199 VALLOWEX Large aberration, chaotic neutral Armor Class 14 (natural armor) Hit Points 123 (13d10 + 52) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 5 (–3) 12 (+1) 5 (–3) Saving Throws Wis +4 Skills Perception +4, Stealth +6 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages — Challenge 7 (2,900 XP) Amphibious. The vallowex can breathe air and water. Aura of Thirst. At the start of each of the vallowex’s turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex’s aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes. Underwater Camouflage. The vallowex has advantage on Dexterity (Stealth) checks made while underwater. ACTIONS Multiattack. The vallowex makes two attacks: one with its spiked tongue and one with its tail. Spiked Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can’t use its spiked tongue against another target. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Swallow. The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex’s turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Release Eggs (1/Week). A vallowex can release a 40-footradius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While it has the disease, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host’s Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host’s Strength score is reduced to 0, the host dies, and a young vallowex emerges from the corpse. The young vallowex grows into an adult vallowex one week later. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates. WRAITH BEAR The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar. Corrupted Spirits. Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally. Forest Haunters. If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds. Restored by Archfey. A wraith bear can be reinstated as a bear spirit by the touch of an archfey. Finding an archfey is difficult enough, but convincing it to take on such a task usually involves paying a heavy price. Undead Nature. A wraith bear doesn’t require air, food, drink, or sleep.
200 WRAITH BEAR Large undead, chaotic evil Armor Class 13 Hit Points 133 (14d10 + 56) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 15 (+2) Skills Perception +7, Survival +7 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 9 (5,000 XP) Detect Ancestors. The wraith bear knows the direction to its nearest living ancestor on the same plane, but not the ancestor’s exact location. Draining Regeneration. The wraith bear regains 10 hp at the start of its turn if it has at least 1 hp and there are living plants within 5 feet of it. When the wraith bear regains hp, all plant life within 5 feet of it dies, and it can’t regain hp from those same plants again. Incorporeal Movement. The wraith bear can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ACTIONS Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Baleful Roar (Recharge 6). The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
S Welcome to a world of dark roads and deep magic, where you can match wits with Baba Yaga, set sail for uncharted islands with minotaur corsairs, and face the fury of the giants in the icy north! The Midgard Heroes Handbook for 5th Edition has everything you need to create a character for a 5th edition Midgard campaign, including full details on 11 new races and 4 variants on standard races. Roll up a trollkin barbarian, a ravenfolk fighter, a kobold rogue, and more. You’ll also get more than four dozen new class options, including bard colleges and paladin oaths; martial, ranger, and rogue archetypes; cleric domains and a druid circle; sorcerous bloodlines, warlock pacts, and arcane traditions. There are also feats for new types of magic, 20 backgrounds, and nearly 300 new spells! The shadow roads are open, and the World Serpent stirs in its sleep. Adventure awaits the bold! Includes updated and expanded material from the fan-favorite Deep Magic series! PO Box 2811 | Kirkland WA 98083 MSRP $39.99 www.koboldpress.com ISBN 978-1-936781-83-6 Printed in the USA The flame of heroes must light a dark world BY DAN DILLON, RICHARD GREEN, AND CHRIS HARRIS TM TM TM HEROES HANDBOOK MIDGARD HEROES HANDBOOK The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders, battle its horrors, and forge new legends in a dark world of deep magic for 5th Edition Fantasy. MIDGARD WORLDBOOK Inspired by the myths and folklore of Eastern and Central Europe! In the north the giants prepare for Ragnarok, while the goblins in the west grow restless and the shadow of the vampire princes falls across the east. The World Serpent is stirring, and not even all-knowing Baba Yaga can say what will happen next… MIDGARD HEROES HANDBOOK Everything you need to create a hero ready for adventure in Midgard, with details on races, variants, archetypes, and backgrounds—plus new cleric domains, weapons and equipment, and Deep Magic spells and traditions. BY WOLFGANG BAUR AND RICHARD GREEN TM TM TM WORLDBOOK MIDGARD WORLDBOOK I t is an age of war. Civilization slowly gives way to encroaching wilderness, and once-mighty empires now lie beneath the waves. Only magic and the warmth of hope keeps lights aglow when dread things prowl, and priestly wardings are bent by demonic rage. The omens are dire. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land. The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next. Now more than ever, Midgard needs heroes to stand against the dark, driving it back with spell, steel, and cunning! PO Box 2811 | Kirkland WA 98083 www.koboldpress.com MSRP $49.99 ISBN 978-1-936781-82-9 Printed in the USA adventure in a dark world of deep magic! TM Midgard and the Kobold Press logo are trademarks of Open Design. Venture Forth in a Dark World of Deep Magic
©2018 Open Design. Kobold Press logo is a trademark of Open Design LLC. 5E bullet is used by kind permission of Sasquatch Game Studio. A RAmpAge of New 5TH EDITION MONSTERS! Whether you need alien horrors, dungeon denizens, or sentient avatars of the World Tree, the Creature Codex: Tome of Beasts 2 has you covered! Nearly 400 new foes for your 5th Edition game—everything from acid ants and grave behemoths to void giants and zombie lords. Creature Codex includes: • New demons, angels, golems, and undead • Dinosaurs and wasteland dragons • Monsters inspired by European, Mesoamerican, and Asian legends • Chieftains and other leaders for ratfolk, centaurs, goblins, and trollkin Pick up the Creature Codex at your local game store and surprise your players with monsters they won’t be expecting! www.KoboldPress.com
Kobold Press logo is a trademark of Open Design. By ethereal messengers and stealthy couriers, Kobold Press brings you WARLOCK: a black and white print booklet full of new material for your 5th Edition game. Focusing on the world of Midgard—but useable in any 5e campaign—WARLOCK offers new monsters, mini-adventures, magic items, and more! Plus, every once in a while we’ll throw in a sticker, patch, or other special surprise… Dark Fantasy for 5th Edition www.patreon.com/koboldpress Become a patron today, and discover the dark magic of WARLOCK!
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Creature Codex. © 2018 Open Design LLC; Authors: Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. Demon Cults & Secret Societies for 5th Edition. © 2017 Open Design. Authors: Jeff Lee, Mike Welham, Jon Sawatsky. Beyond Damage Dice. © 2016 Open Design; Author: James J. Haeck. Deep Magic: Angelic Seals and Wards © 2016 Open Design; Author: Dan Dillon. Deep Magic: Battle Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Chaos Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Clockwork © 2016 Open Design; Author: Scott Carter. Deep Magic: Dragon Magic © 2017 Open Design; Author: Shawn Merwin. Deep Magic: Elemental Magic © 2017 Open Design; Author: Dan Dillon. Deep Magic: Elven High Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Illumination Magic © 2016 Open Design; Author: Greg Marks. Deep Magic: Ley Line Magic © 2016 Open Design; Author: Dan Dillon. Deep Magic: Ring Magic © 2016 Open Design; Author: Dan Dillon. Deep Magic: Runes © 2016 Open Design; Author: Chris Harris. Deep Magic: Shadow Magic © 2016 Open Design; Author: Michael Ohl. Midgard Heroes © 2015 Open Design; Author: Dan Dillon. Southlands Heroes © 2015 Open Design; Author: Rich Howard. Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, and Shawn Merwin. Tome of Beasts © 2016 Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. Tales of the Old Margreve © 2019 Open Design LLC; Matthew Corley, Wolfgang Baur, Richard Green, James Introcaso, Ben McFarland, and Jon Sawatsky.
PO Box 2811 | Kirkland WA 98083 www.koboldpress.com MSRP $39.99 ISBN 978-1-936781-97-3 Printed in the USA TALES OF THE OLD MARGREVE takes your 5th Edition game deep into the ancient, magical forest, with new spells, monsters, magic items, and wondrous locations by Richard Green and Wolfgang Baur; a monster appendix by Jon Sawatsky and James Introcaso; and twelve adventures for heroes level 1-10: Hollow by Richard Pett The Honey Queen by Jonathan McAnulty The Vengeful Heart by Matt Corley Challenge of the Fang by Dan Voyce The Griffon Hatchling Heist by Michael Fulanetto Gall of the Spider Crone by Tim Connor Blood and Thorns by Dan Voyce Grandmother’s Fire by Ben McFarland The Vengeful Dragon by Steve Robert with Wolfgang Baur The Fingers of Derende, The Tongue of Derende, and The Heart of Derende by Jon Swatsky Sharpen your blade and hoist your pack—it’s time to head into the forest! 5th Edition Adventures in the Deep, Dark Woods