ACTIONS LEGENDARY ACTIONS
Multiattack. The shaedros makes two claw attacks The shaedros take 3 legendary actions, choosing from
and one bite attack. the options below. Only one legendary action option
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., can be used at a time and only at the end of another
one target. Hit: 11 (2d6 + 4) slashing damage. creature’s turn. The shaedros regains spent legendary
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one actions at the start of its turn.
target. Hit: 15 (2d10 + 4) piercing damage. Attack. The shaedros makes a bite attack or pool of
Pounce. The shaedros leaps onto a creature within 20 illusion attack.
feet of it. Melee Weapon Attack: +11 to hit, reach Projected Illusion. The shaedros chooses from any
20 ft., one target. Hit: 21 (3d10 + 4) bludgeoning pool of illusion within sight to create a duplicate of
damage. On a hit, the targeted creature must succeed itself. The shaedros can only have two illusions active
on a DC 18 Dexterity saving throw or be knocked at a time. This illusion is indistinguishable from the
prone and is restrained by the shaedros (escape DC shaedros and can move up to 40-feet from its pool of
18). The restrained condition will also end if the illusion on the shaedros turn. A creature that attacks
shaedros moves off of the creature. the shaedros must succeed on a DC 18 Wisdom
Pool of Illusion. The shaedros launches a glob of saving throw or will attack a projected illusion.
scalding pink glowing fluid up to 60-feet. Each A duplicate’s AC equals 16. If an attack hits a
creature in a 15-foot-radius sphere centered on that duplicate, the duplicate is destroyed. A duplicate can
point must make a DC 17 Dexterity saving throw. A be destroyed only by an attack that hits it. It ignores
target takes 18 ( 5d6) acid damage on a failed save, or all other damage and effects.
half as much damage on a successful one. The pink
fluid remains on the terrain for 1 hour. A creature Illusion Swap (cost 2 action). If the shaedros is
that ends its turn in the fluid takes 7 (2d6) acid standing in a pool of illusion it can switch places
damage. with an active projected illusion and makes a pounce
attack.
ESCAN
Sign of the Elusive, the quick. These
are the opportunists. They have
acceled in avoiding confrontation
SHRAKE EELhe shrake eel is an ilk of deep mystery and fearful reputation
that lives in the oceanic abyss of The Dissonance. Rarely seen,
Tthis sea serpent spends most of its life below the waves where
much of its activity is unobserved. One thing is known for certain, they
are a deadly adversary.
Swimmer’s Bane. The shrake eel strikes from below the waves.
Its rough skin has small gripping plates that bite into skin and cloth to
provide extra grip as this aquatic monster squeezes tighter and tighter
around its prey. It has been known to attack ships and boats alike. If its
first tactic doesn’t succeed, the insect-like mandibles are powerful and
sharp. The shrake eel will use these mandibles to crush, clip and maim.
Mystery of the Sea. Though this leviathan of the deep is large enough in all
of its forms, the bones of much larger and much older specimens can often be found
on the shorelines of dissonant seas with their iconic mantles spanning nearly 100 feet.
This leads to the belief that these ilk get much larger and that there are possible much
bigger ones down where even the light of day cannot touch. These rare individuals
have never been seen alive and it is thought that they require much larger prey than the
surface can provide, prey that can only exist far below.
Beautiful Weapons. Few ilk can be accurately described as beautiful or even
attractive, but the shrake eel has been observed in so many color forms and kaleidoscopic patterns that it is
indeed alluringly beautiful. The mantle, especially when fully fanned, can be almost hypnotic in its colors and
patterning. The colors are highly saturated and incredibly diverse with no two eels having identical markings.
Of course, if one has seen the mantle of a shrake eel, one has most likely faced the very jaw of death itself.
Shrake Eel Ram. Melee weapon attack: +12 to hit, reach 5ft.,
one target (ship). Hit: 39 (4d12+13) bludgeoning
Gargantuan, Escan damage. The Shrake Eel uses its head to ram a ship
Armor Class 19 (natural armor) or boat within a 60 foot straight line of itself. All
Hit Points 231 (15d20 + 74) creatures onboard must make a DC 16 strength
Speed swim 60 ft. saving throw or be thrown overboard 15 ftft.
str dex con int wis cha away from the Shrake Eel. A creature below deck
18 (+4) 20 (+5) 20 ( +5) 8 (-1) 16 (+3) 12(+1) is knocked prone on a failed save and takes 1d8
bludgeoning damage.
Saving Throws Str +9, Con +10, Wis +8 Constrict. The Shrake Eel wraps its scaled coils
Condition Immunity prone around one creature that is large or smaller and
Damage Resistance fire in the water within 10 feet of it. The creature
Senses dark vision 120 ft becomes grappled (escape DC 17). The shrake
Challenge 16 (15,000XP) eel deals 13 (2d10+4) bludgeoning damage with
each failed escape. After three failed attempts,
ACTIONS the constricted creature drops to 0 HP and
Bite. Melee weapon attack: +12 to hit, reach 15 ft., one becomes incapacitated. The Eel cannot dive while
target. Hit: 24 (3d12 + 5) piercing damage. constricting.
Drown. The shrake eel pulls an unsuspecting swimming creature under water. The targeted creature
must make a DC 17 wisdom saving throw or be grappled by the face tentacles of the shrake eel (escape
DC 17) and pulled 30 feet underwater. Each failed escape roll results in 17 (2d12+6) bludgeoning
damage. The shrake eel will make a bite attack if the targeted creature succeeds it’s saving throw.
Searing Mantle. The shrake eel fully fans out its mantle. All creatures within a 30 foot cone and facing
the shrake eel must make a DC 16 constitution saving throw or become stunned for 1 minute.
REACTIONS
Dive. The sensitive mantle of the shrake eel can sense danger.
As a reaction the shrake eel dives underwater evading all
damage from an incoming attack. The shrake eel can swim up
to 30 ft when using the dive reaction and attempt to hide.
SSCRAPERkittering, stinking, hideous little scavengers.
The scrapers are the nasty little clean up crew
of the dissonance. They can be found on every
carcass and every putrid crevice of that accursed
plane. They roam in packs and devour leftover gore
with frightening speed.
Dwellers of the Dark. This particular ilk doesn’t
like to confront, it’s one of the few cowardly beasts of
the dissonance. Instead, it hides with it’s massive swarm
of comrades in deep holes and moist cave systems until
it can come slinking out looking for the remains of
whatever rotting corpse has been left. It is uniquely built
for this lifestyle with large, pale eyes that can detect
even the slightest amounts of light and thin, slimy skin
that is slippery and good for squeezing into impossible
places.
Consuming the Dead. It is often frightening
how clear of corpses the dissonance is, especially when everything that
lives there can and does kill with a brutality that transcends nature. The
scrapers are responsible and they scamper across the various landscapes
like a kind of ghoulish locust swarm eating their fill of rotting bone
and discarded viscera. Travelers beware, the scent of blood and
death are like beacons for these unclean vermin, best not to
camp close to where a battle has ended or where a victim
has been buried.
Strange Anatomy. At first glance
these odd, carrion eating creatures may
seem mostly humanoid but once one
notices their giant milky eyes and
jawless fleshy maw it becomes
obvious there is little that is
humanoid about them. Their
limbs are thin and lanky and their
tail a barbed extension of their
spine. Their stomachs can
accommodate and digest
most anything, skin, hair,
bone and the organ itself
distends when full so
that it often drags
across the ground,
leaving a trail of
mucus that is
excreted from
the green-grey
amphibian-like skin.
Scraper ACTIONS
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Small, Escan target. Hit: 12 (3d6 + 2) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Armor Class 18 (natural armor) one target. Hit: 5 (1d6 + 2) slashing damage. A
Hit Points 25 (4d8+7) creature bitten by the scraper must succeed on a DC
Speed 40 ft., swim 20 ft., climb 40 ft. 15 constitution saving throw or contract scraper
str dex con int wis cha sickness.
10 (0) 21 (+5) 10 (0) 14 (+2) 12 (+1) 14 (+2) Barbed Tail. Melee Weapon Attack: +6 to hit, reach
Saving Throws Dex +8, Int +5 5 ft., one target. Hit: 5 (1d6 + 2) piercing plus an ad-
Skills Acrobactic +4, slight of hand +3 ditional 5 (1d6+2) poison damage. A creature hit by
Damage Weakness radiant the barbed tail takes 1d6 poison damage at the start
Damage Resistance necrotic of its turn until cured by a lesser restoration spell or
Senses dark vision 200 ft something similar.
Languages -- Skitter. The Scraper skitters into the darkness, this
Challenge 4 (1,100XP) does not prompt an attack of opportunity and the
Scraper Sickness. The scraper’s hideous mouth scraper is invisible until the beginning of it’s next
is full of exotic and infectious microbes. Scraper turn where it can then choose to appear anywhere
sickness is transmitted by a bite attack and can within a 40ft sphere of its original position.
only be cured through greater restoration. One
day after contracting the disease the infected
creature begins to gain a pale coloration and
reddening eyes that make others wary to trust
them, this results in a temporary -2 to charisma.
Every day after without curing, the infected
creature gains one level of exhaustion and their
max HP is decreased by 4.
VIP
“Catching Happiness is to catch a vip, while you may end up with one, you’ll never keep the other.”
Vips are slippery, cowardly creatures. They’ll lie, cheat and steal to get away from a confrontation,
they may even form a full sentence, which isn’t one of their strengths. These creatures have a greenish
grey skin color that varies in hue. Their eyes are generally milky blue from pupil to sclera. They have wings that
can fly them short distances, they fold around their body much like a bat, functioning both as arms and wings.
They also have long tails.
Pathetically Cute. vips found in the waste might try to verbally make friends with travelers. They might be
found in any strange village or desert usually scraping by to survive. They’re naturally repugnant, but there’s a
pity that plays into any kind stranger’s heart. Ultimately the vip is just looking to cheat the person in some way.
Lose Deadweight. If a vip has to retreat and they have to make a decision between a limb or get away, they’ll
lose their limb and make haste. Vips can --at will— discard any appendage. The vip will grow back the limb
within weeks, sometimes days, but they consider it a fair trade.
Vip ACTIONS
Medium, Escan Claw. Melee Weapon
Attack: +5 to hit,
Armor Class 14 (Natural Armor) reach 5 ft., one target.
Hit Points 23 (4d8+5) Hit: 8 (2d4 + 3) slashing
Speed 50 ft, fly 20 ft, climb 30 ft. damage.
str dex con int wis cha Barbed Tail. The vip glides down from above flying
8 (-1) 18 (+4) 10 (0) 14 (+2) 10 (0) 14 (+2) in a 20-foot line that is 10 feet wide.Each creature in
that line must make a DC 11 Dexterity saving throw,
Saving Throws Dex +4, Cha +5
Skills Persuasion +4 taking 11 (3d6) slashing damage on a failed save,
Damage Resistance fire or half as much damage on a successful one.
Senses dark vision 60 ft., passive Perception 12 This action does not provoke an attack of
Challenge 1 (200XP) opportunity.
Regeneration. The vip regenerates any lost ap-
pendages in (2) 1d4 days.
Feeble Target. The vip cries out whenever it is
damaged. Whenever a creature damages the vip
it must make a DC 11 Wisdom saving throw or
be charmed until the start of its next turn.
Reactions
Barbed Tail. When the vip is grappled
or restrained it may use a
reaction to detach a limb
of choice to escape.
This causes 4 points
of damage and
temporarily reduces
the vips speed by
5 feet. A vip may
use up to its new
movement
speed.
MOGMOLE
These devious little abhorrents have
slippery underbellies and hairy
backs. The coarse hair on their
backs is thick enough to repel many
sharp blows or prevent all put a direct
thrust. The Mogmole seems bent on
plaguing enemies it feels it can confront,
all else it runs from as fast as it can, after
burrowing of course.
Consummate Digger. The
mogmole can burrow at an incredible
speed. They have an acid coating of slime
that is secreted from their exposed
slimy underbelly. The acid seems to
work as a sort of aid in eroding and
more easily digging through ground,
rocks and even trees.
Mogmoles dig so quickly, they
use this ability to sneak up behind
foes and prey while fighting. Snack
Tactics. They generally target the heels
and feet of their targets. They’ll always
work to attack from behind rather than
confront anything head on. Mogmoles
are known to take a bite from
unsuspecting prey and just burrow
away, never to be seen again. They
like confrontation, but only as a
snack.
Living Hole.
Mogmoles will live in heavy
wooded areas, stony terrain
and even cold territories,
as long as they can burrow.
Mogmoles make nests, large
spherical burrows that can be
filled with scores of Mogmoles.
Mogmoles live in packs,
but hunt alone. Being the greedy
creatures that they are, Mogmoles
will stay away from their nests
often and for as long as possible.
Mogmoles tend to take bites out
of each other whenever they’re
hungry, or a potential snack’s back is
turned, so best not to spend too much
time together.
Mogmole Senses: tremorsense 30 ft
Languages: --
Small, Escan Challenge: 1/4 (50XP)
Armor Class: 11 (Natural Armor)
Hit Points: 9 (2d6 + 2) Mogmole disease: A creature that is bitten by the
Speed: 30 ft, burrow 30ft. mogmole must make a DC 11 Constitution saving throw
str dex con int wis cha or contract mogmole disease. This disease attacks the
8 (-1) 14 (+3) 10 (0) 4 (-3) 9 (-1) 6 (-2) nerves of the creature making movement painful. The
afflicted creature’s dexterity score is reduced by 1 until the
disease is removed.
ACTIONS
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage plus 2
(1d4) acid damage.
Slime Discharge: The mogmole coats
its body in an acidic coat of slime.
Any time the mogmole is attacked
by a melee attack, the attacker
takes 2 (1d4). The mogmole has
advantage on escaping the
grappled condition if coated in
slime.
HAZEWIGazewig appear docile, but like many things in The Hazewig
HDissonance, they’re not. These little creatures get Tiny, Escan
easily angered and are territorial. The hazewig looks Armor Class 16 (Natural Armor)
like a large insect. Where you might expect wings, it Hit Points 11 (2d6+5)
produces an everlasting evaporation and flapping span Speed 15 ft., fly 30 ft.
of mist or “steam” like wings. The creature has a long str dex con int wis cha
protracted beak, at the end of which contains several 4 (-3) 18 (+4) 6 (-2) 6 (-2) 10 (0) 8 (-1)
aggressive looking barbs. The hazewig’s multi-faceted Senses dark vision 60 ft., passive Perception 12
eyes give it an endearing look to contrast it’s vicious Languages --
beak. Challenge 1/2 (100XP)
Evaporation Teleportation. When threatened or Elusive Target. When a creature attacks the hazewig
attempting to harm or hinder, the hazewig can and misses, the hazewig teleports up to 10 feet in a
seemingly evaporate, leaving a hot misty cloud. The direction dictated by the Random Teleport Table.
hazewig has been known to evaporate in one place The creature that missed the hazewig must make a
and reappear in another. It seems its general intent is DC 11 Dexterity saving throw or take 3 (1d4) fire
to reappear within the insides of its victim and cause damage from the steam cloud left by the hazewig. A
them pain. It has been determined that perhaps this hazewig that has teleported inside of a creature can
ability of teleportation is hard for them to navigate. be removed by a successful DC 11 Medicine check.
Like Mother. Hazewigs will viciously protect their Actions
young. The young are miniature. The tiny young
hazewigs cluster on the abdomen of their mother until Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one
mature. The babies, like their parents, are ornery little target. Hit: 4 (1d4+2) piercing damage.
bugs as well. Sometimes they’ll swarm from the mother Escape. (while inside a creature only). The hazewig
burrows outside of the creature it is inside of. The
to help her in self
defense. host creature makes a DC 11 Constitution saving
throw taking 7 (2d4+2) piercing damage on a
failed save or half as much on a successful one.
Random Teleport Table
TZARELLEhe zarelle is a four-legged creature with cloven
hooves. The zarelle is long necked, spotted,
and glows bright colors. The end of their tail is the
brightest point on their bodies. The cord-like tail ends
in a tuft of coarse fur that glows a bright fluorescent
color, always unique to each zarelle. When the zarelle
runs, which is a leaping, gliding run, it leaves an
undulating trail of streaking color. This streak of color
seems alluring, even hypnotizing.
Lethal liquids. The sweat and blood of a zarelle is
extremely poisonous. The toxicity can even be absorbed
through pores of the skin. “One drop, heart stop” is the
nursery rhyme created in hopes that children don’t get
too close to these glowing colored creatures. Zarelle
will lure predators to them, and when they come, the
zarelle only hopes they will get a bite. If the zarelle is
agile enough, they can mitigate the damage taken--
jjust enough to give a bite but not enough for lethality.
Their seemingly harmless snouts fold back into a smile of
serrated teeth, perfect for devouring meat.
Woods and Plains. zarelle have been seen in herds, though
they will often venture out on their own. The Black Sanded
plains are where the majority of them live, though, they’re also
found in wooded areas as well. They tend to avoid swampy land
or terrain that is too rocky.
Colors in Darkness There are many tales of zarelle captured and displayed in
the Gardens of Lords. The variety of vibrant colors is unparalleled in most lands and it’s absolutely unique
within The Dissonance.
Zarelle Actions
Bite. Melee Weapon Attack: +4 to hit, reach
Medium, Escan 5 ft., one target. Hit: 10 (2d6 + 3) piercing
damage plus 4 (1d4) acid damage.
Armor Class 15 (Natural Armor) Alluring Colors. The zarelle uses the
Hit Points 49 (8d8+13) dash action, leaving behind a 40-foot line of
Speed 45 ft. a glowing, undulating trail of color. A creature
that can see this trail of color must succeed a DC
str dex con int wis cha 13 Wisdom saving throw or be compelled to move
12 (+2) 17 (+3) 12 (+2) 10 (0) 14 (+2) 10 (0) towards the light. The compelled creature uses its
Senses passive Perception 13 full movement in the direction of the light and
Languages -- can use its action and bonus action as normal. A
Challenge 2 (450XP) compelled creature can repeat the saving throw at
the end of its turn, ending the effect on a success.
Lethal Liquids. The sweat and blood of a zarelle is The trail of color lasts for 1 hour or until the zarelle
extremely poisonous. Any creature that is within 5 uses the alluring colors action to produce a new one
feet of the zarelle as it takes bludgeoning, piercing, elsewhere.
or slashing damage, must make a DC 13 Dexterity save or half as much on a successful one.
saving throw or is poisoned.
RYNAGESH
From a distance, this ilk looks almost like a very large bird, indeed, it can be seen in the many
wastes of The Dissonance, flying high overhead as it circles with several of its small flock in search
of food. The illusion is shattered, however, when the hook-legged creature comes diving down
at break-neck speed only to thrust its enormous back talon into a victim. Keeper of Skulls Looking
at a Rynagesh, the first thing you might notice is its impressive, hooked claw that acts as both tail and
primary weapon, but very quickly thereafter, you’d also notice that upon it’s long, muscular neck is a
skull. Many think the skull is part of the creature’s natural anatomy, but it is in fact a kind of helmet the
creature wears. Whether for armor or ornamentation, it is unclear but the Rynagesh wears skulls on it’s
real face, a face that looks more like a toothed worm. The skull grafts itself into the flesh of the neck and
head of the Rynagesh until the beast can actually manipulate the natural hinges. If the skull is damaged
or outgrown, a new one will be found and begin to slowly graft itself into the ilk. Territorial Flyers
The Rynagesh aren’t especially rare, but they choose to live in small family-like groups where the young
are fed and protected from their nemesis, the glass wings. Indeed, the Rynagesh may be one of the more
matriarchal creatures of The Dissonance, and they guard over their eggs with passionate brutality. These
eggs are laid into the ceilings of dark caves with a kind of mud that is made up of the secretions of the
Rynagesh, and various dirt and vegetable matter. A Rynagesh nest is not a place a creature wants to be
near as the flying, skull-covered ilk will detach from where they hang upon the ceiling and rain down
death upon any that enter. Violent Maneuvers Rynagesh aren’t especially robust creatures, and they
know how to use their biological design to overcome this fact. They will make quick dives at their prey
and enemies and try to skewer them on their back leg hook. If they can, they’ll then fly up and away with
the skewered creature where they can dispatch it and consume it in safety.
Rynagesh Claw: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 4) slashing damage.
Medium, Escan Hook-tail: Melee Weapon Attack: +7 to hit, reach 5
Armor Class: 17 (Natural Armor) ft., one target. Hit: 5 15 (2d10 + 4) piercing damage
Hit Points: 142 (16d10+54) plus 4 (1d8) necrotic damage.
Speed: 30 ft, fly 100 ft, climb 10 ft. Skewer: A medium or smaller creature that is
bloodied is targeted by the rynagesh. The rynagesh
str dex con int wis cha will use its hook-tail attack and then grapple the
18 (+4) 20 (+5) 10 (0) 14 (+2) 12 (+1) 8(-1) creature (escape DC 16) and attempt to fly off to
Saving Throws: Str +7, Dex +8, Cha +6 safety. While carrying a creature the rynagesh
Damage Immunity: necrotic moves at ½ speed.
Senses: dark vision 200 ft Death Haze (Recharge 5-6): The Rynagesh
Challenge: 7 (2,900XP) exhales a necrotic haze in a 30-foot line that is 10
feet wide. Each creature in that line must make
ACTIONS a DC 14 Dexterity saving throw, taking 31 (7d8)
Multiattack: The Rynagesh makes three attacks: necrotic damage on a failed save, or half as much
one with its hook-tail and two with its claws. damage on a successful one.
KRESCERKhe male Krescerk are driven solely by their desire to
reproduce. Krescerk will migrate long distances to
Tfind their mates. The females are constantly roving.
It is unclear as to whether they are attempting to avoid the
males or find suitable nesting grounds. Efficient climbers.
The evolution of the Krescerk has had them develop hooves
that allow for climbing of tall rocky terrain as well as arms
for climbing through forested areas. Their bodies handle most
biomes efficiently. Introverts. The Krescerk are not social and will
kill another of their kind as soon as they come in contact, unless there’s
potential to mate, after which there might still be a conflict. The Krescerk
naturally have keen sight. At the birth of their young, the mothers will find
metals or any materials at hand and place them over the eyes of their male
young. As the young grow the metal forms to and over their face, this limits
their ability to find females as well as limiting their desire to challenge and fight
other males. As an additional sense, perhaps in place of their lost vision, the males
will grow an additional bone at their forearm. It seems that they place the tips of their bones on
the ground. It is believed they pick up vibrations through the ground around them, aiding them
in their hunt. Loving mother. The Krescerk are common prey to packs of Watcher Hounds.
The mothers will toss their helpless young before the hounds as a means of escape, distracting
them with a meal while they attempt to escape.
Krescerk ACTIONS
Multiattack: The krescerk makes two claw attacks and
Medium, Escan one bite attack.
Armor Class: 18 (Natural Armor)
Hit Points: 139 (13d12+54) Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one
Speed: 45 ft, climb 45 ft. target. Hit: 18 (2d10 + 7) slashing damage.
str dex con int wis cha Btairtgee: tM. Heliete: 1W3e(a1pdo1n0A+tt7a)cpk:ie+rc9intog hit, reach 5 ft., one
14 (+2) 20 (+5) 16 (+4) 12 (+1) 14 (+2) 10(0) (5d6) poison damage. damage plus 18
Saving Throws: Dex +8, Con +7
Damage Immunity: Acrobatics +8 cImaupsaelae:dTisheeakser.esMceerlekeuWseesaiptsohnoArnttsatcok:im+7patolehaint,d
Senses: passive perception 18, dark vision 120 ft, rsdheaaamcrhpagh5eof.ttO.p, noainanehtthiata,rtgthceote.utHarsriegt:se2tteh4dr(oc3urdeg1ah0tut+hree7eb)nopddiueyrrcaeinsndag
blindsight 30ft. settles right behind the eyes. A metallic inky substance
Languages: -- begins to fill them, causing the blinded condition.
Challenge: 8 (3,900XP)
Frenzied Attacker: When bloodied, the At the end of each of the target’s turns, it must make a
krescerk makes an additional claw attack when DC 17 Constitution saving throw. After failing three
the multi attack action is taken. of these saving throws, the disease lasts for a week or
until cured, and the creature stops making these saves.
Qa rueiaccktiRoentrteoauts(e1/itdsafyu)l:l The Krescerk can make After succeeding on three of these saving throws the
to escape. movement and attempt creature recovers from the disease, and the blinded
condition ends.
HEIGHTENED
Sign of the indescribable, unique
and utilitarian abhorrents. If it
is not one of the other Ilk, it is a
Heightened.
Ferolgaterhaps one of the strangest looking creatures, ferolgats are very thin, four-legged
creatures. Ferolgats are not very fast or even aggressive. The long, curved limbs of
Pthe creature denote grace, yet they walk and run in a very uncoordinated manner.
The creature at times has been seen levitating, though they don’t seem to be able to do
it for very long. These creatures generally survive in the wastes of The Dissonance,
clinging to cliff sides, trees or in cavernous areas hoping that other denizens will
find it disinteresting or not worth the effort to eat.
Floating Weapons. The ferolgat is drawn to metals and strong alloys. itsentire
biology will transform to combine with metals and meld into them. The
result is generally odd looking, like a mass of twisted roots or amassed vines
mounted to metal. Leashers have found the means of training these creatures
to come at their command. If a Leasher can find a ferolgat, they’ll introduce
their weapon to it and have them bond. Once bonded, the weapon and
ferolgat will then come, hovering, to a Leashers command. If the ferolgat
isn’t bonded, and it feels cornered, it will readily defend itself.
Ferolgat
Medium, Heightened
Armor Class 12 (Natural Armor)
Hit Points 22 (4d8+6)
Speed 40ft., climb 15 ft.
str dex con int wis cha
12 (+1) 13 (+1) 12(+1) 13 (+1) 14 (+2) 10 (0)
Senses true sight 100 ft., dark vision 60ft ACTIONS
Languages --
Challenge 1/2 (100 XP) Headbutt. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 9 (2d6+2)
piercing damage.
Bonded Weapon. A
domesticated ferolgat
can carry a weapon of its Magnetic Disarm. The ferolgat can
owner and be summoned if disarm a metallic weapon or shield
not nearby. The ferolgat takes
1d6 minutes to appear when from a creature that is within 5 feet of
out of sight. A weapon that it. The targeted creature must succeed
has been bonded to a ferolgat a DC 12 Strength saving throw or be
does an additional 1d4 force disarmed. The weapon or shield can be
damage. retrieved with a successful DC 12 Strength
check. The fergolgat can only have 1 weapon
or shield on it and benefits from the shield’s
AC modifier.
Consume Metal (1 /Day). The ferolgat can consume up to a 2-foot cube of metal.
a success, the creature takes half the psychic damage and does not suffer the
deafened or blinded condition.
\
L ASHMINKhe lashmink is an intensely curious and devilishly
evil little creature. They are a covetous beast and are
Tconstantly on the prowl for objects that they find
interesting or shiny. Adventurers that find themselves
wandering near their nests best take care lest they wake up
missing valuable objects or body parts.
Hooked and Horned The body of the lashmink
is vaguely reptilian but also totally alien, with severe barbs
on plated exoskeleton and mind-controlling hooks on it’s
tail. They are built for climbing any and all surfaces even
if impossibly flat and smooth and once they grab on to
things it is incredibly hard to pull them off. They eat meat
and enjoy it fresh, often biting little bits that they can
fit in their mouth off of living creatures that are often
unsuspecting. Not much larger in maximum size from a
medium sized dog they may seem to not be intimidating
but in numbers they can be extremely dangerous.
Creepers and Crawlers Lashmink are incredibly
flexible and agile and can fit into insanely small spaces or
get into places most would consider protected. They like to
build their nests in tall trees and vegetation but will settle for
homes amongst old ruins and rubble. They will almost always
try to find high ground and they are not afraid to jump onto
creatures that look tasty that wander below.
Lashmink saving throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one. A
Small, Heightened small piece of flesh is removed.
Hook: Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class: 13 creature. Hit: 6 (1d8 + 2) piercing damage and the
Hit Points: 30 Lashmink attached to the target. While attached, the
Speed: 45 ft, swim 40 ft, climb 50 ft. lashmink doesn’t attack. Instead, at the start of each of
the lashmink turns, the target loses 6 (1d8 + 2) hit points
str dex con int wis cha due to blood loss and is controlled by the lashmink for
10 (0) 16 (+3) 10 (0) 14 (+2) 12 (+1) 10 (0) it’s turn. The Lashmink can detach itself by spending
Saving Throws: Dex +5, Cha +3 5 feet of its movement. It does so after it drains 20 hit
Skills: Stealth +4, SOH +2 points of blood from the target, the target dies, or if the
Weak: blunt lashmink takes any fire damage. A creature, including
Resistance: force, radiant the target, can detach the lashmink by making a success-
Senses: dark vision 60ft ful DC 15 Strength check.
Challenge Rate: 1 (200 XP)
Snatch: As an action the lashmink steals a small valuable
ACTIONS object no larger than a glove from a creature within 5
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., feet that has an object that fits this description.
one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must make on a DC 11 Constitution
Cerbocrete
A large quivering mass of flesh that emits long and snaking tendrils, the mass could have scores upon
scores of tendrils at various lengths. Constantly writhing, these tendrils will lodge into a victim
causing excruciating pain.
In Need of Eyes. The cerbrocrete moves very slowly. This affords them little capability to see much
in their lifetime --they might just as well never move, because they have no eyes. Regardless,
they penetrate their victims to hitchhike onto the creature’s nerves and infiltrate their vision.
Cerbrocretes make a tether upon puncture and phase themselves out of their target’s
vision, essentially altering their view to avoid the creature’s ire or detection. While
the cerbrocrete might be the cause of many migraines and deter prolonged
health, they only wish the longest of lives to whatever set of walking eyes
they can gain in their lifetime. They’ll generally not do more than watch
everything their victims lay their eyes on, though, if they experience
something they don’t enjoy, they’ll try and phase that out of the
creature’s’ vision as well. These tendrils that affix to a victim
become transcendent in length or existance, as if they didn’t
exist.
Symbiotic Relationship. While cerbrocretes ca n be
worse than a stalker boyfriend, Leashers have found
ways to utilize their friends—at least once they’ve
detected them. They find a way to communicate
and develop a symbiotic relationship with the
cerbrocrete. Where cerbrocrete’s have the ability
to adjust vision to multiple spectrums of light and
vast amounts of knowledge, a deal can be reached.
In exchange for eyes, the cerbrocrete gives what it
can.
Once Siln. Cerbrocretes were initially considered
Siln, where they seemed to disappear and leave
without a trace, Many saw them as perhaps the
stealthiest of all creatures. Once it was discovered
that they didn’t actually disappear and that
they had utility, it was clear the Heightened
should be their Ilk.
Cerbocrete become tethered. A creature may repeat this saving
throw after enduring the effects of Alter Senses, on
Huge, Heightened a failed save the target takes an additional 3 (1d4)
Armor Class 12 (Natural Armor) psychic damage.
Hit Points 55 (8d8+19) Alter Senses. The cerbrocrete alters a tethered
Speed 1ft. target’s senses from the list below:
str dex con int wis cha • blinded: A tethered creature suffers the blinded
7 (-2) 4 (-3) 12(+1) 18 (+4) 14(+2) 10 (0)
Saving Throws Con +3, Int +6 condition for 1 minute or until a successful DC
Senses blindsight 90ft., passive Perception 14 13 constitution saving throw is made, taken at
Languages -- the end of each of the creature’s turns.
Challenge 2 (450 XP) • blindsight (30 ft): A tethered creature has
blindsight with a range of 30 feet for 1 minute
Tethered. The cerbrocrete can look through • truesight (10 ft): A tethered creature has true
the eyes of a creature that has been tethered sight with a range of 10 feet for 1 minute.
by a tendril attack. This does not require an • darkvison (60 ft): A tethered creature has
action. darkvision with a range of 60 feet for 10 minutes.
ACTIONS • danger sense: A tethered creature has advantage
Multiattack. The cerbrocrete makes two on Dexterity saving throws against effects that it
tendril attacks. can see, such as traps and spells for 1 minute.
Claw. Melee Weapon Attack: +5 to hit, • detect magic (15 ft): A tethered creature can see
reach 15 ft., one target. Hit: 3 (1d4) piercing faint auras from objects of magic.
damage. The target creature must succeed • psychic migraine: A tethered creature undergoes
on a DC 13 constitution saving throw or an intense migraine and must make a DC 13
Constitution saving throw taking 6 (2d4+1)
psychic damage or half as much on a success.
THE KRANDauntingly intelligent parasitic life forms that use the brains
of the creatures they infest to generate telepathic abilities
Hand anomalies. A plague of sentience that lives within the
dissonance and preys on the beings and creatures that occupy that
space. With a very organized and comprehensive hierarchy, these ilk
are a malicious society bent on dominating everything they can see
and touch.
Rank and File when the Krand are first born into the vat
of churning liquid that their biological matter is deposited
into, they mean nothing to their colony - indeed they may
not even make it out of the vat. First they must be checked
for flaws or genetic faults of any kind. If any flaws are found, the
newly created krand is killed and it’s biological matter is added
to the vat to feed to other young krand. The young, worm-
like creature must then begin to contribute to the colony by
infecting it’s first host. Once the host is spent and it’s mental energy added to the colony another
is taken. This process happens over and over again until the final host is taken. The final host
is a very specific creature that gives the Krand it’s final and notable look. Over time the
parasitic krand inside changes the biological composition of the host to reflect itself. It also
continues it’s mission of converting the mental energy of other species into a kind of power
for the colony. The more it does this the more powerful and more popular amongst it’s colony it
begins to become. This is reflected in its mantle. A bone like structure that begins to grow out of
the final host into various patterns and sizes. The larger and more intricate the mantle, the more
respected and powerful the Krand.
Large Structures Larger Colonies The krand build massive structures that look like
squat mushrooms. Within these buildings is where krand colonies live and exist in their regular
daily living. They have different cultures and even business. These villages, however, are not
friendly to weary travelers or dust covered adventurers and to enter a krand city is a death
sentence, one would surely be harvested by these cruel and highly powerful beings.
Sadistic Torturers The Krand are inherently evil and get great pleasure
out of inflicting pain and suffering upon other creatures. They have been
known to keep creatures alive during long dissection procedures
only to kill them through starvation some time later.
They enjoy the screaming and crying of victims
and have created a kind of unsettling reserve of
laugher sounds to make these creature more afraid
despite the Krand not actually laughing as a biological
function.
Genius Mechanical Weapons The
krand are physically very weak and have had to
spend much of their considerable mental energy
on creating various weapons and enhancements to
allow them to not only defend themselves but also to
help them capture their hosts and torture their food and
enemies. Many of these weapons allow them to interact
with the minds of enemies.
QUILE
The quile
are hard
to find,
though,
only
if you
d o n’ t
know where
to look. This
creature dwells
in mountains,
rocky terrain,
though it can
also be found in
marshes or deserts,
each has their own
unique coloring and look. The quile has four chitinous legs with several mandibles around its front
face area. The eyes of this creature extend away from its head. From underneath the legs are 4 tentacles, all
generally semi bright and subtly changing colors. Exiting from it’s back, once unfolded is a set of wings with
what seems to be an usual amount of joints, decent sized, square shaped feathers cover these wings. The wings
are quite large in proportion to the rest of the creature.
Flying Young. Quile generally will avoid encounters with other
creatures. They’re very swift flyers. They’ll spend most of their
time flying high to scan the land for any kind of morsel to eat.
The quile will burrow and hide in a self made nest when it’s
not hunting. It is in these burrows that quile will lay their
eggs and protect them until the eggs can fly. When the
eggs sprout their wings, it’s not uncommon to see upwards
of a dozen flying eggs following their mother quile. The
Dissonance is dangerous and many, if not all, of the eggs
will be eaten before they hatch.
Training Wings. Leashers have found quile as a great
creature to capture. With some training the quile can
be taught to affix to a Leasher’s back, and then the
Leasher can then fly. Quile are rather intelligent,
after a short time of training, the quile can learn
simply by the subconscious movements of a
leasher’s muscles where they would like to fly to. A
trained quile becomes almost just like having a pair
of wings that double as a pet.
Protective Mother. The quile will stop at nothing to protect its eggs. For any egg stolen or destroyed the
quile does an additional 2 (1d4) damage with a maximum of 12 (6d4) damage for the next minute.
Quile ACTIONS
Multiattack. The quile makes one claw
Small, Heightened attack and one bite attack.
Armor Class 15 (Natural Armor) Claw. Melee Weapon Attack: +8 to hit, reach
Hit Points 89 (9d12+29) 5 ft., one target. Hit: 12 (1d10 + 6) slashing
Speed 30ft., fly 45 ft., burrow 15 ft. damage.
str dex con int wis cha Bite. Melee Weapon Attack: +8 to hit, reach
14 (+2) 17 (+3) 13(+1) 16 (+3) 14(+2) 10 (0) 5 ft., one target. Hit: 17 (2d10 + 6) piercing
damage plus 18 (5d6) poison damage.
Saving Throws Dex +8, Con +7 Nerve Control. The quile attaches to a
Skills Acrobatics +8 creature as it injects and wraps its four
Senses dark vision 120ft., passive Perception 18 tentacles around the spine of a target.
Languages -- The targeted creature takes 13 (2d6 + 6)
Challenge 8 (3,900 XP) piercing damage and must make a DC 15
Constitution saving throw at the end of each
of its turns or continue to be controlled by
the quile. On a success the quile releases the
target dealing 7 (2d6) piercing damage.
The quile, when attached to a target, uses
the initiative count of the target in addition
to its own. On the attached target’s turn, the
quile can use the attached target’s attack,
disengage, dash, hide, or dodge action as
well as the movement. While attached to a
target the quile moves at ½ speed.
Stunning Release. The quile detaches from
a creature under nerve control. The creature
must make a DC 15 Constitution save or
be stunned 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.
The Krand Damage Immunities: psychic
Senses: true sight 100 ft., dark vision 60ft
Medium, Heightened Challenge Rate: 21 (33,000 XP)
Armor Class: 16 (Natural Armor)
Hit Points: 177 (10d20+54) Legendary Resistance (3/day): If the Krand fails
Speed: 30ft a saving throw, it can choose to succeed instead.
Levitate: The krand can levitate up to ten feet
str dex con int wis cha off the ground or other surfaces as part of
12 (+1) 12 (+1) 14 (+2) 28 (+9) 25 (+7) 28 (+9) or all of it’s movement; this does not require
concentration.
Saving Throws: Int +14, Wis+11, Cha +14 Devastating Failure: Any creature(s) that rolls
Skills: Intimidation +4, Persuasion +3, Deception +6, a critical failure on a saving throw prompted by
Insight +5, Arcana +6 the krand’s actions, is paralyzed for 1 minute.
Condition Immunities: charmed, deafened, blinded,
frightened, paralyzed
Damage Resistance: lightning
ACTIONS Lobotomizer: Melee Weapon Attack: +15 to
hit, reach 20ft., one target. Hit: 15 (2d6 + 8)
Multiattack: The krand can use its aneurysm. It piercing damage plus 7 (2d6) psychic damage.
then makes two attacks with its lobotomizers. Mind Shatter (Recharge 5-6): The krand sends
Aneurysm: The Krand projects a searing a mind shattering wave of energy in a 45-foot
invisible ray that targets the mind of a creature cone. Each creature in that area must make a
it is aware of. The target must make a DC 19 DC 20 constitution saving throw or take 33
intelligence saving throw , taking 21 (4d6+7) (6d10) psychic damage and is deafened and
psychic damage on a failed save, or half as much blinded for one minute. On a success, the
on a successful one. creature takes half the psychic damage and does
not suffer the deafened or blinded condition.
\
DIGGERhe diggers are a group of burrowing
monsters cybernetically engineered by
Ta now long gone creator. Their realm
of origin is unknown but where all diggers
appear to be from the same race or group of
creatures it is safe to say the creator most
likely only built upon a single race. They
now prowl the dissonance driven by
a need for fuel and their ever present
desire to dig.
The Need for Fuel
The diggers do not appear to
eat, indeed their mouths are
completely encased as it would
seem in metal, or perhaps the
mouth was removed in their
creation. They do however
need immense amounts of fuel
to continue their digging. Their
organic mass seems to be in a state
of prolonged rot or mummification
but their mechanical structures and
systems demand energy and so they have
been designed to feed reduced organic matter into this needed energy. They simply crush to
a pulp whatever plant or animal they can find and feed the remains into a complex system of
mechanical processors with opening somewhere near their backs.
No Pain but Some Brain The diggers have some functioning intelligence, though it
is difficult to tell if it was created simply to govern their basic function or if it’s a remnant left over
from whatever poor creature they used to be. They roam alone and as far as anyone can tell they
don’t feel pain or much else for that matter. They exist only to exist and lumber about when they are
above the surface.
An Unknown Function It is clear that the diggers were created to dig but the original reason why
remains a mystery. Whatever realm they originally came to the dissonance from has left them as hollow
shells. They have no families and do not seem to reproduce in any way. When observing their behavior it’s
more like watching a machine than it is a living being. They do have excellent senses too, with sharp vision
able to see in low light and a kind of tremorsense when burrowing underground they are quickly alerted to
enemies and new sources of fuel.
Strong and Useful While running into a digger can be a life threatening ordeal as it tries to turn one
into a processed organic fuel they are extremely useful in navigating the dissonance. Old burrows that diggers
have left can go for miles and help protect an adventurer that is trying to avoid contact with surface dwelling
creatures of the realm, though care must be taken to not run into other creatures who’ve decided to use
these burrows and underground tunnels as well. It’s also important to make sure that one isn’t following
a fresh hole with a digger still inside as one might end up running right into one of these mindless
mechanicorpses. When dealing with a digger directly, beware it’s immense strength. They have very
powerful arms with heavy metallic hands and if they cannot immediately digest you, they’ll bury you
for later.
DIGGER
Large, Heightened
Armor Class: 14 (Natural Armor)
Hit Points: 91 (10d12+26)
Speed: 30 ft, climb 10 ft., burrow 30ft
str dex con int wis cha
18 (+4) 14 (+2) 20 (+5) 6 (-2) 10 (0) 8(-1)
Saving Throws: Str +7, Con +8
Damage Immunity: slashing and bludgeoning
Senses: dark vision 60 ft
Language: common, abyssal
Challenge: 4 (1,100XP)
Grappled attacker: The digger can have one
medium or smaller creature grappled and make
a multi attack.claws.
ACTIONS
Multiattack: The digger makes one claw attack and one
headbutt attack
str dex con A5)ttibanlcuktd:g+e7onwtoinihgsitd, aremcaachghea5.Wfth.,eonne
tCalragwet:. MHeitl:ee14W(e2adp8o+n
SS+ka5v,ilAiabumlnsrenc:gcacraaIkTenonweathnaiotamsru+kcoDr6ieiwedonCauistsb:si1oyIs4annttnrtch+udo+e4cnp1k,tsPo4rbtoe,uiytrnWcusehtuth.iiasooTes+fnihdo1aenis1ngau,+gvaCne3ilncrl,hy’oDgsanohet+srhcec1erauip4odostweuiaosotnbtfcae+racer6khea, ntIeiutnadrsmleiiegnruechgsdattonr
ConrdeisttioornatIiomnmspuenlil.ties: charmed, deafened, blinded,
DDfriaagmmhGstmeaarnggaaeeepldlpRIe,mrlpeeacs:mrriTaseutlhayanteznuiedtrcdieieeg:wsgl:ieigptrhhsgyitnrncahi1pni0pcglfeesetanodf irte(setsrcaainpse
a medium or
DC 14).
SCehnasBolelfuesinr:tystgr:teuuARernsaditgciegah:gut2es11ri0n(c0g3a3nf1t,4.0b,0u(d04radyrXk6aP)v)gbirslauiopdnpgle6eo0dnftcinregatduarme aagt et.hTehsetart
buried creature becomes blinded, deafened and restrained
and cannot be targeted with spells that require sight or
touch. The creature can escape after 3 successful DC 14
athletic skill checks, these checks can be performed by the
buried creature and by any assisting allies. The creature
must be unearthed within ten minutes or suffer death by
suffocation.
SHLEETHound near the whispering black river banks, or
ocean shores the Shleeth are a strange sight to be-
Fhold, and one that any would hope to never lay eyes on.
The Shleeth is a writhing mass of tentacles. Eyes of varied sizes bulge
from their soft heads.
Slow Walkers. The Shleeth can’t move fast on land,
waters are their home, but they feed on land prey only. When
hungry they must venture out of their slimy holes to catch an
unwary wanderer. Not only are they slow on land, they con-
stantly make noises that sound a mix of child, animal and writh-
ing fish. The noise is thought to be their breathing. They labor to
breathe above waters, every second out is one second closer to their
approaching doom. Shleeth not only are slow and unstealthy, but they
have a poor sense of hearing. They cannot smell well out of water either,
this leaves them with only one sense that they rely on and it is also poor out of
water. They must see their prey and slowly shuffle toward it for their meal. Catching
a meal this way might seem an impossible task, with their abilities, but the one true and
abiding bane for any that come across these denizens is their sight, for any that make eye contact with a
Shleesh are lost for sure.
Paralytic Gaze. As long as the eye contact is retained, the shleeth has a hold on its victims mind
and body. The prey is frozen, it cannot look away and the abomination slowly, ever so slowly crawls
towards them. The Shleeth will riggle it’s microvilli tentacles into the flesh of its prey. As the victims
helplessly watch, the creature begins its painful process of external digestion. Once feeding, they seem
to breathe easily, it appears they take air through the lungs of their victim until done feeding. It can take
days for them to finish a meal. While these abhorrents present little use in a hasty combat and are easy
to avoid for some, the quality of their eyes is retained even when the creature is dead. The eyes can be
harvested and are generally used for a multitude of tasks.
Shleeth Paralytic Gaze: at the start of the Shleeth’s
turn it can adjust its gaze in a direction of its
Medium, Heightened choosing. Any creature within a 30 ft cone
or that moves within it must make a DC 12
Armor Class: 18 (Natural Armor) constitution saving throw or become paralyzed.
Hit Points: 87 (8d10+39) This effect remains until a successful save or
Speed: 15 ft, swim 30ft if the shleeth averts its gaze from an affected
str dex con int wis cha target.
16 (+3) 6 (-2) 14 (+2) 14 (+2) 16 (+3) 8(-1) fUunllhminodveermedenGtrsappepelde:wthheenshgrleaeptphlicnagnaucsreeiattsure.
Saving Throws: Con +5, Wis +6 ACTIONS
Senses: dark vision 30 ft, passive perception 12 Multiattack: The Shleeth makes three attacks,
Language: -- two with its claws and one with its tentacle.
Challenge: 5 (1,800XP)
Claw: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 9 (2d6 + 2) slashing
damage.
Tentacle: Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 7 (1d8 + 3)
bludgeoning damage plus 4 (1d8) piercing
damage. If the target is Medium or smaller,
it is grappled (escape DC 16) and restrained
until the grapple ends.
External Digestion: If the shleeth has a
creature grappled by its tentacle, it deals 14
(2d8 + 5) piercing damage plus 19 (3d8+5)
necrotic damage. The shleeth restores ½ the
piercing damage as HP.