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152 Artist: Fernando Salvaterra Writer: Kirsty Kidd, Tyson VanOverhill, Jeffrey Ludwig, Chris Valentine
153 Vollgon by Kirsty Kidd Clawed paw prints pace across a snow-capped peak, sometimes made by four feet and sometimes less, all made by a creature that stalks prey from land and sky and across the planes. The vollgon is a solitary beast, patrolling a territory that can span miles and slip beyond the Material Plane and into the Ethereal. Wings and a muscular build make them well suited to living at altitude and crossing the rugged terrain of mountain ranges. Vollgons prefer to sleep and raise their young on the highest and most barren peaks, only descending to more inhabited areas to hunt. Despite their strength and fearsome hunting ability, they are rarely seen and far more likely to hide than fight. Endurance Hunter. Vollgons are obligate carnivores and will predate almost any creature that crosses its path. They do not ambush their prey, preferring not to attack head on until they have exhausted the creature. Vollgons are keen trackers and will follow their target relentlessly, allowing the target to see it only intermittently, making it unable to stop or rest. Only when the target is incapacitated does the vollgon move in for the kill. Their six eyes grant them excellent night vision, but they largely rely on their sense of smell to stay on the trail of their prey. When bred or caught young, vollgons take training well and can be loyal pets. Their aptitude for training, tracking skills, and overall endurance make them highly prized as working animals for hunters of many different game. Step Through Planes. Whether vollgons originate from the Material or Ethereal Plane is not well understood. They spend most of their lives on the Material Plane, but can pass through the veil between planes at will, often slipping into the Ethereal when they wish to go undetected. When fighting, the vollgon’s mastery of the planes can be used to great defensive advantage. They can avoid the attacks of their foes by shifting fully or partially—only phasing the segments of their bodies that would suffer damage. Vollgon Medium monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 28 (5d8 + 5) Speed 40 ft., fly 25 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 12 (+1) 7 (–2) 12 (+1) 3 (–4) Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Ethereal Jaunt. As a bonus action, the vollgon can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Keen Smell. The vollgon has advantage on Wisdom (Perception) checks that rely on smell. Actions Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Reactions Partial Phase. When hit by an attack, the vollgon can magically shift segments of itself from the Material Plane to the Ethereal Plane, or vice versa. While partly shifted in this way, the vollgon is considered to have half cover, including against the triggering attack. The vollgon cannot make attacks while using its partial phase ability. Using its ethereal jaunt ability on its turn or taking the partial phase reaction again ends this effect.
154 Ighound by Tyson VanOverhill Ighounds are forged from elemental forces by efeerti to hunt down their enemies. They are fierce hunters that track their prey across the planes, and those who cross the efreeti may find themselves trapped in the jaws of an ighound. Their fiery footfalls leave scored signs of their passing. Forge Born. Ighounds are creatures of the forge. Their hearts pulse with the heat of elemental fire. They radiate with fierce heat, exhaling flame and smoke with each breath. Efeerti have mastery of forging ighounds, but some say that others have learned their secrets. Loyal Companion. Summoned by their master, the ighound is loyal unto death. They act as an extension to their master’s will and are prized companions. Ighounds never retreat in the face of overwhelming odds, and even in death they strike at their master’s enemies. Tireless Trackers. Ighounds are relentless in searching for their prey, resting only to devour flammable materials to fuel their fires. Their flames are stoked by the thrill of the chase, and the roar of a bonfire warns that an ighound is close at hand. Ighound Large elemental, lawful evil Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 50 ft., fly 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (–2) 18 (+4) 6 (–2) Skills Perception +7, Survival +7 Damage Immunities fire Senses darkvision 60 ft., passive Perception 17 Languages understands Ignan but can’t speak it Challenge 5 (1,800 XP) Proficiency Bonus +3 Bonfire Heart. Creatures that begin their turn within 5 feet of the ighound take 7 (2d6) fire damage. Death Burst. When the ighound dies, it explodes in a burst of flame. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Illumination. The ighound sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Keen Hearing and Smell. The ighound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and 14 (4d6) fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Fire Breath (Recharge 5–6). The igound exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
155 Chromera by Jeffrey Ludwig Chromera are constructs fashioned from two-dimensional works of art such as tapestries, paintings, mosaics, or stained glass. Most chromera are made from works depicting powerful monsters—griffons, dragons, and chimeras are common choices—although in theory a chromera could be any form the artist can conceive. Often created as guardians for richly appointed temples or palaces, chromera have the ability to spring from their background medium into three-dimesional space to confront intruders, though when doing so the chromera remains a twisting, animated surface rather than a solid object. Picture Within a Picture. Chromera blend in seamlessly with their medium, and while they remain perfectly still they are almost impossible to identify as anything other than a piece of artwork. A chromera’s presence is therefore unobtrusive to a building’s inhabitants, while presenting a deadly surprise to any intruders. Sometimes a chromera will wander amidst a large mural or even stalk intruders through adjacent windows or tapestries, providing a clue to any observer keen enough to notice the creature’s repositioning. Chromera can anchor themselves to any surface of sufficient size and can even cross multiple materials and wrap around corners, although they always retain the appearance of their original medium. Capture Likeness. Although chromera are capable of inflicting deadly wounds and casting spells to confuse or disable their opponents, they are most feared for their ability to reduce foes into a two-dimensional image and trap them within the chromera’s medium. A chromera’s alignment tends toward that of its creator, and depending on its nature the chromera might hold a trapped creature prisoner until it can be released into the care of authorities, keep it as a companion, or hunt it for sport. Bound Existence. Chromera are bound to the place of their creation. Although free to leave the boundaries of its medium, a chromera will never venture beyond the confines of the larger structure it is tasked to guard. The sole exception is if a chromera survives the destruction of its original medium. Some chromeras continue to guard the location in perpetuity, standing vigil over razed temples or ruined castles. Other chromera will hunt down those responsible and take up residence in an appropriate location. Stained Glass Chromera Large construct, lawful neutral Armor Class 17 (natural armor) Hit Points 150 (20d12 + 20) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 12 (+1) 5 (–3) 12 (+1) 21 (+5) Skills Perception +5, Stealth +9 Damage Vulnerabilities thunder Damage Resistances piercing, slashing Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poison Senses darkvision 120 ft., passive Perception 15 Languages understands the languages of its creator but can’t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 Capture Likeness. When a creature that sees the chromera’s hypnotic pattern fails its saving throw by 5 or more, that creature is transported into the chromera’s original medium as a living two-dimensional image. While in the medium, the creature doesn’t need to breathe, eat, or drink, although it continues to age. The creature can move within the medium and affect other images within the medium, but cannot interact with or sense the medium itself or anything outside the medium. Effects originating outside the medium cannot affect the creature, except as noted below. The chromera can release a trapped creature as a free action, causing it to reappear in a space adjacent to the medium. A trapped creature can also free itself if it manages to slay the chromera while the chromera is anchored to its medium. Dispel magic targeted on the trapped creature causes it to reappear as above. If the medium is destroyed while a creature is trapped within, the creature instantly drops to 0 hit points and reappears in a space adjacent to the medium. False Appearance. While the chromera is anchored to a surface and remains motionless, it is indistinguishable from a stained glass window. continued on next page
156 Innate Spellcasting. The chromera’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day: hypnotic pattern 1/day: prismatic spray Restoration. When the chromera is reduced to 0 hit points while outside of its medium, it is transported back inside of its medium where it remains unconscious for 24 hours, after which it is restored to full hit points. If the chromera is reduced to 0 hit points while within its medium, or if its medium is destroyed while the chromera is within it, the chromera is permanently destroyed. Transpose. As a bonus action, the chromera can move up to 15 feet to a surface that it can see, anchoring itself on the surface. Actions Multiattack. The chromera makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Reactions Narrow Profile. The chromera turns itself to face an attack edge-on, adding 5 to its AC against one attack that would hit it. The chromera must be able to see the attacker. Forest Defender by Chris Valentine When forests are devastated, the trees are burning, and the wildlife is scampering to safety, the forest itself may respond in kind, in the form of a giant burning monstrosity made of devastation itself. Contorted plant stalks and bestial extremities twist and mangle together to form this hulking, burning monstrosity. Once let loose upon the world, it immediately seeks to snuff out threats to the area, while simultaneously cleansing the forest floor of impairments. The great creature moves swiftly through the ash and fire, blending into the smoke-filled surroundings. Once the great forest defender locates an adversary, it pursues it relentlessly. It then hides in obscurity until it can lash out again. After all threats are eliminated and the ground is fully cleansed, the forest floor is ready to begin anew. Elusive Stalker. The forest defender stalks the withered landscape looking for a cause of the devastation. Once a threat is identified, it uses the smoke as cover and moves close to its prey. It attacks with great violence, sometimes returning to the haze momentarily to prepare its next onslaught. Cleanse. A blazing pulse can be felt emanating from the creature’s smoldering body. This fiery shockwave insures any threats are stifled and eradicated, so the new growth that is to come is unfettered and safe. Enemy corpses are left on the forest floor, ready to become much needed compost. Born of Fire. The fires of destruction still burn and flicker around its body, lighting its way as the defender scouts the region. Everything that touches it ignites into flames and all that remains in its wake is a flutter of falling ash. Those who tread deep into the forest and create havoc may think the forest is defenseless. They may believe their actions will go unanswered, and that their presence will remain unseen. The forest however has a different view. Those who trespass upon it, and defile its very existence, soon learn the forest is very capable of answering that destruction without prejudice.
157 Forest Defender Huge monstrosity, neutral Armor Class 18 (natural armor) Hit Points 252 (24d12 + 96) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 10 (+0) Saving Throws Str +10, Dex +9, Wis +7 Damage Immunities fire Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages understands Druidic but can’t speak Challenge 18 (20,000 XP) Proficiency Bonus +5 Flyby. The forest defender doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Heated Body. A creature that touches the forest defender or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Illumination. The forest defender sheds bright light in a 40- foot radius and dim light for an additional 40 feet. Legendary Resistance (3/Day). If the forest defender fails a saving throw, it can choose to succeed instead. Magic Resistance. The forest defender has advantage on saving throws against spells and other magical effects. Smokey Retreat. In areas lightly obscured by smoke, the forest defender has advantage on Dexterity (Stealth) checks and may take the Hide action as a bonus action. Actions Multiattack. The forest defender makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. Blast Wave (Recharge 6). The forest defender emits a pulse of magical fire in a 30-foot radius. Each creature in that area must make a DC 19 Dexterity saving throw. A target takes takes 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The forest defender can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The forest defender regains spent legendary actions at the start of its turn. Claw. The forest defender makes one claw attack. Move. The forest defender moves up to its speed without provoking opportunity attacks. Dive Attack (Costs 2 Actions). The forest defender moves up to its speed toward one target of its choosing. It then makes a bite attack that deals an extra 10 (3d6) piercing damage on a hit.
158 Artist: Gavrosh Stevenson Writers: Matthew Moynihan, Nathan Doyle, Michael Sharp, Alan Tucker
159 Swarm of the Forgotten by Matthew Moynihan Deep in abandoned mines and underground temples, many an adventurer meets their end from the enticing calls of a swarm of the forgotten. These strange beings come together to create the silhouette of other creatures and use entracing magic to draw dungeon delvers deeper into their lairs. Grisly Killers. When the swarm kills a creature, they remove the face for their own use and leave the rest of the body behind, magically ossifying the skin to use as a mask and shield. The swarm worships the souls of those they kill and have formed a cyclical pact, drawing power from those they slay to continue killing any who enter their realm. Fishers of Lost Souls. The swarm of the forgotten draws on the good will of more lawful and benevolent adventurers, and the greed of others. They collect treasure from their prey and create enticing traps filled with valuables in the more dangerous caverns of the sunken lairs they inhabit. Adventurers might hear the screams of an endangered soul and see glimpses of a humanoid form, chase after it hoping to save the innocent, only to find themselves swarmed by tiny stone-masked figures ripping at their faces. Wisdom of the Dead. The power harvested from souls imbues them with some of the knowledge and instincts of those victims. They speak with the voices of the slaughtered and maintain some of their memories as well. This makes for tragic encounters with adventurers seeking a loved one gone missing. Swarm of the Forgotten Medium swarm of Tiny monstrosities, neutral evil Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 8 (–1) 16 (+3) 11 (+0) Saving Throws Con +4 Skills Insight +5, Perception +5 Condition Immunities blinded Damage Resistances bludgeoning, piercing, and slashing Senses blindsight 10 ft., passive Perception 15 Languages Any six languages drawn from stolen faces Challenge 3 (700 XP) Proficiency Bonus +2 Spellcasting. The swarm of the forgotten is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The swarm of the forgotten has the following spells prepared: Cantrips (at will): minor illusion, prestidigitation 1st level (1 slot): charm person, hunter’s mark Actions Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 17 (4d6 + 3) piercing damage or 10 (2d6 + 3) piercing damage if the swarm has less than half its hit points. Rip Face. The swarm of the forgotten magically rips the face off of one unconscious creature in its space. It regains 4d8 hit points and can immediately move up to its speed without provoking opportunity attacks. Reactions Resistant Riposte. When the swarm of the forgotten takes bludgeoning, piercing, or slashing damage, it can use its reaction to reflect half of the damage to a creature within its space.
160 Cursed Mask Amalgamation by Nathan Doyle Deep in long forgotten jungles, deserts, underwater, and other remote areas where civilizations have risen and fallen long before the current era, sometimes the magic of those civilizations lingers, or even thrives. One such artifact is the cursed mask. Some stories claim these masks hold the souls of ancient societies who long to be humanoids again, and will do anything to regain what they once had. Others claim the masks are prisons for those whose hubris led them to tamper with dark magic beyond their control. Possessive Possession. The mask compels the holder to wear it, and when worn, willpower melts away like ice in the hot desert sun. The masks possess more than just the wearer’s mind, for those who have had a mask removed have no memory of what happened while they were under its influence as well as having no conscious memory of what it was working toward. Mental Mayhem. The individual creatures can communicate, although their personalities are replaced with that of the inscrutable hive-mind of the cursed masks. Attempts to read the thoughts of the creatures has been met with pain at best and death at worst. Troublesome Thralls. While the masks can take over any being wearing them, creatures with particularly weak wills or strong curiosities are particularly susceptible. Some entire cities of goblins or kobolds have been ruled by a so-called elite caste that were in fact possessed ones. And should a mask find itself far from home, it will do all in its or its thrall’s power to return. Many Fight as One. When threatened, the cursed masks direct the possessed ones to form an amalgamation of all the possessed beings. Fighting as a sort of singular entity that is as terrifying as it is deadly. The cursed masks themselves have little means to move about, they need to be worn. Cursed Mask Tiny construct, any alignment Armor Class 10 (natural armor) Hit Points 27 (5d4 + 15) Speed 0 ft. STR DEX CON INT WIS CHA 1 (–5) 1 (–5) 16 (+3) 12 (+1) 12 (+1) 14 (+2) Saving Throws Int +3, Wis +3, Cha +4 Damage Vulnerabilities thunder Damage Immunities cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 Languages telepathy with creatures in direct physical contact with it Challenge 1/4 (50 XP) Proficiency Bonus +2 Domination. Touching a mask with bare skin subjects a humanoid to a DC 12 Wisdom saving throw or be dominated per dominate person. The effect has no duration. A target that successfully saves is immune to this mask’s domination for the next 24 hours. Immobile. An attack roll against the mask has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Additionally, the mask has disadvantage on Dexterity Saving Throws. Immutable Form. The mask is immune to any spell or effect that would alter its form. Inscrutable. The mask is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the mask’s intentions or sincerity have disadvantage. Remove Curse Susceptibility. The mask is a cursed item, casting remove curse on the mask requires the caster to make a melee spell attack against the mask, on a hit, the mask receives 21 (6d6) psychic damage.
161 Cursed Mask Amalgamation Large swarm of Small humanoids, any alignment Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) Saving Throws Str +8, Dex +3 Skills Intimidation +5, Perception +4 Damage Vulnerabilities thunder Damage Resistances cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14 Languages understands the languages the possessed creatures spoke in life Challenge 8 (3,900 XP) Proficiency Bonus +3 Ablative. For every 5 points of damage the amalgamation takes, it also loses 1 point of Strength. Additionally, one possessed creature and one mask are killed. Both land in a space within 5 feet of the amalgamation. For every 20 damage the amalgamation takes, its armor class is reduced by 1 (to a minimum of 10). Inscrutable. The amalgamation is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the amalgamation’s intentions or sincerity have disadvantage. Many Minds. If a creature initiates telepathic or mental contact with the amalgamation, that creature must succeed at a DC 15 Wisdom saving throw or take 10 (4d4) psychic damage from the multitude of different minds, half in perfect unison, and the other half in strained agony. Remove Curse Susceptibility. The masks worn by the creatures which make up the amalgamation are cursed items, casting remove curse on the amalgamation requires the caster to make a melee spell attack against the amalgamation. On a hit, the amalgamation receives 21 (6d6) psychic damage. Actions Multiattack. The amalgamation makes two slam attacks, then it uses its fling. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. The target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Fling. One Medium or smaller object held or creature grappled by the amalgamation is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If two of the amalgamation’s arms are grappling the same Large creature, then the amalgamation can fling that creature as well. Any creature possessed by a cursed mask retains their physical stats (Strength, Dexterity, and Constitution), but the remaining stats are replaced with those of the mask. The creature retains any languages it knew, but no longer has the ability to cast spells or perform any other magical talents. The possessed creature gains the damage vulnerabilities and condition immunities of the cursed mask. The damage immunities associated with the mask become damage resistances for the possessed creature. In addition, the possessed creature gains 120 feet of blindsight and the following traits from the cursed mask: Inscrutable and Remove Curse Susceptibility. If the possessed creature is reduced to 0 hit points, they are rendered unconscious and the mask is knocked off, landing in a random square within 5 feet of the possessed.
162 Grove Warden by Michael Sharp Old tomes and treasure maps speak of wondrous cities covered in spectacular gardens. Where once-lost plants rise up out of the ground and hang from every surface. It’s said a single clipping from these gardens can cure any disease or fuel the most powerful of spells. Though finding them is only half the battle as timeless guardians stand watch over their precious grove. The grove wardens dedicate their life to honing their druidic skills to protect the gardens they call home. The greatest of the wardens are granted a chance to carve a mask out of one of the plants they helped protect. A process which takes years as they slowly whittle away at the wood, infusing it with their soul as they work. When their watch ends the mask is placed on the grove’s largest plant, in the heart of the garden, becoming part of the cultivated court. Eternal Defenders. In times of great trouble the grove calls upon its wardens to put their masks back on to defend against intruders. A summoned grove warden can take many forms. A botanical body might sprout from an individual mask, or the grove may combine multiple masks together for larger threats. A grove warden’s strength is bolstered from the grove, allowing them greater control over the surrounding plant life and their shape shifting abilities. Adventurers should be extremely cautious when entering an ancient grove as battling a grove warden can feel like fighting a whole ecosystem of plants and animals. Priceless Totems. The plants in a grove may be valuable beyond imagination but acquiring an intact mask is priceless. They are rumored to be able to bring the dead back to life. There are circles of wizards who have experimented on a grove warden’s mask, some wishing to harness the mask’s ability to contain a soul. Others have used them to create their own guardian golems or study the druidic magic stored within. A Grove Warden’s Lair Every inch of its grove is considered the warden’s lair and those foolish enough to take on a grove warden also take on the might of its grove. Some even take their grove with them as they travel. Lair Actions A powerful grove warden brings its lair with it as plants spring up within 120 feet of it as it walks. If the grove warden is in an area not suitable to plant growth, like a realm of fire, the lair will not grow. Each 5-foot square of plants has 5 hit points. If destroyed, the plants grow back after the next lair action. When fighting inside its lair, a grove warden can call upon the grove to take lair actions. Lair actions cannot affect an area where there are no plants. On initiative count 20 (losing initiative ties), the grove warden can take one lair action to cause one of the following effects: • A 50-foot-square area of ground within 120 feet of the grove warden becomes overgrown with plants; that area is difficult terrain until initiative count 20 on the next round. • The grove warden summons 5 large trees inside the lair that each take up a 10 foot square, 3 of which can make one Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Afterwhich the trees remain but do not attack unless commanded by tree slam. • A cloud of mites, fleas, and other parasites appear in a 20-foot sphere centered on a point within 120 feet of the grove warden. Each hostile creature in the area must succeed on a DC 18 Constitution saving throw or spend half its movement moving in a random direction, if it can move. Roll a d4 for the direction 1, north; 2, south; 3, east; 4, west. If the way is blocked the creature does not move. The cloud disperses at the beginning of the next round. The grove warden can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
163 Grove Warden Huge plant, lawful good Armor Class 18 (natural armor) Hit Points 175 (14d12 + 84) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 8 (–1) 18 (+4) 12 (+1) Saving Throws Dex +5, Con +11, Wis +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, poisoned Senses darkvision 120 ft., truesight 120 ft. (only if the creature is touching vegetation). Languages Common, Druidic, Elvish, Sylvan Challenge 13 (10,000 XP) Proficiency Bonus +5 Forest Walker. The grove warden can move across and climb across plants without needing to make an ability check. The grove warden also ignores difficult terrain due to natural terrain. Legendary Resistance (3/Day). If the grove warden fails a saving throw, it can choose to succeed instead. Second Life. The mask of the grove warden contains a second chance at life for the guardians of the grove or those who can obtain one. Someone who is proficient in Wisdom (Medicine) can remove a mask from an incapacitated grove warden. Trying to remove a mask requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. A successfully removed mask contains a single use of the revivify spell. The mask is destroyed on a failed attempt to remove it, or after revivify has been cast once. Actions Multiattack. The grove warden can use contagion. It then makes three attacks with slam or tree slam. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, plus 5 (1d8) poison damage. Tree Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The grove warden commands one plant within 120 feet of it, that is at least 5 feet wide, to attack a hostile creature within reach of the tree. Contagion. Each creature of the grove warden’s choice within 120 feet of the grove warden must succeed on a DC 18 Constitution saving throw or become diseased. Roll a d6 to decide the disease each creature is affected by if it fails. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails its saving throw 3 times, the effect becomes permanent until the disease is healed. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the grove wardens contagion for the next 24 hours. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects applies to it. d6 Disease 1 Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. 2 Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. 3 Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. 4 Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. 5 Seizure. The creature shakes uncontrollably. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. 6 Slimy Doom. The creature bleeds uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. continued on next page
164 Legendary Actions The grove warden 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 grove warden regains spent legendary actions at the start of its turn. Slam. The grove warden makes one attack with slam or tree slam. Detach Mask (Costs 1 Action per Mask). The grove warden detaches up to 3 of its 2d4+1 masks. Each mask shapechanges into a giant eagle or brown bear in an unoccupied space within 60 feet of the grove warden. The creature makes once attack immediately. On future rounds, the detached masks take their turns on the grove warden’s initiative. The grove warden cannot have more than 3 detached masks at one time, and they are destroyed if the grove warden dies. Summon Plants (Cost 2 Actions). The grove warden causes a patch of thorny poisonous plants to fill a 20-foot-radius, centered on a point within 120 feet of it. Each creature in the area must make a DC 18 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on success.
165 Kyjam by Alan Tucker While called by many names, depending on culture, these entities are most commonly referred to as kyjam, a bastardization of an ancient elven term meaning “magic eater.” Viewed mostly as a nuisance by wizards and other magic practitioners, kyjam are usually encountered around heavy concentrations of magical energy such as sites of frequent ritual summonings or teleportation circles. They often remain undetected, being invisible to normal sight and quietly feeding off excess spell energy, but can eventually cause disruption to magic performed in their presence. The few who have seen kyjam describe them as tiny masked men with shocks of colorful hair—usually blue or green. Their masks seem unique to the individual kyjam, though their purpose is unknown. An old deep gnome tall tale suggests that to see the face of a kyjam is to see the face of magic itself, instantly resulting in madness. Removing an infestation of kyjam is a troublesome task. More often than not, wizards simply abandon the site and begin anew somewhere else. Though deemed agents of magical chaos by spellcrafters, kyjam hold a particular animosity toward those of fey origin. Recently, scholars of magic have postulated kyjam may be agents for the fabric of magic itself, protecting the energy by limiting its abundant use, much like our bodies fight disease or infection. Although mostly harmless to life and limb individually, kyjam are incredibly dangerous when gathered in numbers. A swarm of these creatures can cause untold devastation— especially to anyone wielding magic. Swarms of kyjam occur near major disruptions of magic, like a dimensional rift or other uncontrolled expenditure of magical energy. A swarm may also be attracted to an unusual concentration of powerful magic items. Hard to Kill. One theory suggests kyjam exist simultaneously on several planes—perhaps even all of them. Thus they never truly die, but can be removed from one particular plane for a time. Kyjam Tiny aberration, lawful neutral Armor Class 15 Hit Points 42 (4d4 + 32) Speed 25 ft. STR DEX CON INT WIS CHA 5 (–3) 20 (+5) 27 (+8) 10 (+0) 13 (+1) 10 (+0) Skills Acrobatics +7, Perception +3, Stealth +7 Damage Immunities magic* (see Magic Absorption) Senses truesight 120 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Invisibility. Kyjam are invisible to any creature with normal sight. Any attempts to locate them are made with disadvantage. Creatures with blindsight, tremorsense, or truesight perceive them normally. Magic Absorption. Magic has no effect on kyjam and damaging magical effects heal them for half the damage caused. Overload. If a kyjam is forced to absorb twice its maximum health or more of magical damage in a single round, it explodes and vanishes from that plane. Any creature within 10 feet must make a DC 13 Dexterity saving throw, taking 84 points of magical force damage on a failure, or half as much damage on a successful one. Actions Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Magic Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: one magical item on the target creature is temporarily drained of power. The kyjam regains 5 (1d10) hit points and the item (GM’s choice if more than one) ceases to function for 10 (1d20) minutes. Magic is Life. Destructive spells have no effect on kyjam. In fact, magic invigorates and sustains them. Additionally, magical items can cease to function or suffer adverse effects when coming in contact with kyjam. Power Combined. When many kyjam band together, they become something far greater than their individual selves. The swarm takes the form of a single, large kyjam and gains abilities beyond those of any single creature.
166 Swarm of Kyjam Large swarm of Tiny aberrations, lawful neutral Armor Class 18 Hit Points 410 (20d10 + 200) Speed 40 ft. STR DEX CON INT WIS CHA 8 (–1) 26 (+8) 30 (+10) 10 (+0) 14 (+2) 10 (+0) Skills Acrobatics +15, Perception, +9, Stealth +15 Damage Resistances bludgeoning, piercing, and slashing Damage Immunities magic* (see Magic Absorption) Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses truesight 120 ft., passive Perception 19 Languages — Challenge 24 (62,000 XP) Proficiency Bonus +7 Dispersal. Once the swarm has been reduced to half its hit points or less, it shrinks in size to Medium and its reach is 5 feet. After it falls below one quarter of its hit points, the swarm disperses into 17 (2d6 + 10) individual kyjam. Invisibility. A swarm of kyjam is invisible to any creature with normal sight. Any attempts to locate it are made with disadvantage. Creatures with blindsight, tremorsense, or truesight perceive it normally. Magic Absorption. Magic has no effect on a swarm of kyjam. It absorbs any magic directed at it, using the energy in other ways. Mind Shear (Heroic Trait). The first time a creature that can cast spells, whether through spell slots or innately, comes within 120 feet of a swarm of kyjam they must succeed on a DC 18 Constitution saving throw or lose 7 (1d4 + 5) spell slots or levels and take 5 times that number in psychic damage. On a success, the creature takes half the damage and does not lose any spell slots or levels. Overload. If the swarm of kyjam is forced to absorb 100 points or more of magical damage in a single round, one of its component kyjam explodes and vanishes. Any creature within 10 feet must make a DC 13 Dexterity saving throw, taking 84 points of magical force damage on a failure, or half as much damage on a successful one. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny kyjam. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm of kyjam uses channel magic if it’s available and makes three slam attacks. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 4 (1d10 – 1) bludgeoning damage and one magical item on the target creature is temporarily drained of power. The item (GM’s choice if more than one) ceases to function for 10 (1d20) minutes. If a particular item is drained more than once, roll on the table below to determine long-lasting effects. Effects on more powerful items are cumulative with additional drains. Scrolls and potions are automatically destroyed, regardless of rarity. Magic Drain table* Item Rarity Long-Lasting Effect Common Item is destroyed. Uncommon Item is cracked, ripped, or otherwise damaged. Its magical properties no longer function, but it can still be used as a mundane version of the item. Rare Item becomes cursed and cannot be removed or put down. It alternately deals 1d3 fire or cold damage to the user each time it is used or activated. Very Rare Item inflicts 3d6 psychic damage to the user each time it is used or activated. Legendary Roll on the Short-Term Madness table each time the item is used or activated. The madness lasts for 1d4 rounds. Artifact One beneficial property performs in the opposite manner as intended (e.g. an ability that would heal now inflicts damage). *It’s left up to the GM to determine if or how an item with a long-lasting effect can be restored or repaired. Fixing a legendary item or artifact could unfold into a storyline all its own. Channel Magic (Recharge 4-6). The swarm of kyjam can store magical energy and redirect it as a beam of destructive force. The beam is 5 feet wide and extends 60 feet from the swarm. Any creature in its path must succeed on a DC 18 Dexterity saving throw or take 84 (8d10 + 40) magical force damage and be knocked prone, or half as much damage on a successful one and the creature is not prone.
167 Reactions Snuff Magic. If a spell or other magical effect is cast within 120 feet of the swarm of kyjam, as a reaction it can disperse that energy, negating the effect of the spell. Heroic Actions Mind Shear. If the swarm of kyjam is critically hit with a melee attack, it can initiate its mind shear heroic trait against all creatures in range. Any creature that can cast spells, whether through spell slots or innately, within 120 feet of the swarm, must succeed on a DC 18 Constitution saving throw or lose 7 (1d4 + 5) spell slots or levels and take 5 times that number in psychic damage. On a success, the creature takes half the damage and does not lose any spell slots or levels. Legendary Actions The swarm of kyjam 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 swarm regains spent legendary actions at the start of its turn. Move. The swarm of kyjam moves up to its movement speed without provoking attacks of opportunity. Slam. The swarm of kyjam makes a slam attack. Magic Syphon (Costs 2 Actions). The swarm of kyjam pulls magical essence from a creature within 120 feet. The creature must succeed on a DC 18 Constitution saving throw or suffer 21 (6d6) psychic damage and lose the ability to cast a single spell or magic ability. The swarm can use this syphoned spell or ability once itself as a bonus action on its next turn. The syphon also automatically recharges its Channel Magic ability.
168 Artist: Erin Z. Andersen Writers: Nathan Doyle, Chad M. Lensch, Michael Sharp, Kirsty Kidd
169 Motzetzeloani Coatl (WingBeater Serpent) by Nathan Doyle Deep in sweltering jungles, far from what some people erroneously consider civilization, the strangest of creatures exist. The motzetzeloani coatl, or wing-beater serpent, is one such creature. Far larger than the common variety of winged snakes, the wing-beater serpents prefer to dwell in the darkest jungles where most fear to tread. Unfamiliarly Familial. Unlike most serpents, and indeed unlike even the common winged snake, the motzetzeloani coatl keeps its young close by to protect them until they are a few feet in length. The young are capable on their own, like most other snakes, but nevertheless, the motzetzeloani coatl seems to have a familial bond with its offspring. Prized as Pets. People occasionally brave the sweltering heat as well as the mosquitos the size of house cats to capture these creatures. Training an adult is difficult to all but the most accomplished of animal handlers, but training a young snake that has recently hatched is a simple task. Ideally, poachers capture a mother with unhatched eggs and keep her alive long enough to incubate the eggs, but experienced poachers bring the tools necessary to nurture the eggs even if the mother dies. The wealthy view these pets as a status symbol, and some tales even mention these beasts being used to pull boats or flying chariots. However, most raised in captivity don’t grow to the size of those found in the wild. In addition to being kept as pets, it is believed the feathers of the wing-beaters are lucky, and it is not uncommon to find arrows fletched with them being sold for princely sums. And the skin is often used to make expensive and luxurious leather goods. Potent Venom. Aside from the status symbol of owning a motzetzeloani coatl, their venom is prized by warriors in the areas where they are found, as well as specialized rogues elsewhere, because of its non-lethal paralytic properties. People who own them undoubtedly milk the venom from their snakes for personal use or profit. Motzetzeloani Coatl (WingBeater Serpent) Large beast, unaligned Armor Class 13 Hit Points 60 (8d10 + 16) Speed 30 ft., fly 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 14 (+2) 1 (–5) 11 (+0) 3 (–4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Flyby. The serpent doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the serpent can’t constrict another target.
170 Crotalix by Chad M. Lensch The writhing and slithering dens of the cotali are found among the thick trees and undergrowth of jungles, and in the rocky caves within sheer rock faces. They have powerful, scaly wings that allow them to be maneuverable and quick hunters. They prefer to hunt small animals, crushing them within their constrictive coils, and bringing them back to the den for all to eat. During lean times, the crotali have been known to attack farm animals, raid crops, and even hunt down humanoids in settlements and camps. Crotali have a surprisingly organized social structure and can be broken down into three basic groups of workers: food-gatherers, soldiers, and breeders. • Food Gatherers. Most of the time, if encountered in the wild, a party finds a small group of crotali foodgatherers. Their job is to fly out from their home, hunt small prey, and bring it back to the den. Like other hive animals, crotali food gatherers travel great distances to find new sources, and once a rich food source is found, they bring others back to harvest what they can. They have rattles on their tails to communicate with one another or signal a quick escape. • Soldiers. These crotali guard the important areas of the den, such as the food storage and breeding creches. In addition to their strong bite, soldiers have a nimble and poisonous stinger in their tails which they use with great effectiveness, especially when constricting their foe. • Breeders. The rarest crotali are breeders. They live in a common, secluded place, where some lay eggs and others tend to the needs of the young. The most successful breeder usually takes the role of queen (Large beast, AC 18, 104 hit points), and weighs twice as much as a normal crotali. She lives in a secretive underground tunnel, or in a hard-to-reach cave, and is often guarded by dozens of soldiers. Proficient Ambushers. To be on guard from crotali attacks, one must keep one eye on the ground, and one eye toward the sky. A crotalix prefers to hunt by dropping out of the sky, striking their prey, and constricting them until they expire. By the time one realizes that a crotalix has attacked them, it can be too late. Writhing Creches. A single crotalix may lay a clutch of twenty to thirty light-red eggs. Breeders work within a creche, where they feed the young, and teach them how to hunt and fly. Crotali are highly protective of their young, and fight to the death if anyone threatens the creche. Prized Pets. A young crotalix is a fairly intelligent creature, who impress themselves readily on those it sees after hatching. For this reason, a crotalix egg is highly prized by adventurers, rangers, and hunters. If hatched and raised successfully, the crotalix can be a cunning and loyal companion. God-Touched. Sages and clerics alike maintain that the crotali have been blessed by the gods—not only because of their irregular form but also because of their intrinsic power to warp reality and create illusions.
171 Crotalix Medium beast, unaligned Armor Class 16 (natural armor) Hit Points 82 (12d8 + 28) Speed 20 ft., fly 40 ft. (hover), swim 20 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (–3) 13 (+2) 8 (–1) Damage Immunities poison Senses blindsight 20 ft., passive Perception 12 Languages — Challenge 5 (1,800 XP) Proficiency Bonus +2 Alarming Retreat (Food-Gatherers Only). As a bonus action, the crotalix shakes their tail as a signal to other crotali (can be heard 30 feet away). They may immediately take the Dash action, and may do so on their bonus action for 1 minute. Flyby. The crotalix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Innate Spellcasting. The crotalix’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: 1/day each: blur, hypnotic pattern Keen Smell. The crotalix has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. A crotalix makes two melee attacks, at least one of which is a bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and 3 (1d6) poison damage. Constriction. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and cannot breathe, nor speak. While grappling, the crotali can’t use constriction on another target. Poisonous Sting (Soldiers Only). Melee Weapon Attack: +5 to hit (if the target is grappled, the crotalix has advantage), reach 5 ft. Hit: 2 (1d4) piercing damage. The target must succeed a DC 13 Constitution saving throw or is poisoned, and takes 10 (3d6) poison damage, or half as much on a successful save. Swallow (Breeders Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the crotali is grappling. Hit: 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the crotali, and it takes 10 (3d6) acid damage at the start of each of the crotali’s turns. It can have only one target swallowed at a time.
172 Doranati by Michael Sharp The doranati (or the more popularly known “cloud serpent”) are rare creatures that live among the birds in the sky. Their hollow scales and slender bodies make them almost weightless. This aids their ability to build temporary nests in the clouds to avoid being eaten, captured, or poached. Each day the doranati hops from cloud to cloud finding the perfect nest. They love a good rain cloud and an area prone to gentle or never-ending rain is likely to have a few doranati nested above. It is not common for these flying serpents to find their way to the ground but areas of heavy fog can be disorienting to them, which might lead to a gaggle of doranati wandering below their cloudy homes. Though typically docile and skittish, a mother doranati will not hesitate to attack if it feels its children are endangered. Luxurious Commodities. In races of humanoids that call the sky home, doranati pets are seen as a symbol of wealth. They clip their wings to limit their mobility and create enclosed pools of clouds in elaborate gardens to watch the graceful creatures swim around. Due to their rarity on the ground, doranati eggs are considered a delicacy among some civilizations. Wealthy individuals offer up large rewards to someone who is able to deliver even a single egg. Weather Manipulation. After spending its life in the clouds, the doranati is able to briefly alter the conditions around it. It can cause clouds to appear to aid its escape or draw in the power of storms to fight off its foes. Doranati Large monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 170 (20d10 + 60) Speed 25 ft., fly 25 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 16 (+3) 3 (–4) 10 (+0) 12 (+1) Saving Throws Dex +8, Con +7 Skills Perception +4, Stealth +8 Damage Resistances cold, thunder Damage Immunities lightning Condition Immunities prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Languages — Challenge 12 (8,400 XP) Proficiency Bonus +4 Swirling Winds. Strong winds surround the doranati. Creatures moving closer than 10 feet must spend 2 feet of movement for every 1 they move. Any creature that starts their turn in the radius of the strong winds must succeed on a DC 17 Strength saving throw or be pushed 10 feet. Actions Multiattack. The doranati makes two attacks: one with its bite and one with constricting jolt. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 6) piercing damage and 10 (2d10) lightning damage, or 15 (3d10) lightning damage if they are wearing metal armor. Creatures hit by the bite cannot take reactions on their turn. Constricting Jolt. Melee Weapon Attack: +9 to hit, reach 5 ft., Hit: 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) lightning damage. The doranati wraps its body around the creature, releasing a surge of lightning and the target is restrained. Restrained creatures take 11 (2d10) lightning damage each turn. A successful DC 17 Strength saving throw is required to break out. Any creature trying to help free someone under constricting jolt takes 5 (1d10 lightning damage during the attempt. Reactions Surging Winds. When the doranati is hit by an attack, it can use its reaction to force each creature of its choice within 10 feet of it to make a DC 17 Strength saving throw or be pushed 10 feet away. Failing the save by 5 or more causes the affected creature to fall prone as well.
173 Neulta by Kirsty Kidd Many a sailor who has lived through a terrible storm at sea returns to port with a similar tale: through the heavy rains and hanging clouds they saw the silhouette of an enormous winged snake in the sky when lightning burst through the pitch dark night. Some dismiss these tales as exaggerations born of spending too many dull days and nights on ships, but those who worship the gods of storm and sea know them to be true. The serpentine neultas are avatars of cyclones and masters of both water and air. To the faithful they bring safety through the most perilous voyages and to the wicked they bring the full wrath of the winds. Ancient as Thunder. Long ago, neultas were created for the purpose of forging safe passage across the seas for those who give prayer and sacrifice to the gods. They were given dominion over the rains, the winds, and the waves. To have the favor of a neulta means the wind will fill your sails and the sea will lie calm and still before you. Conversely, if you attempt to interfere with a journey protected by a neulta, you can expect an ill wind to blow your way. Neultas always warn potential interlopers by impeding their journeys in small ways and leaving a feather on deck to make their presence known. Ignoring this warning can lead to grave consequences. Each sea is watched over by a small number of neultas and each is capable of flying continuously for decades without rest. When they need to reach the water quickly from height, such as when a charge has fallen overboard, they fold their wings back like darts and dive with incredible speed. Despite their wings, they are just as agile in the sea as in the sky and can breathe comfortably underwater. Lonely Wanderers. Most neulta prefer to go unseen by other creatures when not actively fulfilling their oath. After their charge has safely made their journey, the neulta flies straight up to the top of the sky. Safely out of reach, its body gently dissipates into mist and fog until it is entirely made of cloud. It can stay in this dormant state for many centuries if not called upon again. Occasionally, a special storm will form over a sea that is protected by the neulta. From these storms, new neultas can be born when lightning strikes the water’s surface. This is a great honor to the neulta who guards that sea and a signal that their duty has changed. Once the storm has passed the neulta will collect the fledglings from the waves and become dedicated to their survival and learning. This process can take decades while the fledglings gain strength and grow. When they have finally matured, the elder neulta flies higher than ever before and shifts into its cloud form for the final time, leaving its sea in their care.
174 Neulta Huge celestial, chaotic good Armor Class 19 (natural armor) Hit Points 210 (20d12 + 80) Speed 20 ft., fly 120 ft., swim 60 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 22 (+6) Saving Throws Con +10, Wis +9, Cha +12 Skills Perception +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, thunder Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 19 (22,000 XP) Proficiency Bonus +6 Amphibious. The neulta can breathe air and water. Innate Spellcasting. The neultas spellcasting ability is Charisma (spell save DC 20). The neulta can innately cast the following spells, requiring no material components: At will: create or destroy water, detect evil and good, fog cloud 3/day each: call lightning, control water, gust of wind, wind walk 1/day each: control weather, storm of vengeance Legendary Resistance (3/Day). If the neulta fails a saving throw, it can choose to succeed instead. Magic Resistance. The neulta has advantage on saving throws against spells and other magical effects. Magic Weapons. The neulta’s weapon attacks are magical. Actions Multiattack. The neulta makes 3 attacks: one with its bite and two with it’s tail. It then uses its constrict if it’s able to do so. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, 7 (2d6) lightning damage, and the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of it’s next turn. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage Constrict. Melee Weapon Attack: +11 to hit, reach 20 ft., one Huge or smaller creature. Hit: 29 (7d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and it must succeed on a DC 19 Constitution saving throw at the start of each of the neulta’s turns or take 12 (2d6 + 5) bludgeoning damage. The neulta can have up to one Huge or Large creature, two Medium creatures, or three Small or smaller creatures grappled in this way before it can’t use its constrict again. Legendary Actions The neulta 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 neulta regains spent legendary actions at the start of its turn. Winged Escape. The neulta takes flight and moves up to half it’s flying speed without provoking attacks of opportunity. Thunderous Release (Costs 2 Actions). The neulta builds energy within and releases it all at once as a cacophonous roar. Each creature in a 30-foot cone must make a DC 19 Constitution saving throw, becoming deafened for 1 minute and taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one.
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176 Artist: Vall Syrene Writers: Kirsty Kidd, Matthew Wulf, Chad M. Lensch, Elise Cretel
177 Kehppy by Kirsty Kidd Lacking the bright colors and iridescence of most fey, kehppies are small, drab, and shy. They drape themselves in old cloaks and rags to hide the many slender appendages that they use to comb through the sleeping minds of unsuspecting creatures. Kehppies are often mistaken for specters or shadows when they are seen, if they are seen at all, their dusky gray coloring hiding them effectively in moonlit streets and alleys. Their need to collect dreams means kehppies are found most commonly in densely populated areas where they can cultivate a bountiful source of dreamers to harvest. Kehppies develop a singular taste for certain dreams and return to the same dreamer night after night. The sort of dream favored varies from kehppy to kehppy, allowing them to live in small communities without fighting over particular dreamers. Silent and cautious, kehppies have masterful skills for finding their way into the buildings and rooms where people sleep. They are reviled by many for their secretive nocturnal work, but are sometimes sought out by those unfortunate enough to be tormented by nightmares in the hope of removing them. Others seek the kehppies to steal their trinkets for themselves. Weavers of Dreams. Kehppies spend much of their waking hours looking for sleeping creatures and carefully extracting the images and feelings within the creature’s mind. When it finds a suitable candidate and feels comfortable that it won’t be disturbed, the kehppy circles the head of the dreamer. With an almost imperceptible lightness of touch, their tendrils whirl around the dreamer’s head as they pull and weave each thought into a trinket. This has no effect on the dreamer beyond them being unable to recall having had any dreams. Hoarded Treasures. A kehppy den is usually found in an overlooked nook or cranny near their favorite dreamer. Unremarkable from the outside, the cramped interior is a place of beauty and horror. An array of dream trinkets covers the walls and ceiling, glowing in a medley of color and light. Each trinket has a unique shape and vibration that imparts upon the viewer the exact mood of the dream that created it. This has enabled some adventurers to become incredibly wealthy seeking out the most blissful dreams and selling them for huge sums. Kehppy Small fey, chaotic neutral Armor Class 13 Hit Points 21 (6d6) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 8 (–1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 8 (–1) Skills Investigation +3, Sleight of Hand +4, Stealth +4 Condition Immunities frightened, prone Senses darkvision 60 ft., passive Perception 10 Languages understands Sylvan but cannot speak Challenge 1/4 (50 XP) Proficiency Bonus +2 Dream Thief. If uninterrupted for 1 hour, the kehppy can infiltrate the mind of a sleeping target within 30 feet and siphon its dream into the physical world, where it takes the form of a small trinket. The kehppy can carry up to five such trinkets at a time. Innate Spellcasting (3/Day). The kehppy can innately cast sleep, requiring no material components. Its innate spellcasting ability is Intelligence. Magic Resistance. The kehppy has advantage on saving throws against spells and other magical effects. Nimble Escape. The kehppy can take the Disengage or Hide action as a bonus action on each of its turns. Actions Tendrils. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) bludgeoning damage. Nightmare. The kehppy expends a trinket and targets one sleeping creature that it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or have a nightmare trinket implanted in its mind, causing it to wake up at the end of its next turn and be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Waking the target prematurely causes the target to use its reaction to make a melee attack against that creature and ends the effect. If the saving throw is successful, the target is immune to the kehppy’s Nightmare until it completes a long rest. The kehppy can have no more than one creature frightened at a time.
178 Trinket Shade by Matthew Wulf Unlike ghosts, wherein a soul uses an object as an anchor for their manifestation, the trinket shade is a soul so enamored by a treasured item that the two have fused into a being eternally drawn to the curios of others. These spirits manifest as cloth sacks with gleaming blue eyes and countless rope-like limbs extending from the mouth of the sack with which they hold onto their trinket collection. To keep these treasures from prying eyes, trinket shades often drape themselves in blankets, curtains, or abandoned cloaks. Singular Obsession. Trinket shades, while usually not aggressive from the outset, will go to incredible lengths to procure the bauble that piques their interest most. The more an item’s owner attempts to protect their goods, the more valuable the item becomes to the shade. While thievery is a trinket shade’s favored method of procurement, denying one its chosen treasure for too long sends the spirit into a violent rage. Greater or Equal Value. While hunting, the trinket shade drops the item to which it has the least sentimental value as bait and hides within the spirit world. When its prey is distracted by the abandoned object, the trinket shade returns to the physical plane and ambushes its victim. Trinket Shade Medium undead, chaotic neutral Armor Class 17 (natural armor) Hit Points 124 (16d8 + 52) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 18 (+4) 8 (–1) 14 (+2) 8 (–1) Saving Throws Str +6, Dex +8 Skills Sleight of Hand +11, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 12 Languages telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 Ambusher. The trinket shade has advantage on attack rolls against any creature it has surprised. Ethereal Sight. The trinket shade can see 60 ft. into the spirit world when it is on the physical plane, and vice versa. Evasion. If the trinket shade is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the trinket shade instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The trinket shade makes two hand whip or two trinket toss attacks. Hand Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. On a hit, the trinket shade makes a Dexterity (Sleight of Hand) check with advantage to take an item from the target. Trinket Toss. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. Etherealness. The trinket shade magically enters the spirit world from the physical plane, or vice versa. Reactions Heavy Burden. The trinket shade targets a creature it can see within 60 feet that is holding or carrying an object the trinket shade once possessed. Overwhelmed by the trinket shade’s anguish, the target’s movement speed is reduced to 0 until the start of the trinket shade’s next turn.
179 Loom Golem by Chad M. Lensch Loom golems look like large tapestries, rugs, curtains, blankets, and other fine woven creations. Their bodies are infused with powerful magic to resemble ordinary items that inhabit a living area, making them inconspicuous protectors. Often serving as guardians in well-decorated homes of nobles and the well-to-do, loom golems are highly valued to those with enough money or power to own one. For unknown reasons, loom golems have the capacity to think more so than other golems. Couple this with their Loom Golem Large construct, neutral Armor Class 18 Hit Points 253 (22d10 + 132) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 22 (+6) 6 (–2) 12 (+1) 5 (–3) Saving Throws Str +12, Dex +8, Con +11, Wis +5 Skills Sleight of Hand +8, Stealth +8 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine. Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Dust Cloud. Whenever the golem is subjected to bludgeoning damage, it takes no damage and instead regains a number of hit points equal to the bludgeoning damage result. Furthermore, a 10-foot-radius cloud of dust emanates from the golem at the point of impact, as a fog cloud spell. The cloud disappears after 3 rounds or if dispersed. False Appearance. While the golem remains motionless, it is indistinguishable from the normal household item it is meant to resemble. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. long life, and it has been possible for a few loom golems to possess a kind of sentience. If this happens, they become targets for extermination; they know too much about the powerful people or places they have guarded. Altering Depictions. Although the loom golem can’t speak, it can understand the language of its creator. Unlike other golems, the loom golem is able to communicate; not with words, but by magically rearranging the colored fibers within its structure to make simple pictures. Sticky Fingers. The golem uses tendrils of fabric and fiber to form whip-like structures to deal with multiple enemies by tripping them, pulling objects from their hands, or grappling them. Magical Attacks. The golem’s attacks are magical. Rug Beater. While it is grappling a creature, the golem takes only half the damage dealt to it, and the creature grappled by the golem takes the other half. Actions Multiattack. The golem makes 3 melee attacks, only one of which can be Smother. Flailing Cords. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) slashing damage. On a successful hit, the golem may choose one of the following effects: • Grapple. If the target is a Large or smaller creature, it is grappled (escape DC 18), pulled into an unoccupied space within 5 feet of the golem. • Disarm. The target must succeed on a DC 18 Strength saving throw, or the target drops an object of the golem’s choosing. The object lands at its feet. • Trip. The target must succeed on a DC 18 Dexterity saving throw, or the target is tripped and knocked prone. Smother. Melee Weapon Attack: +12 to hit, reach 5 ft., one Large or smaller creature. Hit: The creature is grappled (escape DC 18). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the golem can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 23 (3d10 + 7) bludgeoning damage. Reactions Swift Unfurling. The golem spins quickly and releases a creature it has grappled. The creature must make a DC 18 Constitution saving throw, or become so dizzy it is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
180 Trinket Grafter by Elise Cretel The streets bustle at the night market. Crowds are shoulder to shoulder as they pass by vast booths selling swords, potions, herbal tinctures, and fresh meats. Lanterns hang from the rafters of booths with colorful canopies as the ghastly robes of the trinket grafter gently billow in a breeze that cannot be felt. Some of their less expensive wares are on display, attached to their robes as a symbol of their trade. Thieves, collectors, and adventurers from all walks of life approach the trinket grafter with various secret words, coded messages, or rare objects as a symbol of their trustworthiness. The trinket grafter only sells to patrons sent from known and reliable sources. Once the trinket grafter approves of their tokens of trust, they guide patrons through alleyways that lead to the cloaked entrance of their hidden shop which is full of rare and one-of-a-kind magic items, books, trinkets, and other treasures. Trinket grafters buy, sell, and trade everything from arcane objects, rare magic items, or trinkets from far off regions. Some specialize in particular items while others buy and sell anything they can get their hands on, no matter the source. Friendly with Thieves. Trinket grafters are willing to make deals with any thieves’ organization. They remain neutral when it comes to rival groups and are willing to do business with anyone willing to sell or trade rare goods. Masters of Evasion. Trinket grafters are masterful arcane rogues with keen senses when it comes to reading body language or a situation. If they sense someone is trying to detain them or attempting to stop their back door deals, they use any means possible to vanish. They may move and set up shop in a completely different city, region, or plane in order to evade the law or other large problems if necessary. If the trinket grafter is seriously wounded, they seek escape before allowing themselves to perish. Keen Negotiators. Trinket grafters are some of the most talented negotiators in any realm. Their adept ability is put to use while making deals on trades and sales of rare items as well as to escape tricky situations they may find themselves in when working with their more mischievous clients.
181 Trinket Grafter Medium undead, neutral Armor Class 19 (natural armor) Hit Points 340 (40d8 + 180) Speed 50 ft., fly 70 ft. STR DEX CON INT WIS CHA 10 (+0) 22 (+6) 18 (+4) 16 (+3) 16 (+3) 20 (+5) Saving Throws Dex +12, Cha +11 Skills Stealth +12, Perception +9, Persuasion +11 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 19 Languages Thieves’ Cant, Undercommon, and one language it knew while alive. Challenge 20 (25,000 XP) Proficiency Bonus +6 Innate Spellcasting. The trinket grafter’s spell casting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The trinket grafter can cast the following spells without material components: At will: message, minor illusion, prestidigitation 3/day each: chromatic orb, disguise self, mage armor, shield 1/day each: see invisibility, teleport Magical Attacks. All attacks made by the trinket grafter are considered magical. Magic Resistance. The trinket grafter has advantage on saving throws against spells and other magical effects. Quick Escape. The trinket grafter can use a bonus action to Hide, Disengage, or gain advantage on Stealth checks until the start of their next turn. Turn Undead Immunity. The trinket grafter is not affected by the turn undead spell. Actions Multiattack. The trinket grafter makes two melee attacks. Galvanic Daggers. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) piercing damage and 16 (3d10) lightning damage. Silver Daggers. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage and 18 (4d8) poison damage. Arcane Slingshot. Ranged Weapon Attack: +12 to hit, range 50/100 ft., one target. Hit: 55 (9d10 + 6) bludgeoning damage and 36 (8d8) of the trinket grafter’s choice of one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Legendary Actions The trinket grafter can use 3 legendary actions from below. Only one legendary action can be used at a time and can only be used at the end of another creature’s turn. All legendary actions regenerate at the start of the trinket grafter’s turn. Knife Master. The trinket grafter makes a melee attack. Instant Appraisal (Costs 2 Actions). The trinket grafter sizes up one creature it can see and instantly knows the market value of everything in its possession, even if some items aren’t readily apparent. It uses this appraisal to determine if a continued conflict is worth the risk.
182 Artist: Comettant Writers: Micah Watt, Nathan Doyle, Justyn Johnston, Chad M. Lensch
183 Bloodburn Beast by Micah Watt Bloodburn beasts are small, quick predators with long necks and what appear to be burning horns. There seems to be a roaring fire burning just below their translucent skin. In reality, a bloodburn beast’s bodily fluids ignite on contact with the air or as oxygenated within the body, giving the creature a false elemental appearance. Hunters and Scavengers. Bloodburn beasts have no natural predators on account of their highly combustible fluids rendering them almost inedible. They are carnivorous, but hunt and scavenge with equal proficiency. Savagely Territorial. Once a bloodburn beast claims a territory, they will attack any other creature—regardless of size or apparent threat—that comes within a few hundred feet of its chosen lair. Bloodburn beast territory is easy to spot for a skilled tracker as it is dotted with small scorched areas and distinct lack of small animals and birds. Bloodburn Beast Small monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 77 (14d6 + 28) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 6 (–2) 12 (+1) 6 (–2) Skills Perception +3, Survival +3 Damage Resistances cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Burning Blood. A bloodburn beast’s blood ignites on contact with the air. Any creature within 5 feet that wounds a bloodburn beast with a slashing or piercing weapon must make a DC 12 Dexterity saving throw or suffer 2 (1d4) fire damage from contact with blood spatter. Actions Multiattack. The bloodburn beast makes two attacks: one with its bite and one with its gore. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 4 (1d4 + 2) slashing damage, plus 3 (1d6) fire damage. A bitten creature must make a successful DC 12 Constitution saving throw or be wracked with pain as the burning saliva infects the wound, imposing disadvantage on attack rolls and skill checks until the end of its next turn. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 7 (2d4 + 2) piercing damage, plus 7 (2d6) fire damage. Reactions Spit Fire. As a reaction when taking damage, a bloodburn beast can regurgitate and eject a steam of burning blood and spittle. The stream is 30 feet long and 5 feet wide. Any creature in the area must make a successful DC 12 Dexterity saving throw or suffer 7 (2d6) fire damage.
184 Al’ayl Alnaar (Fire Stag) by Nathan Doyle These massive elementals are native to the Plane of Fire. Their faces superficially resemble a saurian skull with four eyes and sharp teeth, and they have massive flaming antlers jutting out from the sides of their heads. They also have wiry hair that looks similar to the mane of a lion. They live and sleep inside lava pools but have also been seen striding atop the lava as though it were as solid as the ground. Magma Mounts. Because of their immunity to fire, efreet have used fire stags as mounts for millennia. They have been used and bred for so long that the creatures have developed a semi-symbiotic relationship with the efreet and are able to benefit from spells that the efreet use upon themselves. The genies use them when fighting among themselves since the creatures are immune to the hazards of the fiery realm. Bright Stalkers. The al’ayl alnaar occasionally get trapped in material worlds. When they do, they hunt creatures to stoke the constant furnace inside them. On the Plane of Fire the high heat sustains the creatures, but elsewhere they must constantly feed the furnace. While hunting, invariably their antlers set things on fire which has been known to cause forest fires and mass panic. But at other times, the elementals wind up in a desert or an underground complex where they cannot set much on fire but shine bright in the darkness as their fires constantly glow and flicker. Al’ayl Alnaar (Fire Stag) Huge elemental, neutral Armor Class 16 (natural armor) Hit Points 114 (12d12 + 36) Speed 50 ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 17 (+3) 5 (–3) 11 (+0) 5 (–3) Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 10 Languages understands Primordial but cannot speak Challenge 7 (2,900 XP) Proficiency Bonus +3 Breathes Lava. The stag can breathe air and lava. Efreet Symbiosis. If an efreeti mounted on the stag casts a spell that targets only the efreeti, the spell targets the stag as well. Illumination. The stag sheds bright light in a 10-foot radius and dim light in an additional 10 feet. Lava Walking. The stag can walk on lava as though it were solid ground. Trampling Charge. If the stag moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the stag can make one stomp attack against it as a bonus action. Water Susceptibility. For every 5 feet the stag moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) fire damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10 + 6) bludgeoning damage.
185 Firebrand by Justyn Johnston Spawned from an experiment gone awry when a demon lord attempted to create an unconquerable battle beast for itself, the firebrand soon emerged as more than just a mere tool for mounted combat supremacy. Standing at over nine feet tall, with the mane of a lion, the body of a dinosaur, and a dragon-like head, the fearsome firebrand’s chaotic nature (and reputation), not only made it an unreliable mount for combat but also wrought fear in the hearts of many wouldbe heroes. Seemingly a failure as a mount in combat, the crazed firebrand was instead let loose on the battlefield, where it showed that it could quickly sway a battle, destroying multitudes of men and beasts in a mere matter of moments. Its growing blood lust soon fueled the deeper-seated desires in its soulless existence, making it even more unpredictable, so much so that its creator cut it loose, hoping to never see it again. Somehow, the abomination managed to propagate in the wild and ensure that its lineage continued on. Particularly at home in chaotic and hostile environments, the firebrand is not only a menace in these desolate places, but is a true threat to any who happen to cross its path, wherever it may be. Fire Gills. Accustomed to living in places replete with fire, lava, and toxic gases, the firebrand managed to evolve so it can now survive in the harshest of environments. Over time, these creatures developed fourteen fiery gills (eight on the chest and three on either side of the back) to function as an inbuilt air filtration system, allowing the firebrand to not only exist in inhospitable living conditions but to actually thrive in them. Four-Sight. Two burning orbs of fire, acting as eyes, adorn each side of the firebrand’s cruel and terrifying face. The firebrand can rotate and focus each of its four eyes separately, allowing it to look at up to four different objects at the same time, ensuring that the creature is capable of gathering and processing as much detail of its surroundings as possible. This also makes it incredibly difficult to sneak up on the creature. Firebrand Large monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 189 (18d10 + 90) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 20 (+5) 7 (–2) 17 (+3) 14 (+2) Saving Throws Str +10, Con + 10, Wis +8 Skills Athletics +10, Perception +13 Damage Resistances poison Damage Immunities fire Senses darkvision 60 ft., passive Perception 23 Languages understands Abyssal, Common, and Infernal but can’t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 Charge. If the firebrand moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Mane Stay. The firebrand’s thick, swirling mane, not only provides additional protection for the firebrand but also acts as a trap against melee weapons. When hit by a nonmagical melee weapon, the firebrand can use a bonus action to trap the weapon in its mane. The attacker must succeed on a DC 17 Strength saving throw or the weapon becomes trapped in the firebrand’s mane. Actions Multiattack. The firebrand makes one ram attack and one bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage. Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5–6). The firebrand exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
186 Scornazzor by Chad M. Lensch It is rumored that scornazzor are created from the fallen souls of the holiest of clerics and paladins, and trapped within a fiendish form. They are compelled to roam hellscapes where the very ground and air burn, and all but the most powerful are decimated in their wake. Scornazzor voraciously search to destroy anything good. Those lucky enough to return from hell often recount the rumbling ground as a pall of ash trails behind a herd of scornazzor, laying waste to everything in their path. Living Prison. The tortured soul watches in horror at the devastation they create from inside their eternal, corporeal prison. Very few, after being trapped within for hundreds of lifetimes, are freed from their bondage. However, the ones that are ‘lucky’ enough to escape are but a speck of their previous selves. They often speak in what seems to be nonsense or riddles, but these incoherent babbles often belie great knowledge. Coveted Steed. Devils and archdemons covet these thoroughbreds of sin—nothing makes them happier than to torment a soul. The scornazzor cannot resist servitude to their fiendish masters, so their masters treat them with cruel and pitiless brutality. Unending Endurance. Scornazzor never need to rest from their seemingly eternal stampede; they never eat, sleep, or drink. The only time they stop their endless journey is when they discover something to destroy. Bathed in Fire. Scornazzor are surrounded by the very fires of hell, and draw upon its energy to fuel their malicious hooves, horns, and breath weapons. The scornazzor is feared most for the massive fiery explosion it produces when it charges into an enemy.
187 Scornazzor Huge fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 243 (18d12 + 126) Speed 50 ft. STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 24 (+7) 12 (+1) 20 (+5) 14 (+2) Saving Throws Str +14, Dex +9, Con +13, Wis +11 Skills Athletics +14, Intimidation +8, Perception +11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed, exhausted, frightened, poisoned Senses truesight 120 ft., passive Perception 15 Languages Abyssal Challenge 18 (15,000 XP) Proficiency Bonus +6 Demonic Charge. If the scornazzor moves at least 25 feet straight toward a target and then hits it with a fiery horns attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage and 9 (2d8) fire damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Fire Aura. Any creature hostile to the scornazzor that starts its turn within 5 feet of the scornazzor takes 9 (2d8) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the scornazzor or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. Hateful Trample. If the target is prone, the scornazzor can make one hoof attack against it as a bonus action. Magic Resistance. The scornazzor has advantage on saving throws against spells and other magical effects. Actions Multiattack. The scornazzor makes three attacks, of which only one can be flame breath. Fiery Horns. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Wicked Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Flame Breath (Recharge 5–6). The scornazzor exhales fire in a 20-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The scornazzor 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 scornazzor regains spent legendary actions at the start of its turn. Attack. The scornazzor makes a wicked hoof or fiery horns attack. Horrible Neigh. The scornazzor lets out a horrible neigh that sounds like the shrieking screams of one thousand souls. Each creature within 20 feet of the scornazzor must succeed on a DC 19 Wisdom saving throw or be frightened until the end of their next turn. Romping Leap. The scornazzor uses its powerful legs to hurdle obstacles and move adeptly on the battlefield. Its long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. If it lands near any creatures within 10 feet, they must succeed on a DC 19 Strength or Dexterity saving throw (creature’s choice) or be knocked prone and take 9 (2d8) bludgeoning damage and 9 (2d8) fire damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, but is pushed 5 feet out of the scornazzor’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the scornazzor’s space.
188 Artist: PK Thorne Cartographer: CH Guise Writers: Nathan Doyle, Tyson VanOverhill, Kirsty Kidd, Matthew Moynihan
189 Maleano Lizard by Nathan Doyle Looking like a serpentine lizard with rows of small white horns on their head, the adult maleano lizard ranges in size from a small house cat to a large dog. The maleano lizard was once a prolific creature, but centuries of hunting has caused their numbers to dwindle. The creatures are highly sought after for their skin, which is useful in alchemy and spellcasting for a great number of magical effects. There are colonies found nearly every known landmass, and even in the underworld, but often due to breeding efforts intended to restore wild populations. Molting Metamorphosis. These lizards are known for their ability to change their distinguishing characteristics. One might be amphibious in the morning and able to glide on air currents in the afternoon. The creatures need only time to shed their skin to alter their form for a different purpose. The skin of a maleano lizard is highly sought after, and it is these magical properties that has led to the creature’s decline. Often Domesticated. Some alchemists and aristocrats will domesticate or purchase young maleano lizards as pets. Domesticated lizards are often taught tricks that make them entertaining oddities, while others have more useful talents like bioluminesce. Maleano lizards born in captivity do not always take on traits as they do in the wild. The wide variety makes them useful for many tasks, such as tracking and guarding. Item Maleano Skin The skin of a maleano is of great use to spellcasters as an optional material component for spells, as well as to alchemists and druids. Shed Skin. Common item, the sloughed off skin of a live maleano lizard. True Skin. Rare item, the skin of a maleano lizard. If still alive, skinning it kills the creature. Optional Material Component. The shed skin and the true skin of the maleano have the ability to enhance certain spells when used to cast them. The skin is consumed by the spell if used in this way. The shed skin allows affected spells to not need concentration, while the true skin allows affected spells to last ten times longer than normal, as well as not needing concentration where applicable. The full range of spells that can be enhanced by the the maleano skin is not clear, but the following have been enhanced by the skin’s magical effects: alter self, antilife shell, barkskin, gentle repose*, polymorph, regenerate*, shield of faith, stoneskin. *These spells are only benefited with the true skin. Alchemy and Potion Making. When used to brew a potion, the shed skin doubles the duration of the effect, and a true skin causes the effect to last ten times as long. Potions that are not imbibed or have no duration cannot benefit from a maleano skin. Druidic Wild Shape Assistance. When the skin is consumed by a druid using their wild shape ability, they can take on the traits of a maleano lizard in their new form. A druid must have seen the creature using one of the traits to mimic that particular trait. The shed skin allows them to gain one of the maleano traits while in a reptilian form. A true skin allows them to take on a maleano trait regardless of their form.
190 Maleano Lizard Small beast, unaligned Armor Class 13 Hit Points 7 (2d6) Speed 40 ft. STR DEX CON INT WIS CHA 8 (–1) 17 (+3) 11 (+0) 3 (–4) 12 (+1) 4 (–3) Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 11 Languages — Challenge 1/8 (25 XP) Proficiency Bonus +2 Language Comprehension. With training, the maleano lizard can learn words and commands as well as any hound. Highly Adaptive. The maleano lizard is known for being highly adaptable to its surroundings and can change its physiology to suit its environment and needs. It has one of the following traits, and it can change this trait during a short rest. • Amphibious. The lizard can breathe air and water. • Brave. The lizard has advantage on saving throws against being frightened. • Burrowing. The lizard gains a burrowing speed of 30 feet. • Camouflage. The lizard has advantage on Dexterity (Stealth) checks made to hide. • Evasion. If the lizard is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the lizard instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. • Keen Hearing. The lizard has advantage on Wisdom (Perception) checks that rely on hearing. • Keen Sight. The lizard has advantage on Wisdom (Perception) checks that rely on sight. • Keen Smell. The lizard has advantage on Wisdom (Perception) checks that rely on smell. • Sticky Feet. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. • Steadfast. The lizard can’t be frightened while it can see an allied creature within 30 feet of it. • Sure-Footed. The lizard has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Variant: Domesticated and Wild Domesticated and wild maleano lizards have different traits, caused by their environment and selective breeding. These traits cannot be trained and are innate abilities due to their heritage. Additional options for the Highly Adaptive trait: Domesticated. These traits can only be selected by a maleano lizard bred in captivity. • Illumination. The lizard sheds dim light in a 5 foot radius. • Mimicry. The lizard can mimic humanoid speech and animal sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. • Two-Headed. The lizard has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wild. These traits can only be selected by a maleano lizard born in the wild. • Glidewings. The lizard has extra skin growing between its legs and its body which it can use to slow their fall or glide. When the lizard falls and isn’t incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage. The lizard can also move up to 2 feet horizontally for every 1 foot it descends. • Ice Walk. The lizard can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. • Pack Tactics. The lizard has advantage on an attack roll against a creature if at least one of the lizard’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
191 Wasteland Drake by Tyson VanOverhill In the sunbaked wastes, degenerate cousins of dragons lay in wait for those foolish enough to challenge the desert. During the day they blend into the sands, their gravelly scales indistinguishable from the landscape, waiting to ambush the unwary. Their billowing frills masquerade as desert foliage, luring in prey with the promise of water. At night, the pack stalks the dunes and ridges, their sharp senses seeking prey. Desert Creature. Perfectly adapted to the arid landscape, wasteland drakes are an apex predator in the sunbaked land. Their powerful claws can dig through the hot sands to the cool soil beneath. During the day they lay in their burrows, conserving energy and water, but as night falls they awaken as swift hunters. Pack Hunters. Unlike their larger, solitary cousins, the wasteland drakes travel in packs. During the day they lay in close bunches, all within eyesight of each other. At night they range widely, using their sensitive hearing to monitor one another and communicate. The drake that sights prey is rarely the one that attacks, choosing instead to coordinate as a pack and ambush their prey. Voice in the Dark. The call of the wasteland drake drifts across moonlit dunes as a low croaking roar. A careful listener may pick out barely intelligible snippets of draconic from the drake’s grunts and growls. Following the sound may reveal a single, slinking shape, but it is likely not the closest threat. Wasteland Drake Medium dragon, unaligned Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 6 (–2) 14 (+2) 6 (–2) Skills Perception +5, Survival +5 Senses darkvision 60 ft. passive perception 15 Languages can understand draconic but can’t speak it. Challenge 6 (2,300 XP) Proficiency Bonus +3 Ambush. During its first turn, the drake has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the drake scores against a surprised creature is a critical hit. Desert Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in desert terrain. Keen Senses. The drake has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the drake moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is knocked prone, the drake can make one bite attack against it as a bonus action. Actions Multiattack. The wasteland drake makes two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Sand Blast (Recharge 5-6). The drake breaths out a 15- foot cone of sand. Each creature in that cone must make a DC 14 Constitution saving throw or take 27 (6d8) force damage and becomes blinded for 1 minute. A successful save results in half as much damage and the creature is not blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
192 Adsicor by Kirsty Kidd Through howling winds and shifting sands, a towering figure stands on the largest dune and surveys its domain. With the air and land devoid of moisture, the figure moves on, seemingly content with what it has seen. Naturally aloof, adsicors are muscle-bound lizard-like creatures with scales of compressed sand and an affinity for arid desert lands. So suited are adsicors to dry lands that there are many who believe that they created the deserts themselves. This belief is strengthened by the ability of an adsicor to draw any water out of the air, land, or even any object or creature within its reach. While adsicors tend to live solitary lives, other adsicors are among the few creatures immune to their draining presence and they always come to the aid of one another. They patrol the dunes endlessly, wanting only to ensure their home remains inhospitable to most. Despite this, they are not aggressive creatures and mount an attack only when they or their sands are put in jeopardy. Home Advantage. Adsicors know their desert better than any other creature and use this knowledge to stage ambushes against those they consider aggressors. A favored tactic is to maneuver a target to a place of the adsicor’s choosing by manipulating the warm air to create mirages of lush oases or bounteous treasures. With the bait in place they burrow into a dune and wait, sensitive to any footsteps or other disturbances to the surrounding sands. Of Air and Earth. The dual rows of horns that crown the head of an adsicor and run down its neck are used to channel ferocious gusts of sand-laced wind. Adsicors use this ability to great effect, controlling both the environment and senses of their adversary with roaring winds and a thick orange haze of dust in the air. Using the strong gusts to push their opponents around, adsicors make good use of pre-dug pits and natural hazards. These attacks have been honed by the adsicors to rid their homelands of creatures that would change the biome for their own ends. The biggest target of the adsicors’ wrath are blue dragons, who bring with them thunderstorms and sinkholes. A single adsicor is strong enough to kill a young dragon, but they group together to lay siege to older dragons. In return for this treatment, blue dragons often decorate their lairs with the heads of slain adsicors, both as trophies and warnings. Adsicors are not easily intimidated, however, and do not hesitate to take vengeance for their home. Infant Adsicor Medium elemental, neutral Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 8 (–1) Saving Throws Str +6, Con +5 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Auran, Terran Challenge 5 (2,300 XP) Proficiency Bonus +3 Arid Aura. The infant adsicor extracts any moisture from the area around it. Any creature that starts its turn within 5 ft. of the infant adsicor takes 3 (1d6) necrotic damage. Constructs, undead, and other adsicors aren’t affected, but plants and water elementals take double the damage. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly unless suited to desert climates. Innate Spellcasting. The infant adsicor’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: 3/day: blur, create or destroy water (destroy only) Sand Glide. The infant adsicor can burrow through nonmagical, unworked sand and dry earth. While doing so, it doesn’t disturb the material it moves through. Actions Multiattack. The infant adsicor makes two attacks: one each with its bite and claw. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Sandblast (Recharge 6). The infant adsicor channels a sudden concussive burst of wind through its horns. Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw or take 26 (4d12) piercing damage, be knocked prone and deafened until the start of the infant adsicor’s next turn. On a success, the creature takes half damage and isn’t knocked prone or deafened.
193 Adsicor Large elemental, neutral Armor Class 17 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 10 (+0) 16 (+3) 8 (–1) Saving Throws Str +10, Con +9, Wis +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages Auran, Terran Challenge 14 (11,500 XP) Proficiency Bonus +5 Arid Aura. The adsicor extracts any moisture from the area around it. Any living creature that starts it’s turn within 10 feet of the adsicor takes 9 (2d8) necrotic damage. Constructs, undead, and other adsicor aren’t affected and take no damage, but plants and water elementals take double the damage. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly unless suited to desert climates. Innate Spellcasting. The adsicor’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: blur, create or destroy water (destroy only) 1/day: hallucinatory terrain Sand Glide. The adsicor can burrow through nonmagical, unworked sand and dry earth. While doing so, the adsicor doesn’t disturb the material it moves through. Actions Multiattack. The adsicor makes three attacks: one each with its bite, claw and tail. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. Sandstorm (Recharge 5-6). The adsicor channels a sustained gust of wind through its horns, picking up all sand and debris in its path. Each creature in a 60-foot cone must succeed on a DC 16 Dexterity saving throw or take 60 (9d12) piercing damage, be pushed back 10 feet, and blinded for 1 minute. On a success, the creature takes half damage and isn’t pushed or blinded. Blinded creatures can attempt to end the condition with a successful DC 16 Constitution saving throw at the end of each of their turns. The gust lasts as long as the adsicor maintains concentration (as if concentrating on a spell) for up to 1 minute. While concentrating on the gust, the adsicor decides which way the cone is facing at the start of its turn. On subsequent turns, creatures in the cone take 19 (3d12) piercing damage and all Wisdom (Perception) checks based on hearing are made at disadvantage. Additionally, any creature in the cone moves at half speed while advancing towards the adsicor. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them each turn. An Adsicor’s Lair An adult adsicor spends its solitary life trekking endlessly across its desert home. When it does convene with other adsicors, it is due to one of two things: an encroaching threat that the adsicors must face together, or breeding season. Protecting the eggs and young is a communal duty among adsicors and the only time they live as a group. Adults dig hazard-laden nests to house their offspring. They then guard over the nest in small numbers until the infants are strong enough to fend for themselves. Entry The entrance to an adsicor nest is nearly impossible to find unless you know what to look for. A dip in the sand with a faint whirled pattern in the only clue to where adsicors have been delving. This can be detected by a successful DC 17 Intelligence (Nature) or Wisdom (Survival) check. The sand in the whirl is slightly finer and sifted by the passage of adsicors and can be dug out by succeeding on a DC 12 Strength (Athletics) check. Alternatively, a character may be able to shift their weight in such a way that they sink through into the next chamber if they can succeed on a DC 15 Dexterity (Acrobatics) check.
194 Level 1 Directly beneath the desert sands, the first chamber is thick with humidity and stench from the remains of meals. If more than one adsicor is currently guarding the nest, then one will be positioned here to act as the first line of defense. In the event of intruders, they immediately sound a warning call to those deeper inside. Adsicors tolerate the presence of weak creatures on this level if they don’t attempt to delve any deeper, so desert-dwellers often shelter here during the hottest parts of the day. Dust mephits (with a neutral alignment) also accumulate here due to the adsicor’s elemental nature. The table below lists some potentially hostile creatures that may be found near the surface of an adsicor nest. The chamber appears to have no exits at first glance, but has a sand whirl like the nest entrance that leads to the next level. Random Level 1 Creatures d6 Creatures 1 2d6 dust mephits + 2 giant scorpions 2 2d8 giant poisonous snakes + 5 giant spiders 3 2d4 giant spiders + 3 giant scorpions 4 2d10 jackals + 4 giant constrictor snakes 5 2d12 scorpions + 1 air elemental 6 2d8 swarm of insects (centipedes) + 2d8 dust mephits Level 2 Masses of green crystals hang from this chamber’s ceiling. These crystals are made by adsicors coating their circular horns with a mucus film and summoning winds to inflate the mucus like a soap bubble. While conjuring gusts, they pick up stones and other debris to fill the bubbles, then stick them to the ceiling. They then draw a thin string of the mucus down to the floor before drawing the moisture out so the bubbles and string set like glass. If a string is snapped, the connected crystal shatters, causing a rain of debris. If seen, the strings can be avoided with a DC 13 Dexterity (Acrobatics) check. On a failed check, the falling debris causes 5d8 bludgeoning damage. The strings in this chamber, however, are concealed by adsicors maintaining hallucinatory terrain (spell save DC 16). As well as stones, crystals may contain valuable minerals like fulgurite, pyrite, or gold. Another sand whirl gives access to the lowest level, but it opens onto sharp rocks. Falling onto the rocks deals 2d10 piercing damage on a failed DC 15 Dexterity saving throw, or half as much on a success. Succeeding on the Athletics or Acrobatics check to traverse the whirl by 5 or more is an automatic success on this save. Level 3 This level is split into two chambers, the first filled with pointed rocks and shifting sand whirls that lead nowhere; the second is where the offspring are kept. The adsicors never leave this level unguarded. Level 3a If intruders make it this deep into the nest, any adsicors use any means necessary to stop them here. Adsicors are skilled at trap-making which puts their ability to channel the winds to great effect. First, the adsicors gather pointed rocks from across the desert with the intent of pushing intruders back onto them. Any creature that is pushed more than 5 feet onto these rocks takes 2d10 piercing damage. They then purposefully create sinkholes in the sand between the rocks. These pits look similar to the whirls left behind when adsicors pass through sand, but are far more unstable. Any creature that moves across one sinks instantly and is restrained (escape DC 16). Level 3b While unhatched, the eggs are kept on high ledges nestled within stones and pilfered feathers. Adsicor eggs are considered a delicacy, though this is more due to rarity than taste. If the eggs have hatched, a clutch of 3d4 infant adsicors will have the run of this chamber until they mature. The adults guard them fiercely, but the adsicor instinct to protect their home makes the infants formidable fighters in their own right. Adsicors don’t collect wealth but they do gather trophies as part of courtship, which are often left in the nest. Trophies may include bones, claws, or other pieces of powerful creatures meant as a show of strength. The most impressive trophy to another adsicor is proof of killing a blue dragon, whether by scales, teeth or part of the dragon’s hoard.
195 1 2 3 3a 3b
196 Loch Monitor by Matthew Moynihan The loch monitor is the fully grown form of a seemingly harmless water salamander. Once the creature hatches and begins to grow, a surviving loch monitor seeks out its own body of water to claim as its lair. For all of a dragon’s love of wealth, a loch monitor prizes only territory and food. Whether a lake, river, or port, the loch monitor is fiercely defensive of its claimed region from the moment it arrives. Though they are as large and imposing as dragons, they lack the intelligence to compete with their reptilian relatives. They instead become tyrannical rulers of tiny kingdoms, and terrorize any creatures living nearby. Dam Builders. Loch monitors craft monumental dams to build up their home body of water. They have been known to cause landslides and deforest vast areas to build their impressive dams. Innate Electricity. The horn-like protrusions on the back of a loch monitor’s head are prehensile, helping it navigate the underwater tunnels of its lair. They also drag them along rough surfaces to generate an electrical charge, leading some to believe they are related to blue dragonkind. Fresh Water Frights. Loch monitors prefer bodies of fresh water for their lairs. For smaller lakes and rivers, this often results in a shortage of fish, driving the loch monitor to leave its lair in search of food. An early sign of a loch monitor’s presence is often a shortage of fish from normally bountiful harvest areas close to a village or town. Mythic Hide. The skin of their underbelly and gullet is remarkably strong and flexible, making it highly sought after as material for sails, tents, and packaging. Rumors of a loch monitor sighting will certainly bring adventurers from far and wide in hope of claiming the rare and valuable hide. Underwater Tunnelers. Loch monitors are excellent tunnelers, often digging passageways between various bodies of water, disrupting the flow of rivers, and flooding low farmlands.
197 Loch Monitor Gargantuan monstrosity, chaotic evil Armor Class 19 (natural armor) Hit Points 351 (18d20 + 162) Speed 40 ft., swim 80 ft. STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 29 (+9) 4 (–3) 16 (+3) 6 (–2) Saving Throws Str +15, Con +16, Wis +10 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 22 (41,000 XP) Proficiency Bonus +7 Amphibious. The loch monitor can breathe both air and water. Legendary Resistance (3/Day). If the loch monitor fails a saving throw, it can choose to succeed instead. Actions Multiattack. The loch monitor makes three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Gullet Blast (Recharge 5-6). The loch monitor sprays water in a 60-foot cone. Each creature in that area must make a DC 22 Strength saving throw, taking 71 (13d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage and remaining upright on a successful one. Static Shock. The loch monitor dunks its head under water and sends a jolt of lightning through the body of water. All creatures within 100 feet must succeed on a DC 22 Constitution saving throw or take 27 (6d8) lightning damage and be stunned until the end of their next turn. A successful saving throw halves the damage and the creature is not stunned. Legendary Actions The loch monitor 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 loch monitor regains spent legendary actions at the start of its turn. Submerge. If the loch monitor is in water, it can move up to its speed without provoking opportunity attacks. Creatures within 5 feet of the loch monitor at the end of this action must make a DC 22 Dexterity saving throw or be knocked prone. Tail Attack. The loch monitor makes a tail attack. Whirlpool (Costs 2 Actions). The loch monitor sucks in water, creating a whirlpool in a body of water around it. Each creature within 20 feet of the loch monitor must succeed on a DC 22 Strength saving throw or take 16 (3d10) bludgeoning damage and be pulled 10 feet toward the loch monitor. A successful saving throw halves the damage and the creature maintains its position.
198 Artist: Comettant Writers: William C. Cronk, Nathan Doyle, Elise Cretel, Justyn Johnston
199 Chirparacnar (Bat-Spider) by William C. Cronk The chirparacnar, or “bat-spider”, is a solitary creature that lives in deep hollows and caves, waiting for prey to enter or venture near its lair. They are seldom seen in the wild, and then only on dark nights, crawling from their nests when their ravenous appetite has moved them to the hunt. Quiet as the darkness they crave, the bat-spider attacks its prey by pouncing and pinning victims with its two large fore claws, then slowly drains the target of its lifeblood. The origin of these monstrosities is unknown, but those who have encountered them and survived speak of a fast and tenacious hunter, its carapace hard to crack, with no interest other than the blood of its victims. Hunters have been known to bait the creature using animal carcases, as the jeweled eyes and fore-wings of the creature are sought after by many an alchemist and mage. Sensitive to the smell of blood, and possessive of a voracious appetite, the bat-spider throws itself at prey with little regard for life and limb, eager to digest the next tasty morsel it encounters. Nimble Hunter. The bat-spider’s long fore-wings allow it to silently glide towards an opponent, thus falling upon its prey with relative surprise—especially when it is capable of climbing cliff sides and large trees, allowing it to swoop down from above. Insatiable Appetite. The smell of blood drives the bat-spider into a frenzy, drawing it from its secluded lair, and sending it forth intent on consuming the unfortunate creature. Once it begins feeding, it becomes oblivious to everything else. Sensitive Hearing. Living most of its life in the darkness, the bat-spider is virtually blind, using its keen hearing and echolocation to help it stalk its prey. Its highly sensitive hearing is also vulnerable to loud noises, one of the reasons why the bat-spider prefers dark and quiet places to make its lair. Chirparacnar (Bat-Spider) Large monstrosity, neutral Armor Class 16 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft., climb 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 18 (+4) 5 (–3) 11 (+0) 5 (–3) Saving Throws Dex +5 Skills Acrobatics +5, Perception +2, Stealth +5 Damage Vulnerabilities thunder Damage Resistances piercing, slashing Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12 Challenge 4 (1,100 XP) Proficiency Bonus +2 Blood Frenzy. The bat-spider has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Gliding Pounce. If the bat-spider moves at least 15 feet straight towards a target as part of its movement, and the target creature is within 30 feet of the bat-spider, it may pounce on the target. If the target is size Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target creature is knocked prone, the bat-spider can make a Blood Drain attack against the target as a bonus action. Keen Hearing and Smell. The bat-spider has advantage on all Wisdom (Perception) checks associated with hearing and smell. Sound Sensitivity. Bat-spiders have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on hearing when loud noises are within 120 feet of the bat-spider. Actions Multiattack. The bat-spider makes two melee attacks with its fore claws. If the bat-spider is grappling a creature, it can also make a Blood Drain attack as a bonus action. Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (2d4) piercing damage, and the target is grappled. As long as the creature remains grappled, at the start of each of the bat-spider’s turns, the target takes 5 (2d4) necrotic damage due to blood loss. The bat-spider regains hit points equal to the damage dealt. A creature, including the target, can use its action to detach the batspider by succeeding on a DC 15 Strength check. Fore Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
200 Spider Drake by Nathan Doyle Spider drakes are also sometimes called spider dragons, despite not being true dragons. These drakes are a breed of draconid related closest to wyverns that are frequently found in rocky regions with sheer cliff faces and jagged canyons. They are typically apex predators in their territory, and are solitary creatures, only seeking out others of their kind to mate. Few have observed them, but with what little is known indicates the creatures do not mate for life, the smaller males typically leaving for their own safety after their mating habits are performed. Skilled Climbers. The claws of the spider drake are quite capable of puncturing stone like a sturdy piton. They use these to climb sheer cliffs or even hang upside down in massive canyons where they typically make their lairs. If you find equipment spread out at the bottom of a canyon, you would be wise to keep eyes on the canyon walls. Cunning Hunters. Spider drakes are clever beasts, despite their low intelligence. They use their mobility to snatch travelers from their groups and then abandon them on rocky outcroppings where they typically cannot escape. If threatened, the drakes drop dangerous creatures from high up to kill them. However, after mating, females typically serve live meals to their young. Tough Hides. The scales of a spider drake are sometimes used to make armor similar to the scales of true dragons. This armor, however, lacks the magical benefits that a true dragonscale armor grants. Nevertheless, it is seen as quite the status symbol, especially if one can prove they killed the beast themselves. Terrifying Mounts. Like their wyvern cousins, if raised from an egg, a spider drake can be trained to be an effective mount. There is quite a danger in this though, as the erratic movement patterns that the spider drakes employ to travel is constantly risks throwing the rider. Spider Drake Large dragon, unaligned Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 50 ft., climb 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 4 (–3) 14 (+2) 5 (–3) Saving Throws Str +8 Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 6 (2,300 XP) Proficiency Bonus +3 Gliding. When the drake falls and isn’t incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot the drake descends. Keen Smell. The drake has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check as long as the surface can support the weight of a creature of its size. Standing Leap. The drake’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The drake makes two attacks: one with its bite and one with its claws. While in the air, it can make two claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the drake can’t bite another target. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.