Made In Abyss D&D Made by u/macmillen, with help from u/zorousblade, and material from u/moonspod, who was nice enough to let me use some of the ideas from his guide, which is also worth checking out: http://homebrewery.naturalcrit.com/share/ryam2XNhFOREWORD: Welcome to the Made in Abyss D&D guide. This should contain most all the information you need to play a detailed made in abyss themed D&D campaign, complete with the places, creatures, and world building. Most of the game will remain similar to the 5th edition, but some things have been changed and reworked, added, or removed, to make it more conducive to the theme. My goal in creating this was to balance the fun gameplay with accuracy and immersion, so don’t expect everything to be 100% accurate, otherwise it wouldn’t be very fun, but I did my best to keep things authentic. I also can’t promise everything will be 100% balanced either, most specifically with the creatures and artifacts, since those were made completely from scratch. I will play test and tweak things to get them as polished as I can, but you might need to balance things as you go, especially with the white whistles, which are all balanced to be level 7, but depending on where and when you use them, might need a health buff or nerf, otherwise they’ll be overpowered anywhere before the 7th layer. Leveling up will be based on layer. For example, you level up to 2 when you reach the 2nd layer. This helps balance things with each layer, takes some worry off the DM’s back, and creates a sense of accomplishment everytime the team hits those milestones. This all culminates into 7 layers/levels total
The 7th layer and the end of the story is going to be entirely up to you. It’s a tall order to create a satisfying ending for something of this magnitude, so it’s worth spending some time on. And just like regular D&D, it’s up to you how everything plays out. Does this take place before, after, or during the events of the main story? A new time requires new characters right? I have added several new white whistle characters, but it’s up to you who they are and what their story is, or perhaps you want to make new ones from scratch. I would recommend increasing the emphasis on the amount of people and interactions that occur in the abyss to make it more fun for the players, rather than mostly a bunch of combat. Explorers, bandits, soldiers, all kinds of people might be down in the abyss, so you have a lot of opportunities. Everything else you need to know should be either on this guide, or in the 5th edition guide. Have fun! TABLE OF CONTENTS: Special Character Sheets: Races: AubadeHollow/Narehate - Human - Classes: Armor: Creatures: 1st Layer: 2nd Layer: 3rd Layer: 4th Layer: 5th Layer: 6th Layer: Poison Chart: Human NPCs: WHITE WHISTLES: Bondrewd the Lord of Dawn Ozen the Immoveable Lyza the Annihilator Strajo the Lord of Mystery Wakuna the Lord of Guidance
Father Julius the lord of the hollowed Sisord the Lord of madness Erumina the Radiant Khudivir the lord of Beasts Ecosystems: The Curse: Weapons: Artifacts: Gemstone Artifacts: Tier 0 gems: 1st Layer: 2nd Layer: 3rd Layer: 4th Layer: 5th Layer: 6th Layer: 7th Layer: Diseases + Parasites: Craftable Items + Harvestable Materials: 1st Layer: 2nd Layer: 3rd Layer: 4th Layer: 5th Layer: 6th Layer: 7th Layer: Music: Sound Effects and Ambiance: Misc. Resources Special Character Sheets: This isn’t mandatory but it will make things easier and less confusing on the players, plus they look cooler anyways: Character Sheets
Races: AubadeDescription: A mysterious entity from the bottom of the abyss. Those that make it to the top have their memories disappear. Stat Modifiers: STR: +2 DEX: +1 CON: +0 INT: -0 WIS: -1 CHA: -1 Proficiencies (choose 1): acrobatics, athletics Disadvantage on history checks (this can be modified at the DM’s discretion as they learn more about their past) Innate Abilities: Sound Effect Incinerator: Once per long rest, you can use a powerful blast that does 2D10 Fire damage at the expense of your next turn. The enemy has the opportunity to make a dexterity saving throw, and if they succeed, only take half damage. Every time you level up, add an additional 1D10 to the damage. DC = 8+ proficiency + strength modifier. Range: 30-foot cone Extendable Arm: Sound Effect You can grapple towards secure objects and creatures with higher strength than you, or grapple creatures with lower strength than you, or light objects towards you. Allows grapple checks to be made on creatures within range. For non living targets, it is a sleight of hand check with DC dependant on the DM’s discretion Both arms can be used simultaneously (doubling its maximum Range) to become like a tight rope which teammates can climb across or up. It can also be used as a sensory perimeter by having his arms wrap around nearby objects and weave a web like perimeter with the arms that when touched will immediately alert
the player even when asleep. The perimeter has radius of 10 feet, or 20 feet in only one direction. If the creature trying to get past the perimeter is intelligent, they can roll acrobatics to sneak through the arms with a DC equal to 8+dex modifier+proficiency. If the player is properly braced on a sturdy surface, they can use both arms to restrain a target up to two size categories larger. The creature must make a dexterity saving throw with a DC of 8+strength modifier+proficiency or be restrained. The creature can make a strength or dexterity check against the player’s strength check to break free. The player is unable to do anything else until the ability is undone Range for linear usage: 1 arm range: 50ft, 2 arm range: 100ft. In combat grappling an enemy has range of 10ft, and disadvantage past 50ft. Player can shift his aim mid-air by 45 degrees, or 90 degrees with disadvantage. DC is determined by the difficulty of the task as determined by the DM From the Depths: Have advantage on Curse/Depth saving throws, which are based on your constitution saving throws Immune to the mutative effects of the 6th layer’s curse Resistance to fire and cold: takes half damage from fire and cold damage Weak to acid: takes double damage from acid attacks Hollow/Narehate - Description: Blessed by the abyss, the hollows lead tragic lives being feared by humans, and having a connection to the movements of the abyss. Stat Modifiers: STR: +0 DEX: +0 CON: +0 INT: +1 WIS: +2 CHA: -1 Proficiencies (choose 1): animal handling, medicine, nature, Abyssal (Arcana) Innate Abilities:
Controlling the Flow: Time: Action Range: 20 feet Duration: 1 round As an action, you may manipulate a creature's flow and confuse it. The creature must make a charisma saving throw against your wisdom Save DC. On a failed save the creature becomes stunned until the end of your next turn. You cannot use this again until you finish a rest. Abyssal Save DC is equal to 8 + proficiency + your Wisdom modifier Abyssal Senses: Have advantage on perceptions checks for abyssal creatures or objects within a 20ft radius, and any checks that rely on hearing or smell Beast Claws: You have the ability to do 1D6 slashing with your fists (can be changed to other damage types like a piercing bite, or bludgeoning tail whip if the hollow doesn’t have claws). Starting level 5, you have the option to instead of using a 1D6 unarmed attack, you can treat your melee attack as a two handed weapon and deal 2d6.The hollow has proficiency with these unarmed attacks. Cold Resistance: takes half damage from cold attacks Dark vision Human - Description: Adventurers who delve into the mysterious abyss for knowledge and wealth Stat Modifiers: STR: +1 DEX: +1 CON: +0 INT: +1 WIS: +0 CHA: +2 Proficiencies (choose 1): persuasion, investigation
Innate Abilities: Whistle: Can alert nearby teammates or NPCs. If anyone is over 1,000 feet away, they will have to roll 10+ perception to hear it. Blowing the whistle can give advantages on intimidation rolls against non-humanoids (can only be done out of combat) First Aid Kit: As a bonus action, twice per long rest, replenish 1D10 plus your wisdom modifier, for either you or a teammate within 5 feet. Does not cure poison, but can heal its effects Coming Prepared: Add +1 to your armor class flashlight - can be mounted on helmet, and shoots light 40 feet in a cone Classes: All classes are based on vanilla D&D, but are limited to the specific classes below (avoid any magical based subclasses, magic will be supplemented by artifacts and gemstone artifacts so choosing magic base subclasses will break the game): Hunter (Barbarian) Delver (Fighter) Scout (Rogue) Martial Artist (Monk) Armor: Armor Weight Armor Class (AC) Strength Stealth Type Basic clothing (padded) 8 Ib. 11 + Dex modifier Light Armor Light leather clothes (leather) 10 Ib. 11+ Dex modifier Light Armor Heavy leather clothes (studded leather) 13 Ib. 12+ Dex modifier Light Armor Delver's clothes (hide) 12 Ib. 12 + Dex modifier (max 2) Medium Armor
Light military clothes (chain shirt) 20 Ib. 13 + Dex modifier (max 2) Medium Armor heavy military clothes (scale mail) 45 Ib. 14 + Dex modifier (max 2) disadv. Medium Armor Ballistic chestplate (breastplate) 20 Ib. 14 + Dex modifier (max 2) Medium Armor Ballistic torso and arm plates (half plate) 40 Ib. 15 + Dex modifier (max 2) disadv. Medium Armor Light coat over ballistic armor (ring mail) 40 Ib. 14 disadv. Heavy Armor Long coat over ballistic armor (chain mail) 55 Ib. 16 13 disadv. Heavy Armor Armored explorer's clothes (splint) 60 Ib. 17 15 disadv. Heavy Armor Full steel armor (plate) 65 Ib. 18 15 disadv. Heavy Armor Disruptor gauntlet (Shield) 6 Ib. Plus 2 Shield Creatures: 1st Layer: Silkfang - AC - 10 HP - 30 Movement - 30 Senses - dark vision
Passive Perception - 10 Size - Medium Challenge Rating - 1 Stats - STR: 12 (+1) DEX: 8 (-2) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) *is territorially aggressive, has a territory radius of 100 feet* Actions and abilities - Webbing - Incapacitates a player until removed. Requires a DC of 12 to dodge, or break out of Venomous Bite - 1D4+1 Piercing + 1D4 poison. Range: 5ft, +3 to hit Claw - Melee Weapon Attack: 1d4+1 slashing damage, +3 to hit Web Grapple - The Silkfang shoots its web at a surface within 30ft. and uses it to pull itself quickly that way or bring a target towards itself, the target may make a DC 12 Dexterity save to avoid the Web, on a fail it is pulled to the closest space next to the Silkfang Multiattack - The Silkfang makes two attacks: One with Bite and one with Claw Websense - While in contact with a web, the Silkfang knows the exact location of any other creature in contact with the same web. Web Walker. The Silkfang ignores Movement restrictions caused by webbing. Hammerbeak - AC - 12 HP - 10 Movement - 60 flying, 20 walking Senses - basic senses Passive Perception - 10
Size - small Challenge Rating - 1/4 Stats - STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 10 (+0) Actions and AbilitiesHeadbutt - 1D6 bludgeoning, +2 to hit Talons - 1D6 slashing, +2 to hit Multiattack - The Hammerbeak makes two attacks: one with headbutt and one with Talons. Keen Sight - The Hammerbeak has advantage on 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 Hammerbeck doesn't provoke an opportunity attack when it flies out of an enemies reach. 2nd Layer: Corpse Weeper - AC - 12 HP - 30 Movement - Flying 60 Walking 20 Senses - 360 degree eyesight Passive Perception - 11 Size - large Challenge Rating - 1 Stats - STR: 12 (+1) DEX: 12 (+1) CON: 8 (-1) INT: 6 (-2) WIS: 12 (+1) CHA: 12 (+1) Actions and Abilities - Bite - 1D6+1 piercing, +3 to attack
Talon scratch - 1D6+1 slashing, +3 to hit, Once per long rest it can pick up a player and they will be restrained. The player must beat a 12 DC dex check to avoid this. The Corpse weeper cannot use talon scratch until they have dropped the player. If the player is dropped, roll a D4 to see how far the drop is. For each number on the D4 is a base D4 of damage, with a maximum of 4D4 Multiattack - The Corpse Weeper makes two attacks: One with Talon and one with Bite. Mimicry - The Nakikabane is able to Mimic the sound of creatures it has heard. Keen Hearing and Sight - The Corpse Weeper has advantage on Wisdom (Perception) checks that rely on hearing or sight. Flock Tactics - The Corpse Weeper has advantage on attack rolls against a creature if at least one of The Corpse Weeper’s allies are within 5 feet of the creature and the ally isn't incapacitated Inbyou - AC - 13 HP - 20 Movement - 30, climb - 30 Senses - dark vision Passive Perception - 9 Size - small Challenge Rating - 1/2 Stats - STR: 12 (+1) DEX: 18 (+4) CON: 10 (+0) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1)
Actions and Abilities - Throw Rock - 1D8+1 bludgeoning range: 40/60, +6 to hit Claws - 2D6+1 slashing, +3 to hit Nimble Escape - The Inbyou can take the Disengage, Hide, or Dodge action as a bonus action on each of its turns. Ottobasu - AC - 17 HP - 35 Movement - 30 Senses - dark vision Passive Perception - 11 Size - large Challenge Rating - 1 Stats - STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) Actions and Abilities - Bite - 1D8+3 piercing, +5 to hit Charge - If the Ottobasu moves at least 10 feet straight toward a Target, the target must make a DC 15 dex save or takes 2d6+3 bludgeoning damage, and be pushed up to 10 feet away and knocked prone. Water dwelling - Advantage on stealth rolls when submerged in water 3rd Layer: Madokajack-
AC - 8 HP - 60 Movement - Flying 60, Walking 20 Senses - dark vision Passive Perception - 9 Size - huge Challenge Rating - 2 Stats - STR: 16 (+3) DEX: 12 (+1) CON: 12 (+1) INT: 6 (-2) WIS: 8 (-1) CHA: 8 (-1) Actions and Abilities - Bite - 1D10+3 piercing, +5 to hit Claw- 2D6+3 slashing, +5 to hit Multiattack - makes 1 attack with bite, and 1 with claw Crimson Splitjaw - AC - 8 HP - 250 Movement - Flying 60, Walking 20 Senses - Blindsight Passive Perception - 11 Size - colossal Challenge Rating - 8 (not necessarily meant to be killed) Stats - STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1)
Actions and Abilities - Bite - 1D12+4 piercing, +6 to hit, If the Splitjaw is above 50 health, and it’s attack deals 10 or more damage, it can swallow a player, if they fail a DC 12 dex save. The player must make constitution saving throws every turn to continue to stay conscious. Every turn inside, the player will take 1D6+4 acid damage. The player can attack from inside for double damage, but only so long as they’re conscious. Once the splitjaw is beneath 50 health it will spit out the player, and they will remain in the same state they were prior to being spit out, either conscious or unconscious, and if unconscious will have to continue making constitution saving throws until a success. The DC for consciousness is 11. Tail Whip - 2D6+4, Bludgeoning, 12DC dex save, Range 30ft. Multitarget, Cone effect Legendary Resistance (3/Day) - If the Crimson Splitjaw fails a saving throw, it can choose to succeed instead. Frightful Presence - Each creature within 40 feet of the Crimson Splitjaw and aware of it must succeed on 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 itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Crimson Splitjaw’s Frightful Presence for the next 24 hours. 4th Layer: Orbed Piercer - AC - 16 HP - 80 Movement - 30ft Senses - Highly sensitive blindsight, 90ft radius, advantages on perception, but takes double damage if Sensory organ is hit (requires 20+ strength roll) Passive Perception - 13 Size - large Challenge Rating - 4 Stats - STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)
*is territorially aggressive, has a territory radius of 500 feet Actions and Abilities - Poison Spine - On the first turn it does 1D6+3 piercing, +5 to hit Every subsequent turn it does 1D6+3 poison until cured. Entering within a 10ft radius of the orbed piercer gives it an attack of opportunity because it’s covered in spines, and can sense players in all directions. Being hit more than once by this attack in the same fight will only do 1D4+3 piercing and no stacked poison damage Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any other misc. non attack actions the DM allows This creature is immune to attacks of opportunity and immune to attacks with advantage when behind Consult Poison Chart to see physical effects of poison Subterranean Jungle Mosquito - AC - 15 HP - 30 Movement - 30 Senses - dark vision Passive Perception - 8 Size - small Challenge Rating - 2 Stats - STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 6 (-2) CHA: 6 (-2) *vulnerable to fire* Actions and Abilities - Blood sucker - 1D4+1 piercing + 1d8 necrotic, +3 to hit Upon the third time of being hit by this attack, the player will have to start making constitution saving throws to stay conscious. When they fail, they have to wait till they roll a success again in order to regain consciousness. All
necrotic damage taken by the players temporarily reduces their maximum health until the next long rest 5th Layer: Desert Hydra - AC - 14 HP - 50 Movement - 30 Senses - dark vision Passive Perception - 12 Size - large Challenge Rating - 3 Stats - STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) *immune to poison damage* Actions and Abilities - Poison Tail - due to its multiple tails, it can strike up to 4 enemies within a 10ft radius, or 1 or 2 enemies with advantage for 1D6+3 piercing, +6 to hit, and starting next turn, 3D10+3 acid every turn until cured. Per turn acid damage does not stack, so subsequent attacks will only do the piercing damage, but other effects detailed below will occur. Every successful strike permanently reduces the target’s AC by 1 Consult Poison Chart to see physical effects of poison If the player rolls 15 or 16 on an attack, they will hit a tail, and the creature will take half damage Legendary Resistance (3/Day) - If the desert hydra fails a saving throw, it can choose to succeed instead Burrowing frost worms -
AC - 10 HP - 40 Movement - 30ft, burrow speed - 20 Senses - blindsight Passive Perception - 12 Size - large Challenge Rating - 2 Stats - STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 14 (+2) CHA: 14 (+2) *resistant to cold damage* Actions and Abilities - Drill - their teeth are used as drills to carve tunnels through the ice as they spin. When used against a player, it does 2D8 slashing, +5 to hit Bite - 2D8 piercing, +5 to hit Freezing Breath - does 2D6 cold damage to anyone in it’s 45 degree cone of attack. Player must make a constitution saving throw and beat 12 or it will also freeze anyone hit by the attack for a turn Ambusher: While the Frost Worm is underground, it has advantage on attacks against any target that doesn't have Tremorsense. Burrowing: The Frost Worm can burrow into the ground, away from harm. This movement does not provoke opportunity attacks. 6th Layer: Armorshell -
AC - 18 HP - 200 Movement - 20 Senses - darkvision Passive Perception - 13 Size - gargantuan Challenge Rating - 8 Stats - STR: 18 (+4) DEX: 6 (-2) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) *resistance to slashing damage* Actions and Abilities - Charge/Trample - Allows double movement distance, and does 3D6+4 bludgeoning, +7 to hit, and knocks over anyone it hits for a turn. If it misses, it is knocked over for a turn Bite - 4D6+4 piercing, +7 to hit Kuongatari (swarm)- AC - 14 HP - 60 Movement - 40 Senses - basic senses Passive Perception - 9 Size - fine Challenge Rating - 3 Stats - STR: 10 (+0) DEX: 18 (+4) CON: 8 (-1) INT: 2 (-4) WIS: 8 (-1) CHA: 6 (-2)
*vulnerable to fire* Actions and Abilities - Attack Bonus - +3 Parasitic Eggs - Anyone who gets hit by this attack will have eggs laid inside of them. They do no damage during the fight, but may become dangerous later on once they start to grow and hatch… Once they do start to hatch, the player infected must make constitution saving throws at the discretion of the DM, until they are cured. If the throw is failed, the player will take 2D10 poison damage. This continues until the eggs are removed. +3 to hit False Appearance. While the insect remains motionless on a flower of resilience, it is near indistinguishable from the flower. Ryuusazai - AC - 16 HP - 400 Movement - 60 Senses - dark vision Passive Perception - 14 Size - colossal Challenge Rating - 15 (not necessarily meant to be killed) Stats - STR: 20 (+5) DEX: 18 (+4) CON: 14 (+2) INT: 18 (+4) WIS: 18 (+4) CHA: 16 (+3) *resistant to psychic damage* *is territorially aggressive, has a territory radius of 2,000 feet* Actions and Abilities -
Stomp - It stabs with the bottom of its feet, which are hard like steel. It gets 2 attacks with this ability per action, but only 1 per player, so if there is only 1 target in range, it can only use the 1 attack, both doing 6D6+5 bludgeoning each, +8 to hit Paralyzing Majesty - Based on it’s wisdom, as a bonus action, it can cause a player to lose a turn due to being frozen in fear. Players must make a wisdom saving throw DC 14 Poison scales - whenever it is attacked by melee, the attacker must make a Con Save or become poisoned, taking the 2d6+5 damage at the beginning of that player's turn Future sense - 3 reactions per turn. Creature can move 10 feet per movement, and can do one of the following: enter stealth, choose to succeed on a saving throw, take the dodge action, any other misc. non attack actions the DM allows Consult Poison Chart to see physical effects of poison Trample - It is able to throw its weight against a player to knock them down as in runs over them. It will do 2D8+5 bludgeoning, +8 to hit, and will require an action for the player to get up Rock Spit - The Ryuusazai spits out a projectile rock that does 5D6+5 bludgeoning. Range: 200/600, +7 to hit Mizoujack - AC - 15 HP - 80 Movement - 30, climb speed - 20 Senses - dark vision Passive Perception - 12 Size - large Challenge Rating - 15 (not necessarily meant to be killed) Stats - STR: 16 (+3) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) Actions and Abilities - Phosphorus breath - a combustible compound is breathed out in an ignited state doing 3D8+3 fire each turn for 2 turns. Dexterity saving throw DC: 13 The fire spread is a cone with a range of 30 feet. Damage does stack if you are hit by this attack again on the next turn. The fire remains
on the ground for 2 turns, and entering it or starting your turn inside of its area of effect will do 3D8+3 fire damage. Wall climb - Is able to climb vertical surfaces Fuzosheppu - AC - 12 HP - 350 Movement - 30, flying speed - 60 Senses - dark vision Passive Perception - 13 Size - colossal Challenge Rating - 5 Stats - STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3) Actions and Abilities - Bite - 5D10 piercing, +8 to hit Tail whip - 5D8 bludgeoning, +8 to hit. Players must make a dexterity saving throw, DC 15, or be enveloped by the creature’s cytoplasmic exterior Hive Mind - The Fuzosheppu is actually a conglomeration of multiple males, and a single queen. If the Fuzosheppu is defeated, the queen is killed, and the males will attempt to flee to their hive and try to find a new queen. Poison Chart: Poison effects last until the poison is cured or after the next long rest is completed When a target is poisoned, roll 1d6 to determine the affected body part: 1 2 3 4 5 6
Left arm Right arm Left leg Right leg Torso Head If the target is poisoned again by the creature, go to the next stage of poison effect. At the start of a targets turn follow this table. •1 DC 10 Constitution saving throw, on a fail the affected body part begins to shake uncontrollably, on a success repeat this roll at the start of the targets next turn Body part Effect Arm Disadvantage to attack rolls with affected arm Leg Movement reduced by 10ft. to a minimum of 0 Torso Constitution temporarily reduced by 3 Head Disadvantage on rolls that rely on vision •2 DC 11 Constitution saving throw, on a fail the affected body part becomes numb and unusable, on a success repeat this roll at the start of the targets next turn Body part Effect Arm Drop anything held in the afflicted hand and Disadvantage to attack rolls with affected arm Leg Movement reduced by 20 ft. to a maximum of 0 Torso Constitution temporarily reduced by 6 Head Blinded •3 DC 12 Constitution saving throw, on a fail the affected body part grows twice its natural size and the target begins vomiting (can no longer take bonus actions) on a success repeat this roll at the start of the targets next turn •4 DC 14 Constitution saving throw, on a fail the target is unable to stand, their movement becomes 0 and they fall prone (If the subject is not cured upon failing this save, body part tied off or the body part removed, the poison has spread across their body, removal of limb will no longer stop the poison) on a success repeat this roll at the start of the targets next turn
•5 DC 16 Constitution saving throw, on a fail target is blinded and unable to speak, other body parts begin to grow twice its size, on a success repeat this roll at the start of the targets next turn •6 DC 18 Constitution saving throw, on a fail fall unconscious, on a success repeat this roll at the start of the targets next turn •7 DC 20 Constitution saving throw, on a fail, Death, on a success, repeat this saving throw again next round Human NPCs: ● *have a proficiency of +2 on their weapons* The spell use quantities of each individual NPC type will be specified by the layer they are in, and can be determined by consulting the chart in the gemstone artifacts section
Blue Whistle Delver/Bandit: AC - 12 HP - 11 Movement - 30 Senses - basic senses Passive Perception - 9 Challenge Rating - 1/4 Stats - STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) Actions and Abilities - Machete (scimitar) - 1d6+1 slashing damage, +2 to hit Carbine (light crossbow) - range 80 ft./320 ft. 1d8+1 piercing damage, +3 to hit Moon Whistle Delver/Bandit: AC - 15 HP - 40 Movement - 40 Senses - basic senses Passive Perception - 11 Challenge Rating - 2 Stats - STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) Actions and Abilities - Multiattack: The delver makes three melee attacks: two with its machete and one with its knife. Or the captain makes two ranged attacks with its knives. Machete: 1d6 + 3 slashing, +4 to hit Survival Knife: range 20/60 ft. 1d4 + 4 piercing, +4 to hit Parry: The delver adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. Black Whistle Delver/Bandit: AC - 17 HP - 65 Movement - 50 Senses - basic senses, but advantage on perception Passive Perception - 12 Challenge Rating - 3 Stats - STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) Actions and Abilities -
Sniper Rifle (crossbow heavy) - 1D10 Piercing, 100/400, +5 to hit Combat Axe (Greataxe) - 1D12+3 Slashing, +5 to hit Survival Knife: or Ranged Weapon Attack: 1d4 + 4 piercing, 20/60 ft., +5 to hit Advanced Parry: The bandit adds 2 to its AC against one melee attack that would hit it First Aid Kit - Has 2 healing kits that do 2D10+2 healing, is used as a bonus action Precision aiming - If an 18 or higher is rolled for strength when using a sniper rifle, the black whistle can take a second attack Foreign Bandits: Moon Whistle Delver/Bandit: AC - 15 HP - 40 Movement - 40 Senses - basic senses Passive Perception - 11 Challenge Rating - 2 Stats - STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1) Actions and Abilities - Multiattack: The bandit makes three melee attacks: two with its machete and one with its knife. Or the bandit makes two ranged attacks with its knives. Machete: Melee Weapon Attack: 1d6 + 3 slashing, +4 to hit Survival Knife: or Ranged Weapon Attack: 1d4 + 4 piercing, 20/60, +4 to hit Parry: The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. Foreign Soldiers: AC - 15 HP - 40 Movement - 30 Senses - basic senses Passive Perception - 10 Challenge Rating - 2 Stats - STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) Actions and Abilities - Combat Ready - Advantage on initiative
Carbine (light crossbow) - 1d8 + 3 piercing, 80/320, +2 to hit Hatchet (Battleaxe) - 1D8+3 Slashing, or 1D10+3 two handed, +5 to hit Foreign Soldier Captain: AC - 17 HP - 75 Movement - 30 Senses - basic senses Passive Perception - 10 Challenge Rating - 3 Stats - STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) Actions and Abilities - Combat Ready - Advantage on initiative Katana (Greatsword) - 2D6 Slashing, +6 to hit Sniper Rifle (crossbow heavy) - 1D10 Piercing, 100/400, +3 to hit Medic - As an action the captain can heal himself and 2 others for 2D6 each (can be used twice) Military Prowess - Both Nat. 19 and 20s count as critical successes when trying to hit a target Blessed Hollow/Narehate: AC -15 HP - 50 Movement - 30 Senses - can see the flow of the abyss Passive Perception - 13 Challenge Rating - 2 Stats - STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 8 (-1) Actions and Abilities - Controlling the Flow - As a bonus action, roll against a creature for animal handling to use your knowledge of the abyss to manipulate it’s flow and confuse a creature, causing it to lose a turn. This can be used twice (doesn’t work against players though) Abyssal Senses - Have advantage on perceptions checks for things within a 30ft radius Beast Claws - 2D6+3 bludgeoning, +5 to hit Wooden Bow (shortbow) - 1D6 Piercing, 80/320, +3 to hit
Aubade: AC -18 HP - 200 Movement - 40 Senses - dark vision Passive Perception - 10 Challenge Rating - 8 Stats - STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 14 (+2) WIS: 10 (+0) CHA: 10 (+0) Actions and Abilities - Incinerator: Does 4D10+5 fire damage and rolls with advantage, but becomes incapacitated the following turn, and opponents have the advantage on attack against them, +6 to hit Extendable Arm: Can grapple towards secure objects and creatures with higher strength than you, or grapple creatures with lower strength than you, or light objects towards you. Both arms can be used simultaneously (doubling its maximum Range) to become like a tight rope which others can climb across or up. 1 arm range: 100ft, 2 arm range: 200ft. In combat grappling an enemy has advantage within 10ft, and disadvantage past 50ft. Punch/Kick: 4D6+5 bludgeoning, +7 to hit Curse Immunity: Are not affected by the curse Praying Hand (follower of Bondrewd): AC - 16 HP - 80 Movement - 30 Senses - share a consciousness with Bondrewd Passive Perception - 13 Challenge Rating - 6 Stats - STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 12 (+1) Spell Terminology - IAB: +6 WAB: +5 CAB: +3 ISDC: 14 WSDC: 13 CSDC: 11 Actions and Abilities - Combat Axe (Greataxe) - 1D12+3 Slashing, +5 to hit Sniper Rifle (crossbow heavy) - 1D10+3 Piercing, 100/400, +5 to hit Flamethrower - Does 2D6+3 fire damage in a 45 degree cone and 50 foot range. The fire will remain for 3 turns, and anyone that enters it will incur the 2D6+3 damage per 30 feet or less. Saving throw DC: 13
Shared consciousness - Praying hands are immune to attacks of opportunity, and have advantages on dexterity saving throws Gemstones (spells and cantrips): 0 Electrocution (shocking grasp) +6 to hit 3 Voltic Discharge (lighting bolt) DC:14 Hallowed Hollow (follower of lord Julius): AC - 16 HP - 90 Movement - 30 Senses - darkvision, advantage of checks relating to hearing or smell Passive Perception - 14 Challenge Rating - 6 Stats - STR: 18 (+4) DEX: 20 (+5) CON: 12 (+1) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) Spell Terminology - IAB: +5 WAB: +6 CAB: +4 ISDC: 13 WSDC: 14 CSDC: 12 Actions and Abilities - Beast claws - 2D8+4 slashing, +7 to hit Rampart unto the void - As a bonus action they can manipulate the layers of the curse of the abyss to divert attacks away from them. It raises their AC to 20 for a turn. Has a 2 turn cooldown Beastial agility - except in the case of a nat 1, the hollow always succeeds in athletics and agility checks Tackle - The hallow can jump and knock a player to the ground, doing 1D6+4 bludgeoning. The player will have to use an action to get up afterwards, Saving throw DC: 15 Gemstones (spells and cantrips): 0 Light 1 Revitalizer (cure wounds) 3 Incandescent Particulates (daylight) Hollow (6th Layer Village): AC - 12 HP - 30 Movement - 30 Senses - darkvision
Passive Perception - 13 Challenge Rating - 1 Stats - STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (+0) Actions and Abilities - Bite - 1D8 piercing, +3 to hit Claws - 2D6+1 slashing, +3 to hit Hollow Sage (6th Layer Village): AC - 16 HP - 200 Movement - 30 Senses - darkvision Passive Perception - 15 Size - large Challenge Rating - 8 Stats - STR: 18 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 16 (+3) WIS: 20 (+5) CHA: 14 (+2) Spell Terminology - IAB: +5 WAB: +7 CAB: +4 ISDC: 13 WSDC: 15 CSDC: 12 Actions and Abilities - Club - 2D12+4 bludgeoning, +6 to hit, 10 foot reach Call of the Sage - Can summon aide from lesser hollows from the village if he is within 1,000 feet of the village. Regeneration - The sage regains 10 Hit Points at the start of its turn if it has at least 1 hit point. Artifact Resistance: The sage has advantage on Saving Throws against Spells and other Artifact effects. Gemstones (spells and cantrips): 2 Disorienter (enthrall) 2 Deafening Soundwave (shatter) 3 Abyssal Negator (dispel magic) 3 Hyper-germination (plant growth) 4 Metal skin (Stoneskin) 4 Hallucinatory Terrain
4 Molecular Synthesizer (fabrication) 6 Catalyzed cellular replication (heal) Hollow Princess’ Guardian Robot: AC - 18 HP - 200 Movement - 30 Senses - darkvision Passive Perception - 12 Size - large Challenge Rating - 7 Stats - STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) Actions and Abilities - Stomp - 3D8+5 bludgeoning, +7 to hit Grapple and Crush - Has advantage of grapple checks, and every turn that someone is grappled, they take 1D10+5 bludgeoning damage. WHITE WHISTLES: *have a proficiency of +3 for their weapons All white whistles have the spell quantities of the 7th layer (based on the chart in the gemstone artifact section) Bondrewd the Lord of Dawn - True Neutral
A researcher fascinated by the Abyss, he has often resorted to illegal and morally questionable means in order to get funds for and conduct his research, including selling artifacts illegally, developing dangerous drugs and even experimenting on living humans AC - 18 HP - 150 Movement - 40 Senses - can see through the eyes of others who contain a fragment of his soul, and those he has experimented upon Stats - STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 18 (+4) +4 deception Spell Terminology - IAB: +9 WAB: +7 CAB: +7 ISDC: 17 WSDC: 15 CSDC: 15 Actions and Abilities - Origin-guiding Light, Auction Name: Sparagmos - A processed artifact of unknown grade. An artifact that generates a mysterious blade of light that does 5D6+3 fire, + 7 to hit, but can only be used 2 turns in a row before needing to cool for a round. The second turn using sparagmos also does 2D6+3 fire damage to its user. If attacked by an aubade incinerator, user has the opportunity to neutralize it as a reaction. Ascending to the Morning Star - A beam of light shoots out from Bondrewd’s mask. Unlike conventional weapons, this one will always hit the single target Bondrewd focuses on. However due to the fact that the rays of light reflect, there is the chance for them to hit the person Bondrewd is focusing on, or anyone else within 30 feet in addition, more than once, but no modifiers are added to the attack roll, only the damage, so the attack roll is determined by the base roll number: 1-5 will count as only a single hit and do 1D12+6 radiant damage. 6-10 hits twice doing 2D12+6 radiant damage. 11-15 hits 3 times doing 3D12+6 radiant damage. 16-19 hits 4 times and does 4D12+6 radiant damage. A critical hits 5 times doing 5D12+6 radiant damage Curse Needle, Auction Name: Shaker - An unknown grade artifact that shoots darts cut from another artifact, the Curse Steel. The Curse Steel is an artifact capable of inducing the burden in those who touch it. The curse will be that of the 5th layer (2D12 poison), +7 to hit. Victims will have to roll a constitution saving throw. If they succeed, damage is halved. If they fail, they take full damage, and succumb to the hallucinations of the 5th layer curse, will roll with disadvantage of any actions on the next 2 turns, and have speed reduced to 10. Range is 80/320 Cartridges - using a questionable method of fuel, Bondrewd is able to bypass the curse and move upwards without detriment. Upon transformation, Bondrewd’s strength and con will increase to 20 Touching the Moon, Auction Name: Far Caress - A black ooze like creature that can extend in very tough and elastic tendrils. It can be used to climb vertical surfaces or to trap opponents. It
does not negate the curse, but with his cartridges Bondrewd is able to ascend using far caress without negative effect. Players must make a DC 18 dex saving throw to avoid being trapped by far caress. If hit the player must make a strength check of 16+ to get out. Far caress has a 30 foot range so as long as it is deployed, the user cannot leave past 30 feet of its furthest extent without retracting far caress. Tail block - a passive ability where when attacked and the enemy gets an 18 or 19 on an attack roll, Bondrewd is able to soften the blow of the attack with his tail, and reduce the damage by half Zoaholic - Bondrewd is able to transfer his consciousness to any of his followers, the praying hands, allowing him to be immortal so long as the zoaholic artifact is intact. Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: praying hand attack - A single praying hand in vicinity can make a movement and attack action praying hand help action - A single praying hand can make a movement and aid Bondrewd by using the help action Touching the Moon, Auction Name: Far Caress - Bondrewd uses this attack Gemstones (spells and cantrips): 6 Voltage splinter (chain lightning) Ozen the Immoveable -chaotic good
Having harnessed many “thousand man pins”, Ozen is the physically strongest white whistle. She is cold, blunt, and often even cruel, but usually for some greater good AC - 20 HP - 160 Movement - 30 Senses - basic senses Stats - STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (+0) +6 intimidation Spell Terminology - IAB: +5 WAB: +4 CAB: +3 ISDC: 13 WSDC: 12 CSDC: 11 Actions and Abilities - punch/kick - does 5D6+7 bludgeoning, +10 to hit. Rolling a nat 18+ does double damage Immoveable - can’t be knocked down, physically trapped, or restrained. Additionally, any physical damage done against her is automatically reduced by 5 Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: ground pound - Ozen uses her immense strength to stomp on the ground and cause anyone who within 30 feet who fails a DC 15 constitution save, to be knocked prone Push - Ozen can push someone within 5 feet of her, back 40 feet, or if the victim beats a DC 15 dex save, only 20 feet. punch/kick - Ozen uses her punch/kick attack Gemstones (spells and cantrips): 1 Seismic Inducer (thunderwave) 4 Metal skin (Stoneskin) 7 Tectonic disturber (earthquake)
Lyza the Annihilator -neutral good Energetic and ambitious, Lyza studied under Ozen to become a white whistle. She has no qualms with killing her foes, and has earned her title *I was kinda lazy in making the Lyza abilities since I’m not using her for my campaign since I don’t want to speculate on the whereabouts of major plotpoint characters in my campaign, but feel free to add more depth if you wish to use her* AC - 17 HP - 150 Movement - 30 Senses - basic senses Stats - STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) +2 persuasion Spell Terminology - IAB: +5 WAB: +5 CAB: +6 ISDC: 13 WSDC: 13 CSDC: 14 Actions and Abilities - Blaze Reap - A pickaxe that has an infinite explosive capability that activates when the user hits a surface hard enough. If the user rolls less than 17, but still hits the target, the explosive capability does not activate and only does 1D10+2 piercing damage, +5 to hit. If the explosive capability is activated by a 17 or higher roll, blaze reap does 1D10 piercing plus 3D6+2 fire. Any rolls below 3 is rerolled until it is higher than 3 Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Fissure - Lyza can cause an explosive fissure in the ground to erupt. The fissure is 10 feet wide, and 30 feet long. The blasts prevent anyone from passing through it for the remainder of the round. Blaze Reap - Lyza uses her Blaze Reap attack
Boost - Lyza uses Blaze Reap to boost herself 60 feet in any direction Gemstones (spells and cantrips): 2 Tempestuous Gale (gust of wind) 5 Glacial roar (cone of cold) 6 Catalyzed cellular replication (heal) Strajo the Lord of Mystery -chaotic neutral ● An enigmatic character who disappeared into the 6th layer, never to return AC - 18 HP - 140 Movement - 30 Senses - mask allows him to see thermal signatures Stats - STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 20 (+5) WIS: 22 (+6) CHA: 12 (+1) +3 abyssal Spell Terminology - IAB: +8 WAB: +9 CAB: +4 ISDC: 16 WSDC: 17 CSDC: 12 Actions and Abilities -
Apperitous Robe - Strajo’s robe is an artifact that creates an illusion of multiple duplicates of Strajo that can be controlled by him like ethereal puppets. He can create up to 10 of them, and they can stay active for 2 turns with a 2 turn cool down. If the player rolls a perception of 15 or more, they are able to keep track of the real Strajo. The illusionary Strajos cannot attack, and attacks against them will simply pass through like they aren’t even there. Is activated as a bonus action Horseman of Pestilence - Strajo’s mask can turn his breath into a disease that will become potent after 4 turns. On the 5th turn, the players will have to roll constitution saving throws every turn, and successful rolls will result in half damage. Strajo’s disease will do 2D6+6 every turn until cured (can be cured by anti-poison). The disease remains present until Strajo disables it, or is defeated Horseman of Death - The coffin on Strajo’s back is an artifact that contains a creature similar to Bondrewd’s “far caress” whos tendrils can grab anyone in a 30 foot radius, pull them into the coffin and sap their vitality, and gives it to Strajo to replenish his health for the amount of damage done. It does 2D8+6 necrotic damage, can only be used for 1 turn, and then spits them out. It has a 2 turn cooldown. Horseman of Famine - Strajo’s gloves have the power to crush the innards of a single target at the clench of his hand. It does 2D10+1 bludgeoning, +4 to hit, and damage rolls of 1 and 2 are rolled until a roll of 3+ is achieved Horseman of War - A device on Strajo’s belt can be activated to knockdown everyone in a 40 foot long 45 degree cone of fire. Those hit will feel like spears are stabbing them for 2D8+1 piercing. Players can make dex saving throws with disadvantage to take half damage and won’t be knocked down, DC 13. This ability has a 2 turn cooldown Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Terror - Strajo attempts to scare a target. If the target fails a DC 15 wisdom save, they become frightened Escape - Can use both disengage and dash Apperitious Robes - Strajo uses his apperitious robe ability Gemstones (spells and cantrips): 1 Holographic particles (silent image)
2 Disorientor (enthrall) 2 Sensory Deprivation (blindness/deafness) 3 Phobic Apparition serum (fear) 4 Eldritch Illusion (phantasmal killer) Wakuna the Lord of Guidance AC - 17 HP - 160 Movement - 30 Senses - basic senses Stats - STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 22 (+6) Spell Terminology - IAB: +7 WAB: +6 CAB: +9 ISDC: 15 WSDC: 14 CSDC: 17 Actions and Abilities - The Cleansing Mind: Neurasagius - A helmet that allows Wakuna to read the thoughts of a single person at a time. It allows him to make a dexterity saving throw to completely dodge a person's attack, if he is reading their minds prior to the attack Rhapsodical Adjuration: Senyita - Harnesses the hallucinogenic effects of the 5th layer’s curse to manipulate a person’s perception and cause them to see allies as threats. They must make a wisdom saving throw to break free Frame of the Amorphous: Allagi - Having ingested a strange drink he found in a jar deep within the abyss, Wakuna is now able to change his appearance at will. He can only change his shape into things that are relatively the same size though, so is usually only able to mimic other humanoids, and their clothing. In combat, he is able to change form as a bonus action, but it
only takes a perception of higher than 10 to discern if it is Wakuna or not if he is imitating another party member, so it is a skill better used outside combat Searing blade of the cursed: Brizola - a large sword with intricate abyssal designs and gears and gadgets upon it. The sword glows a hot orange when active, and does 2D6+4 slashing + 2D6 fire, +7 to hit Blood of the Hollow - Having received some blood from an immortal hollow (like Mitty) he is completely immune to poison damage, and heals 1D12+3 every turn Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Fog Form - Wakuna can take the hide action as well as the dash action. He must make a stealth check against the enemy’s perception check. Frame of the Amorphous: Allagi - Wakuna uses his Frame of the Amorphous: Allagi ability Searing blade of the cursed: Brizola - Wakuna uses his Searing blade of the cursed: Brizola ability Gemstones (spells and cantrips): 0 Decoy (minor illusion) 2 Truth Serum (zone of truth) 3 Abyssal Negator (dispel magic) 3 Optical Psychosis (hypnotic pattern) 4 Hallucinatory Terrain - Father Julius the lord of the hollowed - Lawful Good Leader of the church of the hollows on the 5th layer. It has one location in Orth, and a large crystal cathedral on the 5th layer called the temple of the hollows. He himself was taken as a child from a poor country as an experiment subject by Bondrewd many years earlier. Because of this, he was turned into a hollow, but instead of resenting Bondrewd, became inspired by him, and founded a religion later in his life, revolving around the worship of the abyss itself. AC - 18
HP - 150 Movement - 40 Senses - dark vision Stats - STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) +5 religion +3 persuasion +3 performance Spell Terminology - IAB: +8 WAB: +8 CAB: +8 ISDC: 16 WSDC: 16 CSDC: 16 Actions and Abilities - Staff of the Zealous: Oburan - When the staff is hit on the ground it creates a concussive wave with a radius of 30ft, it knocks down anyone hit by it for one turn and does 2D8 thunder damage. Dex save DC: 14 Hallowed shards: Zatsobi - chunks of strange metal fashioned into jagged blades. He is able to make two seperate attack rolls, one for each set of 3 knives he holds in both his hands. If he rolls above 16 on the second attack, and more than one target is in his view, he is able to hit more than one target for 2D10+2 cold damage each, +5 to hit Veil of the Nebulous: Hesitina - When the veil is applied, it distorts the perception of those who look upon it. Their attacks will be taken with disadvantage as the world around them moves and shrouds Julius in a disorienting darkness. It can stay active for 2 turns. Can be used twice Gloves of cruel judgement: Wersich - When touched by these, the skin begins to erupt in white fire. Every turn the white fire spreads increasing the damage by a D6 of radiant damage plus wisdom modifier. First is a D6+5, +5 to hit, then 2D6+5 and so on, maxing out a 6D6+5. This can be undone by disarming the user, killing the user, or smothering affected areas in water Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Self Heal - Father Julius heals himself for 4D8+5 Staff of the Zealous: Oburan - Father Julius uses his Staff of the Zealous: Oburan ability Hallowed shards: Zatsobi - Father Julius uses his Hallowed shards: Zatsobi ability Gemstones (spells and cantrips): 0 Light 0 Weld (mending) 1 Amplifier (thaumaturgy)
1 Rampart unto the void (shield of faith) 1 Neural Lethargy (bane) 1 Neural Stimulus (bless) 3 remove curse 3 Incandescent Particulates (daylight) 4 Abyssal Force Field (resilient sphere) 6 Catalyzed cellular replication (heal) 6 Proximal Revitalization (mass cure wounds) Sisord the lord of madness - Chaotic Evil Thought to be dead or missing, Sisord took his last dive into layer 6 many years ago. After the death of his wife and his other party members due to the threats of the abyss, he became addicted to hallucinogenic plants called “violet chasm roots” and began to go insane. He began to delude himself into thinking his wife was taken into the bottom of the abyss, so he has been down there searching ever since. He is likely to see everyone as a malicious agent of the abyss, and is extremely paranoid. Attempts have been made to assassinate him, but no one has come back alive. AC - 20 HP - 120 Movement - 60 Senses - basic senses Stats - STR: 18 (+4) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 8 (-1) +4 stealth +3 sleight of hand +3 acrobatics Spell Terminology - IAB: +7 WAB: +7 CAB: +2 ISDC: 15 WSDC: 15 CSDC: 10 Actions and Abilities - Iridescent Jaws: Twins of the chasm - 2 daggers made from orbed piercer spines. He is able to make 2 types of attacks with these. First he can make a simultaneous attack with both daggers, doing a total damage of 4D6+4 to a single target, +8 to hit, and on following turns, the person hit will take 1D6+4 poison every turn until cured. Poison damage doesn’t stack if hit more than once, but the base physical damage can be inflicted every turn. The second attack type is an area of effect whirlwind type attack. Anyone within a 10ft radius will take 2D6+4, and the subsequent 1D6+4 poison damage for the following turns. Consult Poison Chart to see physical effects of poison.
The Spectre’s guiding hand: Golgul - Because of a device on his wrist, at the swipe of his hand, Sisord can send an invisible force with a range of 10ft. It can send any one in a cone of effect backwards by 40ft and do damage of 2D12+4. If players beat a dex save DC:15, they will take half damage and not be pushed back Eyes of the uncanny: Nulfax - A powder that can be applied to the eyes. He is then able to teleport as a bonus action to anywhere his eyes make contact to. If he manages to make eye contact with a player, they will take 2D8+4 psychic damage, +8 to hit, as he is able to transfer his mental pain to the player. This also allows for him to take a second attack, but only after teleporting. In other words, he can move attack, teleport, and then attack again. It stays active for 2 turns Combustion boots: Lulasha - Boots that use a strange technology to turn the surrounding air into a combustible substance that allows the user to move mar quicker and farther. A kick powered by these would deal 2D12+4 bludgeoning, +7 to hit Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Acrobatic Movement - Sisord can use dash as well as an acrobatics check Dodge - Sisord can take the dodge action against the next person who attacks him Eyes of the uncanny: Nulfax - Sisord uses his Eyes of the uncanny: Nulfax ability Gemstones (spells and cantrips): 2 Deafening Soundwave (shatter) 2 Reflective cloak (invisibility) 5 Gravity well (hold monster) Erumina the Radiant - Lawful Good Orth’s favorite white whistle. She believes in delving into the abyss for the glory and knowledge of humanity. The preservation of human life, and the conquering of the abyss takes precedence. She is energetic and personable. She actually spends most of her time in Orth, and prefers the shallower layers of the abyss since it makes it easier to go back up and spend time with her family and friends. Don’t take this to mean she is any less capable than the others though, as she is thoroughly familiar with all the layers besides 6 and 7
AC - 18 HP - 150 Movement - 40 Senses - can detect malicious intent Stats - STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) +2 persuasion Spell Terminology - IAB: +8 WAB: +8 CAB: +8 ISDC: 16 WSDC: 16 CSDC: 16 Actions and Abilities - Lance of the subterranean void: Callatica - Once punctured with it’s point, the ethereal lance will deal 4D6+5 of psychic, +5 to hit. The lance then begins to invade it’s victim’s minds and compel them to attack allies for that victim’s next 2 turns. The effect of attacking an ally only works once per opponent though, and simply does the base damage of 4D6+5 after that. Has a 10ft range, and anyone who enters it, Erumina can take an attack of opportunity against Cape of the unsung heavens: Lediram - allows its user to go invisible for a turn, giving it advantage on still enemies, or enemies exposing their backs. Requires a DC 20 perception check to detect Cuirass of the ancients: Damicus - when facing her opponent, her AC increases by 3 Soul sucker bullets: Vabula - A large single chamber pistol Erumina has, she loads with bullets made from the bones of a beast from the 6th layer, that was sent up by a white whistle from the past. The essence of the bones eats away at the soul of the person it hits for 3D8+2 necrotic damage, +5 to hit Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Leap - Erumina can use dash, and use all of that movement to jump up to 30 feet in the air Soul sucker bullets: Vabula - Erumina uses her Soul sucker bullets: Vabula ability Cape of the unsung heavens: Lediram - Erumina uses her Cape of the unsung heavens: Lediram ability Gemstones (spells and cantrips): 0 Light 1 Prismic light ray (guiding bolt) 3 remove curse
3 Incandescent Particulates (daylight) 4 Molecular Synthesizer (fabrication) 6 Catalyzed cellular replication (heal) Khudivir the lord of Beasts - neutral good Khudivir is a man who prefers to be by himself out in the wilderness of the abyss. He is a rugged and strong man, with strange abyssal tattoos and long hair and a beard. He is generally non violent, but skeptical of strangers, and will stop anyone who hurts an animal or destroys the ecosystem. He is friends with father Julius, because they both revere the abyss, and seek to coexist with it rather than control it AC - 19 HP - 200 Movement - 50 Senses - Like those of many beasts in the abyss, very sensitive and versatile Stats - STR: 20 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2) +4 animal handling +4 survival +2 abyssal +2 nature Spell Terminology - IAB: +6 WAB: +7 CAB: +5 ISDC: 14 WSDC: 15 CSDC: 13 Actions and Abilities - Song of the Abyss: Sojestica - A strange ivory like flute that gives the user advantages on animal handling checks, and allows the user to more precisely communicate the desired action they want from a beast. It also summons any creatures within a 1,000ft radius Markings of the Eldritch wanderer: Posamilus - When activated the tattoos on Khudivir, which are actually a colony of microscopic abyssal organisms, begin to spread and cover his whole body, and his fingers turn into sharp blades that do 3D6+5 slashing, +8 to hit. He is then able to seep into the ground as a bonus action and move wherever he wants and reemerge to get advantage on his opponents. It lasts for 2 turns Husk of the abominable: Jelsuk - Out of his mouth and eyes will pour flesh eating insects with a speed of 30, AC of 10, and a swarm health of 30. They can envelope a target and immobilize while inflicting a damage of 2D6+5 per turn until killed, their attack only uses an unmodified roll to hit Thorny bow: Amadis - A bow made from leech vines from the second layer. The thorns of the vines stick into the user’s skin and steal some of their vitality in exchange for heavy damage. The base bow damage is 3D8 piercing, +8 to hit. The arrows themselves are soaked in desert hydra poison for an additional 1D12+5 damage starting on the next turn and is inflicted every subsequent turn until cured, and the additional power gained from the user allows the bow to
shoot with immense speed which gives an additional 1D10 thunder damage. The bow does 1D8+5 necrotic to the user Legendary Resistance (3/Day) - If the white whistle fails a saving throw, it can choose to succeed instead Legendary Actions: Song of the Abyss: Sojestica - Khudivir uses his Song of the Abyss: Sojestica ability Survivalist - Khudivir uses the dash action, and can cross or climb rough terrain without penalty Thorny bow: Amadis - Khudivir uses his Thorny bow: Amadis ability Gemstones (spells and cantrips): 1 Adrenaline Boost (heroism) 3 Hyper-germination (plant growth) 4 Reveal scent (locate creature) 4 Far Caress: untamed (black tentacles) 7 Repellent/Bait (antipathy/sympathy)
Ecosystems:
Orth:
Reference Pictures: Orth Pictures Orth Slums Pictures The town that surrounds the Abyss 1st Layer: Edge of the Abyss: Reference Pictures: 1st Layer Pictures ● Depth: 0~1350 meters. ● Strains of Ascent: Light Dizziness and Nausea ● Description: The first layer is the most shallow section of the abyss, right below the Town of Orth. A gondola was built between 50 and 580 meters to hasten the descent. The environment doesn't really change and wildlife consists of mostly harmless animals, though occasionally predators from the 2nd Layer might ascend in search of food. There aren't many treasures or relics either, but there is a considerable number of Praying Skeletons. 2nd Layer: Forest of Temptation:
Reference Pictures: 2nd Layer Pictures Inverted Forest Pictures ● Depth: 1350~2600 meters. ● Strains of Ascent: Heavy nausea, headache and numbness of limbs. ● Description: The Forest of Temptation is the first truly dangerous section of the abyss. The fauna and environment suddenly change, turning into a tropical rainforest with huge vegetation. It is filled with dangerous beasts and ascending becomes increasingly difficult, making it a place where only experienced explorers can delve into. If a red whistle delver somehow gets to the 2nd Layer, search parties are called off and it is treated as a suicide. On the deepest point from 2000 meters onwards, the habitat suddenly flips around and becomes the "Inverted Forest". Predators in the air become common and wind currents are very strong and unstable. It also gets colder and darker since it receives little light due to its inverted position. At the farthest from the center an Observation Camp was built to serve as a resting point for delvers. Currently the white whistle Ozen is using it as her base. *ranged attacks are rolled with disadvantage in the inverted forest due to the high winds*
3rd Layer: Great Fault: Reference Pictures: 3rd Layer Pictures ● Depth: 2600~7000 meters. ● Strains of Ascent: Vertigo combined with visual and auditory hallucinations. ● Description: The third layer consists only of a 4000 meters vertical cliff, making it a highly challenging area to cross. Countless methods have been attempted to cross it through the use of artifacts or differently crafted devices. Aerial predators are common, including Crimson Splitjaws.
4th Layer: The Cup of Giants: Reference Pictures: 4th Layer (upper) Pictures 4th Layer (lower) Pictures ● Depth: 7000~12000 meters. ● Strains of Ascent: Intense Full-body pain and hemorrhage from every single orifice of the body. Description: The 4th layer is the point where the curse of the abyss gets truly severe and could potentially kill a person if it's someone already wounded or weak. It is invaded by some absurdly overgrown vegetation, with 800-meter-tall plants shaped like cups. Plants have extremely fast growing rates on the 4th layer, making the layout of the place constantly changing. Because of this, it is impossible to make maps or a chart. The fully grown cups are filled with hot water in the top, but the ones that are not fully grown produce acid instead. The most dangerous beast is the Orbed Pierceri. While it is herbivorous it is highly defensive of what it considers its territory, and will attack anyone it sees nearby. In the middle region at the 9000 meters marks there is the famous Garden of the Flower of Resilience, an area filled with Eternal Fortunes, the trademark flower of the Abyss. The distinctive sight produced by the countless glowing flowers make of the garden one of the most beautiful landscapes of the Abyss. *perception checks are rolled with disadvantage near the goblets due to steam*