GRAXIMORD
Sign of the Ilk known for strength and
durability. The abhorrent of this Ilk
can take hits that
might shatter dust itself.
OO VWALvwal can be found mostly at the shoreline. Ovwal Ovwal
spend a lot of time in large groups at the shore, but Huge, Graximord
the majority of their time is in the waters. They can Armor Class 16 (Natural Armor)
breathe underwater as long as they need to, having Hit Points 38 (5d10 +10)
evolved gills. The ovwal have long protruding horns Speed 20 ft, swim 45 ft
that come from the top of their head, in combination str dex con int wis cha
they have two long tusks that curve the opposite 16 (+3) 8 (-1) 15 ( +2) 6 (-2) 8 (-1) 9 (-1)
direction. These beasts have a high content of blubber Saving Throws Con +5, Wis +1
but with that weight comes unseen musculature. They Damage Resistance fire
have four legs, each ending in fins. They have large Senses darkvision 60 ft. passive Perception 12
powerful tails that also end in a heavy footed fin. Challenge 1 (200 XP)
Tough and Angry. Ovwal might appear lazy Herd Creature. The ovwal has advantage on wisdom
to most who view them, but that’s simply because the (Perception) checks and on saving throws against
most common sight of them is lounging in groups on being blinded,charmed, deafened, frightened,
the shore, but they are only doing so because they’ve stunned, or knocked unconscious when within 100
put in long hours beneath the waters. The ovwal can feet of another ovwal.
be lethal and easily provoked. Beyond the ease it ACTIONS
takes to anger them, their hide is thick and hard to Multiattack. The ovwal makes one horn attack and
penetrate. one tail attack.
Leashers have found ways to tame and use Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ovwal as mounts. They’re not the fastest, but they are one target. Hit: 8 (2d4 + 3) piercing damage and the
intimidating and extremely useful for water travel. creature must make a DC 12 Strength saving throw
or be knocked prone.
Tail. Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage.
TJERTARKAShe jertarkas are tall and burly with a build Jertarkas
somewhere in between humanoid, canine and
reptilian. These creatures have six limbs, the Large, Graximord
rear two generally used for walking, the front limbs Armor Class 16 (Natural Armor)
used when they engage in a sprint. Hit Points 89 (10d10 +34)
Armored. These beasts are aggressive, but Speed 25 ft, swim 45 ft
most interestingly, they have protrusions of bone str dex con int wis cha
that encase their body like armor. There are weak 20 (+5) 10 (+0) 17 ( +3) 14(+2) 15 (+2) 10(0)
points where their joints reside, but the creatures are Saving Throws Con +5, Int +4
a moving mass of bone armor. Damage Resistance piercing, bludgeoning and
Loving Family. Jertarkas live in large families. slashing from nonmagical weapons
They communicate to each other quite adeptly Senses darkvision 30 ft. passive Perception 15
and have developed quite a sophisticated societal Languages Common, Jertarkas
relationship. There’s a matriarchy and organization Challenge 4 (1,100 XP)
within it. Though their social interactions are nothing Protective Mass. A creature that is behind a
too advanced, they’re mentally very adapted and even jertarkas is considered to be in ¾ cover.
implement the use of tools in their daily
workings. Perhaps the greatest downfall ACTIONS
to their social advances is their Multiattack. The jertarkas makes one
unpredictable propensity towards claw attack and one punch attack.
violence. Jertarkas mothers will Claw. Melee Weapon Attack: +7
randomly stove their infant to hit, reach 5 ft., one target.
children’s heads in if it seems Hit: 12 (2d6 + 5) slashing
necessary or just as easily do so damage.
to a neighbor’s. The neighbor
may take a dislike to said action Punch. Melee Weapon
and fight back or just as easily Attack: +7 to hit, reach 5 ft.,
continue with their day. one target. Hit: 10 (2d4 + 5)
bludgeoning damage damage.
Concussive Punch. The jertarkas
makes a punch attack, on a success
the target creature must make a DC 16
Constitution saving throw or be stunned. The
stunned creature may repeat this saving throw at
the end of each of its turns, ending the effect on a
success.
“There was no comfort in those mothering eyes. It burnt the bones after the
end the cries. The pain it delt was made of hate, the familia bond came far to
late”.
--Sir Isaac Malcinov’s recount of the II entry into the void
TROPODAXropodax males are grey skinned, semi- Senses darkvision 30 ft. passive Perception 15
translucent with black innards. The females Languages --
Challenge 4 (1,100 XP)
Tare a peach color with the same black innards. Detect Threat. The tropodax can sense the
movement of any creature within 30 feet of it.
These large invertebrates are not aggressive. They
leave a long trailing slick of ooze in their wake as they False Appearance. While motionless, in its turn
wander wetlands, woodlands and shaded areas. stone form, the tropodax is indistinguishable
Hardly a Threat. As slow as the tropodax is, it’s from like-color rocks.
very quick to detect a threat. The tropodax can sense
a creature’s intent and will instantly become stone ACTIONS
hard if it feels threatened. The trailing slime left by
the tropodax also hardens. Creatures have been found Excrete slime. The tropodax excretes a clear slime
dead, caught in the hardened slime of a tropodax for as it moves. Any creature that walks over or into
too long. the trail must make a DC 10 Dexterity save or
has the slime on their feet.
Tropodax
Turn stone. The tropodax curls up into a stone
Small, Graximord increasing its armor class to 15 and gaining
Armor Class 13 (Natural Armor) damage resistances to bludgeoning, piercing and
Hit Points 21 (3d10 +5) slashing. The tropodax’s movement is reduced to 0
Speed 20 ft, climb 15 ft and cannot take the excrete slime action.
str dex con int wis cha In addition, any slime excreted by the tropodax
13 (+1) 6 (-2) 14 ( +2) 6(-2) 12 (+1) 5(-3) in the past 5 minutes is solidified. A creature with
slime on it or standing in a slime trail becomes
restrained (escape DC 12) and takes 3 (1d4+1)
damage.
DD ROGprovide little to no nutrients when or if consumed. Their
biology consists of something alien or inorganic. They’ll
eat fresh meals if they can find it, or they’ll dig into
decaying or rotting meals. They’ve also been seen eating soil or
almost anything. It’s clear they prefer flesh in their diet, but the
creatures will eat virtually anything they can find.
The Drog can be found in warmer climates.
Rocky areas seem to be one of their natural habitats
as well as swampy muddy areas.
Mindless Creature. The drog is a fairly mindless
creature.They roam alone and flee from their litter as soon as
they can walk. Their main goal from that point on seems to
be digging about through the waste in search of the tastiest meal it can find.
Trippy Quills. The quills on their back glow and tend to vibrate lightly. The vibration
seems to generate a slight buzzing sound. These quills will eject from the creature when
it feels threatened and can fly at impossible speeds to impale any threat as if they can
somewhat detect and move to find their target. While the quills are primarily a defense
mechanism, the drog can also use them as a method of attack. The most interesting
result of these quills is that they carry a venom that works as a hallucinogen. Generally,
the payload a quill carries is enough to be lethal, but in small quantities, the glowing
venom is administered as a drug. The drog will quickly domesticate to any leasher that
catches them.
The creatures can run quickly, though they don’t climb well.
DROG Quilled Defense. A creature that touches
the drog or hits it with a melee attack while
Medium, Graximord within 5 feet of it takes 5 (1d10) poison
damage.
Armor Class 14 (Natural Armor)
Hit Points 43 (6d8 +17) ACTIONS
Speed 45 ft, climb 10 ft Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 3) slashing damage plus
str dex con int wis cha 6 (2d6) poison damage. The target creature must
12 (+2) 16 (+3) 13 ( +1) 6 (-2) 9 (-1) 10 (0) succeed on a DC 13 constitution saving throw
Saving Throws Dex +5, Wis +1 or become poisoned.
Damage Resistance poision Quill Shot. (Recharge 5-6). The drog shoots its
Condition Immunity poisioned quills out in all directions. All creatures within
Senses: dark vision 30ft a 30-foot sphere must make a DC 13 dexterity
Languages -- saving throw or take 7 (2d6) poison damage
Challenge 2 (450XP) on a failed save, or half as much damage on a
successful one.
Hallucinogen. Ranged Weapon Attack. +5 to hit, range 60 ft., one target. Hit:10
(2d6+3) piercing damage. The drog sends a quill with a lethal dose of venom. A
creature hit by this quill must make a DC 13 constitution saving throw at the start
of its turn, or be unable to make an action,bonus action, or move as it hallucinates
with no control over its mind. This effect lasts for 1 minute and the saving throw is
repeated at the start of the affected creature’s turn for the duration, regardless if the
affected creature makes a successful saving throw. The hallucinogen effect can be
ended early by a lesser restoration spell.
CROWNBACKhe crown back is a fairly populous species of creature found in tribes within the
various harsh environments of The Dissonance. They are fairly intelligent
Tand highly resilient creatures that seem to resonate with most forms
of energy. They create peculiar homes for their families out of whatever
material they can stack together and they are constantly looking for food
to feed their young, a task that they take very seriously, and they aren’t picky
eaters. They all grow a kind of elaborate bony grouping of antlers
from their back and shoulders that resemble a crown.
Creatures of Change. Combinations of color, hair pattern
and length as well as skills can vary greatly from individual to individual
depending on needed camouflage and survivability. The males patrol
the wastes and wonders of The Dissonance, watching for threats and
looking for food-- sometimes one provides the other. Their crowns,
though mostly organic, seem to have an underlying crystalline structure that stores different kinds of energies;
this energy can be somehow metabolized in times of low caloric intake or expelled in a powerful burst.
Socially Structured. Amongst the crownback creatures, social structure seems to be everything. At the
top of the chain is the alpha male who can easily be identified by his absolutely massive crown tipped in white.
He will fight off any challenging males to keep his leadership of the tribe. When competing in these tests of
dominance, the crowns are utilized to lock the competitors together, after which, fist and tooth are used to try and
injure and frighten away. It is rare for one challenger or the other to die in the process, but not unheard of. The
tribe is made up of various families, and each is led by the eldest and strongest male. The females have crowns as
well, but they are smaller and less aggressive in their growth and aspect.
Crownback ACTIONS
Multiattack. The crownback makes two fist attacks.
Medium, Graximord Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Armor Class 12 (Natural Armor) target. Hit: 22 (3d10 + 6) bludgeoning damage.
Hit Points 123 (10d12 +57) Dissonant Synergy. The Dissonant Absorption skill
Speed 40 ft., climb 40 ft. allows the crownback to spend energy to use Synergy
Armor or Synergy Fist.
str dex con int wis cha Synergy Armor. For each energy spent, the crownback
21 (+5) 12 (+1) 16 ( +4) 12 (+1) 14 (+2) 10 (0) increases its AC by 1 for one hour. The crownback’s
Saving Throws Con +7 AC cannot exceed 19.
Skills Athletics +9 Synergy Fist. The crownback makes a multiattack
Damage Resistance selective resistance (reaction) with an additional 7 (1d10+2) force damage for each
Senses passive perception 15 energy spent.
Languages Common
Challenge 7 (2,900XP) REACTIONS
Regeneration. The crown back regains 5 hp at the Selective Resistance. When an attack or effect deals
start of its turn if it has at least 1 hp. damage to the crownback, it can choose to be resistant
Dissonant Absorption. At the start of the crownback’s to that damage type until the start of it’s next turn.
turn, each creature within 30 feet that is currently
maintaining concentration on a spell must make a
DC 15 Constitution saving throw. On a failure, the
creature’s spell ends and the crownback absorbs one
energy. A crownback can absorb up to three energy.
DT ELVERhe Delver is a construct that is created by the Krand. It’s even
believed that this particular creature, or contraption is a step
as one of the first stages to the Krand maturity cycle. They live
with the Krand to do their bidding.
Great Companions. For the Krand, there is rarely a greater
companion, though companion may be the wrong
term, for they are complete and utter slaves to the fully
mature Krand. The Delver might be seen hovering over
the shoulder of a Krand, or some mantles can attach to
and become part of the mantle. The Krand communicate to them
telepathically, they cannot communicate very complex thoughts,
but can receive orders and follow them with exactness.
Specialists. Delvers can perform a wide variety of tasks.
Though they tend to specialize in the task selected for them. The majority of the Delvers will be seen getting
used in repurposing failed Krand, torturing, interrogating and vat overseers.
Thought Thieves. Delvers are not only useful in the many specialized roles, but they are able to
latch onto the cranium of a creature, they will then punch a hole through the victims skull and allow their
cerebral proboscis to penetrate the mind. Once the victim is infiltrated, the receiver will be stabbed through
the eye by the needle on the Delver’s tail. This allows the receiver to walk through the victims memories
and even take or alter them as needed. The mental skill to recieve is hard, and can even be dangerous to the
receiver. The receiver is generally the Krand commanding the Delver.
Delver if the delver isn’t incapactitated. On a failed save, the
creature is stunned until the end of its next turn.
Small, Heightened A creature that isn’t surprised can avert its eyes to
Armor Class 14 (Natural Armor) avoid the saving throw at the start of its turn. If it does
Hit Points 49 (8d6 +13) so, it can’t see the delver until the start of its next turn,
Speed fly 30ft. when it can avert its eyes again.
str dex con int wis cha
11(0) 13 (+1) 10 (0) 16 (+3) 13(+1) 14 (+2) ACTIONS
Saving Throws Dex +3, Int +5 Tail. Melee Weapon Attack: +5 to hit, reach 5ft., one
Damage Resistance lightning target. Hit: 9 (2d4 + 4) piercing damage plus 5 (2d4)
Condition Immunity: psychic acid damage.
Senses: dark vision 60ft. Cerebral Bore. The delver attempts to latch onto the
Languages: telepathy 60ft. head of a creature to penetrate its brain. The targeted
Challenge: 3 (700XP) creature must make a DC 12 Dexterity saving throw
Telepathic Barrier. When the delver is within or take 5 (2d4) psychic damage and is paralyzed.
15-feet of a Krand, both creatures AC is Each turn the delver is latched onto the head of a
increased by 1. creature it deals 5 (2d4) psychic damage and reduces
Paralyzing Gaze. If a creature starts its turn the target’s Intelligence score by 1. An action is
within 30 feet of the delver and the two of them required for the delver to detach from a creature
can see each other, the delver can force the ending the paralyzed condition at the end of the
creature to make a DC 12 Wisdom saving throw creature’s next turn.
SKILROShe skilros is a heavily armored, imposing beast that is
neither organic nor mechanic. With an anatomy that
Tlooks more constructed than birthed, these rare and
intensely strong creatures have an unknown origin and
ancient history within the layers of the dissonance. It is
easy to see that these monsters have existed for millennia
in one form or another as their nearly impervious
exoskeletons remain nearly unchanged
and unfettered by rot and decay
even after death. They do not seem
to feed on anything directly but
more absorb the needed nutrients and
elements from their environment. They are
curious, are defensive and can be aggressive
when confronted with unknown strangers.
Hollow Markers of the timeless.
When wandering the dissonance a huge, nearly
buried carapace is sometimes seen. It has become the home of other creatures
and it’s silhouette provides a twisted kind of shade to the denizens that
brave the landscape. These are the remains of this incomprehensibly
old group of creatures. It is a witness to the resilience of their
biomechanical shell, a shell that is so strong there are few substances
that can cut it, even the blade of time itself falls short.
Shapers of the Plane. The pill synths don’t seem
interested in killing as much as most of the other creatures of
their realm, they seem more interested in carving out matter
around them. It has even been theorized that this was their
original design, to shape worlds. In the dissonance,
however, they seem to do it in an almost erratic and
mindless fashion as if their programming has been
lost after so much time. And so, they wander, usually
Skilros alone, shaping great piles of whatever they come
in contact with.
Huge, Graximord
Armor Class 20 (Natural Armor) Crushing Enemies. Though these
Hit Points 302 (15d20 +143) massive, shelled creatures may
Speed 50 ft., swim 15 ft., climb 20 ft. appear docile at first glance they are
extremely territorial and they will
str dex con int wis cha not hesitate to remove any threat
29(+9) 20(+5) 18(+4) 16(+3) 14(+2) 16(+3) they find in their way. Having no
Saving Throws Dex +10, Con +6 natural predators because they
Skills Athletics +12, acrobatics +10 have no edible flesh they are rarely
Damage Resistance piercing, slashing, and necrotic attacked but they are often crossed
Damage Immunity force
Senses dark vision 45ft. and in these situations they
Languages -- become a terrifying opponent.
Challenge 14 (11,500XP)
It is best to give them a
wide birth.
Impervious Exoskeleton. If a natural 1 is rolled on an
attack roll made against the skilros the weapon breaks.
ACTIONS
Multiattack. The Skilros makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8)
necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Armored Ram. The skilros rolls 30 ft. in a straight line.
Any creature in the path must succeed a DC 17 Dexterity
saving throw or take 25 (3d10+8) bludgeoning damage
and is knocked prone.
LEGENDARY ACTIONS
The skilros can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The skilros regains spent legendary
actions at the start of its turn.
Attack. The skilros makes one bite attack or claw attack.
Armored Ram (cost 2 actions). The skilros makes an
armored ram attack.
Crush (cost 2 actions). All creatures within 5 feet of the
skilros must succeed a DC 17 Dexterity saving throw
or become restrained. In addition, a creature takes 27
(3d10 +10) bludgeoning damage or half as much on a
success. The area in which the skilros stands and the
5 feet around it are now considered difficult terrain
except for the skilros.
RAVENOUS MAWmysterious and enigmatic creature that is easily domesticated and dangerously
utilized. It’s realm of origin is unknown but it is old and marks one of the first ilk to
Aever move from one plane to another. Heavily thick skin and barbed tentacles protect
what might be the most sensational source of dissonant energy amongst any of the ilk.
Portable Portal Known as a ravenous maw, this monstrous creature seems to
feed itself by throwing living creatures into it’s gaping and permanently open mouth that
is a portal to what could be virtually any plane or realm. When trained and
with intelligent tuning of some kind the ravenous maw can be linked to
a specific place and a specific plane, a boon when trying to move
large groups of creatures or items from one plane to the next.
GroundedDoorway The ravenous maw is not fast, neither
is it intelligent and it exists only to feed itself. It’s design
is peculiar and the gods only know why it exists
in the first place. When it is threatened it
toughens up its hide and becomes
nearly impervious. It’s barbs also
provide protection as well as
defensive capabilities to
a point.
Ravenous Maw Tentacle. Melee Weapon Attack: +10 to hit, reach
20 ft., one target. Hit: 15 (3d6 + 5) bludgeoning
Huge, Graximord damage. If the target is a creature, it must succeed
Armor Class 15 (natural armor) 20 (cephaloshell) on a DC 15 Strength saving throw or become
Hit Points 404 (20d20 +189) entangled. An entangled creature is considered
Speed 20 ft. grappled and can retry the strength saving throw at
the beginning of their turns to attempt an escape.
str dex con int wis cha Consume. The ravenous maw consumes up to
21 (+5) 6 (-5) 20 (+5) 6(-2) 15(+2) 10(0) three creatures that are entangled in its tentacles.
The consumed creature is sent to a plane of
Saving Throws Con +10, Str +10, Cha +5 existence determined by the GM. Anything that
Skills Stealth +6 passes through the glowing throat of the ravenous
Damage Resistance magic maw is transported in this fashion. A creature so
Damage Immunity force transported must find its own way back to your
Languages -- current plane of existence.
Challenge 10 (5,900XP) Cephaloshell. The Ravenous Maw shuts down and
bundles itself up into a ball increasing its AC by 5.
Gaping Maw. At the start of the ravenous maw’s turn all While in this form, the ravenous maw can mimic
creatures within a 90 ft. cone of the direction it’s facing, the surrounding area and gains advantage on stealth
are pulled 10 ft. towards it. If a creature starts its turn ability checks. While in the shell it cannot attack or
within 5ft. of the gaping maw’s mouth, it must make a move, but becomes immune to magic and resistant
DC 15 Dexterity saving throw or be consumed. to physical damage. An action is required for the
ACTIONS Ravenous Maw to return to its normal form.
Multiattack. The ravenous maw makes three
tentacle attacks.
MEGGOTH
The Meggoth is a massive beast. Easily mistaken
for a large mountain ridge or perhaps a cliff
overhang when they are resting. The Meggoth
are so large that they generally pay little attention
to mortal sized distractions. Meggoth is more of a
force of nature than a direct menace. They destroy
much where they tread, often rolling in the
terrain or digging through it with their foreclaws
to find a meal.
They’re constantly on the hunt for food and for
a good locale where they can lay their eggs.
All Female. All Meggoth undergo
parthenogenesis, there are no males.
Meggoth will lay their eggs in warm arid
environments. The eggs must remain
unhatched for years and the temperature
must be just right. Oftentimes Meggoth
will find an ideal spot and bury their
eggs to keep them safe from most
dangers.
Food Finders. The adult
Meggoths must wander far to find their
food. Generally, any amount they find is
never enough to keep them satisfied for
long, so they’re always searching. Large
herds, gatherings or even cities are the
best food a Meggoth can come across.
All the food in just one place. Meggoth
eat most anything that’s living or that
can provide them nutrients. After
they’ve eaten, if the meal was a decent
size, they will burrow a shallow bed
into the ground and attempt to conserve
the energy for as long as they can before
foraging again.
Mumblers. Meggoth make deep
rumbling noises, though they’re not
sentient enough to reason or communicate
with language.
Tough Nuts to Crack. Slaying
Meggoth is not easy. The creature’s exoskeleton
is very strong and thick while any soft spots
are hard to get to. While the armor is hard, the creature also exists as two separate parts. The head portion
with the top legs and the larger outer portion with the four largest and primary legs. These can detach
and all the vital organs are contained within the hardest smaller portion. Over a long span of time, if the
smaller portion of the Meggoth detaches, it can grow back it’s longer more capable extremities. It’s
thought that the Meggoth developed this capability as an
evolutionary way to handle seasons where they could not
feed their larger body, and therefore had to
sacrifice it. The trade off is that they lose their
greater harvesting legs in the process
and significantly reduce their speed.
The Meggoth will also use it as a
means of defense if necessary.
When the Meggoth is split in
two parts, it can control both
bodies simultaneously for a
long time. Eventually,
the Meggoth will lose
the larger part if
not reconnected.
Meggoth Trampling Movement. The meggoth’s movement is
unaffected by difficult terrain or creatures that are
Huge, Graximord large or smaller. Each creature that is large or smaller
Armor Class 25 (natural armor) 19 (when prone or that occupies space below where the meggoth moves,
attacked internally) must make a DC 21 Dexterity saving throw, or take
Hit Points 384 (21d20 + 164) 18 (2d8*9) bludgeoning damage and is knocked
Speed 40 ft., climb 15ft. prone.
str dex con int wis cha ACTIONS
28 (+9) 12 (+2) 25 (+7) 12(+1) 19(+4) 13(+1)
Multiattack. The Meggoth makes three attacks: one
Saving Throws Dex +9, Con +14, Int +8 with its bite and two with its claws
Damage Resistance fire
Condition Immunity grappled, stunned
Senses darkvision 100 ft
Languages --
Challenge 22 (41,000 XP)
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., Claw. Melee Weapon Attack: +16 to hit, reach 15 ft.,
one target. Hit: 25 (3d10 + 7) piercing damage. If one target. Hit: 17 (2d8 + 7) bludgeoning damage.
the target is a Medium or smaller creature, it must The target must make a DC 21 Strength saving
succeed on a DC 21 Dexterity saving throw or be throw or be knocked prone.bite and two with its
swallowed. A swallowed creature is blinded, it has claws
total cover against attacks and other effects outside Earth Tremor. The Meggoth furiously attacks
the Meggoth and it takes 19 (5d6) acid damage at the the earth with its four main legs. All creatures
start of each of the Meggoth’s turns. The Meggoth can within 10-feet of the Meggoth must make a DC
hold 2 creatures in its head portion. 21 Dexterity saving throw, taking 33 (5d10 + 7)
If the Meggoth takes 35 damage or more on a single bludgeoning damage or half as much damage on
turn from a creature inside it, the Meggoth must a successful one. A creature that fails its saving
succeed on a DC 24 Constitution saving throw at throw is grappled by the moved earth (escape DC
the end of that turn or regurgitate all swallowed 17).
creatures. The regurgitated creature takes 7 (2d6)
bludgeoning damage and falls prone in a space LEGENDARY ACTIONS
within 20 feet of the Meggoth. If the Meggoth dies, The Meggoth takes 3 legendary actions, choosing
a swallowed creature is no longer restrained by it from the options below. Only one legendary action
and can escape from the corpse by using 30 feet of option can be used at a time and only at the end of
movement, exiting prone. another creature’s turn. The Meggoth regains spent
legendary actions at the start of its turn
speed of 40-feet and can make three claw attacks or
make an earth tremor attack.
Undying. If the body is reduced to 0 hit points and
the head is alive, the body is restored to 1 hit point.
Reattach Body (cost 3 action). The meggoth
reattaches its head to the body combining the hit
points of the two.
Claw Attack. The meggoth makes a claw attack.
Consume (cost 2 actions). All creatures swallowed
and in the head portion of the meggoth are pushed
into the body of the meggoth, passing through a
sharp narrow passageway. The consumed creatures
must make a DC 21 Constitution saving throw
taking 21 (3d10 + 5) slashing damage or half as much
damage on a successful one. The Meggoth can hold 4
creatures in its body portion and heals 13 (2d6 + 6)
hit points for each creature consumed.
Detach Body (cost 2 action). The meggoth separates
its head from its body. Each portion has hit points
equal to half the original, rounded down. The head is
large and the body is considered huge. The head and
body of the eggoth move and take actions separately
on the same turn and have disadvantage on strength
and dexterity saving throws. When detached the
Meggoth does not have legendary actions except for
the reattach body action.
The head of the meggoth moves at a speed of 20 feet
and can make a bite attack with a reduced range of
5-feet.
The body of the meggoth releases all swallowed
creatures within 10-feet of it. The body moves at a
SILN
Sign of the covert.
Deception, stealth, and cunning
Watch your back, for surely they
are also.
LUCID CANOPY
assive, thin and coiled amongst dark mountain peaks or tall
church steeples until it senses victims, lucid canopies enjoy others’
Mconfusion and pain. The lucid canopy is extremely thin. Upon close inspection,
one finds that the majority of it is made of a tough membranous flesh. The underside of it is
lighter in color than the top, which is very dark, all the while it maintains a semi-transparency.
The lucid canopy has very thin and light bones that fan from its center to its edge. The creatures
can span over one hundred feet in length and the same in width. The brim of its wings are writhing
thin black worming tendrils that hang down. The lucid canopy can glide in place inevitably or catch a gust
of air to carry to a new location.
Dark Rain. Watching from their homes up high, the lucid canopy will wait for a large group of
travellers. Once the lucid canopy feels the need, it will swoop down into the air unfurling its massive span. It
will glide down to its victims and encompass them in its shadow, which is barely noticeable. The canopy then
begins to rain or secrete a liquid that might seem like rain at first glance, but it’s darker, much like its goal. The
dark rain of a lucid canopy will lull its victims into a sleep they never saw coming.
Lucid Dreams. Victims ensnared in the lucid rain dream of an unfathomable similitude to reality find
the dreams might be lovely, painful or horrifying, but they feel real and leave lasting sensation on the victims’
minds. Also, while dreaming in the lucid rain, all dreamers may find each other within the dream. The lucid
canopy will find its way to each of the victims in a form most befitting the victim’s minds. The lucid
canopy feeds on the dreams of its victims and will stop at nothing until it is satisfied. The more
involved the lucid canopy is within its victims dream, the greater the sensation it feels.
Lucid Canopy damage. The targeted creature must make a
DC 16 Wisdom saving throw or be injected by
Gargantuan, Siln a tendril. This tendril is capable of causing the
Armor Class 10 blinded condition or other conditions as the
Hit Points 197 (10d20 +87) GM see’s fit.
Speed 2 ft. Dark Rain. The lucid canopy begins to excrete
str dex con int wis cha vile black liquid for 1 minute. All creatures below
6 (-2) 5(-3) 10 ( 0) 12 (+2) 16 (+3) 17 (+3) the lucid canopy must make a DC 18 Constitution
saving throw or fall asleep and enter into a lucid
Skills Persuasion +5, Deception +5, Stealth +5 dream state. A creature that is asleep can repeat
Saving Throws Str +2, Con +5, Int +4, Cha -1 the saving throw after taking damage. A creature is
Condition Immunities blinded, deafened, restrained, immune to the dark rain on a success.This tendril
grappled, prone, petrified, and frightened. is capable of causing the blinded condition or other
Senses: darkvision 120 ft. passive Perception 17 conditions as the GM see’s fit.
Challenge Rate 4 (1,100 XP) Dark Rain. The lucid canopy ensnares those asleep
Transparent Appearance The lucid canopy has in a dream of unfathomable similitude to reality.
advantage on stealth checks. The lucid canopy will appear to dreaming creatures
in a form most befitting to it. The lucid canopy will
Release Victim The lucid canopy can be harmed attempt to take it’s victims action by conversing or
by those inside of the lucid dream. If the lucid participating in a dream with it.
canopy takes 100 damage from them it will On the victim’s turn the lucid canopy can converse
attempt to escape. freely with it and still use its other actions in the
ACTIONS physical realm. A successful DC 16 Insight skill check
Tentacle. Melee Weapon Attack: +5 to hit, reach reveals that the form taken by the lucid canopy is false.
120 ft., one target. Hit: 7 (1d6 + 3) slashing A creature takes 4 psychic damage when starting
its turn in the lucid dream. This damage does not
provoke the Dark Rain saving throw.
T WILOPEDEhe embodiment of fear and despair, this insectoid ilk creeps
silently across the dissonance looking for a place to birth it’s
Tunholy offspring. Every twilopede being female they
must find a suitable host to carry their larvae to it’s full adult
stage. They are a highly intelligent, silent scourge that feel no
remorse and leave nothing but death and sorrow in their wake.
Haters of Light. The twilopede hates light, in all of it’s
many forms. It sticks to shadows and darkness and comes under the
cover of whatever mist or cloud, rock or tree can shield it’s multiple
eyes from the radiance of whatever light source is around. They
have often been seen looting cloth from bodies as well to
cover their eyes and in even rarer occasions they’ve made
coverings from their own silk, though this silk is precious
to them as they need it to capture the fleshy host to their
offspring.
Short Lives Full of Purpose. These miserable beasts
are bent upon reproduction and only eat when absolutely needed
to keep them going. The twilopede live only a few years and must
deposit their eggs as quickly as possible in order to propagate their race. They are almost
in a constant state of desperation and need and this makes them highly dangerous. There are very
few constraints that must be followed in finding their host and so most creatures are in constant danger.
Once they have deposited eggs in as many hosts as they can, the twilopede simply starves to death.
Twisted Intelligence. Twilopedes are one of the more intelligent ilk in the dissonance and
they have been known to resort to very nefarious methods of manipulation to reach their personal goals.
There are stories of twilopedes cleaning out the skins of people and climbing inside and then cloaking
themselves in the corpse’s garb to enter places where it can access more hosts. This strategy has left mental scars on
those who’ve lived to talk about it. Being solitary creatures without need for a language of their own the twilopede
can only mimic but it can do so very quickly and convincingly.
Twilopede Skin Mask. The twilopede can appear in the
skin of a previous victim, packing itself into
Large, Siln the shell to mask it’s true shape and form
Armor Class 18 from onlookers. In this state the twilopede
Hit Points 252 (15d20 +87) has advantage on stealth, deception, or other
Speed 50 ft, swim 10 ft, climb 50 ft, burrow 30 ft. forms of trickery. These effects are instantly
removed if the skin is broken in any way.
str dex con int wis cha
28 (+9) 22 (+6) 12 ( +1) 18 (+4) 14 (+2) 18 (+4) ACTIONS
Saving Throws Dex +10, Int +6, Cha +5
Skills stealth +8, deception +9 (with skin mask) Multiattack. The Twilopede can use its Darkest
Damage Weakness radiant Nightmare. It then makes 5 attacks: four with its
Damage Resistance necrotic, poison metatarsals and one with its tail. The Twilopede
Senses dark vision 120 ft, truesight 20 ft, tremorsense 60 can use its Darkest Nightmare but only make
ft, blindsense 30 ft. 3 attacks while making a Thorny Cocoon: two
Challenge 15 (13,000 XP) with its metatarsals and one with its tail.
Metatarsal. Melee Weapon Attack: +12 to Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
hit, reach 5 ft., one target. Hit: 18 (3d6 + 6) target. Hit: 16 (2d8 + 6) bludgeoning damage and 10
piercing damage (1d8+5) piercing damage
Darkest Nightmare. One creature of the Twilopede’s choice that is within 120 feet of the Twilopede
and aware of it must succeed on a DC 18 Wisdom saving throw or become paralyzed with terror for 10
minutes. 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 Twilopede’s Darkest Nightmare for the next two turns. A creature
who has been paralyzed by this attack may have lingering and debilitating
nightmares for years to come.
Thorny Cocoon. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 10 (1d8 + 5) bludgeoning damage plus 6
(1d8+1) piercing damage. If the target is medium
or smaller, it is grappled (escape DC 19) and
restrained until the grapple ends or until the
Twilopede successfully constructs a thorny
cocoon around the restrained creature (3 turns).
The Twilopede’ s movement is halved when
restraining a creature. If the cocoon is completed
the creature inside becomes paralyzed. The cocoon
has an AC of 18 and 115 HP. The cocoon is immune
to magical damage and resistant to physical damage.
While inside, the creature remains paralyzed and
cannot be cured or restored. The captured creature’s
max HP is reduced by 10HP for every full day inside.
REACTIONS
Parasitic Larvae. If a Thorny Cocoon is completed the
twilopede can use a reaction to instantly place parasitic larvae
inside the body of the paralyzed creature. The larvae is only
detectable through a successful DC19 medicine skill check. The
larvae eat all healing spells, halving the HP given to the host. It
also eats all restoration spells and nullifies their effects. The host
gains 1 level of exhaustion for every 2 days it is infected with the
parasitic larvae, this cannot be reduced with rest.
Rebirth If the larvae remain inside the host for 10 days they burst out,
killing the host instantly and unfolding into a fully grown twilopede.
XARVEIL
Xarveil are feline in appearance. Dark short fur streaks their body in lines, in
between revealing a glossier black hide. This combination of matte black mixed
with glossy black provides the creatures with a strong camouflage for their
environment. On their underbelly lie two parallel rows of many hooked claws that can
flex as needed and sink deep into prey, XARVEIL
these give the xarveil the added grip to
hang on to their prey as they bring it Good Grip. xarveil always have advantage on
down. You’ll find xarveil in densely instigated grapple checks
wooded regions within the ACTIONS
Dissonance or high in the Multiattack. The Xarveil makes one bite attack
forested mountains. and one claw attack.
Companions. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Xarveil hunts at nights, one target. Hit: 5 (1d4 + 3) piercing damage .
even if the day is dark in Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the Dissonance, darker is one target. Hit: 4 (1d4 + 2) piercing damage .
better. Xarveil are not social
creatures, except for their mate,
after they come of age, they’ll
go out on their own and live a
solo life, until they find
a mate. These creatures
will mate for life and mates will
fight fiercely to protect each
other.
Pocket Size. Of all their gifts for
hunting the xarviel has a unique and
indescribable gift. The Xerviel can change its
size. Not many have been seen getting much
larger, but they can shrink themselves down to
the size of a mouse if needed. The process does
take a little time, and it takes them longer the
smaller they get.
Xarveil
Medium, Siln
Armor Class 12
Hit Points 19 (3d10+3)
Speed 30 ft., climb 30 ft.
str dex con int wis cha
15 (+2) 15(+2) 11 ( 0) 12(1) 8(-1) 7(-2)
Skills Stealth +3
Senses darkvision 90 ft. passive Perception 12
Languages --
Challenge Rate 1/2 (100 XP)
Reduce Size. The xarveil takes 1d6 minutes to reduce
one size category and cannot be reduced past Tiny.
It requires 1d6 minutes to increase one size category
with Medium being the maximum.
Imitar IMITAR
Small, Siln MThis creature’s true
Armor Class 13 form has rarely been
Hit Points 37 (5d8 +5) witnessed, but it is an
Speed 30 ft., climb 20 ft. oddity to behold. The thin legs
str dex con int wis cha protrude about it in long and
12 (+1) 16(+3) 13 ( +1) 6(-2) 10(0) 10(0) short variations. The ends of
its legs are spider-like except
Skills Stealth +5, deception +3 for the tips that are sharp. The
Senses darkvision 60 ft. passive Perception 12 center of the creatures, where
Challenge Rate 2 (450 XP) the legs anchor, is a large
mouth filled with a mess
of teeth. This creature
can climb most known
surfaces with ease.
Fake it until they make it. The
imitar’s greatest skill lies in its
ability to alter its body structure
to mimic any body part it has
consumed. The imitar can eat a
creature and look almost identical to it.
If the imitar has only eaten a portion, it can
only reform to that portion. Though the Imitar
is transforming to look like the things it consumes,
it’s not an exact replica.
Able to be Social. Imitars will live
in most environments. Dwelling
in such a harsh realm as The
Dissonance, Imitars have
evolved to blend in as opposed
to outfight, outlast, outsneak
or outrun the dangers of The
Dissonance. Imitar are not sociable
by nature, however, they will adapt to
a sociable existence when necessary.
Imitars have been easily domesticated
by many Leashers.
Mutate Form. The imitar can use its action
to mutate its body structure and appear as a
portion or all of a creature it has consumed.
This mutated form must fit within a 4-foot
cube and looks identical with the exception of
small raised bumps, caused by the many teeth of
the imitar. The imitar’s stats remain unchanged
and has a climbing speed of 0 feet while in the
mutated form.damage from them it will attempt
to escape.
Sneak Attack. Once per turn, the imitar deals an
extra 5 (1d8) damage when it hits a target with a
bite attack and has advantage on the attack roll,
or when the target is within 5 feet of an ally of
the imitar that isn’t incapacitated and the imitar
doesn’t have disadvantage on the attack roll.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d8+2) piercing damage.
Leg Attack. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d8+2) piercing damage.
REACTIONS
Disengage. After a successful leg attack the imitar
can use its reaction to disengage.
GLASS WING
The glass wing is a deadly flying hunter with silent wings and fatal precision. It flies high
above its prey and then silently dives upon them before devouring their bodies with a
powerful beak-like mouth and strong, crushing tentacle mouthparts.Terror on Invisible
Wings Just larger than most humanoids, these sky-bound beasts may seem innocuous when they
are sailing high above, but up close these monsters are horrific to look at and extremely dangerous. Their
bodies look frail, almost emaciated, but under thin, transparent skin are strong and quick musculature.
The wings are especially interesting and are biologically developed to be parchment thin and completely
transparent as well as totally silent, while at the same time being extremely tough and resistant to tears or
punctures. Flock of Death Occasionally, glass wings will form frenzied flocks. In these circumstances, a
large group of glass wings become almost impossible to survive and can pick clean a group of creatures in
moments. Glass wings are solitary hunters that look for smaller prey they can easily overpower.Sometimes
they work together to bring down larger, more powerful prey. High Metabolism Many of the denizens of
The Dissonance are hungry; there is very little easy nutrition and many dangerous things competing
for every meal, but the glass wings are especially starved as their metabolisms being extremely fast
and burning energy almost as soon as it is consumed. Even the nests holding their young will often
fall victim to the hunger of their species with parent feeding upon child and sibling upon sibling. So,
they swiftly arc through the skies looking for anything and everything they can eat.
Glass Wing Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6 + 4) piercing damage.
Medium, Siln Claw. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 13 (Natural Armor) ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Hit Points 107 (10d10 +49) Hide. As a bonus action, the glass wing can take
Speed 20 ft., fly 120 ft. to the skies and attempt to hide.
str dex con int wis cha Stealth Dive. Melee Weapon Attack: +10 to hit,
19(+4) 22(+6) 12(+1) 10(0) 12(+1) 18(+4) reach 5ft., one target. Hit 19(2d10+7) bludgeoning
Saving Throws Dex 9, Wis +4, Cha +7 damage. The glass wing attempts to dive upon
Skills Stealth +5 a creature and attack without being noticed.
Senses dark vision 120 ft The targeted creature must succeed on a DC 17
Languages -- wisdom saving throw or be taken by surprise; on
Challenge 6 (2,300XP) a success, the stealth dive is turned into a claw
Silent Flyer. The glass wing is silent when flying. attack.
The glass wing does not incur an attack of
ACTIONS opportunity if it moves away after a successful
Multiattack. The glass wing makes two attacks: stealth dive.
one with its bite and one with its claw.
MASKED SPHINX
The masked sphinx is one of the more enigmatic and strange creatures that calls The Dissonance
home. Highly intelligent and cruel, the masked sphinx looks for its victims as one might look
for entertainment. It evaporates in and out of existence, moving from place to place with the
purpose of finding a mental rival.
Playing With its Food. It is unknown if the masked sphinx needs to eat or not, but it
certainly seems to need conversation and mental stimulation and will spend countless hours
talking with its victims if it can. Once the conversation has become dull or the creature
has proven itself to be unworthy of the topics that interest the masked sphinx, it will then
dispatch them. It especially enjoys making fools out of those it speaks with, and the more
intelligent the opponent believes itself to be, the more interested the sphinx is in destroying
their confidence.
Proud and Beautiful. These cat-like beasts are extremely proud and more than
a little condescending. They are fastidious groomers and will go to great lengths to
keep themselves both clean and well adorned. They have also been known to bend
the fabric of The Dissonance and harness it to create trinkets and ornaments to
prop up their ego. When attacking, they refuse to bite as they view anything
going into their mouth as unclean and disgusting.
Patient beings with Purpose. Many monsters in The Dissonance
are barbaric and have an innate brutality that erases all hope for mental self-
reflection and even intelligent thought in most instances, but here the masked sphinx
is different. They have even been known to take up positions as long- term guards of
special and rare things. Once a masked sphinx has taken up a goal or a purpose, they
will not stray from it until the task is complete. They are infinitely patient creatures
and will wait on principle alone.
Masked Sphinx
Medium, Siln
Armor Class 17 (natural armor)
Hit Points 142 (13d10 +62)
Speed 45 ft., climb 40 ft.
str dex con int wis cha
18(+4) 16(+3) 16(+3) 20(+5) 18(+4) 18(+4)
Saving Throws Dex +7, Int +9, Cha +8
Skills History +12, Arcana +12, Religion +8, Perception +10
Damage Resistance psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., dark vision 60ft.
Languages common, abyssal, infernal, deep
Challenge 11 (7,200XP)
Charming Presence. Any humanoid within 120 feet of the masked
sphinx must succeed on a DC 15 wisdom saving throw or be charmed
by the sphinx for 1 day or until the effect stops or the sphinx is
more than 1 mile away. The charmed target obeys the sphinx’s verbal
commands. Whenever the charmed target takes damage, the target can
repeat the saving throw. On a success, the effect ends.
If the target successfully saves against the effect, or if the effect on it
ends, the target is immune to this sphinx’s Charm for the next 24 hours
Cunning Disguise. A masked sphinx in a prepared disguise has
advantage on Charisma (Deception) checks made to pass as a living
creature.
ACTIONS
Multiattack. The sphinx makes two claw attacks and one verbal
command.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
Verbal Command. The masked sphinx commands a humanoid under
its charming presence to take an action that is held until the target’s
turn
Teleport. The sphinx magically teleports, along with any equipment it
is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Golden Weave. Ranged Spell Attack: +11 to hit, range 120 ft., one
target. Hit: 13 (3d8) force damage. If the target is a creature, the
creature is restrained by fine, golden threads for 1 minute. A
creature can be freed if it or another creature takes an action to make
a DC 17 Strength check and succeeds. An object reduced to 0 hp by
the golden weave is reduced to golden fibers worth 15 Gold.
LEGENDARY ACTIONS
The masked sphinx can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of another
creature’s turn. The masked sphinx regains spent legendary actions at the start of its turn.
Attack. The masked sphinx makes one claw attack or verbal command.
Teleport. The masked sphinx teleports.
Golden Weave (cost 2 actions). The masked sphinx makes a golden weave attack.
ANA’GUUM
Feminine Wiles.The Ana’Guums live solitary lives,
generally in fairly remote areas. Their days are
generally spent seducing male humanoid
creatures to their lair where they can feed on them
for centuries. Once the Ana’Guum has seduced a
victim it will lure them into their lair and feed off of
them. This happens slowly and though it takes time
for victims of the Ana’Guum to become completely
subservient, once they are, few ever escape the mental
prison they find themselves in.
Legends speak of men wandering off
then coming back to their home early in the
morning, either no recollection of their
previous night or no desire to speak of it,
then the men find themselves having the
same issue the next morning. Eventually
these men never return, while the
majority of their days leave them walking
as if asleep, or barely able to focus. The end
for these victims is the day the Ana’Guum
feels it’s tired of the particular male’s flavor
and it wants to find something else. The Ana’Guum
may feed on many males concurrently, the more options for feeding,
the more vibrant and healthy they feel.An Ana’Guum endeavors to feed its
passions. It will lure males of most races to its lair. It feeds on them to satiate
its appetite
Ana’Guums are cunning, divisive and evil at their core. They leave their
lair only to find new prey or to hunt down other Ana’Guums that may have
stoled their own. This is rare, but generally an atrocity among them.
Deadly Form. Ana’Guums are not only adept at subterfuge, these
creatures have two prominent forms. The one looks almost identical to a humanoid female, the
other closer to a massive thin limbed spider, the mouth of the creature splits open where the
humanlike form’s throat would have been, the face folds back revealing rows of thin curved teeth,
canopied by mandibles. The buttocks swells out to an abdomen that can spin steel strong silk.
They are extremely strong in this form, despite the semblance of fragility.
Tells of the Belle. Though the Ana’Guum can pass as a humanoid female almost
perfectly there are a few tells that the wary mortal may catch, and if caught soon enough might
save themselves or a friend.
Ana’Guums do not blink naturally. Though they can mimic a blink, there must be a conscious
choice.
Ana’Guums always address males first in conversation, and most frequently.
Ana’Guums will only drink water when given a choice. They refuse any other beverage.
Ana’Guum ACTIONS
Multiattack. The ana’guum makes one bite attack
Medium, Siln and one mandible attack
Armor Class 14
Hit Points 101 (11d10 +40) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Speed 45 ft., climb 45 ft. one target. Hit: 15 (3d6 + 4) piercing damage.
str dex con int wis cha
14 (+2) 17(+3) 12 ( +1) 17(+3) 14(+2) 15(+2) Mandible. Melee Weapon Attack: +9 to hit, reach
Saving Throws Con +7, Dex +8 10 ft., one target. Hit: 7 (1d6 +4) plus 7 (2d6) cold
Skills Stealth +9, deception +8 damage.
Damage Resistances Cold
Senses darkvision 90 ft. passive Perception 17 Charm. One humanoid the ana’guum can see
Languages Common within 30 feet of it must succeed on a DC 16
Challenge Rate 6 (2,300 XP) Wisdom saving throw or be magically charmed
Change Form. The ana’guum can use its action to for 1 day. The charmed target obeys the ana’guum’s
form into a humanoid female, or back into its true verbal or telepathic commands. If the target
form. While in humanoid form, the ana’guum can suffers any harm or receives a suicidal command,
speak common, its walking speed is 30 feet and it can repeat the saving throw, ending the effect on
Charisma score is 22 (+6). Its Statistics, other than its a success. If the target successfully saves against
speed and charisma, are unchanged. Anything it is the effect, or if the effect on it ends, the target is
wearing is torn and tattered. It reverts to its true form immune to the ana’guum’s Charm for the next 24
if it dies. hours.
Nimble Escape. The ana’guum can take the An Ana’Guum’s Lair
Disengage or Hide action as a bonus action on each
of its turns. An Ana’Guum’s lair might be an ancient ruin
fountain overgrown with vines, a misty clearing
of forest surrounded by mighty dark trees, a dark
steep cliff flanked with a roaring long waterfall, or
some other cold, wet and lonely landscape. At the
center or deepest point of the lair might be a large
number of male silk bound corpses or mindlessly
charmed victims.There may be fine strung silk or
seemingly large webs present.
An ana’guum encountered in its lair has a
challenge rating of 8 (3,900 XP).
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the
Ana’Guum can take a lair action to cause one of
the following effects; the Ana’Guum can’t use the
same effect two rounds in a row:
• The ana’guum chooses one of silk bound
corpses or charmed victims within 5 feet to
feed on, restoring 14 (4d6) hit points.
• The ana’guum commands two of its charmed
victims to attack for it. These victims cannot
be cured from the charmed condition unless
the ana’guum dies or chooses to end the effect.
• The ana’guum targets one creature it can see within 45 feet of it. Sharp steel-like webbing shoots out
from the ana’gumm. The targeted creature must make a DC 16 Dexterity saving throw. On a failed
save, the creature takes 7 (2d6) slashing damage and is restrained until it breaks free. A creature
restrained by the webs can use its action to make a DC 16 Strength check. If it succeeds, it is no longer
restrained.
Regional Effects
Transformed by the creature’s horrifying presence, the of an ana’guum might include any of the
following effects:
• Within 1 mile of the lair, flames, magical or otherwise, are doused instantly as if placed in a cold
stream of water. Sounds also diminish as if traveling through water. Voices will be garbled and words
hard to understand. Any creature that has
been kissed by the
Ana’Guum will view
the lair exactly as
ana’guum wants
them too.
• Creatures charmed
by the Ana’guum
have an easier time
hiding; they have
advantage on all
Dexterity (Stealth)
checks made to
hide.
• Wounds cannot
be healed, and
ailments cannot
be cured while
within 400
feet of the
Ana’Guum’s
lair.
If the ana’guum
dies, these
effects end
immediately.
SHAEDROShe most cunning race of their kind, the synthariat. You won’t see them unless
they want you too. They make their homes generally in the highest altitudes, arid
Tenvironments of the waste. The Shaedros are malevolent yet they have little care to go
out of their way to cause or inflict pain on other creatures, this is unlike many creatures in the
Dissonance, so they stand apart. While they don’t go out of their way to kill or torment they
will do so without issue and efficiently.
Shaedros young are born without their primary skill of active camouflage. They
instead are quite the opposite. The young are born and emanating from under their
mechanical organic hex patterned skin glows a subtle magenta light. The nature of their
young is largely a cause for the Shaedros not existing in greater quantities. After several
weeks they will develop their camouflage, though the mastery of it comes after seasons
of use.
Shaedros will nurture their young until the ability to stealth is developed, this is also
unique to most creatures in the dissonance. Shaedros seek to live over seeking out
others’ destruction.
Shaedros may have more nurturing tendencies than many of the creatures but
their biology is truly strange to most other abhorrents. The Shaedros shares similarities
to it’s race, the synthariat, to which abhorrents like the Skilros belong. Their biology seems
a mix of machine and something organic, as though some machine had found a way to
evolve and exist as a creature.
Keen Hunter. The Shaedros is a keen hunter, agile, and will kill swiftly once it has
found its prey. It’s intellect is hard to deduce, though the creatures seem constantly focused on
achieving the tasks that keep their kind alive.
Advanced Camouflage. Shaedros achieve camouflage through efficient means. Their
mechanical organic skin allows for refraction of their surroundings to the viewer’s eye, making
themselves appear invisible. Strange glowing pink burning fluid has been found at some kill sites
where the Shaedros have been, though it’s undetermined, it appears the Shaedros not only can
camouflage themselves, they can also project illusions anywhere within the perimeters of the fluid,
this pink glowing fluid seems to play into how the illusions project. It also seems as though this
fluid would make a lethal weapon when shot at targets.
SHAEDROS Advanced Camouflage. The shaedros has
advantage on all stealth skill checks and appears
Large, Siln invisible. This effect is no longer in effect if the
Armor Class 16 (Natural Armor) shaedros is bloodied or is affected by a spell such
Hit Points 178 (16d10 +89) as faerie fire.
Speed 40 ft., climb 10 ft. Cloaked attacker. Any attack the shaedros makes
at advantage deals an additional 10 (3d6) sneak
str dex con int wis cha attack damage.
18(+4) 22(+6) 16(+3) 15(+2) 13(+1) 10(0)
Saving Throws Dex +11, Wis +6, Con +8
Skills Perception +10, Stealth +11, Acrobatics +8
Senses truesight 90 ft, passive perception 15
Language --
Challenge 13 (10,000XP)