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The Weird Wastelands third party supplement for Dungeons and Dragons 5e

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Published by igorszarakovics, 2023-09-29 10:32:32

Weird Wastelands

The Weird Wastelands third party supplement for Dungeons and Dragons 5e

Keywords: Weird,Wastelands,Weird Wastelands,dnd,d&d,Dungeons and Dragons,third party

guardian gate Huge construct, unaligned Armor Class 22 (natural armor) Hit Points 348 (24d12 + 192) Speed 0 ft. STR DEX CON INT WIS CHA 26 (+8) 6 (−2) 26 (+8) 23 (+6) 25 (+7) 29 (+9) Saving Throws Int +13, Wis +14, Cha +16 Skills Intimidation +16, Perception +14 Damage Resistances cold, fire, necrotic, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 24 Languages all, telepathy 120 ft. Challenge 23 (50,000 XP)  Proficiency Bonus +7 TRAITS Gems of Power. In addition to its two massive diamonds that capture souls, the gate also has eight other precious gems, each with its own effect. Each gem has an AC of 18 and 50 hit points and is immune to poison and psychic damage, and all conditions. Destroying a gem prevents the gate from using it. Immutable Form. The guardian gate is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the guardian gate fails a saving throw, it can choose to succeed instead. Magic Resistance. The guardian gate has advantage on saving throws against spells and other magical effects ACTIONS Multiattack. The guardian gate can use its Activate Gem action (if it has any intact gems) and its Shake the Firmament action. Activate Gem. The guardian gate activates one gem of its choice (save DC 24) targeting a creature or location of its choice within 150 feet of it. Once it has activated a gem, it cannot use that gem again until the beginning of its next turn. Amethyst: A wave of force emanates from the gem. The target must succeed on a Dexterity saving throw or take 75 (10d6 + 40) force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine ash. Emerald: Healing energies flow from the gem, washing across a target. The target regains 70 hit points and is cured of any blindness, deafness, and diseases affecting it. This gem has no effect on constructs or undead. Garnet: Brilliant sunlight flashes in a 20-foot radius centered on a point within range. Any magical darkness in the area is immediately dispelled, and each creature in the area must attempt a Constitution saving throw, taking 55 (10d10) radiant damage and becoming blinded for 1 minute on a failure, or taking half as much damage and avoiding the blinded condition on a success. Undead and oozes have disadvantage on this saving throw. A creature blinded by this gem can attempt a Constitution saving throw at the end of each of its turns, ending the effect on a success. Onyx: A sickly beam of black energy streams from the gem. The target must attempt a Constitution saving throw, taking 75 (10d6 + 40) necrotic damage on a failure, or half as much damage on a success. This damage can’t reduce a target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced by an amount equal to the necrotic damage it took for 1 hour or until the effect is cured by any effect that removes a disease. Opal: A word of power issues from the gem, overwhelming the mind of one creature within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the word has no effect. The stunned target can attempt a Constitution saving throw at the end of each of its turns, ending the effect on a success. Pearl: A frigid globe of cold energy streaks from the gem to a point within range, where it explodes in a 20-foot-radius sphere. Each creature within the area must attempt a Constitution saving throw, taking 55 (10d10) cold damage on a failure, or half as much damage on a success. Ruby: A streak of flame issues from the gem to a point within range, where it blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius sphere centered on that point must attempt a Dexterity saving throw, taking 55 (10d10) fire damage on a failure, or half as much damage on a success. Sapphire: A bolt of lightning arcs toward a target within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Targets must attempt a Dexterity saving throw, taking 55 (10d10) lightning damage on a failure, or half as much damage on a success. CHAPTER SIX • friends & foes weird waStelandS 297


guardian gate CONTINUED Huge construct, unaligned Shake the Firmament. A violent peal of thunder rolls out of the gate. Each creature within 10 feet of the gate must attempt a Constitution saving throw, taking 28 (8d6) thunder damage and being pushed 30 feet away from the gate on a failure, or taking half as much damage and resist being pushed on a success. REACTIONS Diamonds of Subjugation. The gate targets one creature within 60 feet of it that has 0 hit points and has not been dead for more than 1 minute. The target must attempt a DC 24 Charisma saving throw. On a failure, the target’s soul becomes trapped in one of the gate’s embedded diamonds. On a success, the target resists the gate’s efforts to capture its soul, and the gate can’t attempt to capture that creature’s soul again for 24 hours. While the soul of a creature is captured within one of the two diamonds, the creature can perceive from the diamond using its own senses, but it can’t move or take actions. Once the gate has taken control of a creature’s soul, the gate can possess its body and control it. At the beginning of the possessed creature’s next turn after being possessed, it regains half its hit points, and the gate now determines what it does on its turns for as long as it controls the body. When controlling a body in this way, the gate senses everything the body senses and controls it on the possessed creature’s turn. The gate retains this control as long as the body and the gate are on the same plane of existence and the diamond remains intact. The gate can choose to replace the soul of a creature it controls with another soul, or it can choose to release the soul. When a soul is released from a gem in any way, it returns to its body as long as the body is within 60 feet of the gates. If the body is not in range, the soul is released to its afterlife, as if it had died. LEGENDARY ACTIONS The guardian gate 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 guardian gate regains spent legendary actions at the start of its turn. Activate Additional Gem (Costs 2 Actions). The guardian gate activates one of its gems it has not yet activated this round. Terrifying Voice. The guardian gate utters a fiendish word. Any creature that can hear its voice that is hostile to the gate must attempt a DC 24 Wisdom saving throw, becoming frightened of the gate until the start of its next turn. If a creature succeeds on this saving throw, the creature is immune to the gate’s Terrifying Voice for the next 24 hours. Tremble Before the Gates. The guardian gate uses its Shake the Firmament action. CHAPTER SIX • friends & foes 298 weird waStelandS


magicore4 Magicores are magically mutated or alchemically altered manticores. Manticore Made. Like its forebear, a magicore is a bulky, monstrous feline with a humanoid face that grins with a tooth-filled maw stretching ear-to-ear. Patches of spots on its fur form vaguely arcane glyphs, and its sleek-scaled tail ends in a fanned cluster of barbed spines. 4. More information about the magicore can be found in the Toxic Alchemical Sump location on p. 201 in chapter 5. magicore Large monstrosity, typically neutral evil Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 11 (+0) Skills Intimidation +2, Perception +3, Stealth +5 Damage Resistances acid, cold, fire, lightning, thunder Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 4 (1,100 XP) Proficiency Bonus +2 TRAITS Latent Spellcasting. The magicore’s latent spellcasting ability is Constitution (spell save DC 14). If the magicore has consumed a spell in the last 24 hours, it can innately cast the following spells, requiring no material components: 1/day each: blur, detect thoughts, expeditious retreat Magical Senses. The magicore can sense the presence of magical effects and spellcasting creatures within 120 feet of it. One foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt block any detection. Sustained by Magic. Whenever the magicore consumes a spell, it regains hit points equal to the spell’s level + 8. Tail Spike Regrowth. The magicore has twenty-four tail spikes. Used spikes regrow when the magicore finishes a long rest. ACTIONS Multiattack. The magicore makes three attacks: one with its Bite and two with its Claw, or three with its Tail Spike. The magicore can replace its Bite attack with Suppressing Roar, if available. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is being affected by an ongoing spell or magical effect of 3rd level or lower, the magicore consumes it, ending the effect. If it is 4th level or higher, the magicore attempts a Constitution ability check (DC equals 10 + the spell’s level). On a success, the spell or magical effect ends as the magicore consumes it. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Suppressing Roar (Recharge 5–6). The magicore lets out a deafening roar in a 15-foot cone. Each creature in the affected area must succeed on a DC 14 Dexterity saving throw or have one of its magic items (chosen randomly) lose all magical properties until the start of the magicore’s next turn. This effect does not target single-use items such as potions and scrolls. If the object is a charged item, it also loses 1d4 charges. REACTIONS Reactive Consumption. As a reaction when the magicore is the target of a spell and can see the caster, the magicore consumes the spell if it is 3rd level or lower, causing it to fail. If the spell is 4th level or higher, the magicore must attempt a Constitution ability check (DC equals 8 + the spell’s level). On a success, the spell fails as the magicore consumes it. LEGENDARY ACTIONS The magicore can take 2 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 magicore regains spent legendary actions at the start of its turn. Bounding Leap. The magicore moves up to half its speed. Dispelling Lick. The magicore chooses one spell affecting it and consumes it if the spell is 3rd level or lower, ending the spell. If the spell is 4th level or higher, the magicore must attempt a Constitution ability check (DC equals 10 + the spell’s level). On a success, the spell ends as the magicore consumes it. Magically Morphed. Magicores are not born but made. They might emerge from the alchemical cauldron of a corrupted wizard or they might be found amid toxic waste and magical fallout in a postapocalyptic landscape. Either way, they are unpleasant and ill-tempered creatures, much like their predecessors. CHAPTER SIX • friends & foes weird waStelandS 299


mechaboleth5 Fearsome and bizarre, mechaboleths are biomechanical isopods made from the unholy fusion of an aboleth and a massive, animated construct. Resembling a gigantic lobsterbot of slimy flesh and enchanted iron, a mechaboleth bides its time, sending out scouts and thralls to gather information. A mechaboleth takes its time with its plans of conquest; after all, it has an eternity to conquer. Wandering Explorer. A mechaboleth came into being when an aboleth magically merged its flesh with a 5. More information about the mechaboleth can be found in the Deep Green location on p. 212 of chapter 5. gargantuan animated construct. This allows a mechaboleth to move about dry land more easily, as well as providing substantial protection against its threats. A mechaboleth’s ultimate goals are mysterious, though undoubtedly it shares the ambitions of its kind: to learn all it can so that it can one day overthrow the gods themselves. Malfunctioning Hardware. The magical fusion that creates a mechaboleth is certainly powerful, but the experimental technique is not without its flaws. For one thing, mechaboleths are prone to mechanical malfunction, a problem a typical aboleth need not worry about. CHAPTER SIX • friends & foes 302 weird waStelandS


mechaboleth Gargantuan aberration, typically lawful evil Armor Class 18 (natural armor) Hit Points 216 (16d20 + 48) Speed 20 ft., burrow 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 8 (−1) 17 (+3) 21 (+5) 15 (+2) 19 (+4) Saving Throws Con +7, Int +9, Wis +6 Skills History +14, Perception +10 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 TRAITS Amphibious. The mechaboleth can breathe air and water. Probing Telepathy. If a creature communicates telepathically with the mechaboleth and the mechaboleth can see the creature, the mechaboleth learns the creature’s greatest desires. Teleporting Escape. If the mechaboleth drops to 0 hit points but is not destroyed outright, the aboleth host within it teleports out of the device a distance of up to 10 miles toward its lair, where it appears with half its hit points and one level of exhaustion. ACTIONS Multiattack. The mechaboleth makes two Grappling Pincer attacks and two Tentacle attacks. Grappling Pincer. Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the mechaboleth cannot use its Grappling Pincer on another target. Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to its skin before 10 minutes have passed. Enslave (2/Day). The mechaboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the mechaboleth until the mechaboleth dies or until it is on a different plane of existence from the target. The charmed target is under the mechaboleth’s control and can’t take reactions, and the mechaboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw, ending the effect on a success. Once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the mechaboleth. Shell Defense (Recharge 4–6). The mechaboleth rolls up into its shell, falls prone, and gains a +5 bonus to AC. While the mechaboleth is in its shell, its speed is 0. The mechaboleth can emerge from its shell as a bonus action, whereupon it is no longer prone. BONUS ACTIONS Pincer Pull. The mechaboleth deals 19 (3d8 + 6) bludgeoning damage to a creature it has grappled with its Grappling Pincer and pulls the creature up to 20 feet straight toward it. REACTIONS Vent Mucous. When a creature hits the mechaboleth with a melee attack, the mechaboleth uses its reaction to vent mucous onto the attacker. The target must attempt a DC 17 Constitution saving throw, becoming poisoned and diseased for 1d4 hours on a failure. The diseased creature can breathe only underwater. LEGENDARY ACTIONS The mechaboleth 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 mechaboleth regains spent legendary actions at the start of its turn. Detect. The mechaboleth attempts a Wisdom (Perception) ability check. Tentacle. The mechaboleth makes one Tentacle attack. Psychic Drain (Costs 2 Actions). One creature charmed by the mechaboleth takes 18 (4d8) psychic damage, and the mechaboleth regains hit points equal to the damage the creature takes. CHAPTER SIX • friends & foes weird waStelandS 303


shadow chameleon6 The shadow chameleon is a magical shapeshifter that resembles a black metallic lizard in its natural form. Its mutated, shapechanger nature allows it to transform into pure radiant energy. Two Forms. Shadow chameleons alternate between two very different forms. One gives it its namesake, with the appearance of a large chameleon covered in ebon, metallic scales. Its other form, however, differs radically, 6. More information about the shadow chameleon can be found in the Basalt Palace location on p. 255 of chapter 5. transforming the creature into a haze of radiant energy that pulses and glows with searing light. Radiant Escape. When injured or afraid, a shadow chameleon can transform into its radiant form, though it may also choose to take this form in other circumstances as it prefers. When in this form, the shadow chameleon can move through objects and creatures, searing them with radiant energy as it goes. shadow chameleon Large monstrosity (shapechanger), unaligned Armor Class 19 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 40 ft., fly 20 ft. (radiant form only) STR DEX CON INT WIS CHA 23 (+6) 17 (+3) 21 (+5) 7 (−2) 15 (+2) 12 (+1) Saving Throws Dex +8, Con +10, Wis +7 Skills Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, necrotic, radiant Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages understands Common and Draconic but can’t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 TRAITS Legendary Resistance (3/Day). If the shadow chameleon fails a saving throw, it can choose to succeed instead. Radiant Form. While in its radiant form, the shadow chameleon has the following features: Incorporeal Form. The shadow chameleon is weightless, has a flying speed of 20 feet, and can hover. Whenever the shadow chameleon enters a creature’s space, the creature must attempt a DC 17 Dexterity saving throw. On a success, the creature can choose to move 5 feet back from the shadow chameleon. A creature that chooses not to move suffers the consequences of a failed saving throw. On a failure, the shadow chameleon enters the creature’s space, and the creature takes 21 (6d6) radiant damage. While the target remains in the same space as the chameleon, the target is blinded and takes 21 (6d6) radiant damage at the start of each of the shadow chameleon’s turns. Incorporeal Movement. The shadow chameleon 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. Limited Magic Immunity. The shadow chameleon can’t be affected or detected by spells of 6th level or lower unless it wishes to be. Radiant Absorption. Whenever the shadow chameleon is subjected to radiant damage, it instead takes no damage and regains a number of hit points equal to the radiant damage dealt. Shadow Form. While in its shadow form, the shadow chameleon has the following features: Lightning Reflection. The shadow chameleon reflects lightning. If it would take lightning damage, it is unaffected, and the effect is reflected back at the caster as though it originated from the shadow chameleon, turning the caster into the target. Metallic Blood. A creature that hits the shadow chameleon with a melee attack while within 5 feet of it takes 7 (2d6) magical piercing damage, as black metallic shards explode from the wound, piercing the attacker and becoming embedded in the ground in a 5-foot cube in the same space as the attacking creature. The area is difficult terrain. The shards erode into dust after 1 minute. Shadow Stealth. While in dim light or darkness, the shadow chameleon can take the Hide action as a bonus action. Shapechanger. The shadow chameleon can use its action to polymorph into a Large cloud of radiant energy or back into its shadow form, a pitch-black metallic shadow chameleon. The shadow chameleon reverts to its true, shadow form when it dies. CHAPTER SIX • friends & foes 304 weird waStelandS


shadow chameleon CONTINUED Large monstrosity (shapechanger), unaligned ACTIONS Multiattack. The shadow chameleon makes any three Bite, Claw, or Radiant Beam attacks when in the corresponding form. It can replace one of these attacks with a Tongue attack. Bite (Shadow Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 5 (1d10) necrotic damage. The shadow chameleon makes this attack with advantage if it is grappling the target. Claw (Shadow Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage. Radiant Beam (Radiant Form Only). Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage. Tongue (Shadow Form Only). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it is pulled to within 5 feet of the shadow chameleon and grappled (escape DC 18). Creatures grappled by the shadow chameleon’s tongue have disadvantage when attempting ability checks to escape this grapple. Blinding Flash (Radiant Form Only) (Recharge 5–6). The shadow chameleon emits a powerful blast of radiant light in an area around it. Each creature within 60 feet of the shadow chameleon must attempt a DC 18 Constitution saving throw, taking 72 (16d8) radiant damage on a failure, or half as much damage on a success. Creatures with darkvision attempt this saving throw with disadvantage. LEGENDARY ACTIONS The shadow chameleon 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 shadow chameleon regains spent legendary actions at the start of its turn. Beam or Bite. The shadow chameleon makes a Beam or Bite attack, depending on its current form. Transform. The shadow chameleon polymorphs from its radiant to its shadow form, or vice versa. Light Shift (Costs 2 Actions). The shadow chameleon teleports up to 40 feet to an unoccupied space it can see without provoking opportunity attacks. CHAPTER SIX • friends & foes weird waStelandS 305


7. More information about the squamous magnedon can be found in the Derbytown location on p. 230 of chapter 5. squamous magnedon7 The squamous magnedon is a wingless dragon with metallic spines that run along its back and crackle with electricity. Unlike other dragons, the squamous magnedon both collects and eats metal, saving its favorite pieces in a massive hoard on which it sleeps. The squamous magnedon is foul-tempered and aggressive, but it tolerates others if well-fed. Electromagnetic. The squamous magnedon has a metallic sheen to its scales and discharges electrical energy when struck with metal weapons. It can focus this electromagnetic energy on nearby creatures and objects, pulling, repelling, and tossing metal objects from handheld weapons up to large metal objects and vehicles. Brutal and Covetous. Squamous magnedons are less intelligent than their draconic kin, but they make up for that in sheer brutality and focus. Unlike most other dragons, who hoard valuables and treasures, squamous magnedons singularly covet metallic objects, regardless of their monetary or magical value. To a squamous magnedon, a rusted vehicle chassis is more valuable than a sack full of diamonds. Their greed for metal things is virtually limitless, and the foul creatures do not stop when they sense metal nearby. squamous magnedon Huge dragon, typically chaotic evil Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 6 (−2) 15 (+2) 12 (+1) Saving Throws Str +12, Dex +5, Con +11, Wis +7, Cha +6 Skills Perception +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages understands Common and Draconic but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 TRAITS Legendary Resistance (3/Day). If the squamous magnedon fails a saving throw, it can choose to succeed instead. Metal Sense. The squamous magnedon can pinpoint, by scent, the location of metal, including metal armor or weapons, within 60 feet of it. Static Charge. A creature that touches the squamous magnedon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage. ACTIONS Multiattack. The squamous magnedon can use its Magnetic Presence. It then makes three attacks: one with its Bite and two with its Claws. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Electromagnetic Discharge (Recharge 5–6). The squamous magnedon’s metallic spines explode with a cloud of electricity in the area around it. Each creature within 60 feet of the squamous magnedon must attempt a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failure, or half as much damage on a success. Creatures wearing metal armor attempt this saving throw with disadvantage. Magnetic Presence. The squamous magnedon charges the atmosphere around it, causing electricity to arc between nearby metallic objects. Each creature wearing metal armor or wielding a metal weapon within 30 feet of the magnedon must attempt a DC 18 Constitution saving throw, taking 21 (6d6) lightning damage on a failure, or half as much on a success. LEGENDARY ACTIONS The squamous magnedon 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 squamous magnedon regains spent legendary actions at the start of its turn. Detect. The squamous magnedon attempts a Wisdom (Perception) ability check. Tail Attack. The squamous magnedon makes a Tail attack. Magnetize Armor (Costs 2 Actions). The squamous magnedon magnetizes the metal armor of a creature it can see within 90 feet of it. The target must succeed on a DC 18 Strength saving throw or be moved up to 30 feet in a direction of the squamous magnedon’s choice, either being pulled toward the squamous magnedon or pushed away from it. CHAPTER SIX • friends & foes 308 weird waStelandS


Thool8 Thools are tall, statuesque, and eerily beautiful, their faces pale and serene as if carved from blue-veined, pale-gray granite. Masters of psychometabolism and fleshcrafting, they use their psychic powers and mastery of vivisection to create grotesque weapons, armor, and tools from the bodies of living creatures. Fleshcraft. Thools use psychic surgery to fashion and wield weapons from the living flesh of their victims. These grotesque items squirm and pulse with life, quivering as they are wielded. Thools do not say whether anything of the consciousness of the victim remains in these items; instead, when asked such a question, they only smile wickedly. Wicked Weapons. Thools fashion weapons from the sinew and bone of their fallen foes. Some prefer a lash, wielding a sinewy scourge of tendons and sharpened teeth. Others prefer to fashion a kind of bow from the spine, cartilage, and guts of their prey, while shooting arrows of crafted bone. 8. More information about thools can be found in the Last City of MAN location on p. 190 of chapter 5. 9. Ease Malady and Siphon Life are two psionic powers in the Psychometabolism psionic discipline and can be found on p. 25. thool Medium undead, typically neutral evil Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) Saving Throws Int +5, Wis +4 Skills Arcana +5, Perception +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 TRAITS Psionics. The thool’s psionic ability is Intelligence (spell save DC 13). It can use the Ease Malady and Siphon Life powers from the Psychometabolism psionic discipline at will.⁹ ACTIONS Multiattack. The thool makes two attacks. Sinewy Pain Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage. Spine-Bow Barb. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. Vermin (Recharge 5–6). A wave of rats and roaches issues from the thool’s body in a 15-foot cone. Each creature in the area must attempt a DC 13 Dexterity saving throw, taking 10 (3d6) piercing damage on a failure, or half as much damage on a success. CHAPTER SIX • friends & foes weird waStelandS 309


Tremble10 A tremble is a palm-sized shard of animated metal that vibrates with a faint buzz. When stroked, trembles emit an audible buzz that sounds almost like a cat’s purr. Trembles can be useful as tools, able to sharpen blades to a fine edge with their intense vibrations. One feeds a tremble by rubbing it with a blade or other piece of metal. By themselves, trembles are friendly and can even be cute pets. In groups, however, they can become terribly destructive. Overfeeding a tremble causes it to reproduce. As one famous arcanist put it, trembles are born pregnant, and excess metal brings them to term. 10. More information about trembles can be found in the Rust Wastes location on p. 245 of chapter 5. tremble Tiny elemental, unaligned Armor Class 17 (natural armor) Hit Points 13 (3d4 + 6) Speed 5 ft., burrow 10 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 15 (+2) 3 (−4) 8 (−1) 6 (−2) Damage Resistances bludgeoning, piercing, slashing, thunder Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses tremorsense 20 ft., passive Perception 9 Languages — Challenge 1/4 (50 XP)  Proficiency Bonus +2 TRAITS Corrode Metal. When left in contact with a metal object for 24 hours, the tremble corrodes it. If the object is a nonmagical weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. If the object is nonmagical ammunition, it is destroyed. If the object is armor, it takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Multiplying. If a tremble is used as a whetstone more than once every 30 days, or if it is left in contact with metal for 24 hours, it splits into four trembles after 1d4 hours. When at least two trembles get within 5 feet of one another, including immediately after a tremble splits, they all become more aggressive, seeking out more metal to consume and attacking anyone who tries to stop them. If a tremble is separated from all other trembles by more than 5 feet for 1 minute, it reverts to its passive state. ACTIONS Vibrating Edges. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) thunder damage. Tremble-Sharpened Weapons Weapon (any weapon made of metal that deals slashing or piercing damage and has been sharpened by a tremble), uncommon When you roll a 20 on your attack roll with a tremble-sharpened weapon, you deal an extra 7 damage of the weapon’s type. While sharpened, the weapon does not count as magical. It reverts to its previous stats after 1d10 days. You can safely use a tremble to gain this benefit once every 30 days. Using a tremble to sharpen a weapon before then still produces a tremble-sharpened weapon but also results in the tremble multiplying. CHAPTER SIX • friends & foes 310 weird waStelandS


Aggressive in Groups. By itself, a tremble is friendly and passive, allowing itself to be handled, used as a whetstone, and stroked, all of which cause it to purr. Bringing two or more trembles into proximity with one another causes them to become more aggressive, however, seeking out more metal to consume and attacking anyone who tries to stop them. Living Whetstone. Trembles eat the fine metal dust they remove from blades when they are used to sharpen them. When a creature uses a tremble as a whetstone for 1 minute to sharpen a nonmagical weapon made of metal that deals slashing or piercing damage, the weapon becomes extremely sharp, dealing additional damage for several days. swarm of trembles Large swarm of Tiny elementals, unaligned Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 20 ft., burrow 40 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 21 (+5) 3 (−4) 8 (−1) 6 (−2) Damage Resistances bludgeoning, piercing, slashing, thunder Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses tremorsense 60 ft., passive Perception 9 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 TRAITS Swarm. The swarm of trembles can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny tremble. The swarm can’t regain hit points or gain temporary hit points. Consume Metal. Any nonmagical weapon made of metal that hits the swarm of trembles corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the swarm is destroyed after dealing damage. The swarm can eat through 2-inch-thick, nonmagical metal in 1 round. If the swarm starts its turn in the same space as a metal object that is Medium or smaller and is not being worn or carried, it is destroyed. ACTIONS Multiattack. The swarm of trembles makes two attacks. Spit Tremble. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 7 (2d6) thunder damage. Engulf. The swarm of trembles moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the swarm enters a creature’s space, the creature must attempt a DC 12 Dexterity saving throw. On a success, the creature can choose to be pushed 5 feet back or to the side of the swarm. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failure, the swarm enters the creature’s space, and the creature takes 17 (5d6) slashing damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) slashing damage at the start of each of the swarm’s turns. When the swarm moves, the engulfed creature moves with it. If the target is wearing nonmagical metal armor and ends its turn while engulfed, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. An engulfed creature can try to escape by taking an action to attempt a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the swarm. Quake (Recharge 5–6). The swarm of trembles emits a thunderous wave of vibration in a 30-foot radius around it. Each creature in that area must attempt a DC 16 Constitution saving throw, taking 22 (5d8) thunder damage and being knocked prone on a failure, or taking half as much damage and avoiding being knocked prone on a success. SWARM OF TREMBLES One tremble is cute, several are a nuisance, and a swarm of them is something else entirely. If a pair of trembles is set loose in an armory, for example, they could quickly fill it after less than 24 hours, devouring all the metal and boring through the walls, floors, and ceilings to get at more. Once enough trembles come together to form a Large swarm, they become magnetically attracted to one another and act as a single, swarming organism. Destructive Vibrations. Once enough trembles come together to form a swarm, their vibrations harmonize and amplify significantly, allowing them to burrow through virtually anything. Indeed, the rumble of their approach can be heard from a good distance, noticeable mostly by the tremors they cause in the ground around them. These vibrations can be enough to trigger landslides in precarious areas. CHAPTER SIX • friends & foes weird waStelandS 311


When I was young, I heard the story of one who peered too long in some old shrine and saw beings who spoke of our world but were not part of it. I dismissed it; who hasn’t had a vision of a strange and forgotten thing when digging too deep in the sand? But now, my mind blossoms and perceives every point of connection in this land, and now: I see you. I see your friends. I see you pretend to be great, to think of our most dangerous places as opportunities for adventure. I see how surviving in a land scarred with magic thrills you. I know you’re not gods, but, please, consider my request. If you can’t take me with you, learn about this broken world, and help us make it better while you’re here. – Thuja Vaden, Psion Worlds of Web DM: Weird Wastelands is a sourcebook for roleplaying and exploring in the fantasy post-apocalypse, featuring: • 8 action-packed, weird locations full of dynamic challenges and exciting discoveries • New options for creating post-apocalyptic characters, including new subclasses, backgrounds, spells, feats, and our complete psion class • GM resources for worldbuilding, including factions, maps, and randomized tables • New mechanics to support exploration, travel, and resource management • All the guidance (and puns) you expect from Web DM to help you run the best games of your life 9 781946 678447 90000> ISBN 978-1-946678-44-7


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