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

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Published by sharadwador, 2023-02-01 04:15:14

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

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

GREEN GIANT Huge giant, neutral good Armor Class 14 (natural armor) Hit Points 126 (l 2dl 2 + 48) Speed 40ft. SlR DEX CON INT WIS CHA 22 (+6) l 3 (+ l) 19 (+4) 11 (+0) l 5 (+2) l 5 (+2) Saving Throws Dex +4, Wis +5 Skills Nature +3, Perception +5 Damage Resistances poison, radiant Senses passive Perception l 5 Languages Giant, Sylvan Challenge 6 (2,300 XP) Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide among plants. Plant Hybrid The giant is also a plant. Plant Speech. The giant can comprehend and verbally communicate with plants. Thoms. At the start of each of the giant's turns, it deals 7 (2d6) piercing damage to any creature grappling it. Actions Multiattack The giant makes two quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +9 to hit, reach l 0 ft., one target. Hit: l 6 (3d6 + 6) bludgeoning damage, or l 9 (3d8 + 6) bludgeoning damage if used with two hands. Rock Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3dl 0 + 6) bludgeoning damage. GREEN GIANTS Among the forests, jungles, and sunlit valleys of not only the Material Plane but also the Feywild, green giants wander and rest alone or in small groups. Green giants are remarkably rare, friendly, and gentle giants. They rank between hill giants and stone giants in the Ordning of Giants, but they are so uncommon that they are often forgotten. The boulders they throw are often chunks of wood or amber, rather than pure rock. Verdant Green. Green giants are green because their connection to the natural world manifests in a plant-like nature. Their green skin, which is as thick and tough as a tropical plant's hardy skin, is covered with small vines, leaves, moss, thorns, and other bits of flora. Their dark green hair can seem nearly black without good lighting, but it is usually threaded with leaves, flowers, and twigs. These giants begin their lives as giant seeds which must be planted in the ground and tended to for many years before finally emerging as green giant children. Green giants prefer to live in areas that are as verdant as they themselves are. The forests and grasslands they inhabit are relatively abundant, and when their homes no longer suit them, they take a fallen tree as a walking staff and set out on a wandering journey to find a new forest. Despite their wide ranging habitats, these giants are so rare that many regard them as a myth. Most green giants are content to live their long lives without increasing their numbers or building families. Sunbathing Pacifists. Green giants live lethargic and restful lives. They love basking in sunlight or soaking in clean water (preferably both at the same time~ Rather than concern themselves with war, politics, gluttony, or knowledge, these giants exist peacefully and patiently, content to live in serene locations and appreciate the beauty inherent in nature. Green giants abhor violence, and they are so careful with their strength that they can pluck a tiny baby bird from the ground and return it to its nest without misplacing a single feather. When they must defend themselves or their lands from aggressors, green giants seek the aid of their friends and allies. Patient Cultivators. Green giants enjoy tending to plants and animals in their verdant homes, such as deer, flowers, or songbirds. They treat their plants like beloved pets, and treat their animal friends like children. Green giants are congenial and friendly, approaching relationships with other sentient beings with just as much patience and concern as they do with flora and fauna. Once a green giant has decided to befriend someone, they make regular visits every few months to speak with them, listening attentively and trying to aid them with the problems in their lives. They commonly make friends with farmers and hunters, but anyone that journeys through a secluded forest or jungle might catch the attention of a green giant and start a friendship that lasts long after they leave the area. Green giants watch their humanoid friends grow, learn, thrive, and flourish over the course of a humanoid lifetime, taking joy in the accomplishments of their friends. THE ELEMENTS AND BEYOND


GREEN GIANTWARDEN Huge giant (green giant), lawful good Armor Class 16 (natural armor, shield) (18 with barkskin, shield) Hit Points 184 (l 6dl 2 + 80) Speed 40ft, climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 13 (+ 1) 21 (+5) 15 (+2) 19 (+4) 16 (+3) Saving Throws Dex +5, Con +9, Wis +8 Skills Nature +6, Perception +8, Persuasion +7 Damage Resistances fire, poison, radiant Senses passive Perception l 8 Languages Druidic, Giant, Sylvan Challenge 11 ( XP) Aura of Roots. While the giant is on the ground, the ground within l 5 feet of it is difficult terrain for its enemies, and when it is pushed or pulled, it can reduce the distance it is moved by up to l 0 feet. It also has advantage on Strength and Dexterity saving throws against being knocked prone. Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide among plants. Plant Hybrid The giant is also a plant. Regeneration. At the start of each of the giant's turns, if it has fewer than half of its hit points remaining and it is in sunlight, it regains l 0 hit points. Sentinel of the Wilds. Whenever the giant hits with an opportunity attack, the target's speed drops to 0 for the rest of the turn. This stops any movement the target may have been taking. Also, creatures within the giant's reach Wardens of the Forest. Some green giants are less pacifistic than their fellows, and seek to use their innate strength and natural magic to defend the green places from those who would deforest and despoil them. They seek out elder treants, fey, and archdruids as teachers, seeking to learn how to harness their primal affinity to act as a warden of the forests, jungles, and other green places of the world Combining their great might with primal magic, they watch as sentinels over their homes. These wardens act as enforcers of an ancient natural law. When they apprehend villains, they try to reason with them and, if possible, exile them rather than slay them. Their efforts to prevent deforestation often bring them into conflict with fire giants. When these conflicts become large enough to threaten the Ordning, green giant wardens seek out good-hearted cloud giants and storm giants to help mediate the situation. Wardens are willing to undertake long journeys to seek aid when needed, leaving their domains to be defended by their allies for a time. These allies often include treants, fey, green elves, and even noble adventurers. Photosynthesis. As a magical plant, green giants can feed themselves for the day without eating anything by staying in sunlight and clean water for at least 1 hour. provoke its opportunity attacks even if they've disengaged. Spellcasting. The giant is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at-will): druidcraft, razor leaf (new), tend plants (new) l st level (4 slots): detect poison and disease, ensnaring strike, entangle, goodberry 2nd level (3 slots): barkskin, pass without trace, protection from poison, spike growth 3rd level (3 slots): plant growth, speak with plants 4th level (2 slots): grasping vine, stockade sprouts (new) Thoms. At the start of each of the giant's turns, it deals 7 (2d6) piercing damage to any creature grappling it. Wild Speech. The giant can comprehend and verbally communicate with beasts, fey, and plants. Actions Multiattack The giant makes two quarterstaff attacks. Thorny Quarterstaff. Melee Weapon Attack:+ l Oto hit, reach l Oft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if used with two hands, plus 4 (1 d8) piercing damage. Rock Ranged Weapon Attack:+ l Oto hit, range 60/240 ft., one target. Hit: 22 (3dl 0 + 6) bludgeoning damage. Reactions Entangling Roots (Recharge 4-6). When an allied creature is hit by an attacker that is within 30 feet of the giant, the attacker must succeed on a DC l 6 Strength or Dexterity saving throw (its choice) or be restrained for l 0 minutes. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 151


GNOLL BEASTMAGE Medium humanoid (gnollj, chaotic evil ArmorClass 15 (hide armor, shield) Hit Points 38 (7d8 + 7) Speed 30ft. STR DEX CON INT WIS CHA 14(+2) 13(+1) 12(+1) 8(-1) 15(+2) 8(-1) Skills Animal Handling +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Gnoll Challenge 3 (700 XP) Bestial Affinity. The gnoll can comprehend and verbally communicate with beasts, and it has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. While the gnoll is in a beast form, it has advantage on an attack roll against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated. Rampage. When the gnoll reduces a creature to O hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Shapechanger. The gnoll can use its action to polymorph into a giant hyena, a hyena, a jackal, a rat, or a vulture, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying is transformed along with it. It reverts to its true form if it dies. Spellcasting. The gnoll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared. Cantrips (at-will): druidcraft, guidance, resistance l st level (4 slots): animal friendship, conjure critters (new) (hyenas, rats, or vultures only), cure wounds 2nd level (3 slots): animal messenger, locate animals or plants, pass without trace Actions Bite (Beak in Vulture Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) piercing damage. Spear (Gno/1 Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (l d6 + 2) piercing damage, or 6 (l d8 + 2) piercing damage if used with two hands to make a melee attack. Longbow (Gno/1 Form Only). Ranged Weapon Attack: + 3 to hit, range l 50/600 ft., one target. Hit: 5 (l d8 + l) piercing damage. Wild Cackle (7/Day). The gnoll laughs madly and swirls with primal magic, inspiring each allied gnoll and beast within 30 feet ofit that can hear it. Affected creatures have their speed increased by l O feet and have advantage on attack rolls made using natural weapons. The gnoll can then make one bite attack as a bonus action. GNOLL BEASTMAGE Some gnoll warbands include gnolls with an affinity for primal bestial magic. Gnoll beastmages corrupt the primal magic used by druids and rangers to vile and evil ends. They use their magic to track humanoids to their settlements by searching for their livestock and farms. Beastmages will obscure the approach of their warband, then conjure hyenas or vultures to aid the pack in battle. Their hyena-like cackle brings out the fiendish nature of their corrupted primal magic, commanding beasts near the gnoll to reach demonic levels of aggression. Gnoll beastmages act as shamans, healers, trackers, and even as spies for the pack. They utilize their gift for bestial magic to transform into the shape of various scavenging beasts, helping them to scout the perimeter of humanoid settlements without alerting them to the coming gnoll attack. When the attack begins, the beastmage uses its animal forms to blend in with its pack. Beastmages are often accompanied by animals they have bonded with, such as giant vultures, giant hyenas, or even entire packs of hyenas, wolves, or rats. When a pack enters unfamiliar territory, beastmages will often seek out the most dangerous predators of that region and attempt to bond with them, whether they might be snakes, lions, eagles, sharks, or any other beast. They use these animals to learn the lay of the land, and in return they promise the predators a feast of humanoids and their livestock when the gnolls attack.


• GOBLIN WIND ROUSER Some goblins are born with a wild magic connection to the chaos of storms and wind Goblin magic is nearly always wild and chaotic, and the aeromancies of goblin wind rousers are no exception. Wind rousers are usually flighty and scatterbrained, with extreme difficulty focusing on any single task for very long. They are regarded as unstable and mad even by other goblins, with most goblins staying clear of the wild power these sorcerers wield, lest they be hurled into the sky or tossed off a cliff accidentally. Despite this element of chaos, goblins still celebrate the wind rouser when their wind earns the goblins victory in battle, and most tribes are happy to keep a wind rouser around for warfare, so long as they stay safely at the edge of camp. The most powerful of goblin wind rousers make allies of minor air elementals such as blowing spirits or dust mephits. They use their natural gifts to speak with the elementals, and their strange way of thinking makes it easier for them to connect with those creatures that are not native to the Material Plane. The mages command these elemental spirits in battle or send them ahead of the goblin forces to scout and spy on foes. Wind rousers can typically control these elementals for weeks or even months, but the bond is never permanent. The chaotic nature of the goblin mage's magic will eventually disrupt their control over these elementals, allowing them to escape. GOBLIN WIND ROUSER Small humanoid (goblin), neutral evil Armor Class l 3 (leather armor) Hit Points 14 (4d6) Speed 30 ft. STR DEX CON INT WIS CHA 8(-1) 15(+2) 10(+0) 10(+0) 8(-1) 13(+1) Skills Arcana +2, Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Auran, Common, Goblin Challenge l (200 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Spellcasting. The goblin is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, + 3 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at-will): gust,* mage hand (invisible but hums audibly), magic orb (new), thunderclap* l st level (4 slots): catapult,* feather fall, thunderwave 2nd level (3 slots): gust of wind, levitate Wild Winds. Whenever the goblin casts a spell of 1stlevel or higher, it can summon wind within its choice of the spell's area, the area within l O feet of the goblin, or the area within 5 feet of one target. This wind lasts until the end of its next turn, disperses gas or vapor, and extinguishes unprotected flames in its area that are torch-sized or smaller. Ranged weapon attacks that pass through the wind are made with disadvantage. Unsecured objects of size Small or Tiny within the wind are each tossed up to l O feet in a random direction. Objects take no damage from this movement. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/ 3 20 ft., one target. Hit: 5 (l d6 + 2) piercing damage. Magic Orb, as Wind (Cantrip). Melee or Ranged Spell Attack:+ 3 to hit, reach 5 ft. or range 3 0 ft., one target. Hit: 5 (l d 10) bludgeoning damage. Reactions Chaotic Flight (Recharge 4-6). When an enemy moves within 5 feet of the goblin, the goblin flies up to l 5 feet in a random direction to an unoccupied space. If the goblin is still aloft at the end of this movement, it falls unless it can stop the fall. This movement does not provoke opportunity attacks . CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.O) 153


GOLEM ARMORS Golem armors are special constructs designed to be controlled using magic by a humanoid pilot inside the armor itself. These constructs are usually conjured as part of the new golem armor speli but permanent golem armors can also be made via lengthy magical rituals. In some worlds, these giant armors serve as the vanguard of magical armies. In others, they are ancient weapons from a lost age that could turn the tide of many eternal conflicts. Most of them are thirty feet talL but ancients tell of armors that could touch the clouds. Operated By Magic. Golem armors are designed to be operated by magic. A spellcaster near an empty golem ICE GoLEM ARMOR Gargantuan construct, unaligned ArmorClass 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 5 0 ft., swim 5 0 ft. STR 26 (+8) DEX 8 (-1) CON 20 (+5) Damage Vulnerabilities fire, thunder INT WIS N/A N/A CHA N/A Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses same as its controller's senses LanguagesChallenge same as the level or CR of its controller (minimum CR 12 (8,400 XP)) Aqueous. The inside of the golem armor can contain water to breathe in instead of air, if the creator chooses. Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it. armor can force it to open the hidden door in its chest and kneel to allow entry. Once inside, the mage stays in a shielded core, protected from the heat, cold, lightning, or other threats posed by the golem. This controller (sometimes called a pilot) can use any talent for magic they might possess to control the armor. As examples, a wizard would use their intellect, a druid or cleric would use their spirit, and not only sorcerers but even tieflings or anyone else with natural magic could use that same natural talent to control the armor. Constructed Nature. A golem armor doesn't require air, food, drink, or sleep. Freezing Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker takes 7 (2d6) cold damage, and if it doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. Inert When not inhabited by a controller that can cast spells, the golem armor is an object. Siege Weapon. The golem armor deals double damage to objects and structures. Spell-Powered The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller uses the golem armor's senses as its own. Actions Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one target. Hit 24 (3dl O + 8) bludgeoning damage plus l 8 (4d8) cold damage. Breath Weapon. The golem armor exhales a blast of freezing air in a 30-foot cone. Each creature in that area must make a DC XX Constitution saving throw. On a failed save, a creature takes 28 (8d6) cold damage and its speed is reduced to O feet until the end of its next turn. On a successful save, a creature takes half damage and suffers no other effects.


LAVA GOLEM ARMOR Gargantuan construct, unaligned ArmorClass 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 50 ft. SlR 26 (+8) DEX 8 (-1) CON INT WIS CHA 20 (+5) N/A N/A N/A Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses same as its controller's senses LanguagesChallenge same as the level or CR of its controller (minimum CR 12 (8,400 XP)) Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it. Fiery Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker takes 11 (2d l 0) fire damage. Illumination. The bull sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Inert. When not inhabited by a controller that can cast spells, the golem armor is an object. Siege Weapon. The golem armor deals double damage to objects and structures. Spell-Powered The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller uses the golem armor's senses as its own. Actions Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one target. Hit 24 (3dl 0 + 8) bludgeoning damage plus 2 2 ( 4d l 0) fire damage. Breath Weapon. The golem armor exhales a blast of fire in a 30-foot cone. Each creature in that area must make a DC XX Dexterity saving throw. On a failed save, a creature takes 3 5 (l 0d6) fire damage. On a success, a creature takes half damage. The fire ignites objects in the area that aren't being worn or carried. METAL GOLEM ARMOR Gargantuan construct, unaligned ArmorClass 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 50 ft. S1R 26 (+8) DEX 8 (-1) CON 20 (+5) INT WIS CHA N/A N/A N/A Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses same as its controller's senses LanguagesChallenge same as the level or CR of its controller (minimum CR 12 (8,400 XP)) Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it. Electric Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker takes 9 (2d8) lightning damage, or l 3 (3d8) lightning damage if the attack used a metal weapon. Inert. When not inhabited by a controller that can cast spells, the golem armor is an object. Siege Weapon. The golem armor deals double damage to objects and structures. Spell-Powered The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller uses the golem armor's senses as its own. Actions Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one target. Hit 24 (3dl 0 + 8) bludgeoning damage plus 18 (4d8) lightning damage. Breath Weapon. The golem armor exhales a blast of magnetic lightning in a 30-foot cone. Each creature in that area must make a DC XX Constitution saving throw. On a failed save, a creature takes 28 (8d6) lightning damage, and the golem armor can choose to pull the target up to 20 feet closer. On a success, a creature takes half damage and suffers no other effects.


STONE GoLEM ARMOR Gargantuan construct, unaligned ArmorClass 18 (natural armor) Hit Points 161 (14dl2 + 70) Speed 50 ft., climb 50 ft. STR 26 (+8) DEX 8 (-1) CON 20 (+5) Damage Vulnerabilities thunder INT WIS N/A N/A CHA N/A Damage Resistances lightning, bludgeoning, piercing, and slashing Damage Immunities poison, psychic Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses same as its controller's senses LanguagesChallenge same as the level or CR of its controller (minimum CR 12 (8,400 XP)) Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it. ~c.4n~sms fur utiv/A,tin1 the 1iant invulvin1 tl- VA,rie-ti-; oj m/A,terip,,ls, we 7hen inju>e.1 with tl-rc.ft-ne. enerf'J in •eft-c.un fur the 1"le.m 's inte.rnp.,[ e.nc.4- ?ukJ M we. ft-ttet,n,J'te.d._ vttriuus kin~s t" un.tu,k the 5iant 1"lem 's c.untruts c.ripttl-l Pe.nep.,tf,, the 1"le.m's het>4_ l7r We. trie.~sv1ffesitu; the wfwte. 511le.m ( the 1"lem t11 re5l7np.,te. witli. the sa.me it tv1rns 11v1t, we we.re. m"~i/iJi'H-f] the mpl7>e.1 "/ the 1n-i1hte.5t ft-n~ keenest "'1A,rlJt,,1n~ the '":,tinent, J ~t,n,it ~es l',,,t,n,1111,5 11v1r r/A,nks. We k.n~w 1 t1.-t wiet~itu; it ti,t Pest. When tl- ·u 1t1.-ip ft-1"• she plt,,1cke1 the c.ripttl-t -n~ the 1ute.m ht-rse.!f, ?e.rha?s as Ase, the 511tem resf11nq__e.~ im~itl-te.t"J, ntr~nce.1l7or/" p.,[fow"the m~e. ia. R'S CHEST Dusty Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker must succeed on a DC XX Constitution saving throw or become blinded until the end of its next turn. Inert When not inhabited by a controller that can cast spells, the golem armor is an object. Siege Weapon. The golem armor deals double damage to objects and structures. Spell-Powered The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller uses the golem armor's senses as its own. Actions Smash. Melee Weapon Attack: +X to hit, reach l 5 ft., one target. Hit47 (6dl 2 + 8) bludgeoning damage. Breath Weapon. The golem armor exhales a blast of earth and stone in a 30-foot cone. Each creature in that area must make a DC XX Strength saving throw. On a failed save, a creature takes 28 (8d6) bludgeoning damage, is knocked prone, and is pushed 20 feet away. On a success, a creature takes half damage and suffers no other effects. ~ ~e.5i1~ t~ PL ,r1r1.tr1Jtlui._'J,o/ mtt-5e.J .l1fn,fnM14. the rle.m tf..e entfrt tiftt,e.. FAN\fAI E HOMFB li'W THF L \1ENT"i AND BFYO'\l' ,f ,L ~• ,,,. ,. , - - -'- ~


HAGS Hags are fey known for their malevolence more than anything else, even beyond their penchants for alchemy, magic, and eldritch powers. They adore deception and destruction, and they sustain themselves by devouring humanoids. Hags make twisted bargains that sabotage their victims, and steal children away to consume or even transform into new hags. CRIMSON HAG Medium fey, chaotic evil ArmorClass 15 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. SlR DEX CON INT WIS CHA 18 (+4) l 5 (+2) 14 (+2) 16 (+3) 13 (+ l) 16 (+3) Skills Arcana +5, Deception +5, Perception +3, Stealth +4 Damage Resistances fire, poison, psychic Condition Immunities frightened Senses darkvision 60 ft., passive Perception l 3 Languages Abyssal, Common, Draconic, lgnan Challenge 4 (1, l 00 XP) Flame Walker. The hag and any equipment she is wearing or carrying are immune to the damage dealt by nonmagical fire, and she can breathe ashes, smoke, and the stinking cloud spel I without any negative effects. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC l 3, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: burning hands, control flames,* produce flame (see "Actions" below) 2/day each: disguise self, fog cloud, pyrokinesis (new) l /day each: crown of madness, heat metal, stinking cloud Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 3 (1 d6) fire damage. Produce Flame (Cantrip). Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: 9 (2d8) fire damage. Reactions Blood Madness (1/Day). When the hag kills a creature, she can enter a state of blood madness for l minute. While affected by this madness, the hag loses her ability to distinguish friend from foe and attempts to witness and cause as much death as possible with no regard for her own safety. She has advantage on saving throws made to maintain concentration or resist enchantment spells, she can't be charmed, and her speed is increased by l O feet. THE ELEMENTS AND BEYOND CRIMSON HAG The mad crimson hags are known for reveling in blood, fire, ashes, and destruction. More than anything, they enjoy starting fires that consume entire communities, especially if they can trick the inhabitants into being trapped within the conflagration. They often appear in the flames and smoke, cackling and taunting their helpless victims as they reveal their true ashen, gray form and their burning red eyes. When they can't ignite an entire village or town, these hags settle for using their illusory disguises to frame others for arson and cause chaos that way. Crimson hags have just as much love for deception as other hags, and often pose as diviners that peer into mystical flames when enacting their schemes. Their most favorite trick is to be "captured" as a witch and burned at the stake, cackling madly as they turn the flames on their captors. Maddened By Terrors. The sight of fresh blood drives a crimson hag into a temporary state of madness. In this blood madness, the hag experiences hallucinations of horrors and terrors, shrieking things that test one's sanity, and visions from beyond By the time they are adults, crimson hags have been driven to a constant state of half-madness, and they no longer fear not only their own hallucinations, but anything at all These hags enjoy the rush they feel while in the blood madness, and eagerly scheme for their best opportunity to enter the state and enjoy the reckless sadism that it brings to the fullest before the blood madness ends. Self-Destructive Covens. There are many reasons why a coven of crimson hags, once established, rarely lasts very long. The most prominent is the hags' love for wanton destruction and especially their blood madness. In the throes of the madness, a crimson hag will often attack its own allies, including other crimson hags within the coven, if they are nearby. Of course, even without the blood madness, a crimson hag's love for ruin, destruction, and deception make schemes of betrayal and sabotage all the more enticing. However, this results in great collateral damage. When a powerful coven of crimson hags self-destructs, it can cause untold carnage, destruction, and death across the land


158 A crimson hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 6 (2,300 XP~ DESERT HAG TalL hunched, emaciated, and sun-shriveled, the desert hags tread slowly and steadily across the dunes searching for lost travelers to entice and devour. If the target is well-provisioned, the hag uses her powers of illusion to appear as a lost and beautiful traveler in dire need of assistance. If the target is in need, she uses her abilities to appear as a beautiful traveler awaiting them in a secluded oasis. Her goal is to use her magical kiss upon her victim, charming them and luring them back to her lair to be devoured in safety. Person jerky. Desert hags often roam the desert in long and winding journeys, so they often dry and salt the meat of their victims, making jerky and other cured meats out of the hapless humanoids that they encounter and consume. They carry some of this dried meat with them on their journeys, sustaining themselves with it when prey is too sparse or dangerous. Mirage Weavers. Desert hags use their powers of illusion to weave detailed mirages over the landscape, disguising their lairs as something less frightening or creating the right desert backdrop to enact their deceptions in. They take great pride in the efficacy of these mirages, and can be thrown into a rage if their illusory weaving is insulted or belittled Covens. A desert hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 4 (1,100 XP~ HOWLING HAG Howling hags prefer to live near or within the communities of the humanoids they prey upon, usually hiding within towns and cities. These hags hide their true form, which is a sickly yellow or tan color, wrinkled, and sagging, behind a carefully-crafted illusory disguise, living as beautiful performers, artists, merchants, and even courtesans. Howling hags especially enjoy any role that enables them to make use of their alluring singing or speaking voice. They use the opportunities afforded by these personas to strike at their victims, invisibly carrying them away when they won't be heard or tearing them apart with both claws in one deadly embrace. Masters of Wind Howling hags have a magical affinity for wind and sound They can command winds to push or pull foes, to hurl them into the air, or to create a protective wall When they spread their arms wide, wind rushes to them, carrying them into the air in magical flight. They have excellent hearing even for hags, and their innate magic protects them from losing their hearing. Vain of Voice. There are few hags more vain than howling hags, and their vanity is the strongest in regards to the sounds of their voices. A howling hag's voice changes while she is disguised by her own magic, CHAPTER THREE I DUNGEON MASTER'S CHEST DESERT HAG Large fey, chaotic evil Armor Class 15 (natural armor, 16 with barkskin) Hit Points 76 (9dl O + 27) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+l) 16 (+3) 12 (+l) 12 (+l) 14 (+2) Skills Deception +4, Perception +3, Stealth +3, Survival +3 Damage Resistances radiant Senses darkvision 60 ft., passive Perception l 3 Languages Common, Primordial, Sylvan Challenge 2 ( 4 5 0 XP) Desert Dweller. The hag is naturally adapted to hot climates and never needs to drink water. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: 3/day each: barkskin (self only), disguise self {including the form of a Medium humanoid), sand cloak (new) l /day each: hallucinatory terrain Actions Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage and the target is grappled (escape DC 14). Enthralling Kiss. The hag kisses a creature within 5 feet. If the creature is not willing, it must succeed on a DC 11 Dexterity saving throw to avoid the kiss. A creature kissed in this way must succeed on a DC l 3 Wisdom saving throw or become charmed by the hag for l hour, with the same effects as a charm person spell. While a creature is charmed by this ability, it sees an illusion of the hag made beautiful instead of her true form, and believes the true form of the hag seen by others to be the illusion. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


becoming lovely and melodic. But a howling hag's true voice - heard only when her true form is revealed - is raspy, grating, and physically painful to listen to. Despite this, howling hags believe their true voices to be the most beautiful of alL a voice saved as a gift for those they devour. They are remarkably easy to flatter when it comes to their true voices, but insulting one's voice will greatly enrage the hag. Covens. A howling hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP} STORM HAG A storm hag spends most of her time watching the weather and planning. She appears at first as a shrunken elderly woman with wiry and scattered hair that often looks like a gray thundercloud, and she greets visitors warmly. Yet behind these congenial masks they present for first impressions, these hags are just as malicious as any other. Storm hags take sadistic joy in making bargains, contracts, and deals that turn unexpectedly against their victims and ruin their lives - more than any other kind of hag. These hags always prefer to use such a bargain when inflicting suffering, and find the unlawful nature of other hags to be distasteful at best. A storm hag's true form has bone-white skin covered in twisted electrical scars, but she reveals this form only right before she finally consumes a hapless and ruined victim. Weather Diviners. The sky and the movement of clouds - or the currents of the ocean - are like a swirling map of the future to the eldritch eyes of a storm hag. They use these weather auguries to inform their decisions when making their dark bargains, as well as using the information itself as bargaining chips. Some storm hags are so renowned for their divinations that blue dragons, storm giants, djinni, and even aboleths may come looking to trade for what they know. HOWLING HAG Medium fey, neutral evil Armor Class l 6 (natural armor) Hit Points l 05 (l 2d8 + 42) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 18 (+4) l 5 (+2) 16 (+3) 11 (+0) l 5 (+2) 17 (+3) Skills Deception +6, Perception +5, Performance +6, Stealth + 5, Damage Resistances cold, thunder Condition Immunities deafened Senses darkvision 60 ft., passive Perception l 5 Languages Auran, Common, Sylvan Challenge 6 (2,300 XP) Keen Hearing. The hag has advantage on Wisdom (Perception) checks that rely on hearing. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, gust of wind, minor illusion, thunderwave 3/day each: charm person, cyclone (new}, wind funnel (new), wind wall l /day each: control winds'< See Invisibility. The hag can see invisible creatures and objects as if they were visible, and she can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Actions Multiattack The hag makes two claw attacks. If both attacks hit the same target, the target takes 9 (2d8) extra slashing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage. Improved Invisibility. The hag magically turns invisible until her concentration ends (as if concentrating on a spell) or she casts a spell. Any equipment the hag wears or carries is invisible with her. Shrieking Howl (Recharge 5-6). The hag shrieks loudly enough that she can be heard from up to 500 feet away. Each other creature within 60 feet of the hag must make a Constitution saving throw. On a failed save, a creature takes 13 (3d8) thunder damage and 13 (3d8) psychic damage and it is deafened until the end of the hag's next turn. While a creature is deafened in this way, it is confused, giving it disadvantage on attack rolls, Intelligence checks, and Wisdom checks. Other howling hags are immune to this ability. CHAPTER THREE DUNGEON MASTER'S CHEST D&D UNLEASHED (vl.O) 159


160 STORM HAG Small fey, lawful evil ArmorClass 17 (natural armor) Hit Points 11 5 (21 d6 + 42) Speed 25 ft. SlR DEX CON INT WIS CHA l 5 (+2) 16 (+3) 14 (+2) 18 (+4) l 5 (+2) 19 (+4) Skills Arcana +8, Deception +8, Nature +8, Perception +6, Stealth +7 Damage Resistances cold, thunder Damage Immunities lightning Senses darkvision 60 ft., passive Perception 16 Languages Common, Deep Speech, Draconic, Giant, Primordial, Sylvan Challenge l O (5,900 XP) Amphibious. The hag can breathe air and water. Portent from Weather. At the start of each day, the hag peers into the sky or the ocean for at least 1 minute, then the DM rolls three d20s and records the numbers rolled. During that day, the hag can replace any attack roll, saving throw, or ability check made by her or a creature that she can see with one of these foretelling rolls before the roll is made. Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components, although she can only cast divination or scrying by staring at the sky, the currents of the ocean, or a storm that she has trapped or bottled: At will: call lightning, disguise self, druidcraft, feather fall, fly (self only), gaseous form, gust of wind 3/day each: control water, fog cloud (as 5th-level), lightning bolt (as 5th-level), water walk 1/day each: control weather, divination, geas, scrying, wind walk Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 9 (2d8) lightning damage. Bottled Storm (7/Day). The hag releases the storm cloud she had saved in a bottle. The area within 60 feet of the hag becomes heavily obscured difficult terrain for 1 minute. The hag ignores this difficult terrain. A creature that begins its turn in the area or enters it for the first time on a turn takes 13 (3d8) lightning damage. Reactions Cloud Form. When the hag would be hit by a melee attack, she can transform into a cloud for a moment, causing the attack to miss. When she does, she can fly or swim up to 1 5 feet without provoking opportunity attacks before she returns to normal, at which point she falls if she is still aloft and cannot fly. D&D UNLEASHED (v1.0) Bottling a Storm. Storm hags gain their name not only from their innate affinity for storms, but also from their practice of capturing pieces of storm clouds. These hags venture into thunderstorms armed with special magic bottles that they use to siphon a chunk of the cloud's primal magic, sealing the bottle to contain it. They use these bottled storms to focus their magic, to observe in lieu of real storms, or even to unleash as a measure of self-defense. Adventurers who slay a storm hag often make use of the bottled storms she has lining the shelves inside of her lair. Some storm hags can animate small clouds to sit and ride upon, flying through the sky without effort. Such a cloud acts as a carpet of flying that can be contained or released from a bottle by speaking its command word Capricious Wrath. While storm hags excel at hiding their wicked nature behind a mask of friendly warmth, their true emotions are always swirling underneath the surface, ready to be unleashed at a moment's notice. The wrong move or word can take a storm hag from dignified friendliness into a tempestuous rage. Should you manage to outsmart them in one of their dark bargains, you may find the storm hag's rage to be neverending, and legends say her wrath may persist in some eldritch form even after her death ... Covens. A howling hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 12 (8,400 XP} VARIANT: DEEP-SEA STORM HAGS There is another kind of storm hag which lives deep beneath the sea. These hags are Medium instead of Small, and while their tentacle-like legs give them a walking speed of only l O feet, they have a swimming speed of 40 feet, and judiciously avoid the land. Aquatic storm hags transform into a cloud of black ink when they use their Cloud Form reaction while underwater, and they can innately cast water breathing instead of water walk These sea witches are just as fond of deceptive deals and trades as their land-dwelling cousins, and frequently make victims of merfolk, tritons, sea elves, and even deeplings at times. Those poor, unfortunate souls.


HYBRID ELEMENTALS The elemental planes of water, earth, fire, and air align on planar borders where two elements combine to form a new dual-element, such as earth and fire creating lava. These border zones give rise to new hybrid elementals made of these combined elements. Sometimes a hybrid elemental can be formed when an elemental journeys to an elemental plane that it isn't native to and absorbs its energy. Most elementals are harmed by extended exposure to the other elemental planes, but surviving in one can enable an elemental to absorb its energy. A dual-elemental can even fuse with a third element and be reborn as a more powerful hybrid elemental made of three elements. Elemental Nature. These elementals don't require air, food, drink, or sleep. AsH ELEMENTAL An ash elementai composed of fire and earth, rolls across the ground as a searing hot mound of ashes, dust, and cinders. Almost as hot as a fire elemental but incapable of starting as many blazes, the ash elemental still leaves a grimy, burning trail in its wake. At times, it may spin in a sudden flurry of cinders, tossing up a cloud of hot dust and ash around it as a defense. These elementals are often flung across the sky by volcanic eruptions. Almost as light as air and capable of flying upon heated air, ash elementals float slowly to the ground across the nearby region. They can also emerge from the ashes of huge fires, both in cities and the wild Foo ELEMENTAL Fog elementals are composed of air and water, making them shapeless masses of cold fog and mist. They drift through skies and across twilight hills, leaving dew and rime throughout their travels. They delight in how their bodies easily smother flame, and enjoy resting over still water, watching the faint ripples. Most fog elementals are native to the border plane between water and air, the Plane of Ice, also known as the Frostfell They circle the frozen spires and gather in massive clouds that lurk over the peaks and icy waters. ICE ELEMENTAL An ice elementai composed of water and air, appears as a large chunk of jagged ice often formed into a vaguely humanoid shape. It floats through icy water in frosted landscapes or rests inside tranquil snowbanks, creaking as it moves its frozen body. Anything that touches an ice elemental is magically chilled by an icy cold that seeps into the bones. They are also capable of expelling a frigid blast of icy wind from small cracks in their bodies. Ice elementals are wary of fire, and screech like dry ice when burned Most ice elementals are native to the Frostfell There they swim about the frigid waters or climb the spires of floating ice into the cold windy sky. AsH ELEMENTAL Large elemental (fire/earth}, neutral ArmorClass 15 (natural armor) Hit Points 114 (l 2dl 0 + 48) Speed 40 ft. SlR DEX CON INT WIS CHA 16 (+3) 15 (+2) 18 (+4) 6 (-2) l 0 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages lgnan, Terran Challenge 6 (2,300 XP) Ash Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (1 d8) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1 d8) fire damage. A creature that ends its turn inside the elemental's space also takes 4 (1 d8) fire damage. Slow Faff/Rise. The elemental falls at a rate of only 60 feet per round and takes no damage from falls. While the elemental is in extremely hot environments it also has a flying speed of l 5 feet and can hover. Actions Multiattack The elemental makes three Touch attacks. Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 0 (2d6 + 3) fire damage. Ash Flurry (Recharge 4-6). Each creature within 5 feet of the elemental must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) fire damage, or half as much damage on a success. In addition, the area of effect is heavily obscured by searing ash until the start of the elemental's next turn. Any creature that ends its turn in the area takes 4 (1 d8) fire damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 161


162 • Foo ELEMENTAL Large elemental (air/water), neutral ArmorClass 17 (natural armor) Hit Points l 02 (l 2dl 0 + 36) Speed Oft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 17 (+4) 20 (+5) 17 (+3) 6 (-2) 10 (+0) 8 (-1) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Aquan, Au ran Challenge 6 (2,300 XP) Fog Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. Anything inside the elemental's space or seen through it is heavily obscured, except to the elemental. This does not obscure the elemental itself. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Rime (Recharge 4-6). Each creature in the elemental's space must make a DC 14 Constitution saving throw. On a failure, a creature takes 18 (4d8) cold damage and is restrained until the end of its next turn unless it has resistance or immunity to cold damage. On a success, a creature takes half as much damage and isn't restrained. Any ground in the area is covered with ice, becoming difficult terrain for l minute. A creature that starts its turn on icy ground or walks onto it for the first time on a turn must succeed on a DC l 0 Dexterity saving throw or be knocked prone. CHAPTER THREE I DUNGEON MASTER'S CHEST LAVA ELEMENTAL The bulbous, slowly-bubbling form of a lava elemental is difficult to distinguish from the viscous flow of volcanic activity. Despite being made of molten rock, composed of earth and fire, lava elementals lack the speed of fire or the stability and momentum of earth, lending their movements a certain lurching slowness. Lava elementals burrow through earth like magma from deep below the surface. When something makes them cold, their molten bodies harden and cool briefly, causing them to stiffen and slow. Water can sap heat from their body faster than anything else, and so they avoid it as an instinctual anathema. Lava elementals are usually found underground or in volcanoes when encountered outside their native plane . The Plane of Magma is the border realm found between the Elemental Planes of Earth and Fire. Lava elementals are usually pulled from this realm when conjured LIGHTNING ELEMENTAL A living bolt of lightning woven into the vague shape of a humanoid, a lightning elemental is incredibly fast and lighter than air. A single touch from one will transmit a painful electric shock that can ignite fires. In water, its body disperses, slowing its movements but spreading its electricity to a larger area. The earth absorbs electrical emanations, weakening a lightning elemental's attacks against targets that are thoroughly grounded Lightning elementals are composed of air and fire. These elementals often hide in clouds and storms, but they can also be found deep beneath the ocean and atop mountain peaks. Sometimes one will even hide inside a metal object, delivering a shock to whatever touches it. Mun ELEMENTAL Mud elementals move with a lethargic pace. They often adopt the semblance of a humanoid shape, towering up to eight or nine feet talL yet they are fluid and capable of squeezing through pipes or sinking into the ground, and they have no true definite shape. The sticky mud of the elemental easily captures many things that it rolls over, and adventurers have had to slay quite a few mud elementals over the eons to retrieve the assorted objects they have accidentally made off with. The mud is just as capable of restraining any attackers that face the elemental It can even spew a cone of mud from inside its body at distant threats. These elementals are composed of earth and water. Most are native to the Elemental Plane of Ooze, also known as the Swamp of Oblivion. The swamp is filled with mud and slime, and mud elementals lurk in the depths, capturing the things thrown into the darkness. SAND ELEMENTAL A sand elemental looks like a dust deviL a swirling cloud of dust and sand, with the faint glow of golden yellow eyes visible amid the haze. They dance across desert D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


dunes and congregate within sandstorms. Sometimes they dig or sink through the ground, making their way into subterranean caverns. They can even be found at times on pristine beaches, relishing the beauty. When threatened, sand elementals fly through the air and descend upon dangerous foes, blinding them with dust. They are capable of abrading brick from walls, and they have no difficulty scouring flesh from body. Sand elementals are composed of air and earth. As they are formed from opposed elements, they have no native elemental plane, but are sometimes born within the churning of the Elemental Chaos. SLIME ELEMENTAL Unlike a true ooze, slime elementals will often display the vague contours of a humanoid shape when moving, and some say they can even see a humanoid face in the elementals' slimy form. A slime elemental's body is highly acidic, dissolving almost any material it comes across. While a true ooze digests what it dissolves, a slime elemental doesn't eat and must discard the dissolved materials. The more it consumes, the thicker the trail of dissolved sludge and ooze that it leaves in its wake. Composed of water and earth, slime elementals are native to the Swamp of Oblivion. They live among the most caustic parts of the swamp, as they are completely immune to the acid The many hags that live within the swamp often feed the discarded remains of their victims to slime elementals they keep nearby. SMOKE ELEMENTAL Smoke elementals fly through the air, appearing as dark clouds of smoke or soot with the hazy shape of grasping arms extending outward A smoke elemental can often display a malevolent face for just a moment inside its billowing darkness. The body of a smoke elementaL composed of fire and air, is still just as searing hot as if it had been born from a flame a moment ago. It is also noxious to all creatures that breathe. Even a whiff will bring most creatures to a debilitating fit of coughing and wheezing. Smoke elementals are native to the border realm that sits between the Elemental Planes of Air and Fire, the Plane of Smoke, also called the Great Conflagration: an endless stretch of fire, smoke, and rising ash, with arcs of lightning coiling within the black clouds. STEAM ELEMENTAL A steam elemental is constantly billowing and curling. It is formed out of scalding hot steam just between the gas and liquid states, always boiling but never dispersing. It can fly through the air and often seeks out hot springs and geysers nestled among elevated mountains. When in combat, a steam elemental rolls across the battlefield, scalding all it touches. It is capable of sudden bursts of incredible pressure that can blast even an ogre far across a battlefield or off of a cliff. ICE ELEMENTAL Large elemental (water/air), neutral ArmorClass 15 (natural armor) Hit Points 127 (l 5dl 0 + 45) Speed 30 ft., swim 30 ft. SlR DEX CON INT WIS CHA 18(+4) 9(-1) 17(+3) 6(-2) 10(+0) 7(-2) Damage Vulnerabilities fire, thunder Damage Resistances acid; piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Aquan, Auran Challenge 6 (2,300 XP) Chilling. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (l d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. Ice Glide. The elemental can swim through ice and snow as ifit were liquid water. While doing so, the elemental doesn't disturb the material it moves through. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach l Oft., one target. Hit: l 3 (2d8 + 4) bludgeoning damage plus 3 (1 d6) cold damage. Freezing Breath (Recharge 4-6). The elemental exhales a blast of freezing ice and snow in a 30-foot cone. Each creature in the area must make a DC l 5 Constitution saving throw. On a failed save, a creature takes 18 (4d8) cold damage and its speed is reduced by 20 feet until the end of its next turn. On a success, a creature takes half as much damage and isn't slowed. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 163


164 Steam elementals are composed of fire and water. As they are formed from opposed elements, they have no native elemental plane, but are sometimes born within the churning of the Elemental Chaos. • USING HYBRIDS FOR CONJURE ELEMENTAL While the published rules for conjure elemental allow for it to summon more powerful elementals than just the basic four by expending a higher level spell slot, the way the spell is written it can only target air, earth, fire, or water. If you want to summon hybrid elementals using simple rules, you can allow a spellcaster to summon an elemental so long as they can target an area that matches any of the desired elemental's particular elements. But it can be rewarding to summon a hybrid elemental by targeting an area of ice, slime, smoke, or other material. If that sounds appealing to you, you can use the following rules instead. Conjuring. To conjure an elemental that has more than one elemental subtype with these rules, the summoner must target a material composed of the same hybrid element as the elemental being summoned. For example, to summon a smoke elemental, the caster must target an area of smoke, not air or fire. Every hybrid elemental has a primary element, the first element involved in the fusion, which affects what hybrid element is created, except when there is only one option, as with opposed elements. This list shows which hybrid elements have which primary elements. A caster may select an elemental based on what surrounds them, or they may use magic to create the proper material. The list is as follows. Combination Hybrid Result Primary Air+ Fire Lightning Air Air+ Water Fog Air Earth+ Fire Lava Earth Earth+ Water Mud Earth Earth+ Air Sand None Fire+ Air Smoke Fire Fire+ Earth Ash Fire Water+ Air Ice Water Water+ Earth Slime Water Water+ Fire Steam None If you're a DM, you can change these hybrid elements to be combinations of whatever elements or magic feels appropriate for your world. As usual, you are encouraged to make these rules and statistics your own and change them or use them however you think is best! CHAPTER THREE I DUNGEON MASTER'S CHEST LAVA ELEMENTAL Large elemental (earth/fire), neutral Armor Class l 5 (natural armor) Hit Points l 02 (l 2d l O + 3 6) Speed 2 5 ft., burrow 2 5 ft. STR DEX CON INT WIS CHA 18 (+4) l O (+O) 16 (+3) 5 (-3) l O (+O) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception l 0 Languages lgnan, Terran Challenge 6 (2,300 XP) Cooled Lava. If the elemental takes cold damage, it partially cools to stone; its speed is reduced by l O feet until the end of its next turn, and its Lava Form trait doesn't function for that duration. Illumination. The elemental sheds bright light in a 20- foot radius and dim light in an additional 20 feet while its Lava Form trait is functioning. Lava Form. A creature or object that touches the elemental or hits it with a melee attack while within 5 feet of it takes l O (3d6) fire damage. A creature that ends its turn within 5 feet of the elemental takes 5 (1 d l 0) fire damage. At the end of the elemental's turn, it ignites all flammable objects within 5 feet of it that aren't being worn or carried. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes l cold damage. Actions Slam. Melee Weapon Attack: +7 to hit, reach l Oft., one target. Hit: l 3 (2d8 + 4) bludgeoning damage plus l 0 (3d6) fire damage, and the target must succeed on a DC 14 Dexterity saving throw or become restrained by hardening rock. A creature can make a DC l 5 Strength (Athletics) check as an action, freeing itself or a creature within reach from this rock on a success. The rock has AC 17 and 12 hit points, and it is immune to fire, poison, and psychic damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


• LIGHTNING ELEMENTAL Large elemental (air/fire), neutral Armor Class l 5 Hit Points 90 (12d l O + 24) Speed Oft., swim 60 ft., fly 90 ft. (hover) SlR DEX CON INT WIS CHA 9 (-1) 20 (+5) 14 (+2) 6 (-2) l O (+O) 7 (-2) Saving Throws Dex +8 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, thunder Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Au ran, lgnan Challenge 6 (2,300 XP) Lightning Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack using a metal weapon takes 7 (2d6) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) lightning damage. A creature that ends its turn inside the elemental's space also takes 7 (2d6) lightning damage. Metallic Conduction. The elemental has advantage on attacks against creatures wearing metal armor. It can move through and occupy the spaces of metal objects. Diffusion/Grounding. While it is submerged in water, the elemental can't make more than one attack each turn, but its Lightning Form affects all creatures in the same body of water within l O feet of it. Lightning damage the elemental deals to earth elementals or to creatures that are buried or burrowing in earth is halved. Actions Multiattack The elemental makes two Touch attacks. Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: l 4 (2d8 + 5) lightning damage. If the target is a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1 dl 0) fire damage at the start of each of its turns. Mun ELEMENTAL Large elemental (earth/water), neutral Armor Class l 5 (natural armor) Hit Points 114 (l 2dl O + 48) Speed 2 5 ft., burrow l Oft., swim 2 5 ft. SlR DEX CON INT WIS CHA 19 (+4) 12 (+ 1) 19 (+4) 5 (-3) l O (+O) 6 (-2) Damage Resistances acid, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception l 0 Languages Aquan, Terran Challenge 6 (2,300 XP) Bake. If the elemental takes fire damage, it partially bakes and dries into clay; its speed is reduced by 5 feet until the end of its next turn. Mud Form. The elemental can move through a space as narrow as l inch wide without squeezing. Mud Sense. The elemental's tremorsense treats mud and muddy water as if it were solid stone. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC l 5) and restrained while grappled in this way. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. Spew (Recharge 4-6). The elemental expels a spray of viscous mud in a 30-foot cone. Each creature in the area must succeed on a DC l 5 Dexterity saving throw or be restrained for l minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 165


166 SAND ELEMENTAL Large elemental (air & earth, no primary), neutral ArmorClass 15 (natural armor) Hit Points l 02 (l 2dl 0 + 36) Speed 40 ft., burrow 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 3 0 ft., passive Perception l 0 Languages Au ran, Terran Challenge 6 (2,300 XP) Sand Form. The elemental can move through a space as narrow as l inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must make a DC l 4 Constitution saving throw. A creature that ends its turn inside the elemental's space must also make the saving throw. On a failed saving throw, a creature is blinded for l minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Glass. If the elemental takes more than l 5 fire damage at once, it partially glasses; for l minute, its speed is reduced by 5 feet and it cannot fly. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 2 (2d8 + 3) bludgeoning damage plus 3 (1 d6) piercing damage and 3 (1 d6) slashing damage. Scour (Recharge 4-6). Each creature in the elemental's space must make a DC l 5 Constitution saving throw. On a failure, a target takes 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) piercing damage and 7 (2d6) slashing damage, and it is knocked prone. On a success, a target takes half damage and isn't knocked prone. CHAPTER THREE I DUNGEON "1ASTER'S CHEST • SLIME ELEMENTAL Large elemental (water/earth), neutral ArmorClass 15 (natural armor) Hit Points 126 (l 2dl 0 + 60) Speed 30 ft., climb 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 17(+3) 13(+1) 20(+5) 5(-3) 10(+0) 7(-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception l 0 Languages Aquan, Terran Challenge 6 (2,300 XP) Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Ooze Hybrid The elemental is also considered an ooze. Slime Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (2d4) acid damage and is covered with acid; until someone takes an action to remove the acid, the creature takes 5 (2d4) acid damage at the start of each of its turns. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: l 2 (2d8 + 3) bludgeoning damage plus 5 (2d4) acid damage, and the target becomes covered with acid. Until a creature takes an action to remove the acid, the creature takes 5 (2d4) acid damage at the start of each of its turns. D&D UNLEASHED (vl.0) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SMOKE ELEMENTAL Large elemental (fire/air), neutral Armor Class 14 (natural armor) Hit Points l 02 (l 2dl 0 + 36) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 13(+1) 17(+3) 16(+3) 6(-2) 10(+0) 6(-2) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Au ran, lgnan Challenge 6 (2,300 XP) Smoke Form. The elemental can move through a space as narrow as l inch wide without squeezing. Anything inside the elemental's space or seen through it is heavily obscured, except to the elemental. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (l d6) fire damage and must make a DC l 5 Constitution saving throw. A creature that ends its turn inside the elemental's space also takes 3 (l d6) fire damage and must make the saving throw. On a failed save, a creature must spend its action on its next turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (ldlO) fire damage. STEAM ELEMENTAL Large elemental (fire & water, no primary), neutral Armor Class l 5 (natural armor) Hit Points 102 (l 2dl0 + 24) Speed 0 ft., fly 3 0 ft. (hover) SlR DEX CON INT WIS CHA 16 (+3) 19 (+4) 17 (+3) 6 (-2) 10 (+0) 8 (-1) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception l 0 Languages Aquan, lgnan Challenge 6 (2,300 XP) Steam Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (l d8) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (l d8) fire damage. A creature that ends its turn inside the elemental's space also takes 4 (l d8) fire damage. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by l 0 feet until the end of its next turn. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) bludgeoning damage plus 4 (l d8) fire damage, and the target must succeed on a DC 14 Strength saving throw or be pushed l 0 feet away from the elemental. Pressurize (Recharge 4-6). The elemental releases a blast of steam in a line 30 feet long and 5 feet wide emanating from it. Each creature in the elemental's space or in the area of the line must make a DC 14 Constitution saving throw. On a failure, a target takes 9 (2d8) fire damage plus l 3 (2d8 + 4) bludgeoning damage and it is knocked prone and pushed 20 feet away in the direction of the line. On a success, a target takes half damage and nothing else. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 167


MAGMA ELEMENTAL Huge elemental (earth/fire}, neutral ArmorClass 16 (natural armor) Hit Points 228 (24dl 2 + 72) Speed 40ft, burrow 40 ft. SlR DEX CON INT WIS CHA 23(+6) 11(+0) 17(+3) 4(-3) 10(+0) 9(-1) Saving Throws Str + 11, Con +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception l 0 Languages lgnan, Terran Challenge l 3 (10,000 XP) Lava Form. A creature or object that touches the elemental or hits it with a me lee attack while within 5 feet of it takes l 0 (3d6) fire damage. A creature that ends its turn within 5 feet of the elemental takes 5 (1 d l 0) fire damage. At the end of the elemental's turn, it ignites all flammable objects within 5 feet of it that aren't being worn or carried. Cooled Lava. If the elemental takes cold damage, it partially cools to stone; its speed is reduced by 20 feet until the end of its next turn, and its Lava Form trait doesn't function for that duration. False Appearance. While the elemental remains motionless, it can choose to suppress its Lava Form trait, causing it to be indistinguishable from a normal (albeit huge) boulder. Illumination. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet while its Lava Form trait is functioning. Molten Tunnels. When it burrows, the elemental leaves a tunnel in its wake. The sides of this tunnel remain burning hot for l 0 minutes, after which the tunnel collapses. When a creature enters the tunnel for the first time on a turn or starts its turn inside the tunnel, it takes 11 (2d l 0) fire damage. Siege Monster. The elemental deals double damage to objects and structures. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes l cold damage. Actions Multiattack The elemental makes two smash attacks. Smash. Melee Weapon Attack: +9 to hit, reach l Oft., one creature. Hit: 17 (2dl 0 + 6) bludgeoning damage plus 21 (6d6) fire damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is not flying, on a hit or a miss, the area of ground in a l 5- foot diameter circle centered beneath the target becomes filled with lava. The area is difficult terrain for the next l 0 minutes, and any creature who enters the area or ends its turn there takes 21 (6d6) fire damage. Meteor Breath. The elemental spews tiny chunks of burning stone. Each creature in a l 0-foot radius sphere centered on a point within 60 feet of the elemental must make a DC 16 Dexterity saving throw. On a failure, a target takes l 0 (3d6) bludgeoning damage plus l 0 (3d6) fire damage, or half as much damage on a success. Each object within the area that isn't being held or carried also takes full damage, and is ignited if it is flammable.


MAGMA ELEMENTAL Greater elementals composed of earth and fire, magma elementals are hulking brutes native to the Elemental Plane of Magma. They are similar to lava elementals, but larger and faster, with more stability and control to their motions because of the extra rockiness making up their bodies. They mostly stay underground, burrowing fiery tunnels through the earth, or lurking in volcanoes. A magma elemental can pose as a massive boulder, making it easy to surprise adventurers that venture into volcanic dungeons or the Plane of Magma. Efreeti often find ways to bind these elementals and command them in battle, wielding their mighty power as tunnel-makers and siege weapons for the City of Brass. QUICKSAND ELEMENTAL A quicksand elemental is a greater elemental composed of earth and water. It looks like a large mud elementai but it carries a powerful suction power that draws its victims inside its body with frightening ease. A quicksand elemental in the Material Plane can be extremely dangerous even for seasoned adventurers, who often identify the pool of mud as quicksand and gain a fresh sense of complacency as they step around the hazard - only for the quicksand to suddenly lunge QUICKSAND ELEMENTAL Huge elemental (earth/water}, neutral ArmorClass 15 (natural armor) Hit Points 199 (l 9dl 2 + 76) Speed 50 ft., burrow 30 ft., swim 50 ft. S1R DEX CON INT WIS CHA 21 (+5) 13 (+ l) 18 (+4) 5 (-3) 11 (+0) l 0 (+0) Saving Throws Con +8 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception l 0 Languages Aquan, Terran Challenge l 2 (8,400 XP) Quicksand Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it must succeed on a DC 17 Dexterity saving throw or become grappled by the elemental (escape DC l 7). In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on the saving throw or become grappled in the same way. Bake. If the elemental takes fire damage, it partially bakes and dries into clay; its speed is reduced by 5 feet until the end of its next turn. False Appearance. While the elemental remains motionless, it is indistinguishable from a pool of mud. A successful Wisdom {Survival) check against a DC l 5 reveals the mud to be quicksand, but doesn't reveal that it is an elemental. Mud Sense. The elemental's tremorsense treats mud and muddy water as if it were solid stone. Smothering Quicksand The elemental can grapple one Huge creature, up to two Large creatures, or up to eight Medium or smaller creatures at one time. Creatures that are grappled by the elemental are also restrained. If a creature is grappled by the elemental and inside the elemental's space, it must make a DC l 7 Constitution saving throw at the start of each of its turns. On a failed save, it takes l 8 (4d8) bludgeoning damage and until the start of its next turn it is blinded, unable to breathe, and, if it needs to breathe, unable to speak as well. On a success, it takes half damage only. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC l 7 Strength and succeeding. Actions Multiattack The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: 21 (3dl 0 + 5) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pulled inside the elemental and grappled (escape DC l 7) if the elemental has space remaining to grapple it. If not, the target is pulled up to 5 feet closer to the elemental instead of being pulled inside and grappled. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 169


upon them! Hags in the Swamp of Oblivion use native quicksand elementals as traps to guard their lairs. DROUGHT ELEMENTAL A drought elemental looks like a larger sand elemental filled with swirling ashes, smoke, and hot air. Its body is a void of moisture, and its very touch drains the water from creatures and objects alike, desiccating them with horrifying speed Hardiness against the searing heat will offer some protection from this dehydration, but even a fire giant has plenty to fear from these elementals. In combat, a drought elemental seeks to chase down its foes and envelop them at nearly any cost. It lacks any ranged attacks or abilities, but if it can't chase down its opponents, it rises in the sky and seeks to escape bolts and arrows by leaving their range, or burrows into the ground to find a concealed path to reach the attackers. It always tries to blind its targets by crashing into them before it strikes, and it enjoys desiccating large groups. Drought elementals are composed of fire, air, and earth, with only the element of water missing. This flaw results in the drought elemental's general nature. Not only does it struggle to harm those immersed in water, any contact with water results in the elemental's body vanishing into the water, dissolved like sugar. These elementals thusly despise water and anyone or anything which spreads it or relies on it to survive. GEYSER ELEMENTAL A geyser elemental is a frothing, roiling mass of boiling acid, steaming with noxious fumes and brimming with chunks of molten rock. It almost never stops moving, constantly digging through the underground in an endless frenzied rush. Once in a while the tectonic pressures of the earth will force a geyser elemental above ground, blasting them out of mountains, canyons, or hot springs. Sometimes they emerge deep beneath the ocean, where they swim and frolic among thermal vents that warm the cold darkness. A geyser elemental in combat races across the battlefield as fast as it can, slamming its boiling, caustic body into as many of its foes as it can and covering the area with a maze of noxious fumes. If its enemies gather in a small area, it attempts to engulf them and launch them into the sky in a release of sudden pressure, sending them hurtling toward a crunching impact with the solid ground When cornered, these elementals will knock its attackers away before burrowing into the safety of the earth to flee or reposition for a new attack. Geyser elementals are composed of water, earth, and fire, with only the element of air missing. This flaw can be seen in the geyser elemental's interactions with air and aerial enemies. The noxious fumes it releases can be dispersed by wind, and its talent for launching foes into the air is not so effective against creatures that can fly. These elementals fear the sky and the surface world that lives beneath it, and are always eager to return to the safety of the underground or the water. STORM ELEMENTAL A thundercloud the size of a house, a storm elemental is a greater elemental arcing with lightning. At times, the lightning even seems to form a malevolent, smiling face within the small thunderhead They often appear during the most dangerous of ocean storms, but when a storm elemental crosses over land and into the area of towns and cities, mass destruction can ensue. When engaged in battle, a storm elemental seeks to avoid direct contact with its opponents whenever it can. It flies overhead, raining bolts of arcing lightning down on its foes. If it is grounded or cornered in the air, the elemental will surge through its foes, injuring them with its innate electrical charge and blasting them away from it with a pulse of rumbling thunder. When its foes seem weak, it will descend to inhale them, seeking to electrocute them all together inside its body. A storm elemental can see through the thick haze of a thundercloud, so it prefers to hide within obscurement if it can.


Storm elementals are composed of air, fire, and water, with only the element of earth missing. This flaw shows through when the elemental must face enemies that are well grounded by the earth. Their electric attacks have little purchase against burrowing foes, and foes who are well-planted in the ground will easily resist its blasts of thunder and wind without being moved at all SUMMIT ELEMENTAL Summit elementals are hulking masses of ice, rock, and slushy mud that appears to have been clumsily molded into a lumpy, headless humanoid shape. They're always surrounded by frigid, glacial winds, and their touch saps heat and vigor from living things. They often wait atop frozen, windswept peaks, anticipating the tremor that will knock them rolling down as a living avalanche, or riding on creeping glaciers in wintry lands. When faced in combat, summit elementals attempt to face only one foe in melee range at any given time. The elemental will knock away any combatants that attempt to gang up on it, or tumble along the ground like an avalanche to reposition itself when surrounded When foes are grouped together, it blasts them with glacial wind and dust, making use of the obstacles it creates to avoid facing more than one melee attacker at a time. Summit elementals are composed of earth, water, and air, with only the element of fire missing. This flaw manifests as a clear weakness to heat and flame. A blast of strong heat such as flame or steam can thaw the frozen outer layer of the elemental 's stony body, allowing dust, snow, and cold mud to escape from inside, momentarily weakening its defenses and slowing it down. CHAOS ELEMENTAL Only rarely does an elemental of three elements survive the fusion of the fourth missing element. Each kind of tri-elemental is menaced by the remaining element, so most infusions of that element will be lethal However in very rare cases, all four elements can be combined in the body of a single elementaL transforming it into an embodiment of pure chaos and destruction: a fiendish elemental called a chaos elemental A chaos elemental's body is a primordial tempest of all four elements, constantly swirling and fighting each other, creating hybrid elements that quickly dissolve into the four elements again. Anywhere from four to twelve arms may emerge from the roiling elemental body, with each arm formed almost entirely out of one of the four elements, usually at least one arm for each element. A chaos elemental contains the element of air but is too heavy with other elements to be able to fly. Force of Destruction. The combination of so many opposed elements and hybrid elements fighting for dominance within the elemental is the complete suffusion of the elemental with malevolent chaotic energy. Because of this, chaos elementals are elemental demons, attuned to the Abyss and driven to cause destruction, madness, pain, and death. From the moment of their birth, these elementals roam across creation, destroying all in their path. Only the most cunning of villains can harness the wrath of a chaos elemental without bringing destruction on themselves in the process, but that doesn't prevent the many demon lords of the Abyss or the archdevils of the Nine Hells from trying. Elemental Cauldrons. Inside a chaos elemental's body, all kinds of bizarre transmutations and infusions are constantly occurring. Legends say that any materiaL no matter how rare, magicaL or impossible, could form inside these living laboratories. UNITY ELEMENTAL When all four elements are united in a single elemental by an act of celestial providence or divine magic, it can transform into a being united by law instead of chaos. Rather than a chaos elementaL the creature is reborn as an avatar of law and creation: an elemental celestial that mortal tales refer to as a unity elemental A unity elemental looks like a living star plucked from the heavens and placed in the physical world The core of the elemental is a fist-sized sphere of golden celestial light. The light from the sphere illuminates the cloud of cosmic dust and ethereal essence that makes up the elemental's outer body. Among the cloud, motes of pure elemental material (air, earth, fire, and water) circle in the cloud through regular orbits about the core. Life and Death. Where a unity elemental goes, life flourishes. As a being of pure creation, the elemental binds the elements together to form the vital energy of life itself, and by its very nature, spreads this energy to all those around it. Because the elemental is a creature of balance, it also creates death in the form of necrotic energy. However, the order that binds the elemental keeps the necrotic energy safely locked away inside the elemental's core, where it will build and build until the elemental dies, and the core can no longer contain it. This results in the elemental's necrotic death burst. Celestial Wisdom. These hybrids of celestial and elemental nature are keenly intelligent and immensely wise, with an angelic capacity to win the hearts of others. Despite this, unity elementals rarely have particular affectations, desires, or goals of any kind Most are content to simply exist in whatever realm they spawned within. Yet the nature of their birth means that unity elementals are almost never spontaneously formed Whatever holy being acted to create the unity elemental usually has a plan for it. Chaotic orders may be spumed, but this elemental is a lawful being and usually tries to fulfill their creator's purpose. Some unity elementals traveL either after they have fulfilled their original purpose or if they shirked their creator's destructive commands. Many end up in the lawful realm of Mechanus, the Plane of Order, helping others to carry out laws and contracts. Most stay within the celestial realm they were born in, continuing to perform tasks for lawful deities and angels, usually acting as special emissaries to the other Outer Planes. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 171


172 DROUGHT ELEMENTAL Huge elemental (fire/air/earth), neutral ArmorClass 17 (natural armor) Hit Points 168 (l 6dl 2 + 64) Speed O ft., burrow 3 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 17(+3) 19(+4) 18(+4) 10(+0) 10(+0) 14(+1) Saving Throws Dex +8, Con +8 Damage Resistances cold, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception l 0 Languages Primordial Challenge l 2 (8,400 XP) Searing Sand Form. The elemental can move through a space as narrow as l inch wide without squeezing. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1 dl 0) fire damage and must make a DC 18 Constitution saving throw. A creature that ends its turn inside the elemental's space also takes 5 (1 dl 0) fire damage and must make the saving throw. On a failed saving throw, a creature takes 9 (2d8) necrotic damage and it is blinded for l minute. A creature repeats the saving throw at the end of each of its turns, taking no damage on a failure but ending the blindness on a CHAPTER THREE I DUNGEON MASTFR'S CHEST successful save. Magic Weapons. The elemental's weapon attacks are magical. Dehydration. Creatures and objects with resistance or immunity to fire damage also have resistance or immunity (respectively) to necrotic damage dealt by the elemental. Constructs, undead, and creatures or objects that are submerged in water are also immune to this damage. However, plants and water elementals have disadvantage on Constitution saving throws caused by the elemental, and it deals maximum necrotic damage to plants. Water Vulnerability. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 2 necrotic damage. Actions Multiattack The elemental makes two touch attacks. Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) fire damage and the target must make a DC l 8 Constitution saving throw, taking l 8 (4d8) necrotic damage on a failed save or half as much damage on a success. Desiccate (Recharge 4-6). The elemental swells with heat and saps moisture from everything inside it. Creatures and plants inside the elemental's space must make a DC l 8 Constitution saving throw. On a failed save, a creature takes l 3 (3d8) fire damage and 22 (5d8) necrotic damage, it gains one level of exhaustion, and it is poisoned until the start of the elemental's next turn. On a success, it takes half as much damage and suffers no other effects. Any nonmagical plants in the elemental's space that aren't creatures, such as trees or shrubs, don't make a saving throw; they simply wither and die. Exhaustion caused by this ability can be removed by finishing a short or long rest with ample re-hydration. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


GEYSER ELEMENTAL Huge elemental (water/fire/earth), neutral ArmorClass 17 (natural armor) Hit Points 168 (l 6dl 2 + 64) Speed 90 ft., swim 90 ft., burrow 60 ft. S1R DEX CON INT WIS CHA 22 (+6) 18 (+4) 19 (+4) 8 (-1) 10 (+0) 16 (+3) Saving Throws Str + l 0, Dex +8 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., tremorsense 60 ft., passive Perception l 0 Languages Primordial Challenge l 2 (8,400 XP) Boiling Acid Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage and 9 (2d8) acid damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) fire damage and 9 (2d8) acid damage. A creature that ends its turn inside the elemental's space also takes this damage. Magic Weapons. The elemental's weapon attacks are magical. Noxious Fumes. When the elemental moves, it leaves an area of poisonous fumes in its path that lasts until the end of its next turn or until a wind of moderate or greater speed (at least l 0 miles per hour) disperses it. The path of fumes is as wide and as high as the elemental's space. The fumes are invisible, but carry a foul odor. When a creature ends its turn within the fumes, it must succeed on a DC l 7 Constitution saving throw or take l 3 (3d8) poison damage. Creatures that don't need to breathe automatically succeed on the saving throw. Actions Multiattack The elemental makes two slam attacks. Slam. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: l 3 (2d6 + 6) bludgeoning damage plus 9 (2d8) fire damage and 9 (2d8) acid damage, and the target must succeed on a DC l 7 Strength saving throw or be pushed l 5 feet away from the elemental. Erupt (Recharge 4-6). The elemental pressurizes and blasts boiling acid upward into the air. Each creature in the elemental's space must make a DC l 7 Strength saving throw. On a failed save, a creature takes 20 (4d6 + 6) bludgeoning damage and it is hurled SO feet into the air above the elemental and pushed l 0 feet in a random horizontal direction, and then falls unless it can fly or stop the fall. Each object in the elemental's space also automatically suffers the effects of a failed save. When the elemental uses this ability, boiling acid rains in a shower around it. Each creature within l 5 feet of the elemental that isn't in the elemental's space must succeed on a DC l 7 Dexterity saving throw or take 9 (2d8) fire damage and 9 (2d8) acid damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 173


174 STORM ELEMENTAL Huge elemental (airjfire/water), neutral ArmorClass 16 (natural armor) Hit Points l 5 2 (1 6d l 2 + 48) Speed Oft., swim 60 ft., fly 60 ft. (hover) S1R DEX CON INT WIS CHA 18 (+4) 21 (+5) 17 (+3) 9 (-1) 10 (+O) 13 (+l) Saving Throws Dex + l 0, Con + 7 Damage Resistances fire, acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning, poison, thunder Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses blindsight 120 ft., passive Perception l 0 Languages Primordial Challenge l 2 (8,400 XP) Tempest Form. The elemental can move through a space as narrow as l inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack using a metal weapon takes 9 (2d8) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 (2d8) lightning damage. A creature that ends its turn inside the elemental's space also takes 9 (2d8) lightning damage. Magic Weapons. The elemental's weapon attacks are magical. Grounding. Lightning damage the elemental deals to CHAPTER THREE I DUNGEON MASTER'S CHEST earth elementals or to creatures that are buried or burrowing in earth is halved. Actions Multiattack The elemental makes two melee attacks. Shock Melee Weapon Attack: +9 to hit, reach Oft., one target. Hit: 22 (5d8) lightning damage. This attack has advantage against a target wearing metal armor. Slam. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 4 (2d8 + 5) bludgeoning damage plus 4 (1 d8) lightning damage and 4 (1 d8) thunder damage. Arc Lightning. The elemental chooses one creature or object within l 20 feet and up to three other creatures or objects within 30 feet of the first target. Each target must make a DC l 6 Dexterity saving throw. A target takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. Thunder Pulse. The elemental chooses a direction, then pushes unsecured objects inside its space that aren't being worn or carried 30 feet away in that direction. Each creature in the elemental's space must make a DC l 6 Constitution saving throw. On a failed save, a creature takes l 4 (2d8 + 5) bludgeoning damage plus l 3 (3d8) thunder damage, is knocked prone, and is pushed 30 feet in the same direction. Vortex (Recharge 5-6). The elemental pulls all unsecured objects within 60 feet of it that aren't being worn or carried 60 feet closer to the center of its space. Each creature within 60 feet of the elemental must make a DC l 6 Strength saving throw. On a failed save, a creature takes 2 7 (5d8 + 5) bludgeoning damage, is knocked prone, and is pulled up to 60 feet toward the center of the elemental's space. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SUMMIT ELEMENTAL Huge elemental (earthjairjwater), neutral ArmorClass 18 (natural armor) Hit Points 200 (l 6dl 2 + 96) Speed 40 ft., climb 40 ft., swim 40 ft., burrow 20 ft. S1R DEX CON INT WIS CHA 26 (+8) 11 (+0) 23 (+6) 8 (-1) 10 (+0) 11 (+0) Saving Throws Str + l 2, Con + l 0 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 120 ft., passive Perception l 0 Languages Primordial Challenge l 2 (8,400 XP) Glacial Aura. A creature that touches the elemental, hits it with a melee attack while within 5 feet of it, or ends its turn within 5 feet of it takes 5 (1 dl 0) cold damage, and if the creature doesn't have resistance or immunity to cold damage, its speed is reduced by l 0 feet and it has disadvantage on any weapon attack rolls it makes before the end of its next turn. False Appearance. While the elemental remains motionless, it is indistinguishable from a pile of icy rocks and snow. Magic Weapons. The elemental's weapon attacks are magical. Siege Monster. The elemental deals double damage to objects and structures. Thaw. If the elemental takes fire damage, it partially thaws; its speed is reduced by l 0 feet and its AC is reduced by l until the end of its next turn. Actions Multiattack The elemental makes two smash attacks. Smash. Melee Weapon Attack:+ 12 to hit, reach l 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) cold damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Avalanche (Recharge 5-6). The elemental separates into a rolling cloud of icy boulders, muddy snow, swirling dust, and freezing wind, and it moves in a straight line up to 60 feet long to an unoccupied space before it reforms. During this movement, it ignores difficult terrain and it can move through other creature's spaces. When it enters another creature's space during this movement, that creature must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 21 (3d8 + 8) bludgeoning damage plus 7 (2d6) cold damage and it is knocked prone. Glacial Breath (Recharge 5-6). The elemental exhales a blast of freezing ice, mud, dust, and chunks of stone in a 60-foot cone. Each creature in the area must make a DC l 8 Constitution saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) cold damage, it is pushed 20 feet away from the elemental, and its speed is reduced by 20 feet until the end of its next turn. On a success, a creature takes half damage and suffers no other effects. This ability also deals damage to structures and objects in the area that aren't being held or carried. In addition, ground in the area is covered with ice and stone, becoming difficult terrain until cleared. Each 5-foot-square portion of the area requires at least l minute to clear by hand. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


CHAOS ELEMENTAL Gargantuan elemental (all elements}, chaotic evil ArmorClass 19 (natural armor) Hit Points 3 50 (20d20 + 140) Speed 60 ft., burrow 50 ft., climb 50 ft., swim 80 ft. STR DEX CON INT WIS CHA 26(+8) 17(+3) 25(+7) 12(+1) 10(+0) 19(+4) Saving Throws Str + l 5, Dex+ l 0, Wis +7, Cha+ 11 Damage Immunities acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses blindsight 120 ft., tremorsense 120 ft., passive Perception l 0 Languages Abyssal, Primordial, telepathy 120 ft. Challenge 22 (41,000 XP) Chaos Form. The elemental ignores movement restrictions caused by the elements. At the start of each of its turns, each creature within 5 feet of it takes 3 (1 d6) fire damage plus 3 (1 d6) acid damage, 3 (1 d6) cold damage, 3 (1 d6) lightning damage, and 3 (1 d6) thunder damage. A creature also takes this damage when it touches the elemental or hits it with a me lee attack while within 5 feet of it. Fiendish Hybrid The elemental is also a fiend (demon). Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead. Siege Monster. The elemental deals double damage to objects and structures. Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects. Magic Weapons. The elemental's weapon attacks are magical. Actions Multiattack The elemental makes four attacks: a fling, a scorch, a slam, and a smash attack. Fling. Melee Weapon Attack:+ l 5 to hit, reach l Oft., one target. Hit: l 7 (2d8 + 8) bludgeoning damage plus 4 (1 d8) thunder damage, and the target must succeed on a DC 20 Constitution saving throw or be pushed 30 feet in a direction of the elemental's choice and deafened until the CHAPTER THREE I DUNGEON MASTER'S CHEST end of the target's next turn. Unsecured objects of size Huge or smaller are pushed automatically. Scorch. Melee Weapon Attack:+ l 5 to hit, reach l Oft., one target. Hit: 22 (Sd8) fire damage, and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes l l (2d l 0) fire damage at the start of each of its turns. Slam. Melee Weapon Attack:+ l 5 to hit, reach 20 ft., one target. Hit: l 7 (2d8 + 8) bludgeoning damage plus 4 (1 d8) cold damage, and the target is grabbed by the water arm (escape DC 20) and restrained while it is grabbed. Smash. Melee Weapon Attack:+ l 5 to hit, reach 20 ft., one target. Hit: 2 l (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Transmute (Recharge 5-6). The elemental alters the form of each creature and object within 30 feet ofit to confuse the elements. Ground, water, and air in the area is transformed to slurry: heavily obscured water that is difficult terrain. Each other creature and object in the area must make a DC 20 Constitution saving throw. On a failed save, a target takes 3 9 (6dl 2) force damage and is stunned until the end of its next turn. On a success, it takes half damage and isn't stunned. Legendary Actions The elemental 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 elemental regains spent legendary actions at the start of its turn. Destructive Wrath. The elemental makes two melee attacks using different weapons. The attacks must be made against objects or structures. Howl ofTerror (Costs 2 Actions). The elemental roars with primordial fury that resonates in the soul. Each creature of the elemental's choice that is within l 20 feet of the elemental must make a DC 20 Wisdom saving throw. On a failed save, a creature is frightened until the end of its next turn. On a success, a creature becomes immune to the elemental's Howl of Terror for the next 24 hours. Primordial Flow (Costs 2 Actions). The elemental moves its speed without provoking opportunity attacks. For this move, it can enter a hostile creature's space and it can move through a space as narrow as l inch wide without squeezing, but it can't end the movement in such a place. The first time it enters a creature's space during this movement, the creature takes damage from the elemental's Chaos Form trait. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


UNITY ELEMENTAL Medium elemental (all elements), lawful neutral ArmorClass 15 (natural armor) Hit Points 285 (30d8 + 150) Speed Oft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 21 (+5) 16 (+3) 18 (+4) 20 (+5) Saving Throws Str + l 0, Dex + 11, Wis + 11, Cha+ l 2 Skills Insight+ 11, Perception+ 18 Damage Resistances necrotic Damage Immunities acid, cold, fire, lightning, poison, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses truesight 120 ft., passive Perception 28 Languages all, telepathy 120 ft. Challenge 22 (41,000 XP) Celestial Hybrid The elemental is also a celestial. Death Burst When the elemental dies, it explodes in a burst of accumulated death energy. Each creature within l 20 feet ofit must make a DC 22 Constitution saving throw, taking 20dl O necrotic damage on a failed save, or half as much damage on a successful one. For the next l 00 years, plants will not grow in the area (dispelled as a 9th-level spell). Great Avoidance. If the elemental is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attacks targeting the elemental are made with disadvantage. Great Illumination. The elemental sheds bright light in a 60- foot radius and dim light for an additional 60 feet. In addition, when the elemental enters an area of darkness that was created by a spell or starts its turn within such an area, that spell is dispelled. Legendary Resistance (3/Day). If the elemental fails a saving throw, it can choose to succeed instead. Magic Resistance. The elemental has advantage on saving throws against spells and other magical effects. Omnisight The elemental can see through walls, floors, ceilings, and other opaque, nonliving materials within the radius of its truesight as if they were translucent, including undead and constructs. Its line of sight can't be blocked by any materials that appear translucent to it, and it can hear all things within the area as if there were no obstructions between it and the sound. Its vision can only be blocked by an anti-magic field or a spell of 9th-level or higher. Radiant Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as l inch wide without squeezing. In addition, any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes l 3 (3d8) radiant damage. Vitality Aura. The elemental exudes an aura of life energy that extends 3 0 feet out from it. Each other creature of the elemental's choice that starts its turn in the aura regains l l (2dl 0) hit points. Creatures in the aura also have resistance to necrotic damage and advantage on death saving throws. Constructs and undead are immune to the effects of this trait, except that each undead that ends its turn in the aura takes l l (2dl0) radiant damage. In addition, the ground within 60 feet of the elemental is constantly blooming with mundane plants, permanently becoming difficult terrain. The plants grow spontaneously upon any earth within the aura, without seed, sunlight, or water, and tiny insects also spawn upon their leaves. Each plant that ends its turn in the aura is also affected by the long-term benefits of the plant growth spell. Actions Multiattack The elemental makes three Infuse attacks. Infuse. Melee Weapon Attack:+ l l to hit, reach 5 ft., one target. Hit: l l (2dl 0) radiant damage plus 5 (1 dl 0) acid damage, 5 (1 d l 0) cold damage, 5 (1 d l 0) fire damage, 5 (1 dl 0) lightning damage, and 5 (1 dl 0) thunder damage. Pulse. The elemental releases a blast of cosmic energy in a line l 00 feet long and l O feet wide. Each creature in the blast must make a DC 20 Dexterity saving throw, taking Sdl O radiant damage plus Sdl O force damage on a failed save, or half as much damage on a successful one. Teleport The elemental magically teleports up to l 50 feet to an unoccupied space that it can see. Legendary Actions The elemental 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 elemental regains spent legendary actions at the start of its turn. Restoration. The elemental fills one other creature that it can see within l 20 feet with positive energy. The target regains 30 hit points, or takes 30 radiant damage if it is an undead. Constructs are immune to this effect. Reformation (Costs 2 Actions). The elemental uses its Teleport action and regains 30 hit points. Chorus of Belonging (Costs 2 Actions). The elemental sings a chord of celestial yearning that resonates in the soul. Each other creature of the elemental's choice within l 20 feet of the elemental must make a DC 20 Wisdom saving throw. On a failed save, a creature is teleported to an unoccupied space within l O feet of the elemental and it is charmed by the elemental until the end of its next turn. On a success, a creature is not teleported and it can't be charmed by the elemental for the next 24 hours. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


178 KOBOLD DIRTCLAW Kobolds build tunnels through the earth, digging out not only homes for themselves, but secret passages, deadly traps, and hidden caches for whatever they consider to be treasure. Some kobolds, whether through natural talent or after tutoring from outsiders, use earth magic to dig through earth much faster than kobolds wielding tools and architecture. These rare kobold geomancers empower themselves with vibrating, steely claws that they use to burrow, earning them their name. Kobold dirtclaws (named by kobolds themselves) have enhanced earthen claws on their hands and feet which resemble eagle talons or mole claws made of hardened stone. When they stomp the earth with magic, the claws on their feet dig in and create shockwaves. Their scales are also harder than normaL strengthened by geomancy to be as tough as packed dirt or baked clay. Dirtclaws commonly carry sling stones with them, as their magic enables them to throw a mundane stone with more force than even a crossbow bolt. Dirtclaws are highly respected and venerated among kobold communities because their abilities are so useful to nearly everything the kobolds do. They can construct tunnels with rapid speed, building new homes or battle structures in a pinch, and when kobolds do battle, the dirtclaws are hardy frontline fighters that disrupt enemy formations with rumbling blasts of earthen power. KOBOLD DIRTCLAW Small humanoid (kobold), lawful evil ArmorClass 14 (natural armor) Hit Points 2 7 (6d6 + 6) Speed 30 ft., burrow 5 ft. SlR DEX CON INT WIS CHA 11 (+O) l 5 (+2) 13 (+ l) 9 (-1) 14 (+2) 11 (+0) Senses darkvision 60 ft., tremorsense l 0 ft., passive Perception l 2 Languages Common, Draconic, Terran Challenge 2 ( 4 5 0 XP) Aftershocks. When the kobold casts a spell of l st-level or higher, any ground within the spell's area becomes difficult terrain for its enemies until the end of its next turn. Upon casting, each structure on affected ground takes 5 (l dl 0) thunder damage, and creatures on the ground that are concentrating must succeed on a DC 12 Constitution saving throw or lose concentration, with disadvantage if they are prone. 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. Spellcasting. The kobold is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at-will): earth stomp (new), mold earth,* weathering (new) l st level (4 slots): earth tremor,* thunderwave 2nd level (3 slots): shatter, spike growth 3rd level (2 slots): erupting earth,* quake walk (new) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tunneler. The kobold leaves a 4-foot-diameter tunnel in its wake when it burrows. It can burrow through solid rock at one-fifth of its normal burrowing speed. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) slashing damage plus 3 (l d6) thunder damage. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (l d4 + 2) piercing damage. Rock Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) bludgeoning damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


LAvAWoRM A fully grown lava worm is the most terrifying predator to be found near lava or magma. Its entire body is superheated to the same temperature as lava, allowing it to withstand volcanic heat and tunnel into solid rock with speed and ease. Some legends claim that lava worms were born when a mad wizard tried to combine the fiery power of a salamander with the might of a purple worm. Others say it was created by the gods of earth and flame, but it betrayed them and escaped to live beneath the ground However most believe the lava worms are simply a close relative of the purple worm adapted for life near and within volcanoes. A lava worm's saliva contains oils that cause fire to bum hotter. It prefers to defend itself against serious threats from afar, staying within lava and spitting flame at the danger to wear them down. When it sights prey, it prefers to eat them whole in a single bite. More difficult and evasive prey may be easier to consume once caught in the worm's deadly lava breath. This worm has no problem biting through solid rock to swallow restrained prey using its super-heated jaws. LAvAWORM Gargantuan monstrosity, unaligned Armor Class 20 (natural armor) Hit Points 3 50 (20d20 + 140) Speed 40 ft., burrow 30 ft. S1R DEX CON INT WIS 28 (+9) 13 (+ 1) 24 (+7) 4 (-3) 10 (+O) Saving Throws Con + l 3, Wis +6 Damage Immunities cold, fire CHA 6 (-2) Senses blindsight 60 ft., tremorsense 120 ft., passive Perception l 6 LanguagesChallenge 20 (25,000 XP) Heated Body. A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. At the start of each of the worm's turns, it deals 14 (4d6) fire damage to any creature that is grappling it and any object that is restraining it. Lava Tunneler. The worm can burrow through lava, magma, and solid rock. Its tremorsense treats lava and magma as if it were solid stone. Molten Tunnels. When the worm burrows, it leaves a l 0- foot diameter tunnel in its wake. The sides of this tunnel remain burning hot for l 0 minutes, after which the tunnel collapses. When a creature enters the tunnel for the first time on a turn or starts its turn inside the tunnel, it takes 11 (2dl 0) fire damage. Siege Monster. The worm deals double damage to objects and structures, and it treats immunity to fire damage as resistance to fire damage when it hits objects or structures with its bite attack. VARIANT: YOUNG LAVA WORMS For younger lava worms, use the statistics for a remorhaz or young remorhaz (both found in the Monster Manua~, but add the Lava Tunneler and Molten Tunnels traits from the lava worm. Actions Multiattack The worm makes two attacks. Bite. Melee Weapon Attack:+ l 5 to hit, reach l 0 ft., one target. Hit: 28 (3dl 2 + 9) piercing damage plus 28 (8d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2dl 0) fire damage at the start of each of its turns. In addition, if the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage plus 21 (6d6) fire damage at the start of each of the lava worm's turns. If the worm takes 40 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 2 5 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within l 0 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using l 5 feet of movement, exiting prone. Flame Spit Ranged Spell Attack:+ 13 to hit, range 120 ft., one creature. Hit: 5 5 (8dl 0 + 7) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2dl 0) fire damage at the start of each of its turns. Breath Weapon (Recharge 5-6). The worm sprays molten rock in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 5 5 (1 0d l 0) fire damage on a failed save, or half as much damage on a successful one. On a failed saving throw, a creature is also restrained by the hardening rock. A creature can make a DC 21 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 60 hit points, and it is immune to fire, poison, and psychic damage, but it is vulnerable to any damage dealt by a lava worm's bite attack. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 179


180 MAGMIN TuNNELER The small fiery people known as magmin are not truly humanoids, but are in fact elemental spirits given physical form. When magmin are summoned with just as much earth magic as fire magic, the two elements fuse and mingle, and the magmin that is created is much larger, more bestiai and more connected to the earth. These magmin have large claws that can be used to dig tunnels or grapple enemies, and thus they are usually known as magmin tunnelers. Diggers and Infiltrators. Tunnelers are capable of digging new passageways through their native realm, the Plane of Magma. Tunnelers allow magmins to safely travel from one volcano to another, to dig out new channels to make exciting lava slides, and even to carve out shelter when the magmin are exposed to danger. When magmin fight intentionally, tunnelers also play an important role in altering the terrain of a battlefield, opening attack paths or escape routes for their fellow magmin. To fully utilize this tactical advantage, the magmins would need more wits than they possess. But when a tribe of magmins is commanded by a competent mage or genie, they can wreak unexpected havoc should tunnelers be among their ranks. Earthen Composition. All magmin are composed of both fire and earth, but most favor the element of fire more than earth. Tunnelers seem to be a more balanced fusion of the two elements, with more of an affinity for the element of earth than the average magmin. Perhaps this accounts for their additional size and strength, and maybe this balance helps both elements to grow even stronger. The additional earth can certainly be blamed for the tunnelers' keen tremorsense and their talent for digging relatively stable tunnels. MAGMIN TuNNELER Medium elemental (earth/fire), chaotic neutral ArmorClass 14 (natural armor) Hit Points 3 9 (6d8 + 12) Speed 30 ft., burrow l 5 ft. S1R DEX CON INT WIS CHA 15 (+2) 13 (+ l) 15 (+2) 7 (-2) 10 (+0) 13 (+ l) Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., tremorsense 30 ft., passive Perception l 0 Languages lgnan, Terran Challenge 3 (7 00 XP) Death Burst When the magmin dies, it explodes in a burst of fire and magma. Each creature within l 5 feet of it must make a DC l 4 Dexterity saving throw, taking l 7 (Sd6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in al 5-foot radius and dim light for an additional l 5 feet. Molten Tunnels. When the magmin burrows, it leaves a 5-foot diameter tunnel in its wake. The sides of this tunnel remain burning hot for l minute, after which the tunnel collapses. When a creature enters the tunnel for the first time on a turn or starts its turn inside one, it takes 5 (1 d l 0) fire damage. Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1 d6 + 2) slashing damage plus 9 (2d8) fire damage, and if the target is a creature, it is grappled (escape DC l 2). Until this grapple ends, the magmin can't claw another target. If the target is a creature or a flammable object, it also ignites. Until a creature takes an action to douse the fire, the creature takes 5 (1 dl 0) fire damage at the end of each of its turns. At the start of each of the magmin's turns, it deals 9 (2d8) fire damage to each creature it is grappling. Any creature that takes this damage ignites if it isn't on fire. l'Ylf -H6A12l) nte-tvt q~ -ro A~ 11 M_A(:(M.lN Ho'4J()(; 11 1?6F'012-G; F'012- T-tt6l12-1?6~"t1AL- PO~TUq ANV Vl~P09"rtON. l-r Ml~ Al/20 1?61?6c.Au~6 0F' T-tt6 ~t..Ol?1?6'{2.. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


MOLTEN OOZE Medium ooze, unaligned Armor Class 6 Hit Points 110 (l 3d8 + 5 2) Speed 20 ft., climb 20 ft. S1R DEX CON INT WIS CHA 14 (+2) 3 (-4) 19 (+4) l (-5) 6 (-2) l (-5) Damage Immunities acid, fire, lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 LanguagesChallenge 7 (2,900 XP) Amorphous. The ooze can move through a space as narrow as l inch wide without squeezing. False Appearance. While the ooze remains motionless, it is indistinguishable from a pool of lava or a molten rock. Molten Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 3 (l d6) acid damage plus 5 (l dl 0) fire damage. At the start of the ooze's turn, it also deals this damage to each creature that it is grappling. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2) bludgeoning damage plus 7 (2d6) acid damage and 9 (2d8) fire damage, and if the target is a creature, it is grappled (escape DC 14). While grappled in this way, the target is also restrained. Until this grapple ends, the ooze can't attack another target. If the target is a creature or a flammable object, it is also set ablaze. Until a creature takes an action to douse the fire, the creature takes 5 (l dl 0) fire damage at the end of each of its turns. OOZE, MOLTEN Oozes are simple-minded, amorphous creatures that live only to consume. Some oozes take on elemental traits, such as the heated kind known as a molten ooze. It is mottled with red and black and speckled with orange flecks, and is easily mistaken for lava itself. Its body is dense, viscous, and resilient against harm. These oozes are extremely dangerous for novice adventurers. When a molten ooze moves, it rolls like a slow, fiery bubble, or flows like a slithering trickle of lava. Any organic material it moves over is dissolved, and any remains are seared to ash, which the ooze will also consume. It leaves stone and metal unharmed Molten oozes typically dwell within volcanoes or fiery caverns beneath the earth, although some lurk in alleys and abandoned buildings in the City of Brass, the efreeti capital in the Elemental Plane of Fire. Some efreeti even keep these oozes as pets, using them to dispose of waste and to clean surfaces in their palaces. In a pinch, the oozes can even serve as defenders against enemies, but anyone who keeps an ooze as a pet knows that the ooze doesn't distinguish friend from food, especially in the chaos of a frenzied battle. VARIANT: WINTER OOZE In frosty locales and glacial caves, one is liable to encounter a winter ooze. It uses the statistics for a molten ooze, except all mention of fire damage is replaced with cold damage (including its damage immunity), and its False Appearance trait disguises the ooze as a pool of cold water or a formation of ice instead of a pool of lava or a molten rock. Also, instead of lighting creatures on fire, hitting a target that doesn't have resistance or immunity to cold damage reduces the target's speed by l 0 feet and gives it disadvantage on weapon attacks until the end of its next turn. A winter ooze consumes the same materials as a molten ooze. THEELEMENTSANDBEYOND FANMADE HOMEBREW 181


182 ORC WART0RCH An orcish warband is at its most devastating when it is accompanied by one or more of the orcish pyromancers known as wartorches. As wild and destructive as fire itself, most ore wartorches delight in the crackling of fire and the smell of burning flesh. Ore wartorches are born with a natural affinity for magic but not necessarily a talent for pyromancy. Ore tribes that wage aggressive wars value no magic more highly than the magic of destruction, however, and so any orcish sorcerer born to these tribes is likely to be pushed into practicing fire magic. The ores surround the child with flames from an early age and engender within them a deep and profound pyromania, all the while ready to slay the child if their flames ever become too difficult for them to control Some wartorches, heedless of the inherent danger, seek out the aid of creatures such as crimson hags or efreeti, searching for ever more fiery power to wield At times, efreeti have used these opportunities to enslave the wartorch's tribe, either as part of a bargain or by force. The orcish armies obtained in this way can be massive and deadly, with efreeti uniting many warring tribes together into one enormous slave army watched over by salamanders and ore wartorches. ORC WART0RCH Medium humanoid (ore), chaotic evil Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft. SlR DEX CON INT WIS CHA 16(+3) 12(+1) 16(+3) 8(-1) 9(-1) 16(+3) Skills Arcana+ l, Intimidation +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 9 Languages Common, lgnan, Ore Challenge 4 (l, l 00 XP) Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see. Scorched Ground Whenever the ore casts a spell of l stlevel or higher, it can leave a patch of magical flames in the spell's wake. The flames fill an area that reaches 5 feet above all ground within the area of the spell. If the spell doesn't affect an area, the flames cover the ground within 5 feet of the ore or within 5 feet of one target (the ore's choice). Each other creature that starts its turn in the fire or enters the fire for the first time on a turn takes 3 (l d6) fire damage. The fire lasts for l minute or until it is magically extinguished. Spellcasting. The ore is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at-will): control flames,* create bonfire,* dancing lights, fire bolt, light l st level (4 slots): burning hands, conflagration (new), fog cloud 2nd level (3 slots): heat metal, scorching ray 3rd level (2 slots): fireball Actions Torch. Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 5 (1 d4 + 3) bludgeoning damage plus l 0 (3d6) fire damage. Javelin. Melee or Ranged Weapon Attack:+ 5 to hit, reach 5 ft. or range 3 0/ l 20 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. VoN'-r MAK6 nte- COMMON M.1s-r.AK6 OF ASSuM.tN~-r:t-tA-r oUST"1?6c.AuS6 SOM.6ON6 tS -r-ttczoWtN~Ftl2€1?AU/2 A-r "(Ou, ntef WON'-r1?e- -HAP1?'-l -ro S66 "(Ou up CLOSe: .fo12-SOM.6 OF us MA<:ce-t;, ct.0se- TZAN<:ce- ous-r MAK6S "(Ou 6A9612--ro 1?u121J. -t;~V FANMADE HOMEBREW THE ELEMENTS AND BEYOND


PRIMAL SPIRIT AVATARS The wilderness in all its many forms - tundra, forest, desert, and other biomes - is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains. Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land These avatars take little effort for a primal spirit to controL and the spirit is not harmed if the avatar is slain. Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost. Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild Archdruids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals. Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling." Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep. AsTRAL PANTHER The Astral Panther is the spirit of the starry night sky and, in some worlds, even the moon. The Panther is an ambassador between the pure darkness of the Bat and the blinding sunlight of the Eagle. The Astral Panther also patrols the dream world, hunting for nightmares. The Panther is enigmatic and nearly always speaks in riddles. It takes champions more frequently than almost any other primal spirit, yet its champions rarely know its actual goals, as the Panther prefers to give its messages through mysterious dreams, and no one can be certain which lands even constitute the Panther's domains. The Panther is secretly aware of many prophecies, both cosmic and small-scale predictions, and seems to be concerned with the path of natural fate itself. It even sometimes appears in the dreams of those other than druids, delivering cryptic messages to nudge fate along. BAT OF THE BELOW The Bat of the Below is an incarnation of the darkness of night and the caverns beneath the earth. It carries diseases from the subterranean reaches of the Spirit World in its claws, and its echolocating screech can be used as a sonic attack that rips through the darkness. Entreating with the Bat is terrifying for nearly anyone who attempts it. The Bat's spiritual home is a vast, dark, seemingly empty cavernous expanse. The darkness is filled with maddening chittering and the stench of fresh guano. The Bat enjoys surprising its guests with heartstopping fear before any meeting actually begins. BEAR OF THE ARCTIC The vast arctic stretches of ice, snow, and frigid water are the domain of the mighty Bear of the Arctic, a great polar bear spirit that brings blizzards wherever it goes. It reigns over not only the frozen land, but also the icy shallows where seals and whales roam. The Bear is cold and emotionless when it meets with mortals, unless it is angered and its ferocity is revealed It speaks straightforwardly, eschewing subtlety and lies. It will accept champions who demonstrate the strength, cunning, and resilience needed to survive in the frozen wastelands, but will devour those who fail its tests. COYOTE OF THE DESERT The spirit of the desert, Coyote, is as inscrutable as a mirage. For a primal spirit, Coyote is easy to meet with, but notoriously hard to make an agreement with. He prefers trickery to proper exchanges, and often uses the facade of a friendly meeting to enact his schemes. If you weren't tricked or pranked in some apparent way after the first meeting, you can be almost certain that you are being led into an even more elaborate charade with an even greater humiliation at the end Despite this, Coyote can be convinced to let a mortal serve as his champion. He has certain needs as a primal spirit of the plains and deserts, and like any primal spirit he despises those who would despoil his lands. And he harbors ancient grudges against distant foes. If he were given the right means or chance, he would greatly relish making a fool out of them. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 183


184 CRAB OF THE COAST The tide-swept beaches that line the coasts of the world are home to myriad tiny crabs that nest among the sand The Crab of the Coast is the spirit of these lands. It has a steely, sand-colored sheli and it can blast pressurized jets of water from its mouth to strike its foes from afar. The Crab is one of the least intelligent of the primal spirits. It thinks faster than it speaks, and it thinks very slowly. Dealing with the Crab is always a test of extreme patience, even for its champions, despite the fact that the Crab is relatively easy to please and understand for a primal spirit. DRAGON OF THE SWAMP -------------- Though not a true dragon, the Dragon of the Swamp is as dangerous as any black dragon. Resembling a giant spiny crocodile, the Dragon is not only an incarnation of wetlands and fresh water, but also poisonous wildlife in any environment. It has venom and acidic, poisonous blood, and all the stealth abilities of a crocodile. The Dragon is dour and humorless, with predation its only amusement. It is also patient, willing to spend eons waiting for its domains to expand across the wilderness, just as it waits endlessly for the perfect instant to strike from the water at prey. The Dragon will accept a champion that shows the same ruthlessness and patience. EAGLE OF THE SUN The radiant bird spirit known as the Eagle of the Sun is a spirit of the daytime and the sunlit sky. The Eagle is the mortal enemy of the Bat of the Below. It flies across its realm in the Spirit World, an endless sky streaked with orange sunlight, as it carries a facsimile of the sun in its mighty talons. The Eagle is bold and direct when it negotiates with mortals. It desires champions with a strong sense of justice, even if they aren't necessarily lawfui and it tests the honor and valor of druids by presenting them with moral challenges that have no clear answer. If the druid does not answer in a way that is true to their own heart, the Eagle rebukes them forever. GREATMOTHER OAK Greatmother Oak is a special primal spirit that doesn't reign over a type of land, but instead reigns over plants and the healing power they contain. She resembles an oaken treant, with moss and vines hanging from both of her arms and flowers growing in her branches. Oak is benevolent and kind, with a special fondness for druids and those who care for or cultivate plants. But she is wary of betrayai having been tricked too many times by Coyote and the Weaver, and she knows that many mortals see plants (which she regards as her children) as little more than objects, and destroy them with reckless impunity. For these reasons, she rarely meets with mortals, and chooses her champions very carefully. Oak searches for pure-hearted druids to act as CHAPTER THREE I DUNGEON 'MASTER'S CHEST her champions, and she looks after them with motherly care when they are in danger. In combat, she tends to injuries and searches for peaceful ways to end conflict. RAM OF THE MOUNTAIN Leaping from clifftop to clifftop, the sturdy and resilient Ram of the Mountain is a spirit of hills, cliffs, canyons, and of course mountains. The steps of its hooves cause the earth to quake and rumble, and the impact of its mighty leaps resound loudly across the land The Ram is largely unfazed by most things, especially activity from mortals. The Ram is the most stubborn of the primal spirits. Its lands, like the Ram itself, are sturdy and difficult to destroy, and it fears little from the world of mortals. It resists taking a champion except when it is definitely necessary. The Ram will only take a champion that can match it in a headbutting contest. SERPENT OF THE DEEP The Serpent of the Deep lurks in the deepest, darkest waters of the Spirit World This mighty leviathan pulses with lightning, a magical lure dangling from its head, the seas around it swirling at its command The Serpent is a primal incarnation of storms as well as the deep sea. The alien-minded Serpent is difficult to safely meet with. One must be able to survive the crushing pressure and icy waters of its deep, dark domain, and of course they must convince the Serpent that they are unworthy of being eaten before being considered at all for the role of the Serpent's champion. STALLION OF THE PLAINS The Stallion of the Plains races across grasslands and hills, constantly striving to be even faster than he's ever been before. Where he runs, a rush of gale force wind follows and rolls across the landscape. The Stallion is confident and brash. The lands that he reigns over are vast and ample, and he believes that he can outrun any danger that threatens him, escaping to another stretch of plains in his Spirit World realm. But the Stallion can be convinced that he needs a champion when danger is inescapable. Convincing him of anything, however, will require one to first chase and catch him in his realm, where teleportation is impossible for others. VOLCANIC BULL The raging Volcanic Bull is an incarnation of the earth's molten fury. He dwells within molten caverns beneath the mountains of the Spirit World, and some say that his hoofsteps within his realm can cause volcanic eruptions in the Material Plane. His breath is pyroclastic ash, and his hide is made from the same material Attempting to become the Bull's champion is usually seen as suicide. The Bull resents mortals and the other spirits for trapping him beneath his mountain long ago, and he is eager to take his vengeful anger out on any victims, even those who come to supplicate. Any druid D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


that seeks to become the Bull's champion must entreat with him over their shoulder while running for their life from him through his molten caverns. WEB WEAVER The Web Weaver is a giant spider that enjoys collecting and recounting stories and tales of all kinds, both truth and fiction, and uses these tales to deceive others into helping her weave even more elaborate and interesting stories. She listens across the entire world like a spider listens to vibrations in its web, and she can hear secrets and stories as they are whispered from ear to ear. The Web Weaver is not an incarnation of a specific type of land, but is instead connected to the passage of time and history itself. She remembers all the stories of the other spirits, such as when Coyote tricked Ram off of its cliff, or when the Weaver herself changed her shape to steal the sun for Eagle to hold in its talons. To deal with the Weaver, a mortal must be prepared to separate truth from fiction. The Weaver tests those who seek to be her champion with many tales, asking them to identify the truth and the lies. Though there are few tales that the Weaver does not know, they do exist, and bringing her a story she has never heard before is one certain way to gain her attention and favor. WILDFIRE BOAR When flames race across forests or grasslands as great wildfires, some say the hooves of the Wildfire Boar can be seen stamped into the ground amid the flames. The Wildfire Boar is an incarnation of these flames, and its burning realm within the Spirit World is always moving, traveling along with the Boar itself as it roams slowly across the Spirit World's green places. The Boar is territorial and impossible to constrain by words or promises. It seeks champions that won't get in its way or stop it from spreading its flames, but to prove oneself before the Boar, one must be strong enough to first stop its charging advance and drive it backwards. WOLF OF THE FOREST The Wolf of the Forest treats each tree in its lands as a member of its pack. Where it treads, saplings grow and flowers bloom. It is keenly aware of all that happens in its lands, and its forest realm in the Spirit World is a place of tranquil silence - all the better to listen in. The Wolf does not speak much, even when meeting with a potential champion. It carefully observes anyone it interacts with, watching their body language and listening to the way they speak to determine if they are worthy of joining the Wolf's pack as a champion. OTHER CREATURES AS PRIMAL SPIRITS In addition to the elementals and fey presented here, as a DM, you can choose other fey or elementals from challenge rating 10---12 to serve as avatars for a primal spirit of your own creation. You can also choose a creature from challenge rating 10---11 and make it into a fitting avatar creature to use for a primal spirit by changing it into a fey or elemental and giving it the Magic Resistance and Magic Weapons traits if it doesn't already have them. Magic Weapons. The avatar's weapon attacks are magical Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects. Good examples of creatures to transform in this way to use for primal spirit avatars are: • Stone Golem, CR 10, Monster Manual Page 170 • YochloL CR 10, Monster Manual Page 65 • Young Red Dragon, CR 10, Monster Manual Page 98 • Behir, CR 11, Monster Manual Page 25 • Rhemorhaz, CR 11, Monster Manual Page 258 • Roe, CR 11, Monster Manual Page 260 • Froghemoth, CR 11, Volos Guide to Monsters Page 145 • Alkilith, CR 11, Mordenkainens Tome of Foes Page 130 • Balhannoth, CR 11, Mordenkainens Tome of Foes Page 119 Spells that summon other creatures can be problematic when the DM chooses a creature that grants the players access to greater spellcasting power than the spell slot that summoned it should allow, and summon primal spirit is no exception. In generaL even if they are the right CR, try to avoid choosing avatars that can cast spells above 6th-level (such as an Arcanolothh especially if they can do so more than once. Creatures that can cast 9th-level spells (such as a ki-rin) should never be used as the avatar for a primal spirit. If you really want such a creature as an avatar, consider first removing any spells above 6th-level from its spellcasting list. This can make certain creatures which are otherwise appealing, such as genies (CR 11, Monster Manual Page 141h reasonable to summon as primal spirit avatars. Use this method with caution, as some creatures still retain too many spell slots to be reasonable for use as a player-controller creature. SUMMONING ELADRIN AS PRIMAL SPIRITS The Seasonal Eladrin described in Mordenkainen's Tome of Foes are excellent choices from a lore and flavor perspective to be summoned as avatars by the new spell summon primal spirit, but as CR l 0 creatures they can feel slightly lacking when compared to the full power of a CR 12 creature, and they already have Magic Resistance. If a DM wishes, they can use a modified form of those Eladrin as an avatar for summon primal spirit, adding the Magic Weapons trait and one usage of Legendary Resistance to bring each modified Eladrin to CR 12: Legendary Resistance (7/Day) .. If the eladrin fails a saving throw, it can choose to succeed instead. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 185


186 AsTRAL PANTHER Huge fey, lawful neutral ArmorClass 16 (natural armor) Hit Points 189 (18dl2 + 72) Speed 60 ft., climb 50 ft. STR DEX CON INT WIS CHA 21 (+5) 19 (+4) 19 (+4) 19 (+4) 20 (+5) 18 (+4) Saving Throws Dex +8, Int +6, Wis +9 Skills Insight +9, Perception +9, Religion +6, Stealth+ l 0 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses truesight 120 ft., passive Perception 19 Languages Celestial, Druidic, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Astral Invisibility. As a bonus action, the panther can magically turn invisible until its concentration ends (as if concentrating on a spell) or until it makes an attack. When its invisibility ends, it flashes with enchanting starlight. Each other creature within 20 feet of the panther must succeed on a DC l 6 Wisdom saving throw or be charmed by the panther until the end of its next turn. While charmed in this way, it is unable to move or take actions. A creature is immune to this effect if it doesn't rely on sight, as with blindsight, or if it can't see, as when blinded. CHAPTER THREE I DUNGEON MASTER'S CHEST Illumination. While the panther isn't invisible, it sheds dim light in a 40-foot radius. Innate Spellcasting. The panther's innate spellcasting ability is Wisdom (spell save DC 17). The panther can innately cast the following spells, requiring no components: At will: dancing lights, misty step, pass without trace, starlight (new) l /day each: contact other plane, dimension door, dream Keen Smell The panther has advantage on Wisdom {Perception) checks that rely on smell. Magic Resistance. The panther has advantage on saving throws against spells and other magical effects. Magic Weapons. The panther's weapon attacks are magical. Actions Multiattack The panther makes two two melee attacks: either two attacks with its claw, or one attack with its bite and one attack with its claw. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: l 6 (2dl 0 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: l 5 (3d6 + 5) piercing damage plus 3 (1 d6) radiant damage. Ethereal Pounce. The panther pounces through the ethereal plane, teleporting up to 30 feet to an unoccupied space. The teleportation consumes the panther's speed as movement. The panther can immediately make two claw attacks against a target within 5 feet, and if either attack hits, the target must succeed on a DC l 6 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


BAT OF THE BELOW Large fey, neutral ArmorClass 16 (natural armor) Hit Points 180 (l 9dl O + 76) Speed l 5 ft., fly 60 ft. S1R DEX CON INT WIS CHA 16(+3) 18(+4) 19(+4) 12(+1) 19(+4) 9(-1) Saving Throws Dex +8, Wis +8, Cha +3 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight 120 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Echolocation. The bat can't use its blindsight while deafened. Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Innate Spellcasting. The bat's innate spellcasting ability is Wisdom (spell save DC 16). The bat can innately cast the following spells, requiring no components: At will: darkness, darkvision, mold earth,* spider climb l /day each: contagion, vampiric touch Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Magic Resistance. The bat has advantage on saving throws against spells and other magical effects. Magic Weapons. The bat's weapon attacks are magical. Sunlight Sensitivity. While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack The bat makes two attacks: any combination of attacks using its bite or its sound blast. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (3d8) necrotic damage. Sound Blast Ranged Spell Attack: +8 to hit, range 90/180 ft., one target. Hit: 22 (4dl 0) thunder damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


188 BEAR OF THE ARCTIC Huge fey, neutral ArmorClass 15 (natural armor) Hit Points 230 (20dl 2 + l 00) Speed 50 ft., swim 40 ft. STR DEX CON INT WIS CHA 23(+6) 12(+1) 20(+5) 12(+1) 20(+5) 9(-1) Saving Throws Dex +5, Con +9, Cha +3 Skills Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 19 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Glacial Aura. A creature that hits the bear with a melee attack while within 5 feet of the bear or ends its turn within 5 feet of the bear takes 3 (l d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, its speed is reduced by l O feet and it has disadvantage on any weapon attack rolls it makes before the end of its next turn. Harbinger of Winter. The bear causes changes in the weather around it at all times. Every l O minutes, the weather within 2 miles of the bear is altered as if by the CHAPTER THREE I DUNGEON MASTER'S CHEST control weather spell, making it colder and increasing the stages on the Temperature table by one. These changes last until the bear leaves the area. Innate Spellcasting. The bear's innate spellcasting ability is Wisdom (spell save DC 17). The bear can innately cast the following spells, requiring no components: At will: gust of wind, ice sculpture (new}, shape water,* sleet storm l /day each: cold snap (new), control water, wall of ice Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The bear has advantage on saving throws against spells and other magical effects. Magic Weapons. The bear's weapon attacks are magical. Snow Camouflage. The bear has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: l 5 (2d8 + 6) piercing damage plus l O (3d6) cold damage. Claws. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Arctic Breath (Recharge 5-6). The bear exhales a blast of freezing wind in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 3 6 (8d8) cold damage on a failed save, or half as much damage on a successful one. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


COYOTE OF THE DESERT Small fey (shapechanger), chaotic neutral Armor Class 14 (natural armor) Hit Points 220 (40d6 + 80) Speed 40 ft., climb 20 ft., burrow 20 ft. SlR DEX CON INT WIS CHA 8 (-1) 15 (+2) 15 (+2) 19 (+4) 20 (+5) 22 (+6) Saving Throws Con +6, Int +8, Wis +9 Skills Deception+ 14, Insight +9, Perception +9, Persuasion + l 0, Stealth + l 0 Damage Resistances cold, fire, radiant; 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 l 9 Languages all, telepathy 120 ft. Challenge l 2 (8,400 XP) Avoidance. If Coyote is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Innate Spellcasting. Coyote's innate spellcasting ability is Charisma (spell save DC 18). Coyote can innately cast the following spells, requiring no components: At will: dancing lights, hypnotic pattern, invisibility, major image, minor illusion, sand cloak (new) 1/day each: commune with nature, hallucinatory terrain, locate object, mislead, silence Keen Hearing and Smell Coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. Coyote has advantage on saving throws against spells and other magical effects. Magic Weapons. Coyote's weapon attacks are magical. Mi"orlmages. Coyote is constantly is affected by a mirror image spell. When the last image is destroyed, three new images split immediately from Coyote. Coyote can also use an action to destroy the remaining images, creating three new images. Sneak Attack (7jTurn). Coyote deals an extra 3 S (1 0d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within S feet of an ally of Coyote that isn't incapacitated and Coyote doesn't have disadvantage on the attack roll. Undetectable in Sandstorms. While Coyote is heavily obscured by sand or dust, he is invisible and he can't be sensed by blindsight or tremorsense. Actions Multiattack Coyote makes two attacks with its bite. Bite. Melee Weapon Attack: +6 to hit, reach S ft., one target. Hit: 5 (1 d6 + 2) piercing damage. Change Shape. Coyote magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Coyote retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, languages, traits, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. CHAPTER THREE DUNGEON MASTER'S CHEST THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


190 CRAB OF THE COAST Gargantuan fey, neutral ArmorClass 19 (natural armor) Hit Points 248 (l 6d20 + 80) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 27(+8) 13(+1) 20(+5) 9(-1) 19(+4) 8(-1) Saving Throws Str + 12, Con +9, Cha +3 Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight 120 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Amphibious. The crab can breathe air and water. False Appearance. The crab can burrow its body halfway into sand, gravel, or similar soft earth. While the crab remains motionless and buried in this way, it is indistinguishable from a large mound of sand. CHAPTER THREE I DUNGEON MASTER'S CHEST Innate Spellcasting. The crab's innate spellcasting ability is Wisdom (spell save DC l 6). The crab can innately cast the following spells, requiring no components: At will: tidal wave,* wall of water,* water breathing l /day each: control water, maelstrom,* wall of sancft< Magic Resistance. The crab has advantage on saving throws against spells and other magical effects. Magic Weapons. The crab's weapon attacks are magical. Tide Walker. The crab ignores any movement restrictions caused by sand or water. At the end of each of the crab's turns, ethereal water swells around it. Creatures within 30 feet of the crab must each make a DC l 6 Strength saving throw. On a failed save, a creature is either pushed 30 feet away from the crab or pulled 30 feet toward it. The crab must alternate between pushing and pulling each turn. Actions Claw. Melee Weapon Attack:+ 12 to hit, reach l 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage, and the target is grappled (escape DC l 8). While grappled by the crab, a creature is restrained if it is size Huge or smaller. The crab has two claws, each of which can grapple only one target at a time. Water jet Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 22 (4dl 0) bludgeoning damage and the target must succeed on a DC l 6 Strength saving throw or be pushed 30 feet away from the crab and knocked prone. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


DRAGON OF THE SWAMP Huge fey, neutral ArmorClass 17 (natural armor) Hit Points 207 (l 8dl 2 + 90) Speed 40 ft., swim 60 ft. STR DEX CON INT WIS CHA 21(+5) 10(+0) 20(+5) 9(-1) 19(+4) 9(-1) Saving Throws Str +9, Dex +4, Cha +3 Skills Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) False Appearance. While the dragon remains motionless in water, it is indistinguishable from a floating log. Hold Breath. The dragon can hold its breath for 60 minutes. Innate Spellcasting. The dragon's innate spellcasting ability is Wisdom (spell save DC l 6). The dragon can innately cast the following spells, requiring no components: At will: fog cloud, toxic breath (new) 3/day each: protection from poison, stinking cloud l /day each: cloudkil/, control water Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Magic Weapons. The dragon's weapon attacks are magical. Noxious Blood When the dragon takes piercing or slashing damage, each creature within 5 feet of the dragon takes 7 (2d6) poison damage plus 3 (1 d6) acid damage. This range is doubled in water. Spines. At the start of each of the dragon's turns, it deals 4 (1 d8) piercing damage to any creature grappling it. Actions Multiattack The dragon makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2 l (3dl O + 5) piercing damage plus l 3 (3d8) poison damage, and the target is grappled (escape DC l 8). Until this grapple ends, the target is restrained, and the dragon can't bite another target. Tail Melee Weapon Attack: +9 to hit, reach l O ft., one target not grappled by the dragon. Hit: l 4 (2d8 + 5) bludgeoning damage plus 4 (1 d8) piercing damage. If the target is a creature, it must succeed on a DC l 8 Strength saving throw or be knocked prone. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 191


192 EAGLE OF THE SUN Huge fey, neutral ArmorClass 16 (natural armor) Hit Points 171 (18dl2 + 54) Speed l 5 ft., fly l 00 ft. STR DEX CON INT WIS CHA 2 2 ( + 6) l 7 ( + 3) l 7 ( + 3) l 3 ( + l ) l 9 ( +4) l 5 ( + 2) Saving Throws Dex +7, Wisdom +8, Charisma +6 Skills Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, radiant Condition Immunities blinded, exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 120 ft., passive Perception 18 Languages Druidic, Giant Eagle, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Darkness Susceptibility. For every 5 feet the eagle moves in darkness, it takes 2 necrotic damage. When the eagle ends its turn within darkness, it takes l 0 necrotic damage. Illumination. The eagle sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight. In addition, creatures have disadvantage on attacks made against the eagle. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or if it can't see, as when blinded. Innate Spellcasting. The eagle's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). CHAPTER THREE I DUNGEON MASTER'S CHEST The eagle can innately cast the following spells, requiring no components: At will: flash (new), guiding bolt, gust of wind, light 3/day each: daylight, flame strike Keen Sight The eagle has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance. The eagle has advantage on saving throws against spells and other magical effects. Magic Weapons. The eagle's weapon attacks are magical. Sun Bringer. The eagle causes changes in the weather around it at all times. Every l 0 minutes, the weather within 2 miles of the eagle is altered as if by the control weather spell, clearing the sky and reducing the stage on the Precipitation table by one. These changes last until the eagle leaves the area. Actions Multiattack The eagle makes two attacks: one with its beak and one with its talons. Beak Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: l 3 (2d6 + 6) piercing damage plus 3 (1 d6) radiant damage. Talons. Melee Weapon Attack:+ l Oto hit, reach 5 ft., one target. Hit: l 6 (3d6 + 6) slashing damage plus 7 (2d6) radiant damage. Solar Flare (Recharge 5-6). The eagle flashes with bright sunlight in a 90-foot cone. Magical darkness in the area is dispelled unless it is created by a spell effect of 8th-level or higher. Each other creature in the area must make a DC l 7 Constitution saving throw. On a failed save, a creature takes 18 (4d8) radiant damage and it is blinded for l minute. It makes another saving throw at the end of each of its turns, ending the effect on itself on a success. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


GREATM0THER OAK Huge fey, neutral good ArmorClass 17 (natural armor) Hit Points 230 (20dl 2 + l 00) Speed 20 ft. STR DEX CON INT WIS CHA 23 (+6) 6 (-2) 21 (+5) 15 (+2) 21 (+5) 19 (+4) Saving Throws Str + l 0, Dex +2, Wis +9 Skills Insight +9, Medicine +9, Nature +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, radiant; slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses passive Perception l 5 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Aura of Regrowth. Oak exudes an aura of revitalizing energy that extends 30 feet out from her. Each other plant that ends its turn in the aura is affected by the long-term benefits of the plant growth spell. In addition, each other creature that starts its turn within the aura regains 5 (2d4) hit points if it has less than half of its hit points remaining or if it is a plant. Finally, while a creature remains in the aura, it has advantage on saving throws against poison or disease. Constructs and undead are immune to this trait. False Appearance. While Oak remains motionless, she is indistinguishable from a normal tree. Innate Spelfcasting. Oak's innate spellcasting ability is Wisdom (spell save DC l 7). Oak can innately cast the following spells, requiring no components: At will: detect poison and disease, druidcraft, renew (new}, spike growth 3/day each: cure wounds, lesserrestoration, protection from poison 1/day each: awaken (plants only), beacon of hope, plant growth, rejuvenation (new) Magic Resistance. Oak has advantage on saving throws against spells and other magical effects. Magic Weapons. Oak's weapon attacks are magical. Siege Monster. Oak deals double damage to objects and structures. Actions Multiattack Oak makes two slam attacks. Slam. Melee Weapon Attack:+ l Oto hit, reach l Oft., one target. Hit: l 6 (3d6 + 6) bludgeoning damage. Rock Ranged Weapon Attack:+ l Oto hit, range 60/180 ft., one target. Hit: 28 (4dl 0 + 6) bludgeoning damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 193


194 RAM OF THE MOUNTAIN Huge fey, neutral ArmorClass 16 (natural armor) Hit Points 207 (l 8dl 2 + 90) Speed 60 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 21 (+5) 15 (+2) 20 (+5) 13 (+ 1) Saving Throws Str +9, Con +9, Wis +9 Skills Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses tremorsense 120 ft., passive Perception 19 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Charge. If the ram moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 14 (4d6) thunder damage. If the target is a creature, it must succeed on a DC l 7 Strength saving throw or be knocked prone. Innate Spellcasting. The ram's innate spellcasting ability is Wisdom (spell save DC 17). The ram can innately cast the following spells, requiring no components: At will: earth tremor-I' (as 3rd level), earthbind,* erupting earth,* mold earth* 1/day each: move earth, wall of stone CHAPTER THREE I DUNGEON MASTER'S CHEST , Magic Resistance. The ram has advantage on saving throws against spells and other magical effects. Magic Weapons. The ram's weapon attacks are magical. Quaking Leap. The ram's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. When the ram jumps off an earthen surface, its jumping distance is doubled. Once per turn when the ram finishes a jump, it shakes the ground within 30 feet ofit. Each other creature standing in the area must succeed on a DC 17 Dexterity saving throw or else take 11 (2dl 0) bludgeoning damage and fall prone, and each structure in the area takes 2 5 bludgeoning damage. Quaking Presence. The ground within 30 feet of the ram is difficult terrain. Each creature that starts its turn on the affected ground or enters it for time on a turn must succeed a DC 17 Dexterity saving throw or be knocked prone. This trait only functions while the ram is touching the ground, and it doesn't affect creatures with tremorsense. Stonebreaker. The ram's attacks deal double damage to objects, structures, and creatures made of inorganic material such as stone, crystal, or metal. Sure-Footed The ram has advantage on Strength and Dexterity saving throws to avoid being knocked prone. Actions Multiattack The ram makes two attacks: one with its horns and one with its hooves. Homs. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 5 (3d6 + 5) bludgeoning damage plus 9 (2d8) thunder damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2 3 (4d8 + 5) bludgeoning damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


SERPENT OF THE DEEP Gargantuan fey, neutral ArmorClass 15 (natural armor) Hit Points 202 (1 5d20 + 45) Speed 30 ft., swim 80 ft. S1R DEX CON INT WIS CHA 21 (+5) 17 (+3) 17 (+3) 13 (+l) 19 (+4) 9 (-1) Saving Throws Str +9, Con +7, Cha +3 Skills Perception +8, Stealth +7 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight 30 ft., darkvision 120 ft., passive Perception l 8 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Amphibious. The serpent can breathe air and water. Electric Body. A creature that touches the serpent or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. At the start of each of the serpent's turns, if it is in water, each creature within l 0 feet of it in the same body of water takes l 3 (3d8) lightning damage. Enticing Lure. The serpent has a small antenna wriggling atop its head that acts as a magical lure, which it can cause to glow or cease glowing as a bonus action. While the lure is glowing, each creature that starts its turn within 60 feet of the serpent must succeed on a DC l 5 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the glowing lure as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead, constructs, and creatures that can't be charmed are immune to this effect. If a creature's saving throw is successful or the effect ends for it, the creature is immune the Serpent's Enticing Lure for the next 24 hours. Innate Spellcasting. The serpent's innate spellcasting ability is Wisdom (spell save DC 16). The serpent can innately cast the following spells, requiring no components: At will: drown (new}, fog cloud, lightning bolt, tidal wave* l /day each: control water, maelstrom* Magic Resistance. The serpent has advantage on saving throws against spells and other magical effects. Magic Weapons. The serpent's weapon attacks are magical. Underwater Camouflage. The serpent has advantage on Dexterity (Stealth) checks made while underwater. Actions Multiattack The serpent makes two attacks: one with its bite and one with its constrict. Bite. Melee Weapon Attack: +9 to hit, reach l Oft., one target. Hit: l 5 (3d6 + 5) piercing damage. Constrict Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, it takes 18 (4d8) lightning damage at the end of each of its turns, and the serpent can't constrict another target. Shock Melee Spell Attack: +9 to hit, reach 20 ft., one target. Hit: 45 (1 0d8) lightning damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 195


196 STALLION OF THE PLAINS Huge fey, neutral ArmorClass 15 (natural armor) Hit Points 210 (20dl 2 + 80) Speed l 00 ft. STR DEX CON INT WIS CHA 20 (+5) 19 (+4) 14 (+4) 9 (-1) 20 (+5) 9 (-1) Saving Throws Dex +6, Wis +9, Cha +3 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses passive Perception l 5 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Gallop of Gales. When the stallion moves across the ground on its turn, he leaves an area of wind in his path that lasts until the end of his next turn, blowing in the direction he moved. The area is difficult terrain for other creatures. The wind extinguishes unprotected flames in its area that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and deafens other creatures in the area. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. CHAPTER THREE I DUNGEON MASTER'S CHEST Great Speed Attacks made against the stallion have disadvantage unless he didn't move at least 20 feet on his last turn. Innate Spellcasting. The stallion's innate spellcasting ability is Wisdom (spell save DC l 7). The stallion can innately cast the following spells, requiring no components: At will: gust of wind, locate animals or plants, longstrider l /day each: control winds,* locate creature Magic Resistance. The stallion has advantage on saving throws against spells and other magical effects. Magic Weapons. The stallion's weapon attacks are magical. Overland Speed While traveling for a minute or more, the stallion's speed is doubled. While traveling for five minutes or more, his speed is tripled instead. Trampling Charge. If the stallion moves at least 40 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC l 8 Strength saving throw or be knocked prone and become unable to make opportunity attacks against the stallion for that turn. If the target is prone, the stallion can make another attack with his hooves against it as a bonus action. Actions Multiattack The stallion makes two attacks with his hooves. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: l 5 (3d6 + 5) bludgeoning damage. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


VOLCANIC BULL Gargantuan fey, chaotic evil ArmorClass 12 (natural armor) Hit Points 2 3 2 (1 5d20 + 7 5) Speed 50 ft. STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 20(+5) 11 (+0) 19 (+4) 13 (+l) Saving Throws Str + l 0, Dex +3, Con +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses tremorsense 60 ft., passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Charge. If the bull moves at least 2 5 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the bull can make one attack with his hooves against it as a bonus action. Coat of Lava. A creature or object that touches the bull or hits him with a melee attack while within 5 feet of him takes l 0 (3d6) fire damage. A creature that ends its turn within 5 feet of the bull takes 5 (l dl 0) fire damage. At the end of the bull's turn, he ignites any flammable objects within 5 feet of him that aren't being worn or carried. Illumination. The bull sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Innate Spellcasting. The bull's innate spellcasting ability is Wisdom (spell save DC 16). The bull can innately cast the following spells, requiring no components: At will: control flames,* fog cloud, heat metal, stinking cloud l /day each: molten upheaval (new), move earth Magic Resistance. The bull has advantage on saving throws against spells and other magical effects. Magic Weapons. The bull's weapon attacks are magical. Quaking Presence. The ground within 30 feet of the bull is difficult terrain. Each creature that starts its turn on the affected ground or enters it for time on a turn must succeed a DC 16 Dexterity saving throw or be knocked prone. This trait only functions while the bull is touching the ground, and it doesn't affect creatures with tremorsense. Siege Monster. The bull deals double damage to objects and structures. Sure-Footed The bull has advantage on Strength and Dexterity saving throws to avoid being knocked prone. Actions Core. Melee Weapon Attack:+ l Oto hit, reach l Oft., one target. Hit: 32 (4dl 2 + 6) piercing damage. Hooves. Melee Weapon Attack:+ l Oto hit, reach l Oft., one target. Hit: 28 (4dl 0 + 6) bludgeoning damage. Pyroc/astic Breath (Recharge 5-6). The bull exhales pyroclastic smoke in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage plus 13 (2dl 2) poison damage on a failed save, or half as much damage on a successful one. CHAPTER THRFE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)


198 WEB WEAVER Large fey (shapechanger}, chaotic neutral ArmorClass 15 (natural armor) Hit Points 204 (24dl 0 + 72) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 16 (+3) 18 (+4) 21 (+5) 22 (+6) Saving Throws Str +6, Int +8, Wis +9 Skills Deception+ 14, History+ 12, Insight +9, Perception +9, Persuasion + l 0, Stealth + 11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses blindsight l Oft., darkvision 120 ft., passive Perception l 9 Languages all, telepathy 120 ft. Challenge l 2 (8,400 XP) Innate Spe/lcasting. The Weaver's innate spell casting ability is Charisma (spell save DC l 8). The Weaver can innately cast the following spells, requiring no components: At will: hypnotic pattern, skywrite,* spider climb, suggestion, web 3/day each: clairvoyance, sending, silence l /day each: legend lore, locate creature, modify memory Keen Hearing. The Weaver has advantage on Wisdom (Perception) checks that rely on hearing. Magic Resistance. The Weaver has advantage on saving throws against spells and other magical effects. Magic Weapons. The Weaver's weapon attacks are magical. CHAPTER THREE I DUNGEON MASTER'S CHEST Spider Climb. The Weaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the Weaver knows the exact location of any other creature in contact with the same web. Web Walker. The Weaver ignores movement restrictions caused by webbing. Actions Multiattack The Weaver makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: l 2 (2d8 + 3) piercing damage, and the target must make a DC l 6 Constitution saving throw, taking l 3 (3d8) poison damage plus 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. If the poison damage or psychic damage reduces the target to 0 hit points, the target is stable but poisoned for l hour, even after regaining hit points, and is paralyzed and charmed by the Weaver while poisoned in this way. Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC l 8 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC l 2; hp 8; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Change Shape. The Weaver magically polymorphs into a humanoid that has a challenge rating no higher than her own, into a tiny spider, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, she retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, languages, traits, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND


WILDFIRE BOAR Huge fey, chaotic neutral Armor Class 14 (natural armor) Hit Points 230 (20dl 2 + l 00) Speed 60 ft. STR DEX CON INT WIS CHA 21(+5) 11(+0) 21(+5) 10(+0) 19(+4) 10(+0) Saving Throws Str +9, Con +9, Cha +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses passive Perception 14 Languages Druidic, Primordial, Sylvan, telepathy 120 ft. Challenge l 2 (8,400 XP) Fire Aura. At the start of each of the boar's turns, each creature within 5 feet of it takes l O (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes l O (3d6) fire damage. Flame Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra l 4 (4d6) slashing damage plus l O (3d6) fire damage. If the target is a creature, it must succeed on a DC l 9 Strength saving throw or be knocked prone. If it is a creature or a flammable object, it also ignites. Until a creature takes an action to douse the fire, the target takes 5 (1 d l 0) fire damage at the start of each of its turns. Illumination. The boar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Innate Spellcasting. The boar's innate spellcasting ability is Wisdom (spell save DC l 6). The boar can innately cast the following spells, requiring no components: At will: burning hands, control flames,* pyrokinesis (new), pyrotechnics* l /day each: heat wave (new), immolation* Magic Resistance. The boar has advantage on saving throws against spells and other magical effects. Magic Weapons. The boar's weapon attacks are magical. Relentless (Recharge 5-6). If the boar takes 2 5 damage or less that would reduce it to O hit points, it is reduced to l hit point instead. Water Susceptibility. For every 5 feet the boar moves in water, or for every gallon of water splashed on it, it takes l cold damage. Wildfire Wake. When the boar moves across the ground on its turn, it leaves an area of flames in its path that lasts until the end of its next turn. When a creature enters the fire area for the first time on a turn or starts its turn within the area, it takes l O (3d6) fire damage. The area ignites any flammable objects in the area that aren't being worn or carried. Actions Tusk Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: l 5 (3d6 + 5) slashing damage plus l O (3d6) fire damage. CHAPTER THREE DUNGEON MASTER'S CHEST THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O) 199


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