dragon-forged weapon can ignite flammable materials and melt snow or boil water on contact. Every dragon-forged weapon has a third, unique property rolled from the table below or assigned by the GM. D8 UNIQUE POWER 1 Radiates a deep red light in a 10 foot-radius. 2 Subtly vibrates when within 50 feet of a dragon or dragaur. 3 Deals an additional 1 point of damage (of the weapon type) to non-draconic humanoids. 4 Deals an additional 1 point of damage of the weapon type to kobolds. 5 Hovers in place if released, though still retains its weight. Any force acting on the weapon can move it. 6 The wielder can cast produce flame as a cantrip using their Charisma as their spellcasting ability. Once used the weapon loses its additional fire damage for 1 hour and the cantrip cannot be used again for the duration. 7 Deals maximum damage against inanimate objects. 8 Scores a critical hit on a 19 or 20 against water- or icebased elementals. Rockdarter Glands The rockdarter is a small, insect-eating lizard that grows up to a foot in length. It gets its name from its speed and rock-hard grey hide. Its hardness is caused by the secretions of a gland in its abdomen, a defense mechanism developed to adapt to the realm. If caught and harvested, a creature can ingest the rockdarter gland. One hour after ingesting the gland, the creature’s skin hardens for 12 hours, granting a +2 bonus to AC and resistance to fire. The creature has disadvantage on all Dexterity ability checks, attack rolls, and saving throws for the duration. Shuddergrass Extract Shuddergrass extract is an alchemical liquid distilled from the root bulb of a shuddergrass plant. If imbibed, a dose of the extract grants the drinker tremorsense for 1 hour. Prazzolian Equipment The following pieces of equipment can be found in Prazzolar. All of the following pieces of equipment originated in Prazzolar, but may also be found in other realms, particularly Gallaht which is only a single interplanar rift trip away. Creeping Cold An alchemical solution that rapidly freezes when exposed to air spreading a thick frost over the surface of whatever the solution coats. Any creature not resistant to cold takes 1 cold damage upon contact with an object coated in creeping cold. Creeping Cold Bombs Prazzolar’s alchemists create simple bombs by filling vials with creeping cold. When shattered it creates a thick patch of ice in a 5-foot-radius area from the point of impact. Creatures who are in contact with an immovable surface and are caught in the area are restrained until the start of their next turn. A creature can use its action to apply a heat source to automatically melt a 5-foot-radius area of creeping cold. or break the ice with a DC 15 Strength check. Creatures covered in thermal paste, those that generate significant heat (such as a remorhaz) or those with 22 Strength or more are unaffected. Creeping Cold Ammunition These are arrows or bolts containing a small bead of creeping cold within the head. A creature struck by creeping cold ammunition has its speed reduced by 5 feet until the end of its next turn as ice covers a portion of its body. Multiple hits accumulate speed reduction, but do not extend the duration. The ammunition is destroyed after firing. Creatures covered in thermal paste, those that generate significant heat (such as a remorhaz) or those with 22 Strength or more are unaffected. Gulca Bow Crafted from waxed gulca antler, this elaborate longbow has numerous spiked protrusions sweeping forward from its thick arms. A gulca bow is a longbow with a range of 170/640 feet. The bow may be used as a simple melee weapon that has the two-handed property and deals 1d6 piercing damage. Icewalkers These thick boots are fitted with small spikes made of metal, stone, or bone on the soles, letting the wearer bite into the ice and snow that blankets Prazzolar. The wearer ignores natural difficult terrain caused by ice, and has advantage on ability checks and saving throws to avoid slipping. However, when used on any other type of terrain the wearer’s speed is reduced by 5.


204 Arora: Age of Desolation Instant Shelter This item is a mix of both liquefier and compressed gas in a glass container. When shattered, it rapidly disperses the liquefier over a 20-foot radius in an exothermic reaction, liquefying it in 1 round. This process creates significant heat and steam. Any creature in the area takes 6d6 fire damage. Any snow- or ice-based creatures also take 6d6 acid damage. Liquefier This mix of alchemical salts has a rapid melting effect on ice and snow. A small packet can reduce a 5-foot radius of ice or snow to water in 1 minute. The resulting liquid is toxic and cannot be ingested safely. Any creature doing so gains the poisoned condition for 1 minute, and must make a DC 12 Constitution saving throw or be poisoned for 1 hour. If used against a snow- or ice-based creature, it deals 3d6 acid damage per packet. Sungoggles Crafted from smoky glass, these discs are usually set into a leather strap that can be wrapped around the head and tied securely. They reduce brightness and glare, granting advantage on saving throws to resist light-based effects, and negate the adverse effects of blinding sunlight (see Environmental Hazards). If worn in dim conditions, the wearer had disadvantage on Perception checks that rely on sight. Sureflame Candle This candle is made of a mixture of wax, thermal paste, and alchemical accelerant. When lit, it burns for 1 hour and cannot be extinguished by any means. Snowcloak These white-grey, irregularly patterned heavy wool cloaks are a prized position in Prazzolar. Snowcloaks trap the wearer’s precious body heat close, and has several pouches sewn in the interior typically stuffed with aromatic herbs to mask the wearer’s scent. While wearing a snowcloak you have advantage on Stealth checks to hide in arctic terrain and on Constitution ability checks and saving throws to combat the effects of cold weather exposure. Thermal Paste This thick paste is made from animal fat, ground lampstone, and an alchemical mixture that generates constant heat. It can be spread on a creature, providing resistance to cold damage for 1 hour. However, it also conveys vulnerability to fire as it is highly flammable. Tievmerian Equipment The following pieces of equipment can be found in Tievmer. All of the following pieces of equipment originated in Tievmer, but may also be found in other realms, particularly Gallaht and Khoor which are only a single interplanar rift trip away. Chaos Shrooms Though most of the flora of Tievmer is stable and consistent, its fast-growing fungi are constantly changing form and feature, making cataloging and identification impossible. Once a mushroom type is identified — usually by ingesting — the findings may remain reliable for a week or two at most. After that, the mushroom has likely taken on entirely new properties. Eating more than one mushroom in an hour is hazardous. For each mushroom after the first consumed within an hour, a creature must make a DC 15 Constitution saving throw or gain a level of exhaustion. When eating Tievmer’s mushrooms — regardless of how they are prepared — roll on the following table:


Chapter 9: Running The Game 205 D20 EFFECT 1 Deadly Toxin: You must make a DC 15 Constitution saving throw, taking 10d6 poison damage on a failure or half as much damage on a success. 2 Mild Hallucinogenic: You have disadvantage on Perception and Survival checks for 10 minutes. 3 Mild Euphoria: You have advantage on saving throws versus fear effects for 10 minutes. 4 Mild Restorative: You regain 1d4 hit points. 5 Mild Fortifying: You have advantage on the next saving throw you make against poison. The effect ends after 1 hour. 6 No Effect: This mushroom is wholesome and filling. 7 Toadstool: You must make a DC 15 Constitution saving throw or be polymorphed (as the polymorph spell) into a toad for 1 hour. 8 Birdsong: You lose all vocal language capability (but can still understand the languages it knows). Additionally, you can emit avian trills and understand and converse with all birds for 1 hour. 9 Zoom Shroom: You gain the effects of haste for 1 minute, but gain a level of exhaustion after the duration ends. 10 Shrink Shroom: You are affected by a reduce effect (as the enlarge/reduce spell) for 1 hour. This is counteracted by a Tall Stool. 11 Bark Shroom: Your skin becomes hard and bark-like. You gain +2 to AC but your speed reduced by 5 feet for 1 hour. 12 Sick Shroom: You ooze a pungent slime from your skin for 1 hour. You have disadvantage on Stealth checks. Additionally, creatures that make successful bite attacks against you must make a DC 15 Constitution saving throw or gain the poisoned condition for 1 minute. 13 Vision Shroom: You fall unconscious for 10 minutes, and can’t be awoken unless affected by a spell or ability that neutralizes poison. After awakening, you gain the effects of the commune with nature spell. 14 Tall Stool: You are affected by an enlarge effect (as the enlarge/reduce spell) for 1 hour. This is counteracted by a Shrink Shroom. 15 Fairy Shroom: You can cast minor illusion. Additionally, you can see through all illusion effects for 1 hour. 16 Poisonous Shroom: Make a DC 16 Constitution saving throw, on failure you gain the poisoned condition for 1 hour. 17 Lunacy Shroom: A creature is affected by a confusion effect (as per the spell for 1 minute. 18 Intoxicating Euphoria: You are immune to fear and negative emotion effects, but have disadvantage on saving throws against illusions and charm effects for 1 hour. 19 Enhancement Shroom: The next potion, spell, or mushroom effect you are subject to has its duration doubled. 20 Life Shroom: You are healed of all wounds, diseases, and conditions. Additionally, you grow 10% taller for 1 hour after ingestion. Poison Paste This seeping green paste isn’t actually poisonous as the name suggests. If you take 1 minute to spread the paste over your skin, you have advantage on saving throws against contact poisons for 8 hours. Silver Lamprey This rare stream dweller feeds on other living creatures but becomes intoxicated and docile by Tievmer’s rich gases. The Lorpel folk learned that you can attach one to your nose and mouth and it becomes slightly pliable for 1 hour. Breathing through the lamprey filters poisonous gasses, giving the wearer immunity to the effects of inhaled gas. After an hour the lamprey becomes active again, dealing 1 point of necrotic damage per turn until the wearer uses their action to remove the agitated lamprey. Leaving a lamprey on for too long can lead to horrific facial scarring— some of Tievmer’s deep-forest hunters can be identified by these tell-tale scars. Stone Salve The Oakstill humanoid folk developed a thick grey paste that can be smeared on the skin to combat the Medusa and other fey creatures of the Saihan’s entourage. Using a pot of this salve takes 1 minute, and grants you +1 to AC and advantage on saving throws versus petrification for 1 hour.


206 Arora: Age of Desolation Magic Items The following magic items can be found across the Five Realms of Arora. Where a magic item indicates a realm in its italic information, that is the realm where the magic item is most likely to be found. Alkali Leather Armor (leather), rare, Khoor This suit of leather armor is made from a dark violet, rough hide. You gain a +2 to Armor Class while wearing this armor. As a bonus action you can speak a command word and the armor exudes a viscous alkali coating for 1 minute, granting resistance to acid damage. Additionally, creatures who make a bite attack against you have disadvantage on the attack due to the sickening substance. The armor regains the use of this ability at dawn the next day. Daskin’s Bag of Storms Wondrous item, very rare, requires attunement, Gallaht This tan sack is embroidered with glyphs in purple and gold thread. A golden rope cinches the bag closed at its top. The bag slowly undulates like something inside seeks to escape. The bag has an empty and a full state. You can use your action to cast a limited form of the control weather spell. If the bag is empty, you can only use the spell to reduce the severity of weather in the area of effect, which appears to be drawn into the sack. After the spell ends the bag is full again. The next time you use the control weather spell you can only increase the severity of the weather, which appears as if the weather is being emitted from the sack, emptying the bag. After using the bag three times it cannot be used again until you finish a long rest. If it stormed during your long rest, the bag is now full. If it did not storm during your rest, it is empty. Dunestalker’s Helm Wonderous Item, rare, requires attunement, Gallaht This greathelm is crafted from bulette chitin. You can use your action to lower the visor and speak the command word, activating its abilities. For 1 hour you gain tremorsense out to a range of 60 feet and a burrow speed equal to your speed, but only through loose sand or soil. You do not leave a tunnel in your wake. The helm regains the use of this ability every dawn. Fleshsear, Black Dragon Blade Weapon (greatsword), very rare, requires attunement, Khoor This greatsword is carved from a single black dragon rib bone, its serrated, double-edged blade dripping with hissing acid. The hilt is carved obsidian, resembling a dragon’s claw. You gain a +2 bonus to attack and damage rolls you make with weapon, though attacks against dragons and dracokin have disadvantage. On a hit with this weapon, the target takes additional 1d6 acid damage and must make a DC 15 Constitution saving throw gaining the poisoned condition on failure until the end of its next turn as the acid eats into the wound painfully. Any effect that neutralizes acid, such as acid neutralizer paste, ends this condition early. Frostfire Magical weapon (greataxe), very rare, requires attunement, Prazzolar The head of this double-bladed great axe resembles the flared wings of a dragon in flight, while the dragon’s tail wraps around the ebony shaft. You can use a bonus action to speak a command word, causing blue crackling flames to erupt from the twin axe heads. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet and cast everything in a spectral blue glow. While the axe is ablaze, it deals an extra 2d6 fire damage to any target it hits. If a creature has resistance or immunity to fire damage the flames instead deal 2d6 cold damage. The flames can ignite flammable materials on contact. The flames last until you use a bonus action to speak the command word again or until you drop the axe. While the axe is ignited you may point the weapon and emit a 60-foot cone of frost fire from it as an action. You must expend a number of Hit Dice equal to the damage you wish to generate, rolling them as the effect. Each creature within the cone must make a DC 16 Dexterity saving throw. A target takes fire damage equal to the amount rolled on the expended Hit Dice on a failed save, or half as much damage on a successful one. Creatures with fire resistance or immunity take cold damage instead. Hit Dice expended in this way do not restore hit points and can be regained normally. Once you use this ability the flames are extinguished and cannot be reignited for a number of minutes equal to the Hit Dice expended. The weapon regains the use of this ability every dawn. "Jha-dhol’s gifts come in many shapes and sizes. Sometimes a simple feather holds great power." - Jhakith Madra Adailar


Chapter 9: Running The Game 207 Life Charm Wondrous item, uncommon, requires attunement, Khoor These gruesome charms are created using mummified dragon organs. They resemble tiny, dried-meat pendants on vine ropes. This first time a wearer is subject to necrotic damage, they gain resistance to that effect, then the charm crumbles to dust. Lightning Bottle Wondrous item, very rare, requires attunement, Gallaht This large clear glass vessel is etched with minute runes across its surface. It has a glass stopper fixed to the neck by a length of golden chain. You can use your reaction to absorb any lightning effect, magical or non-magical that would include you in its area, regardless of the size of the effect. The lightning effect is drawn harmlessly into the bottle, becoming a visible writhing electrical discharge. The bottle can hold the effect for up to one hour. As an action you can discharge the effect from the bottle, using the bottle as the point of origin and replicating the original effect in its entirety. For example, if you used the bottle to absorb a lightning bolt, you can cast lightning bolt using the original caster’s spell save DC and other features. Once discharged, or if not discharged within the duration, the bottle shatters and any contained effect vanishes harmlessly. However, If the bottle is damaged or destroyed while an effect is contained, it is released uncontrolled in a 20-foot-radius sphere centered on the bottle. Paradise Feather Wonderous item, uncommon (poached), rare (found), very rare (gifted), requires attunement, Tievmer The unusual birds of paradise within Tievmer are rare and closely guarded by the Lorpel folk. These rare birds each carry a single iridescent purple feather tucked between hues of bright blues and vibrant greens. A feather takes years to mature and begins to glow when active. If obtained and attuned, it grants you the effects of sanctuary (your Charisma is your spellcasting ability for this effect). How you obtained the feather dictates its power. If poached from a bird or another owner, you can use the feather just once— paradise feathers grow to match their owner and are destroyed if used by someone else. If found discarded or not in the possession of another, the feather can be used once per day, regaining its power each dawn. If gifted from the bird or a creature whom it was also legitimately gifted to, the feather can be used a number of times equal to your proficiency bonus, regaining expended uses at dawn the next day. A single feather can have been through all the rarity categories, but only ever remains equal or descends in power. A feather found or stolen can never be restored to its greater status. Relliam’s Icepick Weapon (war pick), rare, requires attunement, Prazzolar This oversized climbing pick is made from carved Plesiosaurus teeth set into an ice-steel handle. You have a +1 bonus to attack and damage rolls made with this magic weapon and have advantage on Strength (Athletics) checks when climbing in arctic terrain. Ring of Tremorsense Wondorous Item, rare, requires attunement, Mogsturma While wearing this ring you gain tremorsense out to a range of 60 feet. If you already have tremorsense, wearing the ring increases its range by 60 feet. Vile Tooth Weapon (dagger), rare, Khoor This dagger is fashioned from a sharpened allosaurus tooth, the hilt and handle made of leather-wrapped wood. You gain a +1 bonus to attack and damage rolls you make with this weapon. Any creature struck by the weapon is wracked by painful muscular contractions and must make a DC 15 Constitution saving throw or gain the poisoned condition for 1 minute. On a successful saving throw, or at the end of the duration, a creature becomes immune to this effect for 24 hours. Xandrian’s Icewalkers Wondrous item, very rare, requires attunement, Prazzolar These magnificent icewalkers are crafted from supple white dragon scale and fitted with wyrmling teeth cleats. While wearing these boots you have resistance to cold damage and can walk on any icy surface without slipping. You can choose to adhere to any icy surface at any angle — including vertical or even upside down — moving at your standard speed.


208 Arora: Age of Desolation The Shardscale Incursion The Great Abjuration suddenly ended the Shardscale’s first attempt at Arora, pushing the sentient parasitic hive minded aliens from the world in a single brutally effective display of Jha-Dhol’s power. Their second incursion, however, was more subtle, cunningly insidious. It came to each of the realms through small cracks in the Great Abjuration and wormed its way into the first dracokin and true dragons it encountered. The Shardscale didn’t exert its full power over them straight away. In these early days, it waited at the back of their minds, dormant for a long time. The crystalline invaders slowly spread, waiting for the perfect opportunity to attack as a large hive-minded force. While the infection secretly spread throughout the dracokin and dragon populations of the Five Realms, it started to have an unintended effect on those it infected. It slowly drove them mad, day by day, year by year. Suddenly, one day during a hivemind communion between the Shardscale infestations, its potency became too strong for many of the infected, sending them mad in an instant. That day would become known as the Dragonrage, a destructive and murderous event that forever changed Arora. The Dragonrage was the first clue that the citizens of the Five Realms of Arora had that the Shardscale had returned to the world — the Shardscale had accidentally shown themselves. Fearing their untimely and early unveiling, the Shardscale hivemind receded again, hiding deep within their hosts. However, those affected never truly recovered from the Dragonrage. During the 500 years that followed, the maddened dragons and dracokin ravaged Arora, spewing forth uncontrolled draconic magic that brought chaos and desolation to the Five Realms, tearing apart the land itself. The folk of Arora believed that the Shardscale had diminished, but its effects on the world remained. Recently however, the Shardscale has again begun to rear its head. The time is fast approaching to when the alien crystalline invasion will expose itself completely and begin to take over the minds and bodies of the infected dracokin and dragons. The time draws near for when the invasion will coordinate its strike in a second, more powerful, and potentially world ending Dragonrage. As the Shardscale begins to show itself once again, awakening from its slumber in the back of the dragons’ minds and growing within their bloodstreams, the hosts’ bodies will begin to change. Shardscale not only effects its host’s mind, driving the infected mad in the process, but also grows crystal shards that explode through the flesh. A host body suffering from an active Shardscale infection is likely to have some visible signs across their body. Over time the Shardscale will complete its hostile takeover of the host’s body and mind, turning them into a crystalline monstrosity. The Shardscale host then joins the hivemind, growing the Shardscale’s numbers. With an ample force of crystalline soldiers, the Shardscale’s true incursion will begin, threatening all of Arora. Shardscale in Your Game In gaming terms, the Shardscale incursion is intended to be a campaign climax event. However, there is plenty of adventure to be had in the lead up to this within the realms of Arora. The clues to the Shardscale incursion within the realms should, however, become more and more prevalent as the characters’ adventures progress, having more obvious impacts on the world the longer the campaign progresses. And when the time is right, the Shardscale will strike. There are three main stages to a Shardscale infection, and each stage changes the infected true dragon’s or dracokin’s stat block or character sheet. They are as follows:


Chapter 9: Running The Game 209 Dormant When a creature is infected with Shardscale, but it lurks dormant, add the following trait to the creature’s stat block or character sheet. This stage of infection is intended for Tier 1 (levels 1–4) gameplay. Dragonrage. The creature suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, the creature must make a DC 10 Wisdom saving throw, becoming enraged for 1d4 hours on a failure. An enraged creature attacks any other non-shardscale infected creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, the creature has no memory of its time while enraged. Stage 1 When the Shardscale begins to activate and the host shows visible signs of the infection, adjust or add the following traits and actions to their stat block or character sheet. Dragonrage (Stage 1). The creature suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, the creature must make a DC 12 Wisdom saving throw, becoming enraged for 1d8 hours on a failure. An enraged creature attacks any other nonshardscale infected creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, the creature has no memory of its time while enraged. Shardscale Protrusions (Stage 1). The creature suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within. The crystals are as hard as steel and offer a degree of protection. When the creature wears no armor, the creature has a +2 bonus to their AC. ACTIONS: Replace any claw attack with the following: •Crystal Claws (Stage 1). Melee Weapon Attack: (Strength modifier + Proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d8 + Strength modifier) piercing damage. If the target is an uninfected dragon or dracokin-type creature, it must succeed on a DC (10 + Constitution Bonus + Proficiency Bonus) Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). •Medium and Large Creatures: Damage becomes 1d8 + Strength modifier. •Huge Creature: Damage becomes 2d8 + Strength modifier. •Gargantuan Creature: Damage becomes 3d8 + Strength modifier. Reach becomes 10 feet. Stage 2 As the Shardscale infection becomes more prominent and progresses to truly begin its takeover of the body and mind, the crystal protrusions begin to cover half of the host’s body. Adjust the following traits and actions on their stat block or character sheet. Creature Stat Blocks: Increase Challenge Rating by 1. Dragonrage (Stage 2). The creature suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, the creature must make a DC 17 Wisdom saving throw, becoming enraged for 1d12 hours on a failure. An enraged creature attacks any other nonshardscale infected creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, the creature has no memory of its time while enraged. Shardscale Protrusions (Stage 2). The creature suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within, now covering more than half of its body. The crystals are as hard as steel and offer a degree of protection. The creature can no longer wear armor effectively — it is no longer proficient with any type of armor. The creature has a +5 bonus to their AC while not wearing armor. ACTIONS: Replace any base claw attack with the following: •Crystal Claws (Stage 2). Melee Weapon Attack: (Strength modifier + Proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d12 + Strength modifier) piercing damage. If the target is an uninfected dragon or dracokin-type creature, it must succeed on a DC (10 + Constitution Bonus + Proficiency Bonus) Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). •Medium and Large Creatures: Damage becomes 1d12 + Strength modifier. •Huge Creature: Damage becomes 2d12 + Strength modifier. •Gargantuan Creature: Damage becomes 3d12 + Strength modifier. Reach becomes 10 feet. Stage 3 The third stage of the Shardscale infection is a complete takeover of the creature’s mind and body. The creature effectively becomes something else entirely and joins the Shardscale hivemind completely, akin to a mindless zombie controlled by a larger force. At this point, if the creature is a playable character, their character should be retired and become an NPC. Adjust or add the following traits and actions to their stat block or character sheet. Stage 3 Implications This stage is intended for campaign climax gameplay. If a player has contracted Shardscale and it progresses to this stage, we recommend using the infections ultimate conclusion as an epilogue for the character. This provides a fair yet still dramatic character arc. "Dragonkin are bad enough without some disease making them even less reasonable." - Nyben, Grobb Smuggler


210 Arora: Age of Desolation Creature Stat Blocks: Increase Challenge Rating by 2. Dragonrage (Stage 3). The creature suffers from uncontrollable rage all the time. The creature attacks any other non-shardscale infected creature, friend, or foe, that comes within 30 feet of it. The creature is unthinking and unreasonable, seeking only to destroy life and spread Shardscale to other dragon or dracokin type creatures. Shardscale Protrusions (Stage 3). The creature suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within, now covering its entire body. The crystals are as hard as steel and offer a degree of protection. The creature can no longer wear armor of any kind. The creature has a +10 bonus to their AC. ACTIONS: Replace any base claw attack with the following: •Crystal Claws (Stage 3). Melee Weapon Attack: (Strength modifier + Proficiency bonus) to hit, reach 5 ft., one target. Hit: (1d12 + Strength modifier) piercing damage. If the damaged target is an uninfected dragon or dracokin-type creature, it must succeed on a DC (10 + Constitution Bonus + Proficiency Bonus) Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). •Medium and Large Creatures: Damage becomes 1d12 + Strength modifier. •Huge Creature: Damage becomes 2d12 + Strength modifier. •Gargantuan Creature: Damage becomes 3d12 + Strength modifier. Reach becomes 10 feet. •Shard Darts. Ranged Weapon Attack: (Dexterity modifier + Proficiency bonus) to hit, range 20/40 ft., one creature. Hit: (2d6 + Dexterity modifier) piercing damage. If the damaged target is an uninfected dragon or dracokin-type creature, it must succeed on a DC (10 + Constitution Bonus + Proficiency Bonus) Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). Shardscale Stage Progression The progression speed of a Shardscale infection is entirely the GM’s discretion. The GM should advance the infection as best fits their narrative and campaign structure. Shardscale infections always progress in order. Once the Shardscale fully reveal themselves, at a point in the campaign that the GM decides, they rarely remain dormant after infection, progressing immediately to Stage 1. Random Encounter Tables When your group of characters are traveling through a region, and you feel they need an encounter to spice their journey up a little, or a random event that is tied to the lore and creatures of the realm they are traveling through, choose or roll on the appropriate table below for encounter ideas. Gallaht Random Encounters D10 ENCOUNTER 1 1d4 blue-scaled kobolds and 1d4 blue dragaurs from a local warlord’s tribe attack. 2 The party find a natural oasis ready to quench their thirst. The area is riddled with quicksand (see Environmental Hazards). 3 The party approaches a fulgurite field. 2d6 dust mephits attempt an ambush by blending into the fulgurite. 4 A fulgurite field contains 1d4 dust hags interested in approaching the party. 5 The ground tremors and shifts under the party. They are ambushed by a Bulette. 6 3d4+3 blue-scale kobolds infected with Stage 1 Shardscale attempt to ambush the party. 7 A cavalcade of 3d6 blue scaled winged kobolds and 1d4 blue winged dragaurs strike the party from above. 8 A young blue dragon with a Dormant Shardscale infection sits atop the ruins of a once great city. 9 The sandy dunes begin to shift as 2 sand elementals rise from their depths to attack. 10 A storm flashes in the distance, Dawilquar approaches. Khoor Random Encounters D10 ENCOUNTER 1 While traveling through the shallows of a swamp, a sinkhole opens beneath the party (see Environmental Hazards). 2 The party is ambushed by a swamp troll and 2d4 awakened shrubs. 3 While taking shelter from acid rain (see Environmental Hazards) 2d4 leechwings strike the party from above. 4 1d4+1 crocotoads lie in wait attempting to swallow the party as they traverse the swamp. 5 The party is engulfed by a thick, viscous fog. 2d8 will-o’- wisps begin to surround the party. 6 2d10 kobold skeletons attack the party. 7 The party stumbles upon the ruins of a swamp-sunken fortress. A young black dragon makes its lair in its sunken depths. 8 An overgrown husk of an adult black dragon lies rotting. Upon investigation 2 swamp trolls ambush the party. 9 Toxic waters release caustic gasses (see Environmental Hazards) and 2d4 black dragon wyrmlings ambush the party from the depths. 10 The party hears the heavy beating of wings in the distance as the twisting mangroves vibrate viciously. The air thickens with vile fumes as Nycthias approaches.


Chapter 9: Running The Game 211 Mogsturma Random Encounters D10 ENCOUNTER 1 The party approaches a grove of charred and twisted trees where they are ambushed by 1d4 charred souls attempting to charm them. 2 While traveling overland, the party notices the occasional mud-brick termite-like tower dotting the landscape. These are hrulgindar structures. 3 The party approaches the entrance to a cave trapped with vials of “Bang Stuff”. Inside the cave are 3d12 kobolds. 4 A winged dragaur flies overhead, this is a scout for Toroshivar. 5 The party approach a fragile natural bridge that crosses a river of lava where a fire elemental plays. 6 The charred and tattered remains of a makeshift wooden dragon worm lies in the ashen dirt. 2d4 kobolds with dormant Shardscare infections await in ambush. 7 A volcanic eruption occurs, and lava explodes from the scorched earth (see Environmental Hazards). 8 The party is ambushed by 1d4 magma mephits hiding in a mound of magma. 9 A caravan of 2d4 dragonaire veterans transporting 2d6 prisoners can be seen in the distance. 10 Toroshivar is on the hunt during a bout of Dragonrage, she soars the skies looking to deal destruction. Prazzolar Random Encounters D10 ENCOUNTER 1 An antlered gulca is spotted grazing the icy tundra for lichens in the distance. 2 The party approaches a hidden chasm which could break at any moment. 3 A pack of 2d4+1 white scaled kobolds attempt to ambush the party. 4 An ice golem begins to animate and attack the party. 5 The party stumble across a patch of thin ice. 6 Traveling overland, the party approach a deep freeze area (see Environmental Hazards) 7 A hunting pack of 2 white dragaurs and 3d4 kobolds approaches the party. 8 An adult white dragon approaches the party, flying from a distance. 9 A plesiosaurus strikes from beneath the icy floor. 10 1d4 young white dragons with stage 1 Shardscale infection strike from above. Tievmer Random Encounters D10 ENCOUNTER 1 2d10 skeletons attack the party from the dark twisted and tangled woods. 2 1d4 hill giants search the woods for food, including dracokin and humanoids. 3 2d6 pixies follow the party, playing tricks on them at any opportunity. 4 A band of 2d6 stage 1 Shardscale infected kobolds hide in the trees awaiting an ambush opportunity. 5 1d10 dryads stand in a circle of deep woods, protective of their area. 6 The front half of visbun lost beast sits at the mouth of a burrow. 7 A rhylif lost beast hides, camouflaged, and makes its stand and protecting its territory. 8 2d4 othalu lost beasts scutter out of the twisted and dark tree roots. 9 A young green dragon and 1d4 green dragaurs approach the party in the forest. 10 Saihan soars overhead, searching for prey. "I’ve hunted beasts from Prazzolar to Gallaht, from Khoor to Mogsturma. If I can kill the greatest beasts of Tievmer, I’ll be the great hunter who ever lived. People of the Five Realms will know my name forever." - Anonymous Hunter, Deceased


212 Arora: Age of Desolation


Chapter 10: Monsters of Arora 213 Dracokin The following stat blocks cover the unique dracokin found within the Five Realms of Arora during the Age of Desolation. Dragaurs As the name implies, the dragaur are a saurian race related to true dragons. They reproduce in male/female pairs, though spontaneous sex change is not uncommon. Most dragaur have a fluid sense of gender. They lay eggs in groupings of usually four to eight, with an internal gestation period of around five months, and then an external development period of another five months. The eggs must be kept at a constant temperature and under strict environmental control. Once hatched, dragaur are extremely hardy, but before hatching the eggs are highly susceptible to damage. Even under the best conditions around ten percent of eggs become non-viable. Dragaur have scaled hides, an elongated lower body closer in aspect to a lizard with four limbs, a humanoid torso with arms and a draconic head, but otherwise can vary greatly in size, coloration, intelligence, capability, and temperament. Some fifteen percent of the population grow wings strong enough for flight. Dragaur Colors. Now the dominant dracokin generally across the Five Realms of Arora, the dragaur are powerful quadrupeds related to dragons. They have four powerful lower limbs and a tail extending from a lizard-like body. A humanoid torso extended above the forelegs, supporting a pair of humanoid arms and a saurian head. They typically come in five different colored scales, each color having a unique damage immunity type. Red dragaurs are immune to fire, white immune to cold, black immune to acid, blue immune to lightning, and green immune to poison damage. Different colors can be found across the different realms, however they are typically more likely to be found in higher numbers in the realm for which their ancestral true dragon cousins rule. For instance, red dragaurs are more likely found in Mogsturma, and white dragaurs more likely found in Prazzolar.


214 Arora: Age of Desolation Dragaur Large dragon, typically any evil (75%) or any neutral (25%) Armor Class 16 (natural armor) Hit Points 51 (6d10+18) Speed 40 ft., fly 60 ft. (15% of dragaur) STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 11 (+0) 10 (+0) 12 (+1) Skills Athletics +7, Perception +3 Damage Immunities fire (red), cold (white), acid (black), lightning (blue), poison (green) Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The dragaur has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The dragaur makes three attacks: two with its spear and one with its claws. Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage, and if the target is Medium or smaller it must make a DC 16 Strength saving throw or be knocked prone. Variant Dragaurs Elite Champion. AC increases to 20 (natural armor), Multiattack increases to five attacks - three spear attacks and two claws, and CR increases by 2. Winged Dragaur. add Fly 60ft. Hunter Dragaur. add Earthsense 120 ft. and increase CR by 1 and gains the following feature: Earthsense. You can sense the shape and motion of creatures and objects through earth and stone to the limit of the range of this ability. This ability is blocked by metal. Red Scale Sorcerer Dragaur. Charisma becomes 18, CR increased by 2, and gains the following feature: Innate Spellcasting. The scale sorcerer dragaur’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The scale sorcerer dragaur can innately cast the following spells, requiring no material components: At will: dancing lights, produce flame 3/day each: faerie fire, flaming sphere, scorching ray 1/day each: fireball, fire shield


Chapter 10: Monsters of Arora 215 Shardscale Dracokin The following stat blocks are examples of dracokin who have been infected with different stages of Shardscale. Shardscale Kobold Small dracokin (Kobold), typically any evil Armor Class 14 (Shardscale) Hit Points 5 (2d6-2) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1) Senses Darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) Proficiency Bonus +2 Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll 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. Dragonrage (Stage 1). The kobold suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, the creature must make a DC 12 Wisdom saving throw, becoming enraged for 1d8 hours on a failure. An enraged creature attacks any other creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, the kobold has no memory of its time while enraged. Shardscale Protrusions (Stage 1). The kobold suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within. The crystals are as hard as steel and offer a degree of protection. When the creature wears no armor, the creature has a +2 bonus to their AC. ACTIONS Crystal Claws (Stage 1). Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d8-2) piercing damage. If the target is an uninfected dragon or dracokin-type creature, it must succeed on a DC 11 Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


216 Arora: Age of Desolation Shardscale Red Dragonborn Medium dracokin (dragonborn), typically neutral Armor Class 20 (Shardscale) Hit Points 60 (8d8+24) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 12 (+1) Saving Throws Con +6, Int +7, Wis +5, Cha +4 Skills Athletics +5, Intimidation +4, Perception +5 Damage Resistances Fire Senses passive Perception 15 Languages Common, Draconic Challenge 5 (1,800 XP) Proficiency Bonus +3 Dragonrage (Stage 3). The dragonborn suffers from uncontrollable rage all the time. The creature attacks any other non-shardscale infected creature, friend, or foe, that comes within 30 feet of it. The creature is unthinking and unreasonable, seeking only to destroy life and spread Shardscale to other dragon or dracokin type creatures. Shardscale Protrusions (Stage 3). The dragonborn suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within, now covering its entire body. The crystals are as hard as steel and offer a degree of protection. The creature can no longer wear armor of any kind. The creature has a +10 bonus to their AC. ACTIONS Multiattack. The dragonborn makes three longsword attacks. Crystal Claws (Stage 3). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) piercing damage. If the damaged target is an uninfected dragon or dracokin-type creature, it must succeed on a DC 16 Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. Fire Breath (Recharge 6). The dragonborn exhales a cone of fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Shard Darts. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one creature. Hit: 10 (2d6+3) piercing damage. If the damaged target is an uninfected dragon or dracokin-type creature, it must succeed on a DC 16 Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression).


Monsters of Gallaht Chapter 10: Monsters of Arora 217 Chamocactus A large carnivorous plant, the chamocactus lures its prey by camouflaging its body to look like a large shadeproviding stone. Its two long sucker vines hide beneath the sand and latch onto shelter-seeking creatures, slowly draining them of blood. The chamocactus’ needleless skin contains pigments that allow it to effectively camouflage. These are valued for both their use in dyes and medicinal use. Chamocactus Large plant, unaligned Armor Class 14 (natural armor) Hit Points 75 (10d10+20) Speed 5 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 1 (-5) 12 (+1) 1 (-5) Skills Perception +3, Stealth +2 Condition Immunities blinded, deafened, exhaustion, prone Senses blindsight 30 ft., passive Perception 13 Languages – Challenge 3 (700 XP) Proficiency Bonus +2 Rooted in the Sand. While the chamocactus has its tendrils dug into sand and remains motionless, it is indistinguishable from a desert rock. It takes the chamocactus 1 minute to dig its tendrils into the sand. ACTIONS Multiattack. The cactus has two sucker vines and can make one attack with each of them. Sucker Vine. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6+4) piercing damage, and it is grappled (escape DC 14). Until this grapple ends, at the start of each of the chamocactus’ turns, the target loses 21 (6d6+3) hit points due to blood loss and the chamocactus regains hit points equal to half that amount. While attached, the chamocactus can’t use the same sucker vine on another target.


218 Arora: Age of Desolation Chimeric Peacock The chimeric peacock is a multi-headed flightless bird native to the deserts of Gallaht. It has a round, featherless body with a tough, chitin-like skin that protects the brain within. Five to eight long curved necks grow out of the body, each culminating in a beaked head with a colorful feathered crest. As camouflage, the peacock can bury its head array in sand, leaving only its rock-resembling body exposed. When its heads are out of the ground, they form a semi-circular array that gives the birds its name. Peacocks are prized the armor of their bodies and the meat of their soft thick necks, which makes excellent travel jerky. The necks are so thick that they barely bleed, giving the bird an uncanny ability to survive with one or more head cut off. Chimeric Peacock Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 33 (6d8+6) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+2) 12 (+1) 13 (+1) 9 (-1) 12 (+1) 10 (+0) Skills Perception +3, Stealth +3 Senses passive Perception 13 Languages – Challenge 2 (450 XP) Proficiency Bonus +2 Head in the Sand. While the peacock has its heads dug into sand and remains motionless, it is indistinguishable from a desert rock. It takes the peacock 1 minute to dig its head into the sand. Multi-headed. The chimeric peacock has 1d4+4 heads. As long as it has 2 or more heads, the peacock loses one of those heads for every 6 points of damage it takes. ACTIONS Multiattack. The chimeric peacock makes one peck attack for each of its heads. Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Battle Rattle. The peacock issues a loud noise targeted at one creature it can see within 60 feet. The creature must succeed on a DC 11 Constitution saving throw or take 2 (1d4) thunder damage per head. On a success, the target takes half damage.


Chapter 10: Monsters of Arora 219 Dawilquar The ancient blue dragon soars above her realm, preferring to stay aloft as long as the taint of the Shardscale threatens to infect her. She is now more like a weather event than an imperious ruler, for where she flies immense electrical storms follow. Dawilquar (Ancient Blue Dragon) Gargantuan Dragon, Lawful Neutral Armor Class 22 (natural armor) Hit Points 555 (30d20+240) Speed 40 ft., burrow 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Skills Perception +17, Stealth +7 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 26 (90,000 XP) Proficiency Bonus +7 Raging Storm. Dawilquar has a perpetual lightning storm raging around her to a distance of 150 feet, protecting her from common threats as she makes her way through the skies of Gallaht. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 20 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Dragonrage. Dawilquar suffers from uncontrollable bouts of rage. Each dawn Dawilquar must make a DC 10 Wisdom saving throw, becoming enraged on failure for 1d4 hours. An enraged creature attacks any other creature, friend, or foe, that comes within 30 feet of it. When the enrage stops, Dawilquar has no memory of her time while enraged. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


220 Arora: Age of Desolation Warlord Katighez (Adult Blue Dragon) Huge dragon, chaotic neutral Armor Class 21 (natural armor) Hit Points 243 (18d12+126) Speed 40 ft., burrow 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 21 (+5) Saving Throws Dex +6, Con +12, Wis +8, Cha +11 Skills Arcana +15, Perception +14, Stealth +6 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 19 (20,000 XP) Proficiency Bonus +6 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The dragon can use its Frightful Presence and its Summon Crystals action. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Crystalline Lightning Breath (Recharge 5–6). The dragon exhales in a 90-foot line that is 15 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Regardless of success, the breath attaches 1d8+4 charged crystalline shards to each creature in its line. All the crystalline shards attached to each creature are either black, blue, red, or yellow (roll 1d4), and each have a unique effect on a creature while they remain attached to it: 1. Black / Necrotic / The creature can’t regain hit points. 2. Blue / Lightning / The creature can’t take reactions. 3. Red / Fire / If the creature moves 15 or more feet, the shards explode immediately dealing 1d6 fire damage. 4.Yellow / Radiant / The creature is blinded. A creature or another creature adjacent to it can spend its action removing all the shards. If any crystals are still attached to a creature at the end of its turn, they explode, dealing 1d6 damage of its damage type for each type of shard attached to the creature. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. LEGENDARY REACTION Drain Blue Crystal (Costs 2 Actions). When the dragon perceives another creature casting a spell, the dragon can expend 2 legendary actions to consume a blue crystal and cast counterspell immediately. This does not expend the dragon’s standard reaction, and can be used even if the dragon has already used a legendary action this turn. Dragon Warlords The fierce and powerful Warlord Katighez has spent centuries studying the mysteries of the arcane crystals found in Krystalys. His experiments have yielded fruit, as he has become adept at summoning and manipulating their energies to his benefit. In addition to being able to channel powerful spellcasting through large arcane crystals, he has slowly been adorning himself with smaller crystals, as well as consuming them in small quantities. This has altered his lightning breath into a devastating explosive attack that leaves behind unstable explosive crystals. Lair Actions and Region Effects Warlord Katighez uses all the standard Adult Blue Dragon Lair Actions and Regional Effects, with the addition of the following Lair action: Wield the Eight Swords (1/day). If Warlord Katighez has already used his Crystalline Lightning Breath action and it has yet to recharge, he can use the breath weapon one additional time as a lair action. This lair action can only be used once per day.


Chapter 10: Monsters of Arora 221 Other Dragon Warlords To create other blue dragon warlords, make the following adjustments to an adult blue dragon. To add any shardscale effects, see page 209. Warlord Sokkerranantha (Dustwing) CR increases to 18 Add to actions: Chaotic Dustwave (Recharge 1-2). The dragon rears and creates a strong dust blast in a 60 foot cube originating from it. All creatures within the cube must succeed on a DC20 Constitution saving throw or be blinded by dust until the end of their next turn. Additionally, any friendly creatures within 30 feet of the dragon can immediately use their reaction to leap or fly up to 40 feet and make 1 melee attack. If it chooses, the dragon can use this action as part of its multiattack instead of using Frightful Presence. Warlord Xarikethrex (the White Knight) CR increases to 18 Add to traits: Spellcasting. The dragon is a 14th level spellcaster, charisma is its casting stat. DC 17, +9 to spell attacks. It can cast the following spells without any components. Cantrips (at-will): chill Touch (3d8), shocking grasp (3d8) 3/day each: dispel magic, mass cure wounds 1/day each: spirit guardians (6th level), heal Add to Legendary Actions: Cantrip (Costs 1 action). The dragon casts one of its cantrips. Spellcasting (Costs 2 actions). The dragon casts one of its spells. Warlord Velahntropir CR Increases to 17 Velahntropir’s Stealth bonus is +10. Add to traits: Spellcasting. The dragon is a 14th level spellcaster, charisma is its casting stat. DC 17, +9 to spell attacks. It can cast the following spells without any components. Cantrips (at-will): minor illusion, shocking grasp (3d8), true strike 3/day each: counterspell, mislead 1/day each: confusion (6th level), dominate person Add to Actions: Move the Pieces (Recharge 1). The dragon magically turns up 8 willing creatures of its choice within 100 feet of it. They are invisible and the dragon teleports them to new locations within the same range. The creatures remain invisible until they move, take an action, or the end of their next turn. If it chooses, the dragon can use this action as part of its multiattack instead of using Frightful Presence.


222 Arora: Age of Desolation Dust Hag Dust hags are independent hermits with fey origins. For the dust hags that call Gallaht home, the connection to the fey realms is tenuous and does not define their behavior, morality, or purpose. Each dust hag has free will to act as she pleases. Regardless of age, dust hags have grey skin that has the look and texture of heavily wrinkled leather. Many adorn their clothing and abode with pierces of fulgurite or polished fulgurite glass. All dust hags are capable spellcasters, though in combat, they prefer to use their innate ability to control sand whirlwinds in combination with their spellcasting. They are also known to summon dust mephits—either as support or distraction. Dust hags rarely form covens, but when they do, these are most often alliance of convenience and purpose, the need to combine power to achieve a specific end. Such covens are usually dissolved peacefully once the task is completed. Some dust hags focus on developing divination powers. These dust hag oracles are widely respected and often sought out even by other dust hags for their wisdom and sight. Fulgurite Whirl. Finally, there are some dust hags in the Fulgurite Fields of Gallaht that choose to give up their personality and desires, becoming one with the sand. They slowly transform into a construct known as fulgurite whirl. In this form they no longer have biological needs, and are immune to most desert hardships. Whirls wander the deserts without purpose, many becoming a danger not only to humanoids, but to other dust hags as well. Some fall under the control of powerful dust hags or other spellcasters. Variant: Dust Hag Oracle To create a dust hag oracle, add the following traits to the dusk hag. •Add to senses: truesight 60 ft. •Add to reactions: Oracle’s Vision. When the hag or a creature it can see makes an attack roll or saving throw, the hag can cause the roll to be made with advantage or disadvantage. •Add to spellcasting: At-will: hex 2/day each: detect thoughts 1/day each: arcane eye


Chapter 10: Monsters of Arora 223 Variant: Dust Hag Coven A dust hag coven can include any combination of dust hags and dust hag oracles. To create a coven version of a dust hag or dust hag oracle, add the shared spellcasting trait, and increase the CR of the creature by 1: Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells. Each spell can only be cast once total by the coven. All coven spells are cast at 6th level:blight, eyebite, conjure elemental (sand elemental only), insect plague, greater invisibility, heal Dust Hag Medium fey (hag), chaotic evil Armor Class 18 (natural armor) Hit Points 120 (16d8+48) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 18 (+4) Saving Throws Cha +7, Con +6, Wis +6, Skills Deception +7, Insight +6, Perception +6, Survival +6 Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities lightning, thunder Senses darkvision 120 ft., passive Perception 16 Languages Common, Primordial, Sylvan Challenge 8 (3,900 XP) Proficiency Bonus +3 Innate Spellcasting. The hag’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: blur, disguise self, prestidigitation, vicious mockery (3d4), gust of wind, shocking grasp (3d8) 2/day each: counterspell, dispel magic, fly, lightning bolt, misty step 1/day each (cast at 5th level): bestow curse, fear, conjure minor elementals (dust mephits only) Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The hag casts or interacts with 1 spell that requires 1 action and makes 2 conjure whirlwind attacks, or it makes 3 conjure whirlwind attacks. Conjure Whirlwind. Ranged Spell Attack: +7 to hit, range 90 ft., one creature. Hit: 17 (3d8+4) slashing damage, and if the creature is Large or smaller, it is knocked 10 feet in the direction of the hag’s choice. Fulgurite Whirl Large construct, unaligned Armor Class 20 (natural armor) Hit Points 161 (19d10+57) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 17 (+3) 5 (-3) 14 (+2) 8 (-1) Skills Acrobatics +9, Athletics +9, Perception +6, Survival +6 Damage Immunities poison, lightning, slashing Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 16 Languages understands languages it knew as a hag (usually Common, Primordial, and Sylvan) but can’t speak Challenge 10 (5,900 XP) Proficiency Bonus +4 Greater Fulgurite Shell. Whenever a creature hits the whirl with a melee attack, that creature takes 1d8 slashing damage. Any creature grappling or grappled by the whirl takes 5 (2d8) slashing damage immediately, and at the start of each of the creature’s turns until the grapple ends. Magic Resistance. The whirl has advantage on saving throws against spells and other magical effects. Unusual Nature. The whirl doesn’t require air, food, drink, or sleep. ACTIONS Multiattack. The whirl can make two attacks and use its Fulgurite Blast action, or it can make four attacks. Fulgurite Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (3d8+5) piercing damage, and the creature can’t take reactions until the start of its next turn. Fulgurite Shard. Ranger Weapon Attack: +9 to hit, range 30 ft., one creature. Hit: 15 (3d6+5) slashing damage. Fulgurite Blast. The whirl spins and unleashes fulgurite shards. Each creature within 20 feet of the whirl must succeed on a DC 17 Dexterity saving throw or take 21 (6d6) slashing damage. On a success, the creature takes half damage.


224 Arora: Age of Desolation Knight of the First Wing Medium humanoid (kobold), lawful neutral Armor Class 20 (plate armor, shield) Hit Points 68 (8d8+32) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 13 (+1) Saving Throws Str +6, Dex +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities lightning Senses blindsight 60 ft, darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 6 (2,300 XP) Proficiency Bonus +3 Lightning Empowered. When within 100 feet of Dawilquar, the knight’s speed is doubled, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Additionally, all of its attacks deal an additional 1d8 lightning damage. Pack Tactics. The knight has advantage on an attack roll against a creature if at least one of the knight’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. The knight makes two attacks, either with its longsword or with its storm tiara. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+3) slashing damage. Lightning Blast. Ranged Weapon Attack: +6 to hit, reach 100 ft., one target. Hit: 13 (2d8+3) lightning damage. REACTIONS Block. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a shield. Knight of the First Wing The kobolds of the First Wing are chosen carefully for both their dedication to Dawilquar and their martial prowess.


Chapter 10: Monsters of Arora 225 Lingering Wakeshark Likened to sharks for their triangular sand-colored fins, these long-bodied reptiles live in deep sands. The lingering wakeshark burrows through sand, staying buried as it stalks its prey. Although not especially intelligent, lingering wakesharks use their fins to project illusions of anything they have seen. These illusions lack comprehension of their subject matter, and are based entirely on items or locations that had previously drawn creatures to them. Lingering wakesharks are patient and can lie in wait for days waiting for prey. Once a creature is drawn in, the wakeshark uses its six short but powerful legs to leap great distances. Lingering Wakeshark Medium beast, unaligned Armor Class 16 (natural armor) Hit Points 37 (5d8+15) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+3) 3 (-4) 14 (+2) 7 (-2) Skills Perception +4 Stealth +5 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages – Challenge 2 (450 XP) Proficiency Bonus +2 Blood Frenzy. The wakeshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Sand Stealth. The wakeshark can use a bonus action to move up to 10 feet without provoking opportunity attacks and hide in sandy terrain. Standing Leap. The wakeshark’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Waiting Predator. The wakeshark deals an additional 1d10 damage to any creature that it was hidden from. ACTIONS Multiattack. The wakeshark makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) piercing damage. Hunter’s Illusion. The wakeshark’s fin projects a large magical illusion in a 10-foot cube around it. The illusion can be of anything that a wakeshark has seen, even if it does not understand its purpose. It typically appears as a desirable object or location found in the desert such as quicksand, a plant, or even a sand skiff. The illusion lasts until the wakeshark moves. The illusion can contain minor movement such as the buzzing of insects and simple sounds. While the illusion is projected, the hidden wakeshark cannot be seen without detecting the illusion, which requires a successful DC 15 Intelligence (Investigation) check.


226 Arora: Age of Desolation Living Sandstorm Barely sentient, the living sandstorms of Gallaht serve as unwitting guardians of its natural borders. Stretching out for hundreds of feet, they roam the Golden Ocean without purpose or desire, grinding anything and everything they come into contact with into sand. The living sandstorms prefer deep open sands and the reasons as to why they never cross out of the Golden Ocean is a mystery. If one chose to cross into populated lands, or was somehow drawn there, it would pose a deadly danger even to dragons. Living Sandstorm Gargantuan elemental (titan), unaligned Armor Class 25 (natural armor) Hit Points 676 (33d20+330) Speed 100 ft. STR DEX CON INT WIS CHA 30 (+10) 8 (-1) 30 (+10) 3 (-4) 12 (+1) 3 (-4) Saving Throws Str +19, Wis +10 Damage Immunities fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities all Senses blindsight 120 ft., passive Perception 11 Languages – Challenge 30 (155,000 XP) Proficiency Bonus +9 Air Form. The living sandstorm can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Blinding Winds. The area within 100 feet of a living sandstorm is heavily obscured. Limited Magic Immunity. The living sandstorm can’t be affected or detected by spells of 6th level or lower that require a saving throw, even if they are cast using a higher-level spell slot. It has advantage on saving throws against all other spells and magical effects. Siege Monster. The living sandstorm deals double damage to objects and structures. ACTIONS Multiattack. The living sandstorm makes one sand grind attack against every creature within 100 feet of it that is not a living sandstorm or a sand elemental. If the living sandstorm has made less than 10 attacks on its turn, it can make additional attacks up to a total of 10 against any creatures of its choosing. Sand Grind. Melee Weapon Attack: +19 to hit, reach 100 ft., one target. Hit: 36 (4d12+10) slashing damage. On hit, a creature must succeed on DC 20 Strength saving throw or be tossed 1d6×10 feet up into the air. LEGENDARY ACTIONS The living sandstorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The living sandstorm regains spent legendary actions at the start of its turn. Sand Grind Attack. The living sandstorm makes a sand grind attack.


Chapter 10: Monsters of Arora 227 Red Crystal Snail Crystal snails are unique to the Krystalys region of Gallaht. As these snails gorge themselves on the arcane power of energy crystals, they grow to the size of a medium creature. Red crystal snails are created after a giant snail feeds on a red fire-energy crystal. As the snail grows, its shell becomes imbued with energy, and can become unstable and explode when damaged. The snail defends itself by channeling energy through its antennae. Crystal snails are valuable for their energyshells, the water they store in their shells, and for their delicate meat. Red Crystal Snail Medium monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 49 (9d8+9) Speed 15 ft., climb 15 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 12 (+1) 6 (-2) 14 (+2) 6 (-2) Skills Perception +4, Survival +4 Damage Immunities fire Senses tremorsense 60 ft., passive Perception 14 Languages – Challenge 2 (450 XP) Proficiency Bonus +2 Crystal-charged Shell. The crystal snail’s shell begins with 1d4+2 charges. Whenever the crystal snail takes damage from an attack or a hostile creature’s spell, roll a d10. On a roll of 1, the snail’s shell fully discharges, forcing all creatures within 30 feet of the snail to succeed on a Dexterity saving throw or take 1d6 fire damage for every charge remaining in its shell. On a success, the creature takes half damage. On a roll other than 1, the snail discharges a single charge of its crystal at a random creature within 60 feet of it that is not behind total cover, dealing 3 (1d6) fire damage to that creature. Spider Climb. The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Targeting Antennae. The crystal snail does not suffer disadvantage as a result of making ranged attacks at close range. ACTIONS Multiattack. The crystal snail makes two attacks with its charged antennae. Charged Antennae. Ranged Spell Attack: +4 to hit, reach 60 ft., one target. Hit: 5 (1d6+2) fire damage. Variant: Other Crystal Snails Crystal snails come in many varieties, depending on the crystal type they had been feeding on. Different snails have different colors, a different immunity, and deal damage appropriate to their color: D8 COLOR TYPE 1 Yellow Radiant 2 White Cold 3 Red Fire 4 Blue Lightning D8 COLOR TYPE 5 Black Necrotic 6 Green Poison 7 Purple Psychic 8 Grey Thunder


228 Arora: Age of Desolation Sand Elemental The sand elementals of Gallaht are wild and aimless. When they lash out at passersby out of self-preservation or boredom rather than out of malice or hunger. Even though sand elementals can blend perfectly into the desert, they rarely choose guile. They present themselves in their pure swirling form of hot sand that can grind through humanoid skin in moments. Sand elementals are difficult to damage with weapons. Although they radiate their own heat, extreme heat or lightning can cause them to start hardening into glass. This makes them easier to break, but increases the force of their attacks. Sand Elemental Large elemental, unaligned Armor Class 17 (natural armor) Hit Points 126 (12d10+60) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 5 (-3) 8 (-1) 5 (-3) Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9 Languages Terran Challenge 7 (2,900 XP) Proficiency Bonus +3 Vitrification. When the elemental takes 15 or more lightning or fire damage from a single source, it hardens until the start of its next turn. While hardened, its AC increases to 20, it becomes immune to fire and lightning damage, its burrow speed is reduced to 5 feet, it loses resistance to bludgeoning, piercing, and slashing from nonmagical attacks, and becomes vulnerable to bludgeoning damage. Additionally, it’s sand burst attack changes to sand slam. Sand Glide (Base Form Only). The elemental can burrow through nonmagical sand. While doing so, the elemental doesn’t disturb the sand. ACTIONS Multiattack. The elemental makes three attacks. Sand Burst (Base Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage. Sand Slam (Hardened Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. Sand Swirl (Base Form Only, Recharge 4–6). Each creature within 10 feet of the sand elemental must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The target or another creature within 5 feet of the target can use their action to remove sand from the target’s eyes, ending the blinded condition.


Chapter 10: Monsters of Arora 229 Swarm of Fulgurite Crabs Large swarm of Tiny beasts, unaligned Armor Class 15 Hit Points 52 (8d10+8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 3 (-4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 10 Languages – Challenge 4 (1,100 XP) Proficiency Bonus +2 Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Fulgurite Shell. Whenever a creature hits the swarm with a melee attack, that creature takes 1d6 slashing damage. Cutting Carapace. Whenever another creature begins its turn in a space occupied by the swarm, that creature takes 2d4 slashing damage. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Swarm of Fulgurite Crabs Bloodthirsty fulgurite crabs use their glass-sharp carapaces to cut creatures and feed on their liquids. The crabs are communal and where there is one, there is usually a swarm.


230 Arora: Age of Desolation Volt Warrior The Children of the Volt are humanoids that have adapted to live in the poisoned ruins beneath the deserts of Gallaht. They are naturally adapted to poison and acid, and won’t hesitate to lead others into traps. Volt warriors are adept at using spears at both close range and distance, while volt shamans wield the power of lightning. Aside from their resistances and well-developed darkvision, the Children of the Volt—like most humanoids of Arora—feature a wide variety of ancestral traits. The Children speak their own language, which was once rooted in the common tongue of the city of Alforra, but has since evolved to be unrecognizable. Volt Warrior Medium humanoid, chaotic evil Armor Class 16 (studded leather) Hit Points 75 (10d8+30) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 10 (+0) Saving Throws Dex +6, Con +5 Skills Acrobatics +6, Perception +4, Stealth +6 Damage Immunities poison Damage Resistances acid, lightning Senses darkvision 60 ft., passive Perception 14 Languages Draconic, Common Challenge 3 (700 XP) Proficiency Bonus +2 Brave. The warrior has advantage on saving throws against being frightened. Desert Camouflage. The warrior has advantage on Dexterity (Stealth) checks made to hide in desert terrain. ACTIONS Multiattack. The warrior makes three melee attacks or two ranged attacks. Desert Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. REACTIONS Lightning Backlash (3/Day). When a creature hits the volt warrior with an attack, the attacker takes 9 (2d8) lightning damage. Variant: Volt Shaman The Children of the Volt warriors are often led by a shaman. The shaman has the same statistics as the warrior, with the following adjustments: •Its Wisdom is 16 (+3) •Its Perception bonus is +5 •Its passive Perception is 15 It’s actions and reactions are replaced with: Spellcasting (5thlevel spellcaster; spell save DC 13 +5 to hit with spell attacks) and it can cast the following spells: At-will: shocking grasp (30 ft. range) 3/day each: shield, thunderwave 2/day: dispel magic 1/day: call lightning


Chapter 10: Monsters of Arora 231 Wild Sand Drake These naturally occurring dragons live and breed in the wilds of Gallaht. They are wingless and are commonly used as pets or mounts. Sand drakes are well-acclimated to the desert environment and are comfortable in its blistering sun. They can subsist on very little water. Desert raiders train drakes to sniff out water deposits. A trained waterdrake is highly prized, so help them defend themselves from desert beasts and other raiders, they are sometimes outfitted with a bonetusk armor. This armor is grafted permanently onto their bodies to provide both protection and a stronger attack. Wild Sand Drake Medium dragon, any alignment Armor Class 15 (natural armor) Hit Points 52 (7d8+21) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 5 (-3) Damage Resistances fire, lightning Senses darkvision 60 ft., passive Perception 10 Languages understands but can’t speak Draconic Challenge 2 (450 XP) Proficiency Bonus +2 ACTIONS Multiattack. The drake makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing Variant: Trained Waterdrake A trained Waterdrake has the same statistics as a wild sand drake, with the following adjustments: •Its Wisdom is 14 •It has proficiency in the Perception and Survival skills. Both have a +4 bonus. These adjustments do not change its CR. Additionally, some trained waterdrakes are outfitted with permanently-attached bonetusk armor. This increases the drake’s AC to 16, and replaces its bite attack with a bonetusk strike. Using bonetusk armor increases the waterdrake’s CR to 3. Bonetusk Strike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage.


Monsters of Khoor 232 Arora: Age of Desolation Crocotoad Crocotoads are large beasts with the torso of a giant toad, an elongated snout lined with sharp teeth, and a powerful tail that not only propels them through water but can also slap unsuspecting creatures. On land, they hop on their strong toad legs. Lacking forward appendages, the crocotoad relies on its snout and tail for balance. The large stomach allows them to swallow Medium-sized or smaller creatures whole. Few predators enjoy the taste of crocotoad flesh, though in the deep swamp, some resort to eating the peculiar beast when other food is scarce. Though they prefer eating meat, these omnivores have a peculiar favorite treat, witches’ beard, which they are immune to. These beasts enjoy the hanging moss so much that they’ve been spotted leaping to great heights along the edge of the Dead Wood to reach the magical morsel. Witches’ Beard Crocotoad. Occasionally, a crocotoad consumes enough witches’ beard that they become a conduit for the moss’s magic, its body becoming covered in glowing bubbles of acid which burst when hit with a melee attack. A crocotoad with witches’ beard dangling from its snout is certainly a not one to mess with. Crocotoad Large beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (3d10+6) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 15 (+2) 4 (-2) 10 (+0) 5 (-3) Skills Stealth +2 Damage Resistances acid Senses darkvision 30 ft. passive Perception 12 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Hold Breath. The crocotoad can hold its breath for 15 minutes. Standing Leap. The crocotoad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONS Multiattack. The crocotoad makes a bite attack and a tail attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocotoad can’t bite another target. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Swallow. The crocotoad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the crocotoad, and it takes 7 (2d6) acid damage at the start of each of the crocotoad’s turns. The crocotoad can have only one target swallowed at a time. If the crocotoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. REACTIONS Tail Whip. As a reaction, after being hit with a melee attack, the crocotoad whips its tail at the attacker. The target must succeed on a DC 12 Dexterity saving throw or suffer 5 (1d6+2) bludgeoning damage and be knocked prone.


Chapter 10: Monsters of Arora 233 Witches’ Beard Crocotoad Large beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (3d10+6) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 15 (+2) 4 (-2) 10 (+0) 5 (-3) Skills Stealth +2 Senses darkvision 30 ft. passive Perception 12 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Caustic Flesh. When the crocotoad takes damage, one of its acid bubbles burst. Any creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 3 (1d6) acid damage on failure. Hold Breath. The crocotoad can hold its breath for 15 minutes. Magic Resistance. The crocotoad has advantage on saving throws against spells and other magical effects. Standing Leap. The crocotoad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. ACTIONS Multiattack. The crocotoad makes a bite attack and a tail attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocotoad can’t bite another target. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Swallow. The crocotoad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the crocotoad, and it takes 7 (2d6) acid damage at the start of each of the crocotoad’s turns. The crocotoad can have only one target swallowed at a time. If the crocotoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. REACTIONS Tail Whip. As a reaction, after being hit with a melee attack, the crocotoad whips its tail at the attacker. The target must succeed on a DC 12 Dexterity saving throw or suffer 5 (1d6+2) bludgeoning damage and be knocked prone.


234 Arora: Age of Desolation Giant Archer Fish Giant archer fish have a triangular shaped, silver body covered in dark splotches. The fish has the unique ability to shoot jets of water from its mouth, targeting creatures above or around it with amazing accuracy. Once the target is knocked into the water, the fish gobbles it up and then finds a safe place to digest its meal. Giant Archer Fish Large beast, unaligned Armor Class 12 (natural armor) Hit Points 16 (3d10) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+2) 16 (+3) 10 (+0) 4 (-2) 12 (+1) 5 (-3) Skills Stealth +5 Senses darkvision 30 ft. passive Perception 11 Languages – Challenge 1/2 (100 XP) Proficiency Bonus +2 Sated Hunger. After an archer fish swallows its prey, it must use its actions and movement to disengage and move to a place where it can safely digest its meal. Water Breathing. The archer fish can breathe only underwater. ACTIONS Bite. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the archer fish can’t bite another target. Water Jet. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone, landing in a random unoccupied square within 5 feet. Swallow. The archer fish makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the archer fish, and it takes 3 (1d6) acid damage at the start of each of the archer fish’s turns. The archer fish can have only one target swallowed at a time. If the archer fish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. BONUS ACTIONS Feeding Time. If the archer fish’s water jet attack hits its target, the archer fish may immediately move up to 15 feet and attempt to bite the creature.


Chapter 10: Monsters of Arora 235 Kalnira The result of dormant dragon blood being activated by Shardscale, Kalnira has the head of a jaguar and the head of a red dragon, each on individual necks. The jaguar head speaks as the red dragon head is mute, though it can hear, growl, and roar. Kalnira’s body is a mix of jaguar and red dragon. She has a jaguar paw ending in dragon talons, two misshapen wings, and one dragon leg. Pieces of her jaguar hide hang from her body, revealing sections of dragon scales. Though her wings do not allow her to fly, she can glide with them for several feet. Kalnira is proud of her form, seeing it as a blend of two ferocious and intelligent creatures. The majestic creature is charismatic and has gathered many followers. Many of the inhabitants of the Sawgrass Sea worship her, creating handcrafted altars depicting a taloned jaguar paw where they leave food and treasures as offerings. The cunning and calculating Kalnira has ambitions of overthrowing Nycthias to take control of Khoor, seeing The Deathly Shadow as a sad representation of a ruling dragon. She wants to seal Khoor from the other realms by destroying the interplanar rift. She’s begun to amass an army, but isn’t yet strong enough to defeat Nycthias. Kalnira Large monstrosity, lawful evil Armor Class 16 (natural armor) Hit Points 178 (17d10+85) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 21 (+5) 16 (+3) 16 (+3) 19 (+4) Saving Throws Dex +6, Con +9, Wis +7, Cha +8 Skills Insight +7, Perception +7, Persuasion +8 Damage Immunities fire Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 Languages Common, Draconic Challenge 10 (5,900 XP) Proficiency Bonus +4 Glide. Kalnira can glide up to 40 feet after leaping into the air or jumping from a perch. At the end of her glide, she ends her movement landing on the ground or on another perch. Innate Spellcasting. (3/Day). Kalnira can innately cast compelled dual, friends, and command (spell save DC 16). Her spellcasting ability is Charisma. Two-headed Perception. Kalnira has advantage on Perception checks. Improved Awareness. Kalnira has advantage on initiative rolls. Magic Resistance. Kalnira has advantage on saving throws against spells and other magical effects. Standing Leap. Kalnira’s long jump is up to 40 feet and her high jump is up to 20 feet, with or without a running start. ACTIONS Multiattack. Kalnira makes four attacks: one bite from each of her heads and two with her claws. If she uses her fire breath attack, she may also attack with her jaguar bite. Each attack may choose separate targets. Jaguar Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) piercing damage. Dragon Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. Fire Breath (Recharge 5-6). Kalnira’s red dragon head exhales a fire in a 25-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Kalnira can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kalnira regains spent legendary actions at the start of her turn. Claw. Kalnira makes a claw attack. Detect. Kalnira makes a Wisdom (Perception) check. Jeer (Costs 2 Actions). Kalnira utters a goading gibe or remark directed at a single target within 30 feet of her. If the target can hear, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on its next ability check, attack roll, or saving throw.


236 Arora: Age of Desolation Lady Lillian Erragath When the dragonborn vampire named Lady Lillian Erragath first learned of her affliction, she moved to Khoor and hired workers to build a tower in the center of a dark forest where the trees nearly touched the clouds. There, she lived out her undead life in solitude, ever fighting the thirst for humanoid blood. Instead, sating her appetite with the blood of forest animals collected by her swarms of leechwings. The Lady lived many years this way, hard years living alone. But now Shardscale has entered her life, destroying her will to remain somewhat good. She no longer cares where her swarms obtain the blood that quenches her hunger, though she can tell when they’ve leeched from a humanoid. Lady Lillian Erragath was a tall, slender green eyed dragonborn with onyx black scales who loved art, music, dancing, and especially fashion. One entire floor of her tower is filled with robes, dresses, shoes, cloaks, and traditional garments. She also brought many books, several about undeath and vampirism, to the tower to fill the small library next to her bedroom, which she studied for many years, until she forgot why she even owned them. Undeath has turned her once beautiful black scales a putrid grey, her green eyes a pale white. She still appreciates fashion and looks forward to dressing for the night, though she’s slightly tired of the garments she owns. She’s lost many of her memories of the days before, her mind occupied with her constant hunger. One thing remains, one scattered memory of gliding across the ballroom floor, dancing. She longs to dance again, to feel the warmth of another being grasp her hand, to smell their neck, and to make one small bite. Most of her nights are spent on the top floor of her tower, peering out across the swamp forest, anxiously waiting to hear the whipping tentacles of her flying leechings. Longing to gorge herself with the bloated creatures and the blood they carry.


Chapter 10: Monsters of Arora 237 Dragonborn Vampire Medium Undead, lawful evil Armor Class 16 (natural armor) Hit Points 144 (17d8+68) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+7) 17 (+3) 15 (+2) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks Senses Darkvision 120 ft. passive Perception 17 Languages Draconic Challenge 13 (10,000 XP) Proficiency Bonus +5 Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny leechwing or a Medium cloud of mist, or back into its true form. While in leechwing form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. ACTIONS Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Draining Breath (Recharge 5-6). The vampire exhales a 30-foot line that is 5 feet wide of crackling black energy. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The vampire gains temporary hit points equal to half the hit points drained. Children of the Swamp (1/Day). The vampire magically calls 2d4 swarms of leechwings or rats, provided that the sun isn’t up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. LEGENDARY ACTIONS The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack.


238 Arora: Age of Desolation Leechwing Leechwings have a 5-inch long, soft, tubular body ending in a mouth full of razor-sharp teeth surrounded by three to five 5-inch long, thick tentacles covered in tiny suction cups. Their coloration varies from light brown to dark gray but can change slightly to mimic the color of their surroundings. These bloodsucking creatures fly by chaotically twirling their tentacles in the air. No one knows why this allows the leechwing to fly. Some believe the action creates a magical effect, propelling the leechwing about on invisible strands of arcane energy. Leechwing Small Beast, unaligned Armor Class 14 (natural armor) Hit Points 4 (1d6+1) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 2 (-4) 8 (-1) 6 (-2) Skills Stealth +5 Senses darkvision 60 ft. passive Perception 9 Languages – Challenge 1/4 (50 XP) Proficiency Bonus +2 Keen Smell. The leechwing has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the leechwing attaches itself to the target. While attached, the leechwing doesn’t attack. Instead, at the start of each of its turns, the target loses 6 (1d6+3) hit points due to blood loss. The leechwing can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points from the target or the target dies. A creature, including the target, can use its action to attempt to detach the leechwing by succeeding on a DC 12 Strength (Athletics) check.


Chapter 10: Monsters of Arora 239 Nycthias The ancient black dragon was stricken with Shardscale and, to escape the crystalline affliction’s progressing madness, and eventual mind and body control, they are seeking to become a dracolich. Nycthias is desperate for a cure and will entertain any possibility to be free of the disease—but many are the bones of those who have failed to please the dragon. While Nycthias believes that they have yet to surrender to the Shardscale, they are delusional. The entire realm has been impacted by the dragon’s regional effects, hence Khoor’s current state. The dragon is indeed crazed and has bouts of dragonrage where they attack villages, settlements, and even their own servants unprovoked, though they rarely truly remember such occurrences. Nycthias (Ancient Black Dragon) Gargantuan dragon, chaotic neutral Armor Class 24 (Shardscale) Hit Points 367 (21d20+147) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Skills Perception +16, Stealth +9 Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 26 (90,000 XP) Proficiency Bonus +7 Amphibious. The dragon can breathe air and water. Dragonrage (Stage 1). Nycthias suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, Nycthias must make a DC 12 Wisdom saving throw, becoming enraged for 1d8 hours on a failure. An enraged Nycthias attacks any other creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, Nycthias has no memory of its time while enraged. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Shardscale Protrusions (Stage 1). Nycthias suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within. The crystals are as hard as steel and offer a degree of protection. When Nycthias wears no armor, they have a +2 bonus to their AC. Tears of Acid. When Nycthias takes flight she cries acid that falls to the ground to a maximum distance of 40 feet directly beneath her, covering a 20-foot-radius area centered on herself. Any creature directly beneath her that is caught the area for the first time on Nycthias’ turn while she moves overhead, or enters the area for the first time on their turn must make on a DC 22 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, and half as much damage on a successful one. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Crystal Claws (Stage 1). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage. If the target is a dragon-type creature, it must succeed on a DC 14 Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


240 Arora: Age of Desolation Swamp Troll A swamps troll’s body is a mix of greens, browns, and black patches and streaks. Each swamp troll is unique in its color pattern, making no two swamp trolls similar in appearance. Knobs, nodules, and twig-like growths sprout from their body. The combination of the coloring and these growths help them blend into the swamp, appearing as bushes, trees, or fallen trees if they remain still. Swamp Troll Large giant, chaotic evil Armor Class 14 (natural armor) Hit Points 84 (8d10+40) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 7 (-2) 9 (-1) 7 (-2) Skills Perception +2 Senses darkvision 60 ft. passive Perception 12 Languages Giant Challenge 5 (1,800 XP) Proficiency Bonus +3 Keen Smell. The swamp troll has advantage on Wisdom (Perception) checks that rely on smell. False Appearance. While the swamp troll is motionless, it is indistinguishable from a normal swamp formation, such as a large tree or group of bushes. Regeneration. The swamp troll regains 10 hit points at the start of its turn. If the troll takes fire or radiant damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. ACTIONS Multiattack. The swamp troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d4+4) slashing damage.


Monsters of Mogsturma Chapter 10: Monsters of Arora 241 Charred Soul When the Forests of Mogsturma burned, the dryads burned with them Unable to leave their trees, those that didn’t perish became as twisted and blackened as the land. Referred to as charred souls, these once gentle creatures have become feral and bloodthirsty, convinced in their pain and madness that the blood of intelligent creatures could restore their arboreal home. The Charred Souls hunt humanoids and other sentient creatures that venture too close to their groves. Fortunately, their range is limited, but within the woods they are impossible to escape—transporting amongst the blackened trunks and stalking with a fury unmatched. When a sentient is captured, they are taken back to the grove for ritual sacrifice, their blood watering withered roots while their flesh nourishes withered bodies. Charred Souls are humanoid in shape, but dark and cracked. Whisps of smoke drift from empty eye sockets that see more than they ever did in life, while bone-white teeth and claws gnash reflectively in the presence of prey. Charred Soul (Dryad) Medium fey, chaotic evil Armor Class 14 (natural armor) Hit Points 27 (5d8+5) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 18 (+4) Skills Perception +4, Stealth +5 Damage Resistances fire Senses darkvision 120 ft., passive Perception 14 Languages Draconic, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Innate Spellcasting. The charred soul’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The charred soul can innately cast the following spells, requiring no material components: At will: thorn whip, produce flame 3/day each: bane, entangle 1/day each: hold person, spike growth Magic Resistance. The charred soul has advantage on saving throws against spells and other magical effects. Tree Stride. Once on her turn, the charred soul can use 10 feet of her movement to step magically into one burned tree within her reach and emerge from a second burned tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. ACTIONS Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage Dire Charm. The charred soul targets one humanoid that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature cannot harm or act in ways that might harm the charred soul, and will follow single word commands, such as surrender, follow, sleep, kneel. Each time the charred soul or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until the charred soul dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the charred soul’s Dire Charm for the next 24 hours. The charred soul can have no more than one humanoid charmed at a time.


242 Arora: Age of Desolation Dragon Worm This gargantuan creature resembles a dragon scaled worm of immense size, with a tri-split maw filled with jagged teeth, and no obvious sensory organs. They ‘see’ through a combination of tremorsense and highly sensitive pheromone receptors. Dragon worms move through the earth by magically liquifying it in a cone in front of them, ingesting the result and consuming any desirable minerals—or creatures—in their path. The liquified earth is destroyed, leaving tunnels in their wake. They are omnivorous, but prize human flesh and iron ore, and are irresistibly drawn to creatures or objects covered in Tarleaf sap. Their origins are something of a mystery. Clearly at least partially draconic in nature, they do not appear to conform to or take direction from the dracokin hierarchy, nor do they appear to be sophisticated or have a language. Any motivations they might have remain hidden behind a seemingly mindless drive to consume. Dragon Worm Gargantuan dragon, unaligned Armor Class 20 (natural armor) Hit Points 370 (20d20+140) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 30 (+10) 3 (-4) 24 (+7) 6 (-2) 6 (-2) 10 (+0) Saving Throws Con +13 Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses tremorsense 240 ft, passive Perception 14 Languages – Challenge 18 (20,000 XP) Proficiency Bonus +6 Liquify Rock. A dragon worm can liquify rock and earth in a cone to a range of 30 feet in from of its body. This magical hypersonic projection vibrated the rock on anatomic level, making it fluid. Any creatures in this area are not directly affected by the ability but find themselves immersed in liquid earth. Metals and other elements are unaffected. ACTIONS Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 42 (5d12+10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 55 (10d10) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Crush (Recharge 5-6). The worm can rear up and drop its bulk, targeting a line 10 feet wide and 30 feet long. All creatures within the area must make a DC 20 Dexterity saving throw or suffer 55 (10d10) bludgeoning damage and be restrained under the worm’s bulk until it moves from the target area. A successful saving throw halves the damage and negates the restrained condition, moving the creature to the nearest available space. A creature can escape by using its action to make a Strength (Athletics) or Dexterity Acrobatics) check against a DC of 20. Creatures that end their turn restrained take 21 (6d6) bludgeoning damage from the extreme weight of the worm.


Chapter 10: Monsters of Arora 243 Fire-Spitter Lizard This red-scaled lizard is about the size of a dog and is highly aggressive. It produces a flammable substance that ignites on contact with air, and has the consistency of sap or honey, that clings to its target and burns continuously, even underwater. The fire spitter can generate a burst of speed to catch prey or flee from other predators. Fire-Spitter Lizard Small beast, unaligned Armor Class 15 (natural armor) Hit Points 18 (4d6+4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 6 (-2) Skills Perception +3 Damage Resistances fire Senses passive Perception 13 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Sprint (Recharge 6). The fire spitter has a walking and climbing speed of 90 feet until the end of its turn. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6+2) piercing damage. Fire Spit (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 20/40 ft., one creature. Hit: 9 (2d6+2) fire damage. At the start of each of the target’s turns it takes 2 points of fire damage for 1 minute or until the fire is smothered. Water is ineffective, but a creature can use its action to smother and scrape away the flammable substance with sand or course fabric.


244 Arora: Age of Desolation Hargul the Slayer Hargul is a particularly savage ash giant and a skilled dragon slayer. Ash giants are a very rare giant-kin originating in the volcanic mountains of Mogsturma. Hargul can usually be found in the hellscapes of Mogsturma but there have been some rumors of his sighting in the icy realm of Prazzolar too. Hargul the Slayer (Ash Giant) Huge giant, neutral evil Armor Class 18 (Shardscale) Hit Points 250 (20d12+120) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws Dex+3, Con +10, Cha +5 Skills Athletics +11, Perception +6 Condition Immunity poisoned Damage Resistances fire, poison Senses passive Perception 16 Languages Giant Challenge 14 (11,500 XP) Proficiency Bonus +4 Firebreaker Wielder. Hargul wields a magical greatclub made from the skull of an adult white dragon strapped to a large slab of volcanic stone. The club deals additional cold damage and provides fire resistance to its wielder. Shardscale Armor. Hargul has ritually inserted crystals of dead Shardscale into his body as a form of trophy gathering from his various dragon slays. These give him a +2 armor bonus. ACTIONS Multiattack. The giant makes two firebreaker attacks. Firebreaker (Greatclub). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus 10 (3d6) cold damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Ash Cloud (Recharge 6). The ash giant can stomp its foot and produce a large cloud of ash that blasts over a 20-foot radius area centered on a point that the ash giant is standing in. When the ash giant moves away from the area, the ash cloud does not follow it but stays in place. The area within the ash cloud is considered heavily obscured for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, becoming poisoned for 1 minute on failure. The poisoned creature can reattempt this save at the end of each of its turns.


Chapter 10: Monsters of Arora 245 Sahali Sahali are bipedal reptiles with long, powerful hind legs, short forearms with delicate claws and a long serpentine neck ending in a viper-like head. They are covered in grey and green scales and hunt in packs across the blasted lands of Mogsturma. These predators are omnivorous but prefer fresh meat whenever possible. Their fangs secrete a venom that slows prey by causing muscular spasms, and a pack will harry its quarry until they can drag it down and slay it with weight of numbers. They are intelligent enough to raid settlements and cause distractions or appear to attack one creature while others of the pack select and separate the real target. Sahali Large beast, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10+4) Speed 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 4 (-3) 12 (+1) 10 (+0) Skills Perception +3 Damage Resistances fire Senses passive Perception 13 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Pack Tactics. The sahali has advantage on an attack roll against a creature if at least one of the sahali’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. The sahali makes 2 attacks: one with its bite and one with its kick. Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 12 Constitution saving throw or have its speed reduced by half for 1 minute. Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d8+2) bludgeoning damage, and the target must make a DC 12 Strength saving throw or be knocked prone.


246 Arora: Age of Desolation Toroshivar Toroshivar, the ruling dragon of Mogsturma, is an ancient red dragon being driven mad by the Shardscale infection. The infection led the dragon and her kin to raze Mogsturma’s cities during the Dragonrage. Toroshivar is powerful, brash, and arrogant, acting first and then thinking later. This, combined with her malady, has made her dangerous indeed. All of the dracokin that aligned with her are trying to not only survive the Shardscale plague, but they are also trying to survive the madness of their queen. The Shardscale will soon take complete control over Toroshivar’s mind and body, and it will begin to spread and build its zombie-like crystalline army masses to attempt complete world domination once again over Arora. Toroshivar (Ancient Red Dragon) Gargantuan dragon, chaotic evil Armor Class 27 (natural armor) Hit Points 546 (28d20+252) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) Saving Throws Dex +8, Con +17, Wis +10, Cha +14 Skills Perception +16, Stealth +7 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic Challenge 26 (90,000 XP) Proficiency Bonus +8 Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Dragonrage (Stage 2). Toroshivar suffers from uncontrollable bouts of rage. Once per day, and at the GM’s discretion, she must make a DC 17 Wisdom saving throw, becoming enraged for 1d12 hours on a failure. An enraged creature attacks any other creature, friend, or foe, that comes within 30 feet of it. When the enraged state ends, Toroshivar has no memory of its time while enraged. Shardscale Protrusions (Stage 2). The creature suffers growths of multi-colored crystalline shards protruding from their flesh, growing from within, now covering more than half of its body. These protrusions provide an element of natural added toughness to their body. The creature can no longer wear armor effectively (is no longer proficient with any type of armor), and the creature has a +5 bonus to their AC while not wearing armor. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. Crystal Claw (Stage 2). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 29 (3d12+10) slashing damage. If the target is a dragon, it must succeed on a DC 15 Constitution saving throw or be infected with Shardscale starting at the Dormant Stage (see rules on Shardscale Stage Progression). Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Monsters of Prazzolar Chapter 10: Monsters of Arora 247 Dragon of Flesh and Bone The Flesh-Takers are capturing humanoids, stripping them of their skin and flesh, and creating a grotesque mockery of a dragon. This horrifying construct is formed from melded humanoid flesh and bone. Merged into the head of the creature is Andreen Grast, who assumes control of the entire awful being.


248 Arora: Age of Desolation Dragon of Flesh and Bone Huge construct, neutral evil Armor Class 15 (natural armor) Hit Points 126 (11d12+55) Speed 40 ft., climb 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 20 (+5) 10 (+0) 10 (+0) 6 (-2) Saving Throws Str +11, Con +9, Wis +4 Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Deep Speech, Draconic Challenge 12 (8,400 XP) Proficiency Bonus +4 Spellcasting. The dragon is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp 1st–5th level (3 5th-level slots): black tentacles, clairvoyance, contact other plane, darkness, detect thoughts, dimension door, dominate beast, hideous laughter, misty step, telekinesis, vampiric touch Berserk. Whenever the dragon starts its turn with 40 hit points or fewer, roll a d6. On a 6, the dragon goes berserk. On each of its turns while berserk, the dragon attacks the nearest creature it can see. If no creature is near enough to move to and attack, the dragon attacks an object, with preference for an object smaller than itself. Once the dragon goes berserk, it continues to be berserk until it is destroyed or regains all its hit points. The dragon’s creator, if within 60 feet of the berserk dragon, can try to calm it by speaking firmly and persuasively. The dragon must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the dragon ceases being berserk. If it takes damage while still at 40 hit points or fewer, the dragon might go berserk again. Aversion to Fire. If the dragon takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The dragon is immune to any spell or effect that would alter its form. Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead. Lightning Absorption. Whenever the dragon is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Magic Weapons. The dragon’s weapon attacks are magical. ACTIONS Multiattack. The dragon can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Horrifying Presence. The dragon rises to its full height, exposing its awful construction. Each creature of the dragon’s choice that is within 60 feet of the dragon and can see it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Horrifying Presence for the next 24 hours. Vomit Gore (Recharge 5–6). The dragon regurgitates blood and gore in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Cast a Spell. The dragon casts one spell from its Spellcasting trait. "I don’t rub oil on my skin to keep it supple. I don’t want to draw the attention of the Flesh-Takers." - Anonymous Villager


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