Touching the Moon Very Rare - Wrist Weapon - Attunement Also known as Far Caress. An artifact capable of manipulating countless incredibly tough and elastic tendrils. Strictly speaking, it's not exactly an artifact, but a native creature enclosed within a cylinder. It has been classified as an Artifact by those unaware of its true nature. This wrist mounted weapon has 5 Charges, You may expend a charge as a bonus action to send out a stream of black tendrals at a target within 40ft., A Creature must make a DC 15 Dexterity saving throw or be enclosed in a 10ft. radius dome of sticky black tendrals on a successful save they move to the nearest unoccupied space outside the cage. If a Creature wishes to escape the cage they must make a DC 15 Athletics or Acrobatics check. A deployed cage can be 'closed' as a bonus action, restraining Creatures inside, if a Creature inside wishes to end the restrained condition it must make a DC 15 Athletics or Acrobatics check. The cage will melt after 1 round or if no victims are inside the cage or if a new cage is created. The wrist mounted weapon regains 1d4 + 1 expended Charges daily at dawn, If you expend the weapons last charge, roll a d20. On a 1, the weapon crumbles into ashes and is destroyed. If the Weapon is broken open, its Creature escapes, it is a #WHAT IS IT# White Whistle Very Rare - Whistle - Attunement This Whistle formed from the remains of a dearly loved Creature only works and creates noise for the Creature who loved this Whistles origin, additionally, while held on their person, the owner of the Whistle may have dreams where they communicate with their loved one, their soul still within the Whistle When this whistle is blown, the user may activate a machine within 30ft., if a construct is chosen, choose an action it is capable of which it uses as a reaction, if no machines are within range instead a magic item other than those worn by the user is activated in a manner chosen by the user of this whistle. Legendary Ascending to the Morning Star Legendary - Helmet - Attunement Also known as Gangway. It releases a band of light from the slit on its front to strike at what the user strongly focuses on. The helmet has 5 Charges. You can expend a charge as a bonus action to send a beam towards a target you can see within 30 feet, your target must make a DC 17 Dexterity saving throw or suffer 3d10 radiant damage on a failure and half as much on a success, then choose another target within 30 feet of your first target to make the same save against the same damage then choose 1 final target within 30 feet of the second to make the same save against the same damage, if no target is within 30 feet the attack ends. The helmet regains 1d4 + 1 expended Charges daily at dawn. If you expend the helmets last charge, roll a d20. On a 1, the helmet crumbles into ashes and is destroyed. The Cradle of Greed Legendary - Egg When this fist sized egg is touched, the creature who touched its most desired wish is granted and the egg disappears, depending on their age the user may begin to petrify, becoming fully petrified after 1 hour. Use the table below to determine if the wish causes petrification of the user. Age Chance of Petrification (d100) 0-10 5% 11-20 17% 21-30 38% 31-45 62% 46-60 83% 61+ 95% Magic items | Legendary 50
Eon Depths Legendary - Elixer This artifact consists of a twirling container with a liquor capable of greatly extending the lifespan of those who drink it. When drunk, heal 10d4 + 30 hit points, if this would surpass your normal Hit point max, add the remaining as temporary Hitpoints. Shaker Bolt Legendary - Crossbow Bolt These bolts are tipped with Curse Steel. Curse Steel is an artifact capable of inducing a Curse of the Abyss in those who touch it. While this is terrifying to humans, creatures of the deep are immune to the curse, so these bolts have no effect on them. Upon hitting a humanoid, the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute, roll on the table below for the effect the target will suffer for 1 minute. Roll 1d4 Curse 1 Disadvantage on rolls that rely on sight 2 Disadvantage on rolls that rely on sight, Movement reduced by 10ft. and Hallucinations of their past or future fade in and out 3 Disadvantage on all rolls, Movement reduced by 15ft. and Take 1d4 damage 4 Disadvantage on all rolls, Fall prone, Unable to speak, Take 1d6 damage, Blinded and Deafend Star Thread Legendary - Rope A small Shell that dispenses thin thread up to 500ft. long, the thread shimmers a dim light in a 5ft radius around it. The thread can be recalled by tightly gripping the shell, automatically untying any knots in it. The thread is unbreakable unless cut with a magical weapon, when cut, the maximum rope that can be dispensed is reduced by the amount cut and the cut pieces cease to emit light becoming mundane. Unheard Bell Legendary - Bell An artifact retrieved by the white whistles Lyza and Ozen. It was discovered somewhere around the 4th layer in a highly inaccessible place. Somehow, information of its location was leaked and reached multiple countries, which sparked a fierce competition to get it. When rung as an action, time stops for 1 hour for all but the one who rung this bell, the user may move around freely during this time, if the user makes an attack, the effect ends, once used it cannot be used again until the next dawn. Zoaholic Legendary - Machine - Attunement A horrifying artifact capable of planting the soul of the user into other creatures. Simply touching the machine is enough to become a vessel for the attuned Creature. A Creature that is placed within Zoaholic must make a DC 17 Charisma saving throw or suffer 12d10 Psychic damage, on a successful save half as much damage, after making connection within Zoaholic, the creatures soul becomes bound to it and they are attuned, if a new Creature attempts to attune with Zoaholic, the old attunement ends. Any Creature who touches Zoaholic, other than the one attuned to it, must make a DC 17 Wisdom saving throw, on a failure they are cursed and a fraction of the consciousness belonged to the attuned creature of Zoaholic is transfered to the creature who failed this saving throw. (This consciousness may only be removed with a wish or remove curse spell or by ending the attunement of Zoaholic). As an action, the creature bonded with Zoaholic may cast scrying on any creature that holds part of their consciousness. If the creature attuned to Zoaholic should die, they may attempt to transfer their soul to the nearest living Creature that holds part of their Consciousness, that creature must make a DC 17 Charisma saving throw or lose their body to the mind of the creature who is attuned to Zoaholic and they are no longer cursed, the attuned Creature gains all the statistics of their target except Charisma, Wisdom and Intelligence which become their current values except their Charisma score is reduced by 1. Should the attuned Creature fail to take control in this way, they are dead. Zoaholic is a colassal machine which requires a 26 Strength score to move. Magic items | Legendary 51
Minor Creatures Sometimes this supplement will call for minor creatures to be created using the tables below, each creature generated is common throughout the Abyss and act as a way for the environments to be more varying with little effort. These creatures are not worth any experience, have hitpoints equal to their roll on the size table x2 and will run 30ft per round when attacked. Roll on the tables below in order (be aware some calls for minor creatures may specify choices be made such as the creature being large or smaller rather than rolling normally), reading the description text as you go. d8 Size 1 Tiny: A very small.. 2 Small: A small.. 3-4 Medium: A.. 5-6 Large: A large.. 7 Huge: A huge.. 8 Gargantuan: A gargantuan.. d8 Creature Type 1-2 Mammal: ..furry creature.. 3-4 Bird: ..feathered creature.. 5 Fish: ..wet scaley creature.. 6 Reptile: ..scaley creature.. 7 Amphibian: ..wet rubbery creature.. 8 Arthropod: ..insectoid creature.. d8 Movement 1 Unipedal: ..crawls on its belly.. 2 Bipedal: ..walks on two limbs.. 3 Burrow: ..pulls itself out from the ground.. 4 Quadrapedal: ..bounds on four limbs.. 5 Swim: ..swims past.. 6-7 Flight: ..flies through the air.. 8 Uncountable: ..scuttles on many limbs.. Example Generation A small feathered creature scuttles on many limbs, a tongue hangs from its mouth and a tail stretches half the length of its body behind it d8 Face Feature 1 Horn: ..1d8 horn/s pretrude/s from its head.. 2 Beak: ..a beak upon its face.. 3 Mane: ..a mane of hair surrounds its face.. 4 Antler: ..1d8 antler/s curl/s around its face.. 5 Tongue: ..a tongue hangs from its mouth.. 6 Trunk: ..a trunk hangs from its face.. 7 Eyes: ..many eyes make its face.. 8 Tusks: ..two tusks emerging from its mouth.. d8 Body Feature 1 Spiney: ..and spines cover its body. 2 Camouflage: ..you almost didn't see it, its body changing colour to match its surroundings. 3 Sense organs: ..and wet organs around its body with holes in them seem to smell the air. 4 Tentacles: ..1d8 tentacles help its movement along. 5 Smell: ..the stentch of the creature is horrible, ooze seems to slide from it. 6 Tail: ..and a tail streches half the length of its body behind it. 7 Tendrils: ..and many tendrils cover sections of its body which move slowly. 8 Carapace: ..and a hard shell covers its back. Minor Creatures 52
Monsters and NPCs CR Common Layer Rare Layer Creature 7 3 - Amakagame 17 3 1, 2 Benikuchinawa - - - Delvers 1/2 1 2 -Red Whistle Delver 1 2 1 -Blue Whistle Delver 3 3, 4 1, 2 -Moon Whistle Delver 5 4, 5 1, 2, 3 -Black Whistle Delver 15 5 6 -Bondrewd, the Novel 2 5 - -Umbra Hand 10 2 - -Ozen, the Immovable - - - Emporershell 8 6 - -Young Emporershell 15 6 - -Adult Emporershell 21 6 - -Ancient Emporershell 8 6 - Fuzosheppu 4 1 - Gagouge 8 2 1, 3 Giant Sky Jellyfish 1/8 5 - Hamashirama 1/2 1, 2, 3 4, 5 Hammerbeak 3 4, 5 3 Onitsuchi 2 2 - Inbyo - - - Interference Unit - 6 5 -Large Interference Unit - 6 5 -Small Interference Unit 17 5 - Kashou-gashira 3 4, 5, 6 2 Kuongatari Swarm 1/4 0 - Kyaraguma 5 3 - Madokajack 1/8 6 - Meinastoirim 3 6 - Mizoujack 5 2 3 Nakikabane CR Common Layer Rare Layer Creature - - - Blessed Narehate - 6 - -Faputa - 6 - -Majikajya - 5 - -Nanachi - 6 - -Belafu - 6 - -Juroimoh - 6 - -Wazukyan 1 6 - -Small Blessed Narehate 3 6 - -Medium Blessed Narehate 5 6 - -Large Blessed Narehate 1/8 3 - Neritantan 5 2 - Ottobasu 1/4 4 - Takeguma 15 4 - Tamaugachi 18 6 - Ryuusazai 1/8 6 - Yadone 53
Amakagame The Amakagame burrows underground during its larval stage, creating a large space for itself to expand and fill, after it has grown to fit the space, the Amakagame releases the scent of Baracocha fruit from its head where it mouth lay which blends into the surface above, so that it might attract Neritantan to it, a Neritantan unfortunate enough to get caught by this creature will likely be digested by the acidic goo inside the Amakagame in a few minutes. Benikuchinawa The Benikuchinawa is a giant red snake species that live primarily in the third layer's steep cliffs. By spreading its hood it is able to swiftly surf the air currents. Sometimes they might fly to the upper layers in search of food, but it is exceedingly rare to see them in these shallow sections of the abyss. They have vestigal eyes and many wart-like appendages on their lower jaws. Whether it's to harvest the nutriets, or to tempter the gizzard is unknown, but they are known to habitually swallow relics and minerals. There is no doubt that their stomach bears treasure in great quantities, though the possibility of it being ruined cannot be crossed out either. They're ferocious predators that attack any delver on sight, so are typically avoided at all costs.Any Benikchunawa stands as one of the most dangerous creatures on the third layer. Despite their danger, the reward of their meat is not one so sort after, their meat is edible however not very tasty. 54 Amakagame Huge Monstrosity, Unaligned, Abyss Layer 3 Armor Class 12 Hit Points 161 (14d12 + 70) Speed 0ft, burrowing 5ft STR DEX CON INT WIS CHA 15 (+2) 3 (-4) 20 (+5) 7 (-2) 7 (-2) 3 (-4) Saving Throws Con +6, Condition Immunities Charmed, Frightened, Prone, Exhaustion, Grappled Senses Blindisght 60ft., passive Perception 3 Challenge 7 (2,900 XP) Baracocha Scent. The Amakagame produces the scent of Baracocha fruit. Hidden in plain sight. While submerged beneath earth and motionless, the Amakagame becomes hidden, a DC 15 Wisdom (Perception) check reveals it. Swallowed. A swallowed creature takes 21 (6d6) acid damage at the start of the Amakagames turn, the Amakagame may only swallow 2 medium size or smaller Creatures at any time. If the Amakagame takes 30 damage or more on a single turn from a Creature inside it, the Amakagame must succeed on a DC 16 Constitution saving throw at the end of that turn or be stunned until the end of its turn. A swallowed creature can try and escape by succeding a DC 16 Strength (Athletics) check at disadvantage due to the slippery stomach walls, if the Amakagame is defeated a swallowed creature may use 20ft. of movement to escape, exiting prone. Actions Consume. The Amakagame may open its head to consume anything above it, a creature above must make a DC 16 Dexterity saving throw or be Swallowed. Stomach walls. The Amakagame uses its stomach walls to attack, Melee Weapon Attack: +1 to hit, reach 0 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
55 Benikuchinawa (Crimson Splitjaw)Gargantuan Monstrosity(titan), Unaligned, Abyss Layer3 Armor Class 17 (Natural Armor) Hit Points 215 (13d20 + 78) Speed 10ft., fly 60ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 23 (+6) 5 (-3) 10 (0) 6 (-2) Saving Throws Str +11 Skills Athletics +11, Intimidation +3 Senses Darkvision 60 ft. passive Perception 16 Challenge 14 (11,500 XP) Legendary Resistance (3/Day): If the Benikuchinawa fails a saving throw, it can choose to succeed instead. Siege Monster. The Benikuchinawa deals double damage to objects and structures. Actions Maw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 23 (5d6 + 6) piercing damage and the target is grappled, additionally all Creatures in a 10 ft radius must make a DC 16 dexterity saving throw or suffer 13 (2d6 + 6) bludgeoning damage or no damage on a successful save. Tail sweep. Melee Weapon Attack: The Benikuchinawa sweeps its Tail. Each creature within 5ft. of the Benikuchinawa must make a DC 16 Dexterity saving throw or take 20 (3d8 + 6) bludgeoning damage and be knocked prone. On a successful save, damage is halved and the target is not knocked prone. Swallow. The Benikuchinawa makes a Maw attack against a Creature it is grappling sized large or smaller, on a hit they are swallowed after suffering Maw damage. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside, and it takes 21 (6d6) acid damage at the start of each of the Benikuchinawa's turns. If the Benikuchinawa takes 30 damage or more on a single turn from a Creature inside it, the Benikuchinawa must make a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft. of the Benikuchinawa. If the Benikuchinawa dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 ft. of Movement, exiting prone. Frightful Presence. Each creature within 120 feet of the Benikuchinawa and aware of it must make a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect end for it, the creature is immune to the Benikuchinawas Frightful Presence for the next 24 hours.
Delvers 56 Red Whistle Delver Medium Humanoid (any race), Any Alignment Armor Class 12 (leather) Hit Points 18 (4d8) Speed 30ft STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 10 (+0) Skills Athletics +2, Acrobatics +3, Perception +3 Senses passive Perception 13 Languages any one language (usually common) Challenge 1/2 (100 xp) Actions Multiattack. The delver makes two pickaxe attacks. Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Moon Whistle Delver Medium Humanoid (any race), Any Alignment Armor Class 15 (leather) Hit Points 70 (12d8 + 16) Speed 30ft Climb 20ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 12 (+1) Skills Athletics +4, Acrobatics +6, Survival +5, Perception +5, Nature +5 Senses passive Perception 15 Languages any one language (usually common) Challenge 3 (700 xp) Practised Delver. The delver can with a run up, long jump 15ft. and high jump 10ft. Actions Multiattack. The delver makes two pickaxe attacks. Pickaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Blue Whistle Delver Medium Humanoid (any race), Any Alignment Armor Class 14 (leather) Hit Points 52 (8d8 + 16) Speed 30ft Climb 15ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Skills Athletics +4, Acrobatics +5, Survival +4, Perception +4, Nature +4 Senses passive Perception 14 Languages any one language (usually common) Challenge 1 (200 xp) Actions Multiattack. The delver makes two pickaxe attacks. Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Black Whistle Delver Medium Humanoid (any race), Any Alignment Armor Class 15 (leather) Hit Points 97 (18d8 + 16) Speed 30ft Climb 20ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 14 (+2) 17 (+3) 12 (+1) Skills Athletics +6, Acrobatics +7, Survival +6, Perception +6, Nature +6 Senses passive Perception 16 Languages any one language (usually common) Challenge 5 (1,800 xp) Expert Delver. The delver can with a run up, long jump 20ft. and high jump 10ft. Actions Multiattack. The delver makes three attacks, two Pickaxe attacks and one Hand Crossbow attack. Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
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Umbra Hand Working under Bondrewd are several Umbra Hands, Black whistles whom Bondrewd has spread his consciousness among using the relic Zoaholic. They carry out most of Bondrewds work for him. Most of them are located within Ido Front as it becomes harder for Bondrewd to control them between layers. When Bondrewd dies, his consciousness is transfered into one of his Umbra Hands. 58 Umbra Hand Medium Humanoid, Lawful Neutral Armor Class 15 (Chain shirt) Hit Points 55 (10d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 12 (+1) 8 (-1) 5 (-3) Skills Perception +2 Condition Immunities Charmed, Frightened Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Zoaholic vessel. Umbra Hand has a portion of Bondrewds Consciousness within their own, they share ideals and thoughts due to the length of this shared consciousness. Should Bondrewd die, he may choose to be reborn in an Umbra Hand after 1 minute. Actions Multiattack. Umbra Hand makes two Slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 10 (2d8 + 2) Bludgeoning damage. Spellcasting. The Umbra Hand can cast one of the following Cantrips with intelligence as their spellcasting ability as if they were a 1st level Spellcaster: Firebolt, Acid Splash, Poison Spray
Ozen, the Immovable
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Emp o r e r s h e l l s A l i z a r d l i ke c r e a t u r e l a r g e i n s i z e, i t h a s a d a p t e d a n i n c r e d i b l y t o u g h s h e l l t o p r o t e c t i t s e l f fr o m p r e d a t o r s a n d t h e 6 t h l ay e r s i r o n r a i n. T h ey a r e q u i t e fe r o c i o u s b u t e d i b l e. T h e i r e x a c t l i fe e x p e c t a n cy i s u n k n o w n a s t h ey a p p e a r t o a g e a n d g r o w i n d e fi n e n t l y, t h e l a r g e s t k n o w n t o w e r i n g a t a r o u n d 3 0 m e t e r s. 6 0 Y o u n g Emp o r e r s h e l l H ug e M o n s t ro s i ty, U n a l ig n e d, A bys s L ay e r 6 A rm o r Clas s 1 8 ( N a t u r al A r m o r ) H i t P o i n ts 1 5 2 ( 1 6 d 1 0 + 6 4 ) S p e e d 2 5 ft. STR D E X C O N IN T WIS C H A 2 0 ( + 5 ) 7 ( - 2 ) 1 8 ( + 4 ) 1 0 ( + 0 ) 1 4 ( + 2 ) 6 ( - 2 ) S av i n g Th rows S t r + 9, C o n + 8 S k ills S u r viv al + 6 D a m ag e R e s i s ta n c e s Sla s hin g, Blu d g e o nin g, Pie r cin g, Fire, Lightning, Poison Co n d i t i o n Im m u n i t i e s P e t rifie d S e n s e s D a r k visio n 6 0 ft., P a siv e p e r c e p tio n 1 2 C h alle n g e 8 ( 3,9 0 0 X P ) A mp hib ious. T h e E m p o r e r s h ell c a n b r e a t h e air a n d wa t e r. Actio n s Multia ttack. T h e E m p o r e r s h ell m a k e s two a t t a c k s: One Stomp and One Bite attack. Stomp. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (3d8 + 5) Bludgeoning damage. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., on e t a r g e t. H i t : 2 0 ( 6 d 4 + 5 ) Pie r cin g d a m a g e a n d t h e t a r g e t is g r a p ple d, while g r a p ple d in t his wa y t h e t a r g e t m a y a t t e m p t t o e s c a p e t h e g r a p ple o n e a c h o f its turns by making a DC 17 Strength or Dexterity saving throw, escaping the Emporershells bite on a success. While the Emporershell has a creature grappled using bite, it may not target another creature for bite unless it chooses to drop the creature it currently holds. Thunderous Roar (Recharge 6). The Emporershell bellows an angry roar in a 30ft cone. Each creature in that area must make a DC 16 Constitution saving throw suffering 42 (12d6) thunder damage and fall prone on a failed save, or half as much and do not fall prone on a successful one.
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Fuzosheppu Description 63 Fuzosheppu (Oogasumi) Gargantuan Swarm of tiny monstrosities, Unaligned, Abyss Layer 6 Armor Class AC Hit Points Hitpoints Speed Speed STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod) Saving Throws saving_throws Skills skills Damage Vulnerabilities damage_vulnerabilities Damage Resistances Resistances Damage Immunities Damage_Immunities Condition Immunities condition_Immunities Senses Senses Languages Languages Challenge Challenge and Xp Actions Multiattack. The Creature Name makes Number and type of attacks Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage General Ability Description. General Attack Description
Gagouge The Gagouge is a large spider like insect that is ocassionally seen within the first layer of The Abyss. It has a 10 meter dome-shaped territory that they are very agressive within, however become less agressive when intruders have left it. The Gagouge can sense any creatures that might enter their web the moment it is touched so long as they maintain contact with the web themselves, they use this information to track their pray when they carelessly enter their territory. They move extremely fast for their size within their dome and can spit a paralyzing poison from their mouths. These traits make them quite dangerous when one accidentally steps within their territory, but their danger level decreases outside of it. The Gagouge won't ever leave their dome and sleep at the top of it until a potential prey appears, conserving their energy. If one is cautious, avoiding them is not a hard task. They might be edible, though it has yet to be confirmed and the paralyzing poison may be a factor to consider when attempting to eat one. 64
Giant Sky Jellyfish Description Hamashirama The Hamashirama is a strange fish that lives in large numbers in the 5th Layer of The Abyss, the Sea of Corpses. Bizarre-looking, aquatic, swimming creatures, they are widespread in the floating sea of the fifth layer. They are said to eat sedimentary life. Their appearance outside of the water is vastly different to the form they take when swimming, somewhat resembling an air balloon. Much like all the aquatic creatures of the 5th Layer, they're unaffected by the curse because they have a different set of sensory organs than surface organisms. Their anatomy is quite strange. All their internal organs are packed into their head, and they spray a mucous produced by their organs through spitting from their mouth. This mucous has paralyzing properties and is used to stop the movement of predators. In some reports, they've been seen using other paralyzed creatures as living shields. Outside of the water they die very quickly and they're not quite so strong, so through fishing, they're harmless. They're edible and quite delicious. While their appearance is quite disgusting, it is very sweet and tasty. It's best to eat it raw, much like sushi. The oily organs should be removed however, as they produce the paralyzing poison. 65 Giant Sky Jellyfish Gargantuan monstrosity (titan), Unaligned, Abyss Layer 2 Armor Class 11 Hit Points 186 (12d20 + 60) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 17 (+3) 5 (-3) 12 (+1) 6 (-2) Saving Throws Str +6, Dex +4, Con +6 Damage Vulnerabilities Slashing Damage Resistances Poison, Piercing and Bludgeoning Damage Immunities Lightning Condition Immunities Poisoned Senses Blindsight 60ft., passive Perception 11 Challenge 8 (3,900 xp) Static Aura. The Jellyfish emits an aura of static, creatures within 10ft. of the Jellyfish at the start of their turn must make a Dexterity saving throw or suffer 1d10 lightning damage. Conductive Touch. A Creature that touches the Jellyfish with their bare hand or a metal melee weapon receives 1d10 lightning damage. Actions Multiattack. The Jellyfish makes two Tendril attacks. Tendril. Melee Weapon Attack: +4 to hit, reach 20ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 12 (2d10 + 1) lightning damage and the creature must make a constitution saving throw or become poisoned for 1 minute. Hamashirama Tiny Beast, Unaligned, Abyss Layer 5 Armor Class 13 Hit Points 6 (3d4) Speed 0ft., Swim 30ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) -9 (-1) 3 (-4) 13 (+1) 8 (-1) Skills Stealth +5 Senses passive Perception 11 Challenge 1/8 (25 XP) Paralyzing Reaction. If the Hamashirama is not surprised and targeted for an attack, it may immedietly use Paralyzing Spray before the attack is resolved. Actions Paralyzing Spray. The Hamashirama sprays Paralyzing mucous from its mouth. A target must make a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Acidic Sucker. The Hamashirama sucks on its target. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) acid damage.
Hammerbeak The Hammerbeak is an avian species whose habitat extends from the surface and down to the fourth layer of the Abyss. They're very numerous and can be observed with a simple telescope from Orth. They are fond of shiny things, and will take it to their nest just for the amusement of it. Their most iconic trait is their hard beak fused with their skull. They use it to fight with other creatures in flocks, relentlessly assaulting their victims. If one of their own is attacked, the whole flock will retaliate together. Despite the tight relationship with each other, male Hammerbeak will sometimes fight eachother, and resolve it by bashing their heads against each other until one breaks. The headbutting of two Hammerbeak often produces sparks, showcasing the sturdiness of their peaks. Onitsuchi The Onitsuchi is a Giant variant of the Hammerbeak. The Onitsuchi can be found nesting in branches with hold the Flat-creepers aloft, there is little to note differently about the giant variant of the Hammerbeak other than its size and greater strength. 66 Hammerbeak Small Beast, Unaligned, Abyss Layer 1/2/3/4/5 Armor Class 13 Hit Points 18 (4d6 + 4) Speed 15ft. fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 10 (+0) 5 (-3) 14 (+2) 13 (+1) Senses passive Perception 11 Skills Perception +4 Challenge 1/2 (100 XP) Keen Sight. The Hammerbeak has advantage on Wisdom (Perception) checks that rely on sight. Flock Tactics. The Hammerbeak has advantage on attack rolls against a creature if a different Hammerbeak has made an attack against the target the turn before. Flyby. The Hammerbeak doesn't provoke opportunity attacks when it flies out of an enemies reach after making an attack. Actions Multiattack. The Hammerbeak makes two attacks: one Peck and one Talon. Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Onitsuchi (Giant Hammerbeak) Large Beast, Unaligned, Abyss Layer 4/5 Armor Class 13 Hit Points 39 (6d10 + 4) Speed 20ft. fly 80 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 8 (-1) 16 (+3) 14 (+2) Senses passive Perception 13 Skills Perception +5 Challenge 3 (200 XP) Keen Sight. The Onitsuchi has advantage on Wisdom (Perception) checks that rely on sight. Flock Tactics. The Onitsuchi has advantage on attack rolls against a creature if a different Onitsuchi or Hammerbeak has made an attack against the target the turn before. Flyby. The Onitsuchi doesn't provoke opportunity attacks when it flies out of an enemies reach after making an attack. Actions Multiattack. The Onitsuchi makes three attacks: one Peck and one Talon. Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Inbyo The Inbyo are dark furred, tall, red eyed gibbon-like primates that inhabit the inverted forest, they have very long arms with whip esc tendrils on their end that enable them to swing from trees and climb them with ease. Inbyo live in family groups are territorial, when a creature enters their territory they will first warn their targets by throwing rocks and branches at them and if they refuse to leave, the Inbyo will give chase. Interference Units Description# 67 Inbyo Medium Monstrosity, Unaligned, Abyss Layer 2 Armor Class 13 Hit Points 38 (7d8 + 7) Speed 30ft., Climb 30ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 6 (-2) Saving Throws Dex +5 Skills Acrobatics +5 Senses Darkvision 60ft. passive Perception 16 Challenge 2 (200 XP) Nimble Escape. The Inbyo may take the Disengage, Hide, or Dodge action as a bonus action on each of its turns. Actions Multiattack. The Inbyo makes two Whip attacks so long as both whips are free. Whip. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) slashing damage. Fling rock. Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.
Kasshou-gashira Kashou-gashira or Stingerhead are dangerous creatures that live in the sandstone area in the 5th Layer of The Abyss, first officially documented by the white whistle Lyza "The Annihilator". Described as the finest predators of the 5th Layer, Stingerhead are huge seven-tailed scorpions that reach over 2 meters in height. Each tail contains a deadly acid that melts flesh and bone, it is no uncommon for one to instantly kill their victims with a relentless assault from their tails. While individually, they're not too troublesome for experienced Delvers, they often form large colonies and hunt in groups, so avoiding their nest entirely is the wisest course of action. Their nest can be identified by the discoloration, caused by their acidic stinger, on sandstone, it is also a sign that one previous delver was unfortunate enough to be caught by the Stingerhead. Furthermore, the area around its nest has a very peculiar smell. It's the same smell you feel when burning dried vomit. Highly experienced delvers who have left smoke signals using their vomit will likely be able to recognize it. They are not edible, so there's little reason to engage in battle against them. 68
Kuongatari Swarm The Kuongatari are insects that live within the impenetrable 6th layer of The Abyss, where return becomes impossible for humans. Because they live in such a deep section of the great pit, their existance is only known from a few reports made by white whistles. The letter from Lyza "the Annihilator" has expanded the knowledge of these insects, displaying sketches and ecological surveys. Recently, they have been spotted in other layers of the abyss like the 4th Layer. The reason behind their migration is unknown but there are concerns of them spreading to other sections. These treacherous insects have a very peculiar appearance. Their wings closely resemble the appearance of Eternal Fortunes, also known as Flowers of Resilience, that bloom practically everywhere within the abyss. By sneaking within these flowers, the Kuongatari will turn them into death traps. They will attack living things that get too close and plant their larvae inside their bodies. Even more so, they will assume dormancy during mimicry, allowing them to deceive even creatures that can read the flow of conciousness by observing the force field of the abyss. After planting their larvae, they will slowly start to consume their host from the inside and increase their numbers. Once the head is invaded the host becomes a food source for the larvae for as long as it lives, and ocassionally adults will enter through the host's mouth to feed it and prolong their survival. While in a direct encounter they are not nearly as threatening as other creatures like the Tamaugachi, their deceptive and furtive nature makes their danger level equally high, and they have taken the lives of many black whistle delvers without giving them even a chance to react, remaining unaware that they're being invaded until it's too late. 69 Kuongatari Swarm (Amaranthine-Deceptor) Medium swarm of tiny monstrosities, Unaligned, Abyss Layer 4/5/6 Armor Class 14 Hit Points 76 (14d8 + 14) Speed 10ft. fly 50ft. STR DEX CON INT WIS CHA 3 (-4) 18 (+4) 12 (+1) 3 (-4) 15 (+2) 6 (-2) Saving Throws Dex +6 Skills Stealth +7 Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned Resistance Bludgeoning, Piercing, Slashing Vulnerability Fire Senses Blindsight 30ft., Darkvision 60ft., Passive Perception 10 Challenge 3 (700 XP) Swarm. The swarm can occupy another creature's space and vice versa. The swarm can also move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain Temp hit points. False Appearance. While the insect remains motionless on foliage, it is near indistinguishable from an Eternal Fortune flower. Larvae. The swarm infects its victims with Larvae when it hits with Sting, a target can have up to 6 stacks of Larvae, at the start of the Swarms turn 1 stack of Larvae is removed, a creature infected with Larvae takes 1d4 piercing damage per stack at the start of their turn, if a creature has 5 stacks of Larvae, they must make a DC 14 Constitution saving throw at the start of their turn or become incapacitated until their Larvae stacks drop below 5. Actions Sting. Melee Weapon Attack: +6 to hit, reach 0ft., one target in the swarm's space. Hit: 14 (4d4 + 4) piercing damage and add Two stack of Larvae to the Creature, or if the swarm has half of its hit points or fewer 9 (2d4 + 4) piercing damage and One stack of Larvae to the Creature.
Kyaraguma The pack mules of Orth, they were found on the surface of the island when the town was first established and were friendly enough to be domesticated with little difficulty. 70 Kyaraguma Large Beast, Unaligned Armor Class 10 Hit Points 15 (2d10 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3) Senses darkvision 30 ft., passive Percveption 11 Challenge 1/4 (50 XP) Keen Smell. The Kyaraguma has advantage on Wisdom (Perception) checks that rely on smell. Beast of Burden. The Kyaraguma is considered to be a Huge creature for the purpose of determining its carrying capacity. Sure-Footed. The Kyaraguma has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Madokajack The Madokajack usually hunt and nest in the 3rd layer of the abyss, but have made appearences in higher layers gathering food when unable to find enough of their usual meal of Neritantan. Their appearance seems to be a combination of insect and reptilian with their eyes on stalks, pincer like mouth and reptilian skin. Meinastoirim Description# 71 Madokajack Large Monstrosity, unaligned, Unaligned, Abyss Layer 3 Armor Class 14 Hit Points 113 (15d10 + 30) Speed 30 ft. fly 60 ft. climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 6 (-2) 9 (-1) 6 (-2) Skills Acrobatics +5 Senses Darkvision 60ft. Passive Perception 16 Challenge 5 (1,800 XP) Flyby. The Madokajack doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Multiattack. The Madokajack makes three attacks: one bite and two claw attacks, if the Madokajack is flying, it may not use this feature. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) Meinastoirim Tiny Beast, unaligned, Abyss Layer 6 Armor Class 11 Hit Points 6 (3d4) Speed 30 ft., Fly 30ft. STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 13 (+1) Senses passive Perception 11 Challenge 1/8 (25 XP) Keen Hearing The Meinastoirim has advantage on Wisdom (Perception) checks that rely on hearing. Curse Resistant Scent Sniffing Meinastoirims fur grants a creature the ability to see the flow of the Abyss, they may find areas where the Abyss is weaker, gaining advantage on their save versus the Curse of the Abyss. Actions Bite Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Mizoujack Mizoujacks are two-legged frog-like creatures around the size of a small horses. Despite being around the size of a small horse, they are timid and use their heat resistant bodies to find safety in and around the geothermal geysers where many predators are unable to approach due to the extreme heat. Their eggs have quite a unique shape being spiraled, delvers have found freshly laid eggs to be quite delicious while older eggs hatch when boiled with the child still living. Nakikabane The Nakikabane are large carnivorous birds. They're notorious for their capabilities to mimic speech and use it to hunt. If they capture prey with high social capabilities such as a Human, they will learn their prey's cries for help and use it to lure others thus giving them the nickname, Crying Corpses. They live in colonies, and raise their chicks together. When they're at a young age and before they learn to fly, the elders will carry living prey to their nest so the chicks may feed. As one would expect from their size, they're quite strong, being able to swiftly carry a human around. During breeding season, they will purposely drive their prey to their colony and hunt them together. Delving into their colony is extremely dangerous. Despite their intimidating behavior, they are quite affectionate and chicks can be raised to be familiar with humans. Also, while their meat smells bad when cooked, it is incredibly tasty. They have three eyes, two on the opposite sides of their head and a bigger one in what would be the forehead. This gives them a superb spatial awareness, and they can respond quickly to threats coming from the sky. While they consume meat, they don't have a beak like most birds, so they rip out meat and organs using their tongues. Males have longer quills, so they can be recognized easily. With their wings fully spread, they can exceed 10 meters in width in some cases. 72 Mizoujack Medium Monstrosity, Unaligned, Abyss Layer 6 Armor Class 13 Hit Points 61 (11d8 + 1) Speed 35 ft. swim 40 ft. STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 11 (+0) 7 (-2) 13 (+1) 9 (-1) Saving Throws Dex +5, Wis +3 Skills Athletics +1, Acrobatics +5, Stealth +5, Survival +3 Damage Vulnerabilities Cold Damage Resistances Fire Senses Darkvision 40ft., Passive perception 13 Challenge 3 (700 XP) Amphibious. The Mizoujack can breathe air and water. Slippery Skin. The Mizoujack has advantage on Dexterity (Acrobatics) checks when escaping a grapple. Leap. The Mizoujacks long jump is up to 15ft. and its high jump is up to 10ft., with or without a running start. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) Piercing damage. Tail Swipe. The Mizoujack swipes its tail striking one creature within range, or two creatures within 5ft of each other. A target must succeed on a DC 13 Dexterity saving throw or suffer 9 (1d6 + 3) Bludgeoning damage.
Narehate Description# 6th Layer - The Capital of Unreturned | Interference Unit 73 Nakikabane (Corpse-Weeper) Large Monstrosity, Unaligned, Abyss Layer 2, 3 Armor Class 14 Hit Points 98 (15d10 + 15) Speed 30ft., fly 60 ft. STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 12 (+1) 7 (-2) 15 (+2) 9 (-1) Saving Throws Dex +8, Wis +6 Skills Acrobatics +8, Perception +5, Deception +2 Senses Passive Perception 16 Challenge 5 (2,300 XP) Mimicry. The Nakikabane is able to Mimic the sound of creatures it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) Check. Keen Hearing and Sight. The Nakikabane has advantage on Wisdom (Perception) checks that rely on hearing or sight. Flock Tactics. the Nakikabane has advanatage on attack rolls against a creature if a different Nakikabane has made an attack against the target the turn before Actions Multiattack. The Nakikabane makes two attacks: One with Talon and one with Bite. Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage and the target makes a DC 16 Dexterity saving throw or is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Nakikabane can't use its talons on another target, if the target is a medium size or smaller, the Nakikabane may fly with the Creature they are grappling at a speed of 20ft. Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) Piercing damage.
Faputa 74
Majikajya 75
Nanachi 76
Three Sages Description# Belafu 77
Juroimoh 78
Wazukyan 79
Roll 1d6 Movement 1 Slug (1 leg) Speed. 15ft. Climb 15ft. 2 Centipede (100 legs) Speed. 25ft. Climb 20ft. 3 Frog (2 legs) Speed. 25ft. Jump 15ft. 4 Bat (2 legs and wings) Speed. 30ft. fly 25ft. 5 Cat (2 legs) Speed. 35ft. Climb 30ft. 6 Horse (4 legs) Speed. 40ft. Roll 1d6 Passive 1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved. 2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved. 3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved. 4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved. 5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) checks. 6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks. Roll 1d6 Attack 1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage 2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage 3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 16 (7d4 + 3) Piercing damage 4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 12 (3d6 + 3) Acid damage 5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 7 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled. 6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 7 (1d10 + 3) Psychic damage Roll 1d6 Special 1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 6 (1d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature. 2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 6 (1d8 + 2) Piercing damage and their movement is halved. 3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone. 4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 7 (3d4) Poison damage, or half as much damage on a successful one. 5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell. 6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in a small ball of fire which it throws at a target within 60ft., dealing 6 (1d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. 6th Layer - The Capital of Unreturned | Narehate 80 Small Blessed Narehate Small Monstrosity, Unaligned, Abyss Layer 6 Armor Class 14 (Natural Armor) Hit Points 49 (11d6 + 11) Speed Roll on the movement table to determine which is used. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Senses passive Perception 11 Languages Ilblen (If from Ilblu) Challenge 1 (200 XP) Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss. Passive. Roll on the passive table to determine which is used. Actions Basic attack. Roll on the attack table to determine which is used. Special. Roll on the special table to determine which is used.
Roll 1d6 Movement 1 Slug (1 leg) Speed. 15ft. Climb 15ft. 2 Centipede (100 legs) Speed. 25ft. Climb 20ft. 3 Frog (2 legs) Speed. 25ft. Jump 15ft. 4 Bat (2 legs and wings) Speed. 30ft. fly 25ft. 5 Cat (2 legs) Speed. 35ft. Climb 30ft. 6 Horse (4 legs) Speed. 40ft. Roll 1d6 Passive 1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved. 2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved. 3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved. 4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved. 5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) check 6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks. Roll 1d6 Attack 1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage 2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage 3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 15 (5d4 + 3) Piercing damage 4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 14 (3d6 + 3) Acid damage 5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled. 6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 9 (1d10 + 3) Psychic damage Roll 1d6 Special 1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 7 (1d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature. 2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 7 (1d8 + 2) Piercing damage and their movement is halved. 3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 11 (2d8 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone. 4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 7 (3d4) Poison damage, or half as much damage on a successful one. 5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell. 6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in a small ball of fire which it throws at a target within 60ft., dealing 6 (1d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. 6th Layer - The Capital of Unreturned | Narehate 81 Medium Blessed Narehate Medium Monstrosity, Unaligned, Abyss Layer 6 Armor Class 14 (Natural Armor) Hit Points 104 (16d8 + 32) Speed Roll on the table to determine which is used. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 15 (+2) 9 (-1) 12 (+1) 10 (+0) Senses passive Perception 11 Languages Ilblen (If from Ilblu) Challenge 3 (700 XP) Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss. Passive. Roll on the table to determine which is used. Actions Multiattack. This Creature may make Two attacks. One Basic attack and One Special or Two Basic attacks. Basic attack. Roll on the table to determine which is used. Special. Roll on the table to determine which is used.
Roll 1d6 Movement 1 Slug (1 leg) Speed. 15ft. Climb 15ft. 2 Centipede (100 legs) Speed. 25ft. Climb 20ft. 3 Frog (2 legs) Speed. 25ft. Jump 15ft. 4 Bat (2 legs and wings) Speed. 30ft. fly 25ft. 5 Cat (2 legs) Speed. 35ft. Climb 30ft. 6 Horse (4 legs) Speed. 40ft. Roll 1d6 Passive 1 Carapace (Hard shell on its back) Slashing Resistance. Slashing damage is halved. 2 Scaley (Scaled body) Piercing Resistance. Piercing damage is halved. 3 Spongey (Skin is squishy and flexable) Bludgeoning Resistance. Bludgeoning damage is halved. 4 Glowing (Skin shimmers) Magical Resistance. Magic damage is halved. 5 Camouflage (Skin adjusts to background) Camouflage. Advantage on Dexterity (Stealth) checks. 6 Stalked eyes (Eyes sit on tall stalks) Keen sight. Advantage on Wisdom (Perception) checks. Roll 1d6 Attack 1 (4 Tentacles) Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 13 (3d6 + 2) Bludgeoning damage 2 (2 Clawed arms) Slash. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) Slashing damage 3 (Spiked torso) Poke. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 15 (5d4 + 3) Piercing damage 4 (No arms) Spit. Ranged Weapon Attack: +3 to hit, reach 30/60ft., one target. Hit 14 (3d6 + 3) Acid damage 5 (2 Pincered arms) Pinch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) Bludgeoning damage and the target is grappled by this Creature, this Creature has advantage on attacks against Creatures it has grappled. 6 Psychic blast (2 Arms) Blast. Ranged Weapon Attack: +3 to hit, reach 120ft., one target. Hit 9 (1d10 + 3) Psychic damage Roll 1d6 Special 1 (1 Large tail) Sweep. Creatures within 5ft. of this Creature must make a DC 13 Dexterity save or take 11 (2d8 + 2) Bludgeoning damage and be knocked prone by the tail of this Creature. 2 (Branches and vines on body) Tangle. A 15ft. Cone of brambles burst from the ground, Creatures in the cone must make a DC 13 Dexterity save or take 11 (2d8 + 2) Piercing damage and their movement is halved. 3 (Tusks) Charge. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 15 (2d12 + 2) Piercing damage and the target must make a DC 13 Strength save or be knocked prone. 4 (Green visible breath) Breath Weapon. The Creature exhales poisonous gas in a 15ft. cone. Each Creature in that area must make a DC 13 Constitution save, taking 11 (3d6) Poison damage, or half as much damage on a successful one. 5 (Skin adjusts to background) Invisibility. The Creature turns invisible for 10 minutes. The spell ends if the creature makes an attacks or casts a spell. 6 (Smoldering ashy body) Fire Bolt. Fire spins out from the smoldering arms of this Creature in two small balls of fire which it throws at a target within 60ft., dealing 11 (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. 82 Large Blessed Narehate Large Monstrosity, Unaligned, Abyss Layer 6 Armor Class 15 (Natural Armor) Hit Points 137 (16d10 + 32) Speed Roll on the table to determine which is used. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 9 (-1) 12 (+1) 10 (+0) Senses passive Perception 11 Languages Ilblen (If from Ilblu) Challenge 5 (1,800 XP) Forcefield Sight. The Narehate can see the flow of the Forcefield of the Abyss. Passive. Roll on the table to determine which is used. Actions Multiattack. This Creature may make Three attacks. Two Basic attacks and One Special or Three Basic attacks. Basic attack. Roll on the table to determine which is used. Special. Roll on the table to determine which is used.
Neritantan The Neritantan is a species that lives in hollowed-out roots. Their flat bodies are shaped by their ribs which deform and elongate as needed. Their diet consists of Baracocha fruits (DGA pg#) and because of this, their meat is described as very delicious. To protect themselves from predators, they bunch up together in their nests and inflate their bodies, forming a near impregnable wall. 83 Neritantan Tiny Beast, Unaligned, Abyss Layer 3 Armor Class 12 Hit Points 16 (8d4) Speed 30ft., climb 20ft. burrow 5ft. STR DEX CON INT WIS CHA 3 (-4) 14 (+2) 10 (0) 3 (-4) 13 (+1) 8 (-1) Senses passive Perception 11 Challenge 1/8 (25 XP) Keen Sense. The Neritantan has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Expand. The Neritantan expands its body to fill a 5ft. gap becoming difficult to remove. A DC 16 strength athletics check is required to push or pull the Neritantan free.
Ottobasu The Ottobasu are large amphibious hippo-like animals that live deep within the bottom of the second layer of The Abyss, in the area around the borders of the Inverted Forest. These animals are foreign apex predators of lakes within forests, and unexpectedly, were capable of adapting to the habitat of the Abyss. However, they were unable to compete with other predators of the 2nd layer and were periodically driven to the innermost region of the Inverted Forest where the force field is thin. The evolutionary period they've spent after generations within the abyss made them much larger than they originally were, and they're capable swallowing humans whole. They're omnivorous so they don't necessarily rely on hunting only. The Ottobasu have a thick layer of fat and skin, so usually are not fit for consumption. However, with proper care and preparation, one would be enough to feed hundreds. 84 Ottobasu Large Beast, Unaligned, Abyss Layer 2 Armor Class 17 (Natural Armor) Hit Points 83 (12d10 + 45) Speed 35ft. swim 25ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 16 (+3) 3 (-4) 12 (+1) 5 (-3) Saving Throws Str +9, Con +7 Skills Athletics +9, Survival +5, Intimidation +1 Senses Darkvision 60ft. passive Perception 11 Challenge 5 (2,300 XP) Charge. If the Ottobasu moves at least 20 ft. in a straight line and then strikes a target with a Head Swipe Attack on the same turn, the target takes an aditional 9 (2d8) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be knocked prone. Water dwelling. The Ottobasu has Advantage on stealth rolls while submerged in water. Actions Head swipe. Melee Weapon Attack: +8 to hit, reach 5ft., up to Two targets adjacent to each other. Hit 18 (2d12 + 5) bludgeoning damage. Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 22 (3d10 + 5) piercing damage and must make a DC 16 Strength saving throw or be swallowed. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects from outside and takes 11 (3d6) acid damage at the start of each of the Ottobasu's turns. If the Ottobasu takes 20 damage from inside its belly before its next turn, the Ottobasu must make a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 ft. of the Ottobasu. If the Ottobasu dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 10 ft. of Movement, exiting prone.
Takeguma A Takegumas appearence resembles that of a Bear mixed with a pig but at the size of a small dog, they often carry parasitic watershrooms (DGA pg#) on their back due to their love of mushrooms and resting near them, this gives it its more common name, Shroombear. Tamaugachi The Tamaugachi is a dangerous creature that inhabits the 4th Layer of The Abyss. It resembles a large porcupine with a head that looks like a red mask. It is a herivore that eats algae from flat-creepers, however it is ferociously defensive over its territory. Delvers take a route through part of the Tamaugachis territory (approximetly 1 km of it) which is usually safe so long as it does not make an appearance. A single one has taken the limbs and/or lives of over 100 black whistle Delvers. As dangerous as it is, it is seemingly a rare creature, since only a single one has been spotted on the fourth layer. If its life is threatened, it will shed its needles to use as chance to escape. Their needles have a slow growing rate, so their scarcity might be due to the fact that not many get to a fully matured state. It is covered with long sharpened needles that can pierce through metal like paper, and are laced with a deadly poison. While the Tamaugachi's poison is quite slow at killing its victim, it is extremely effective, greatly weakening those affected by it and expanding quickly, which is why many delver resort to amputating their limbs. They are able to instantly unleash a fearsome amount of strength at any moment, even on wet ground. Its most impressive trait is their ability to sense the forcefield of the abyss, which is very uncommon for creatures of the 4th layer. This grants them a foresight-like instinct that allows them to predict movements of other living beings. This makes it almost impossible to emerge victorious in battle against it. It has one major weak point however, The five holes on his face is its force field sensing organ, and it's an extremely sensitive spot. If hit or touched there, the Tamaugachi will be thrown into an inconceivable pain and a state of confusion that makes it go berserk. However, since it can read one's movements, it is likely that one would never be able to touch it. White Whistle Delvers are likely the only humans capable of defeating one in combat. 85 Takeguma (Shroombear) Small Beast, Unaligned, Abyss Layer 4 Armor Class 10 Hit Points 21 (6d6) Speed 30ft. Climb 20ft. STR DEX CON INT WIS CHA 6 (-2) 5 (-3) 8 (-1) 8 (-1) 7 (-1) 10 (+0) Skills Survival +1 Senses passive Perception 10 Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Parasitic Watershroom. (6/day) When the Takeguma dies, you may use this feature. The Takeguma revives with 1d4-1 hit points.
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Ryuusazai First documented in the notes of the white whistle Lyza "The Annihilator", it is a creature resembling a horse with a long neck and what appears to be a peak. Its skin is covered in scales like a reptile, making it an odd mixture of different kinds of animals. When it receives an impact, its scales will break off. Furthermore, they're laced with a dangerous poison. Males often engage in fights with one other, tackling each other tenaciously. Its towering size comparable to that of a large dinosaur makes for an imposing figure, and they're considerably strong creatures, with their danger level rivalling swarms of Kuongatari and the Tamaugachi. They don't appear to be particularly violent however, so if not provoked, a safe passage is feasible even around their vicinity. 87 Ryuusazai (Turbinid Dragon) Gargantuan Monstrosity, Unaligned, Abyss Layer 6 Armor Class 19 (Natural Armor) Hit Points 310 (20d20 + 100) Speed 40ft. STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 21 (+5) 15 (+2) 16 (+3) 13 (+1) Saving Throws Str +12, Con +11, Wis +9 Skills Athletics +12, Perception +8 Damage Resistance Slashing, Bludgeoning and Piercing from non-magical weapons Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60ft., Passive Perception 18 Challenge 18 (20,000 XP) Legendary Resistance (3/ Day). If the Ryuusazai fails a saving throw, it can choose ot succeed instead. Wading. The Ryuusazai has long legs that allow creatures to stand beneath it, while doing this they have disadvantage to dodge stomp attacks from the Ryuusazai. Additionally the Ryuusazai is unaffected by difficult terrain. Keen Sight. The Ryuusazai has advantage on Wisdom (Perception) checks that rely on sight. Impact Scales. The Ryuusazai has scales covering its body that break off when it is struck spewing poison from the wound, when the Ryuusazai takes 10 or more Piercing, Slashing, Bludgeoning or Force damage, any Creatures within 5ft. of Ryuusazai, must make a DC 19 Constitution saving throw or suffer 21 (6d6) poison damage or no damage on a successful save. Actions Multiattack. The Ryuusazai makes three attacks: One Neck attack and Two Stomp attacks. Neck. The Ryuusazai sways its neck in an attack in a 10ft cone infront of it (the target area must start from the tokens edge and extend outwards) Creatures in the cone must make a DC 20 Dexterity saving throw or suffer 23 (3d10 + 6) slashing damage and then make a DC 19 Constitution saving throw suffering 21 (6d6) poison damage on a failed save, if either of these saves are successful, ignore the effect/s. Stomp. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) Piercing damage and 17 (2d10 + 6) Bludgeoning damage. Spit rock. Ranged Weapon Attack: +8 to hit, range 90/120ft., one target. Hit 16 (2d6 + 9) Bludgeoning damage.