Chapter 10: Monsters of Arora 249 Flesh-Taker These aberrations lurk in the South-Rim Mountains of Prazzolar. They are awful beings to behold, totally alien in their anatomy and devoid of any recognizable features. Little is known of the aberrations save that they have the ability to psychically influence and torment other creatures, and that they are capable of stripping flesh from bone and melding it into other forms. Flesh-Taker Medium aberration, lawful evil Armor Class 12 Hit Points 97 (15d8+30) Speed 10 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 9 (–1) 14 (+2) 15 (+2) 18 (+4) 12 (+1) 6 (–2) Saving Throws Int +7, Wis +4, Cha +2 Skills Arcana +7, Insight +6, Medicine +4, Nature +8, Perception +4, Stealth +5 Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Magic Resistance. The flesh-taker has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). The flesh-taker’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: detect thoughts, suggestion 1/day each: dream, mass suggestion, phantasmal killer Psychic Shielding. Whenever the flesh-taker is subjected to psychic damage, it takes no damage and each creature within 30 feet of the flesh-taker must succeed on a DC 15 Intelligence saving throw or take 10 (3d6) psychic damage. ACTIONS Multiattack. The flesh-taker makes two tendril attacks. If the flesh-taker is grappling a creature, the flesh-taker can also use Acquire Flesh once. Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 10 (3d6) psychic damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the flesh-taker doesn’t have another creature grappled. Acquire Flesh. One creature grappled by the flesh-taker must succeed on a DC 15 Constitution saving throw or take 22 (4d10) slashing damage and have their hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. The flesh-taker gains temporary hit points equal to the amount of damage dealt. Sculpt Flesh. The flesh-taker can reduce its own temporary hit points gained through the Acquire Flesh action by 10 to create a homunculus, or by 50 to create a flesh golem, from the flesh it has stolen. The construct acts as an ally of the flesh-taker and obeys its telepathic commands.
250 Arora: Age of Desolation Ice Golem Ice golems are the primary protectors of the Pinnacle. The golems are huge chunks of ice sculpted into crystalline, bestial forms that patrol the ice labyrinth and further afield. These golems were created by Bitingcold and can slow creatures in an aura around them thanks to the crippling chill that they emanate. Ice Golem Large construct, unaligned Armor Class 13 (natural armor) Hit Points 105 (10d10+50) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 7 (–2) 20 (+5) 3 (–4) 10 (+0) 1 (–5) Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Damage Vulnerabilities fire Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages Understands the languages of its creator but can’t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 Chilling Aura. Each creature that starts its turn within 30 feet of the golem must make on a DC 16 Constitution saving throw. On a failed save, a creature takes 10 (3d6) cold damage, and its speed is reduced by 10 feet until the start of its next turn. Creatures with resistance to cold damage have advantage on this saving throw. Creatures with immunity to cold damage automatically succeed. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. ACTIONS Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 7 (2d6) cold damage. "What’s more dangerous than ice? Ice that moves." - Jhakith Madra Adailar
Monsters of Teivmer Chapter 10: Monsters of Arora 251 Lost Beasts The lost beasts are a group of magical beasts originally created by the elves, humans, and gnomes in Old Arora, during a time before memory and the Great Abjuration. Created for different purposes, many of these unnatural creatures found ways to quickly reproduce and thrive in the hidden spaces of Tievmer without their original creators’ oversight. They now crawl through the dark places of Tievmer in the Age of Desolation. Othalu Distended, wiry legs spring outwards in all directions from a dog-sized bulbous, throbbing center mass. A single, huge eye stares out of the shape of the skittering horror. A single tentacle topped with a wickedly curved poisoned spine waves from its rear. Three sets of black mandibles clatter from one side of the atrocity, constantly oozing a foul-smelling thick paste that they use to inflict disease upon those they bite. This distorted predator generally feasts upon smaller prey animals in groups of two, focusing more intently on anything dracokin but have been known to swarm larger creatures for unknown reasons. Voracious Eaters. These mutated beasts exist only to hunt and eat. They never rest and are never satiated, turning from their latest kill to resume their hunt, their victims’ blood still warm. Adaptive Pursuit. Othalu make use of their numerous legs to chase down their prey, pursuing up trees, rocky shelves and other inconsequential obstructions. Disease Dealers. Survivors of othalu attacks often find themselves crippled with disease spread by the foul ooze coating the othalu’s mandibles. Many such victories are short lived as the disease weakened creatures succumb quickly to new threats. Othalu Small beast, neutral Armor Class 13 Hit Points 58 (9d6+27) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 16 (+3) 15(+3) 16 (+3) 2 (-4) 8 (-1) 7 (-2) Skills Perception +3 Damage Immunities poison Condition Immunities poison Senses darkvision 60 ft., passive Perception 13 Languages – Challenge 3 (700XP) Proficiency Bonus +2 ACTIONS Multiattack. The othalu makes three bite attacks Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. Hit. The target must succeed on a DC 11 Charisma saving throw or become diseased. Diseased creatures have disadvantage on attack rolls and saving throws. The save may be repeated at the end of a long rest with a success removing the disease. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage and the target must succeed on a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. If the saving throw fails by 5 or more, the target falls unconscious for 1 minute, or until it takes damage or another creature uses an action to shake it awake.
252 Arora: Age of Desolation Rhylif This Lost Beast is unique among its kindred in that it doesn’t seem to harbor active ill will towards dracokin and is rarely seen. Scholars are uncertain if this is due to low numbers or their exceptional ability to blend into the natural forest surroundings. Rhylif are majestic beasts appearing much like a woodland stag, though with some notable differences. Their powerfully built body is crafted from leafy, entwining vines that allow them to seamlessly blend into the forest of Tievmer. Great horns of wooded bark crown their elegant heads, sometimes hanging with bits of white moss. Their large eyes are an irisless, emerald green that always glow faintly. Superb Scouts. With their excellent camouflage and tree stride ability, rhylif can quickly scout an entire forested region, undetected. Nature Affinity. Though created by magical means, rhylif maintain a deep connection to the natural world. They protect territories by preventing the destruction of natural resources. Disorienting Ambushers. Rhylif will blind their enemies and engage in hit-and-run attacks, nimbly traveling from tree to tree to avoid harm. Occasionally, rhylif will join forces with dryads or other fey creatures to defend a sacred woodland area. Rhylif Large beast, neutral Armor Class 14 Hit Points 92 (15d10+10) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 10 (+0) 8 (-1) 6 (-2) Skills Perception +5, Stealth +8 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned, charmed Senses darkvision 60 ft., passive Perception 15 Languages understands Sylvan but can’t speak Challenge 6 (2,300 XP) Proficiency Bonus +4 Spellcasting. The rhylif’s innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The rhylif can innately cast the following spells, requiring no material components: At Will: speak with animals, speak with plants 3/day each: tree stride ACTIONS Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8+3) piercing damage. Hit. The target must succeed on a DC 15 Strength saving throw or be knocked prone. Blinding Flash (Recharge 5-6). Brilliant green light flares from the rhylif’s eyes. Each creature within 60 feet of the rhylif, who can see it, must make a DC 15 Constitution saving throw. On a failed save, the creature is blinded. It must repeat the saving throw at the end of its next turn. On a success, the effect ends.
Chapter 10: Monsters of Arora 253 Visbun The visbun is truly a disturbing creature. With the front half of a sinewy skinned rabbit and the back half that of a five-foot long, gray, writhing, multilegged centipede. The visbun dig underground lairs that are easily mistaken for rabbit burrows, waiting for the unsuspecting to pass by their holes. The visbun uses their great reach allowed by its squirming back half and thousands of legs to root itself to the ground, pulling their quarry down into dens that are much larger than the small top hole would suggest. When removed from its lair completely, the visbun moves with a disturbing crawl. Lurk and Lure. Using its skinned rabbit appearing frontal body as bait, the visbun will ambush creatures approaching for a quick meal or coming to the presumed rabbit’s aid. Powerful legs grapple and heave backwards, toppling victims into underground burrows to be devoured in the suffocating darkness. Mass Graves. Visbun dig chambers within their burrows to store the discarded belongings and indigestible remains of their victims. Indiscriminate eaters, Visbun lairs may hold all manner of treasure. Shielded Assault. A visbun pulling a victim into its lair will shield itself from attacks coming from outside the burrow with the grappled victim. Oftentimes a wellmeaning companion will deal their friend a fatal blow, while attempting to strike a retreating visbun. Visbun Medium beast, neutral Armor Class 13 Hit Points 66 (12d8+12) Speed 40 ft., burrow 20 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 6 (-2) Skills Perception +5, Stealth +6 Damage Immunities poison Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 15 Languages – Challenge 4 (1,100XP) Proficiency Bonus +2 ACTIONS Snare. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a large or smaller creature. The visbun has advantage on all attacks made against a creature it has grappled. Any creature grappled by the visbun and pulled into its burrow has disadvantage on checks made to break the grapple. Additionally, while grappling a creature in its burrow, the visbun has three-quarters cover from attacks made outside the burrow. Any attack missing the visbun by 5 or more instead strikes the grappled creature. "Rabbit is a delicacy for hunters. Hunters are a delicacy for visbun." - Nyben, Grobb Smuggler
254 Arora: Age of Desolation Saihan Saihan is a vain, ambitious, yet quite reclusive ancient green dragon, stricken with Shardscale. A medusa, the dragon’s friend, tends to Saihan, constantly on the lookout for new potions and pharma that can help slow the Shardscale. Other forest faeries chant spells and incantations to help the dragon to deal with the sickness. Saihan (Ancient Green Dragon) Gargantuan dragon, chaotic evil Armor Class 23 (Shardscale) Hit Points 525 (30d20+210) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Draconic Challenge 25 (75,000 XP) Proficiency Bonus +7 Dragonrage (Stage 1). Saihan 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 creature has no memory of its time while enraged. Amphibious. Saihan can breathe air and water. Legendary Resistance (3/Day). If Saihan fails a saving throw, it can choose to succeed instead. Shardscale Protrusions (Stage 1). Saihan 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 Saihan wears no armor, they have a +2 bonus to their AC. ACTIONS Multiattack. Saihan 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 10 (3d6) poison 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 Saihan’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 Saihan’s Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). Saihan exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Saihan 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. Saihan makes a Wisdom (Perception) check. Tail Attack. Saihan makes a tail attack. Wing Attack (Costs 2 Actions). Saihan 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.
Chapter 10: Monsters of Arora 255
Region Sheet Region Name Realm Size Description & Lore Features Key # Feature Name Category 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 SMALL MID LARGE 1 Hex = Region Sheet Appendix A
Region Name Page Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Danger Rating Status Category: Obvious Common Uncommon Secret Feature Name Region Sheet
After finding success with the dark fantasy setting Grim Hollow, we at Ghostfire Gaming wanted to expand our horizons, and we envisioned a post-apocalyptic setting that toyed with some of the standard fantasy tropes. Thus, Arora was born. Stepping into new territory can be challenging and scary. Still, we thought the risk was worth it. And the 5,330 backers who contributed to our crowdfunding campaign confirmed our beliefs. We thank you so much for your trust and your support in our work. The entire Ghostfire Gaming staff, as well as all of our creative and dedicated freelance artists and writers, worked as a team to envision the Five Realms. Creating a setting so different from a typical fantasy setting—from the art to the worldbuilding to the game mechanics—takes an extraordinary amount of coordination and communication. Thank you to all the freelancers who took the time and expended the energy to bring something new to the page, and hopefully into the minds and stories of the game masters and players. And speaking of players, thank you to everyone who makes memories and tell stories using this content. Arora is a world that presents many challenges, and with great challenges come exciting narratives. We hope you enjoy!
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