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The typical style for buildings strained at times—especially with Amn during the Iron in the city is towards the tall and narrow, reflecting the Crisis—this conflict remains a trade rivalry that has nev- fixed amount of area available for development within er broken out into open war.

However, the Gate is not without urban decay, which is especially common in the Northeast Outskirts,. Perhaps not ell of as a hamster fart, as stinky second for sure. The northwest repre- MINSC sents the opposite side of this coin, containing most of the finer estates belonging to wealthy Baldurians. Hired by the Each Duke is democratically elected by landowners Dukes and paid through tariffs and taxes, the Flaming within the Gate, serving for life or until resignation.

Although anyone works hard to ply their own trade without getting noticed. Bhaal fore- wealthy merchants, renowned military leaders, and saw that he would die in the Time of Troubles and en- famous adventurers. The current Dukes consist of acted a plan that would allow him to return to life. While Ulder Ravengard also commander of the Flaming that plan took more than a century to come to fruition, Fist , Belynne Stelmane and Dillard Portyr. Having been dead for more than a century, he now duke Thalamra Vanthampur.

A newcomer to the city, works to rebuild his following and thus strengthen his Eo Ashmajiir, has been aggressively politicking to be divine might.

Famous inn and tavern. Gate was originally ruled by wealthy farmers. Sailors 2. Blade and Star. Inn with reasonable prices. Blushing Mermaid. Seedy tavern. They even- 4. Citywatch Citadel. Fortress of the city watch. Counting House. The largest bank in the city. Elfsong Tavern. Tavern famous for the haunting song of sea captains as rulers of the Gate.

The four were orig- an elven maiden. Sells fireworks and magic items. Flaming Fist Fortress. One of the tallest build- 9. Hall of Wonders. Temple to Gond. Helm and Cloak Inn. High end inn for the wealthy. Duchal Palace. The seat of power for the dukes of portant individuals visiting the city.

High House of Wonders. Temple to Gond and the vides sleeping quarters for temporarily displaced nobles location of many contraptions and relics. Iron Throne Tower. Seat of power for the defunct Iron As its name suggests, the Ducal Palace has been built Throne mercantile house, now a meeting place for the to emulate the residences of more conventional royalty, Raven Circle. Home to the Arkhstaff The Flaming Fist family of sages.

Temple dedicated to Tymora. Low Lantern. A tavern built into a sailing ship. Many Coins. Money exchange. Tallest building in the city and within the city. What began as a consolidation of currently occupied by a wizard named Lorroakan.

Rose Portal. Shrine to Lathander. Sea Tower of Balduran. Flaming Fist fortress and prison. The rise of the Flaming Fist indeed resulted in re- Smiling Boar. High end restaurant run by halflings. Sorcerous Sundries. A magical shop run by the Red Wizards. Guild hall. Three Old Kegs. The company continues to receive regular pay- Unrolling Scroll.

Shrine to Oghma. Watchful Shield. Temple to Helm. Temple to Umberlee. In addition to the city itself, Flaming Fist patrols en- The Wide. The largest market in the city. Similar out- and the Friendly Arm Inn. However, their reach largely posts have been founded in Anchorome and Chult. Every group of Amnian military presence. In this campaign, they family. A blaze is put in command of a fort or a mission.

Examples of this include aid- d6 Encounter ing Sembia in its defense against the Grand Army of 1 Dread doppleganger posing as a Flaming Fist captain Tuigan. Another is their activity in Tethyr, an unstable 2 Gibberling horde erupts from burrows on the roadside nation currently embroiled in a long civil war. Items are restricted by how persuasive the the required level for the item and reserve rarer items to customer can be with Rilsa reflected in the Persuasion those customers who they consider influential.

However, roll. It takes a day for Rilsa to acquire the item from the a successful Deception check at DC 20 can bypass this appropriate contact. The Red Wizards can have a purchased item teleported from Thay within an hour.

The high priest only makes the rarest items available to those he considers to be pious in nature reflected in a Religion roll. The majority of the elven population distract themselves with music, dancing under the stars Suldanessellar is an elven city in the Forest of Tethir and praying to the Seldarine. For some elves, the de- ruled by Queen Ellesime. It houses the Tree of Life and spair of the place becomes too much and they either join serves as a meeting place for all of the elvish tribes the Shadar-Kai or wander out into the Black Branches within the Forest of Tethir, including the Elmanesse to be torn apart by the wolfweres.

They have founded an Suldanessellar is all that remains of the ancient elven organization called the Order of Icarus. Members of the kingdom of Keltormir. The elves of that ancient kingdom Order are the only ones that the siblings allow to leave were saved from complete annihilation by the great elven their realm.

Members of the Order seek out magical se- hero Tethir—the inspiration for the name of the forest. A crets or capture learned sages or spell casters to bring seed given to the elves by their god, Rillifane Rallathil, back to their masters.

In current times, Suldanessellar is still recovering The inhabitants of the real world Suldanessellar from a tragedy that nearly destroyed it a century ago. Jon have been tormented by its dark reflection for the entire Irenicus, a great elven wizard exiled from the city, tried century of its existence. When an elf in Suldanessellar to use the Tree of Life to complete a ritual that would goes into their daily trance, they can communicate transform him into a god.

Those Bodhi, he captured Queen Ellesime and poisoned the who have loved ones trapped in the shadow realm can Tree of Life. Due to a pact with the Dark Powers of the Shadowfell, his spirit was drawn into a dark reflection of the treetop city. Trapped in this Domain of Dread, Irenicus—with the help of his sister—is still able to inflict misery on the elves of Suldanessellar from his prison. The Shadowfell This dismal echo of Suldanessellar exists in the Shadowfell. This realm is lorded over by the siblings Jon and Bodhi Irenicus.

In their version of the elven city it is always night. The city is as beautiful as its counterpart, except for a few places that have been twisted to reflect the inhabitants, such as the palace where Jon rules and the tower where Bodhi roosts.

The former House of the Horn has become a lair for the Shadar-Kai, a twisted race of elves associated with the Raven Queen—the dark ruler of the entire Shadowfell.

Finally, the branches on the borders of the city are black and malformed, becoming the domain of bloodthirsty wolfweres. The branches grow thicker the further one travels, and only with the permission of either Jon or Bodhi will a path open up for someone to escape back into the real world.

Jon and Bodhi lure travelers from across the Forest of Tethir into their cursed domain. They do this by open- ing pathways in the forest when the moon of Selune is at its fullest. These pathways seem to lead into. Gathering place for cursed hamadryads.

H item does not normally require attunement, it now 2. Harpist House. A place where elves come to listen to requires one beautiful music played. House of the Forsaken. Asylum and prison. House of the Horn. House of Icarus. Where members of the Order of Icarus weeks and explain the item was stolen from her and stay when in Suldanessellar.

House of Silence. Where most elves come to meditate. House of the Moon. A smaller temple dedicated to the family will starve goddess Sehanine Moonbow. House of the Talisman.

Where non-elves can come to They gamble to see how long each owner of the stay. Not an inn, but similar in purpose. House of the Treekeeper. Abandoned house, often the item survives after obtaining it. Within 3d6 days squatting ground for those lost to madness. Where Jon Irenicus rules.

A defaced state of Queen Ellesime. Temple to Rillifane. A temple to the elven god Rillifane. The Black Branches. Wolfweres have set up in these twist- belonging to the lair of her recently slain child ed black branches and ensure that no one gets far if they 7 1 week after first obtaining the item, the new owner try to escape the cursed city.

The Gazebo. A romantic place where elves try to forget greater restoration spell is cast upon the item the reality of their situation. Tower of Blood. Where Bodhi keeps residence. The Shadar House of the Moon Kai will reveal a random magic item for each 50 gp Elven magic items are made available to those who donated.

This is reflected Kai will sell an item that has a curse associated with it. A successful Intimidation check ensures that they do not. Organizations Underdark. Its location corresponds with the southwestern such as the Shadow Thieves and Zhentarim now have border of Amn and Tethyr on the surface world. The city permanent trading establishments within the city. In ad- is small, existing entirely within a single large cavern dition to the drow population and surface traders, there with most of its living areas built inside of hollowed are thousands of quaggoth and svirfneblin slaves that out stalagmites.

Despite its size, it has become a major support the drow houses, and even a few Illithid and trading hub between the drow and other races. The city aboleth envoys can be found within the city.

The largest branch Carcerus is located in Ust Natha, but there are about a half-dozen This prison is used not only by Ust Natha, but by other drow other branches, including a small house in the city cities such as Rilauven and Guallidurth; even non-drow cities of Menzoberranzan. The house is headed by Matron such as the nearby dwarven city of Iltkazar use the prison on Mother Phaere Despana, who killed her mother to take occasion for their worst criminals.

It is considered by most over the house more than a century ago. She is aided by Underdark denizens as unescapable and being consigned to a powerful archmage named Malavon, who joined her a the prison a fate worse than death.

The reason for this is that few years ago when his branch of Despana was forced it is run by demodands from the infernal plane of Carceri. A portal to the plane of Carceri is even located in its lower depths. Some of the prisoners rumored to be held in the pris- Encounters on include powerful drider, rogue illithid such as Alhoon and even a few specimens of phaerrim. Worst of all, some believe This is a table of enemies or monsters that an that the demodands keep a small number of bebilith that adventurer might come across while in Ust Natha or in they have tortured into serving their needs.

These spider-like the surrounding regions. Some items can always be found at the four chuul market. A customer can also spend gp to get a roll on the rare item chart.

They may roll a maximum of 5 times per day. Our helper ma name Medallion of thoughts gp promise never to revea l he r elation Ring of mind shielding gp to the world, for such a revn.

Boo and I shook other and paw and swore to each Wand of lightning bolts 15, gp Periapt of proof against poison 20, gp to never reveal her identity. An aquatic building where visiting The most powerful items can be found at the aboleth Aboleth stay. The aboleth deal in ancient artifacts from 2. Achaierai Pen.

Captured achaierai are brought here. Where all trade is done. The wealthier the customer as displayed 4. An intimidation roll is 5. Discourteous Dryad. A failed check Guild and the only place truly safe for surface dwellers in Ust Natha. A shop that sells illicit goods and also will attack. Female Fighter Society. Where female drow are taught. Magic Items at the Aboleth Bowl 8. House Claddath. A house with ties to the drow city of Intimidation Ched Nasad. Magic Item DC Cost 9.

House Despana. The most powerful drow house in Ust Natha. Oil of slipperiness 12 gp Periapt of wound closure 12 gp The home of Malavon Despana and Wand of magic detection 18 1, gp where drow wizards are taught. Male Fighter Society. Where male drow are taught as Staff of swarming insects 18 9, gp warriors.

Ring of evasion 22 12, gp Rothe Pens. Where herds of rothe are kept for future consumption. Temple to Lolth. The largest building in Ust Natha. Amulet of the planes 22 35, gp Efreeti bottle 24 45, gp Ioun stone fortitude 24 50, gp Tome of leadership and influence 24 55, gp Ring of regeneration 24 60, gp Cloak of invisibility 26 , gp. Each of the group patrons includes drinking, drugs, gambling, and other vices in a desper- two characters that are contacts for the player ate attempt to drown out the trauma of what they have characters.

The Guild prefers to cele- or even henchmen for your campaign villain. Every adventuring band needs some- one who maps out the dungeons, ruins and tombs. Unless an adventuring band wants to get slaughtered, someone has to keep up to date on the strengths and weaknesses of monsters that might be encountered. History can help an adventuring band avoid repeating the mistakes of their predecessors… like waltzing into the den of a demi-lich. Guild hero. You take missions to hunt down ed ruins and dungeons… assuming they continue to live.

You track down ancient treasures ous adventurer lifestyle: the gold and riches, the fame, of historical significance and bring them back to and the groupies. Wide eyed neophytes—blinded by museums promises of extravagant rewards and lavish lifestyles— 3 Treasure Hunter. You purchase treasure maps to are quick to sign up. You hire out to anyone who needs the vault them into the upper echelons of the Guild. As For those lucky or talented enough to forge their own long as the money is good legends, the rewards are truly magnificent: fame and 5 Surveyor.

You go into and map unexplored lands for adulation, not to mention wealth to rival that of any mer- kingdoms and city states chant or monarch. Yet even those that achieve success are often plagued by metaphorical and sometimes liter- 6 Zoology. You seek out monsters to research and al! The horrors they face on a regular basis are write about. The rooms match up to Flatuelent thug 2 gp 20 12 those in a modest inn, but at a lower price 1 sp per day.

Anxious scout 2 gp 12 15 Fence. It is much easier for you to sell magic items. Any magic item that you want to sell can be sold for its Egotistical svirfneblin 2 gp 15 15 full price. Common and uncommon magic items take Alluring sirene 10 gp 15 15 a day to sell. Rare and very rare items take 1d10 days. Ridiculous berserker 10 gp 20 10 Legendary items take 1d4 weeks.

Magic Items. Guildhalls provide you with a huge net- work of fellow adventurers. This makes it easier to find specific magic items for purchase. This is a to pay their daily rate. However, if you ever ask them to guild after my own heart. Everyone who perform a risky task, such as engage in battle, you must signs up gets a free fan club! Boo has succeed on an Intimidation or Persuasion check.

Other risky tasks include scouting out dangerous areas and always dreamed of having a fan club. You can only have one henchman at a time. Cornelius Watson Forced to find a new source of income, Doc Watson was convinced by a friend of his, Flimp Shagglecran, Doc Watson only his mother calls him Cornelius is the that he should try his hand at the age-old profession of consummate academic.

He has an eclectic collection adventuring. Adventuring turned out to be quite lucra- of interests and rarely stays focused on a single subject tive and exposed Doc Watson to all sorts of interesting for longer than a few months.

He calls himself a doctor, people, places and monsters. Eventually, he and Flimp though strangely, medicine has never been one of his had accumulated enough wealth that they were able to interests.

Guild at 9th level. These lairs are Waterdeep. While he was a studious child who loved also the location of fantastic troves of treasure. Challenge in DMG Instead, he tried his hand at an increasingly strange number of jobs, some of which his exasperated mother Mummy lord Roll on Treasure Hoard: gp was certain he had invented entirely on his own.

It was at this point that his family cut Kraken Roll twice on Treasure Hoard: gp off his monthly allowance. When Cornelius Watson or a creature he can see makes an attack roll, a saving throw, or an ability check, Cornelius Watson can roll a d20 Magic Resistance. Cornelius Watson has advantage on sav- and choose to use this roll in place of the attack roll, saving ing throws against spells and other magical effects.

Cornelius Watson is an 18th-level spellcaster. Cornelius Watson has the follow- Dagger. Dressed in plate armor with hooks and pouches for keeping his many inventions, Flimp is always accompanied by his ornery, but entirely mechanical, dog named Metallison. Flimp spent his youth as many gnomes in Lantan Flimp Shagglecran do—studying with hopes to one day join the Gnomish Small humanoid gnome , lawful neutral Academy of Engineering.

While he easily qualified to study at the Academy, Flimp quickly found that such a Armor Class. To the consternation of Hit Points. Senses darkvision 60 ft. After convincing Doc Watson to give boots.

These items vanish 4 up academic life, the two new friends used the ship to days after Flimp dies. This career turned out to be so lucrative, that eventually they founded a joint ven- Gnome Cunning. Wisdom, and Charisma Saving Throws against magic. Flimp as a Contact Battle Smith. Flimp uses his Intelligence modifier for attack and damage rolls with his weapons. Flimp can use his Spellcasting. Flimp is a 14th-level spellcaster.

Flimp has the following artificer spells prepared:. Flimp makes two weapon attacks. Flimp summons a metal- Abyss 10 gp per passenger lic panther to aid him in combat.

The panther has maxi- Avernus 10 gp per passenger mum hit points 24 and is immune to poison and being Githyanki City 10 gp per passenger charmed. This is because the Raven Circle strives to destabilize civilization itself. Candlekeep Quests Quests usually revolve around tracking down ancient knowledge and relics. Controversial issues. Multiple perspectives. Students reported that they felt empowered by having Civil Conversations.

Not just letting their passion take them off the rails. Texts and application activities. Government and current events. Your lessons are the most clear, concise and insightful explanations of complex historical events and trends that I've seen anywhere! Textbooks seem to over simplify. Your lessons tackle fascinating subjects and are exactly on target. I can't thank you enough! Thoughtful civic actions. Proven practices in civic learning C3. Middle school students.

The astri can take the Help action as a bonus action it works to grant them the assistance they need—be it food, on each of its turns. The astri has advantage on saving throws against require its help. Bringers of Hope. The astri can cast the dig out wells in places with limited access to clean water.

Before an astri assists an Multiattack. The astri makes three bite attacks. Hit: 9 deeds over the next few weeks. The astri touches another creature. The with the geas that may be attached to the helping hand. Challenge 8 3, XP. The celestials are known to the dust goblins of the wastes, especially members of the Maimed Ones and Scarlet Rovers who skirmish with them.

Astri are also known in the Southlands. They are particularly active in the Crescent Desert, where most of the small villages and settlements have been adopted by the benevolent creatures. Astri are treated as divine messengers of Aten by some Southlands tribes who leave gifts of sweetmeat and cream for them. The attercroppe radiates an aura of insidious serpentine creature with human arms and a wicked grin on its poison that slowly pollutes any water source.

The creature is no more than a foot long itself. Each hour the attercroppe is fully immersed in water, its aura and has pale green skin and blood-red eyes. A creature that drinks this poisoned water must succeed on a DC Ophidian Fey. While attercroppes have a vaguely snakelike 12 Constitution saving throw or take 10 3d6 poison damage and appearance, they are not cold-blooded creatures and have become poisoned for 1 hour.

While fully immersed in water, the attercroppe lizardfolk and nagas. They hate other creatures just as much and is invisible. If it attacks, it becomes visible until the start of its next despise everything that is beautiful and pure in the world. The attercroppe can suppress this invisibility until the start of Poisonous Fey.

Attercroppes radiate supernatural poison its next turn as a bonus action. While their poisonous aura cannot harm Innate Spellcasting. The attercroppe can innately cast the following fresh sources of drinking water, such as wells and ponds. Fey Enemies. Because of this, attercroppes are never encountered with other types of fey. Their only allies are evil monstrosities and aberrations with a tolerance for poison and a lust for destruction. Egg-Laying Fey. Attercroppes are hermaphrodites and reproduce by laying eggs.

They typically lay hundreds of eggs at a time, the eggs hatching after a few days, when the young attercroppes are abandoned by their parents.

Young attercroppes resemble tiny green worms for their first year of life, until they develop their poisonous aura and magical abilities. Few attercroppes survive to adulthood, but those that do become a blight on the natural world. Chimeric Avian. The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow.

There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered.

Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months. Selfish and Self-serving.

August roosters display the Aura of Subservience. A beast or humanoid that ends its turn basest instincts of their creators, and they have the mental within 30 feet of the august rooster and can see or hear it must faculties and temperament of a spoiled, malicious child.

Their succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. If the august rooster requests needs. More mature individuals have a strong sense and gifts, the charmed creature can make a new saving throw with of self-preservation and have their servants see to their needs advantage. If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the Medium monstrosity, neutral evil same turn, the target takes an extra 7 2d6 slashing damage.

Armor Class 14 natural armor Jumper. If it is flying at the end of its turn, it falls to the ground and takes falling damage. The august rooster can innately cast the following spells, requiring no material components. The august rooster makes two talon attacks. Hidden Among Polar Lights. The aurora horribilis makes two blistering touch attacks. When they notice admirers Blistering Touch. Unfortunately, they are unaware of the bewilderment their Void Song.

The aurora horribilis creates a dissonant song. Each songs invoke in listeners and are subsequently surprised by creature within feet of the aurora that can hear the song must hostile action toward them.

This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. Auroras tend to attach singing. It can stop singing at any time. The song ends if the aurora themselves to the forefront of a wave of devastation wrought by is incapacitated.

Given the nature of such beings, auroras While charmed by the aurora, the target suffers the effects of can precede the beings by days or even centuries. A Lessons from the Void. Because auroras horribilis travel creature can repeat the saving throw at the end of each of its turns, with ancient beings from the Void, they hear many secrets ending the effect on itself on a success.

A target that successfully about the universe, which they incorporate into their songs. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe. Incorporeal Movement. The aurora horribilis can move through other creatures and objects as if they were difficult terrain.

It takes 5 1d10 force damage if it ends its turn inside an object. Reality Adjacent. The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

In addition, attack rolls against it have disadvantage. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature. Primordial Beings. Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey.

Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. Devious Hunter. A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above.

It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed.

It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. Condition Immunities frightened, prone Summer Hibernation. Because avalanche screamers become Senses tremorsense 60 ft. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow Snow Camouflage.

The avalanche screamer has advantage on them to their lairs, avalanche screamers often collect their Dexterity Stealth checks made to hide in snowy terrain. Those who manage to track the creatures and hope Multiattack. The avalanche screamer makes three attacks: one with to easily dispatch them while they are sluggish find avalanche its bite and two with its legs. Until Speed 40 ft. The avalanche screamer can impale up to four creatures. Scream Recharge 5—6.

On a failure, a creature takes Damage Resistances cold 27 6d8 thunder damage and is deafened for 1 hour. Avieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers.

They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby. Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day.

In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area. Temple Assistants. If unholy water is sprinkled on the Languages Celestial, Common, telepathy 60 ft. The aviere sheds bright light in a foot radius and Divine Rejuvenation. An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a Magic Resistance.

The aviere has advantage on saving throws against spells and other magical effects. Hit: 4 familiar. Such aviere have the following trait.

The aviere can serve another creature as a familiar, Song of Life. The aviere sings a song against death. The aviere forming a magic, telepathic bond with that willing companion.

The creature becomes stable. The aviere sings a song of healing. The While the aviere is within 10 feet of its companion, the companion aviere chooses one creature within 60 feet of it.

If lost, the avulzor can create a new bone kilt with ample long arms and legs—ending in wicked, flensing talons—rears up. It wears a kilt of targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, humanoid bones that rattles unnervingly as it moves. Turning Defiance. Friendly undead within 30 feet of the avulzor have Horrors from Beyond Reality. Avulzors are hideous advantage on saving throws against effects that turn undead.

The avulzor makes two claw attacks and two to kidnap humanoids for experimentation, steal useful magical synchronized bite attacks.

Their reasons for doing so Claw. Hit: 8 are largely unknown, yet they despise all other living creatures. Masters of Bone. While avulzors hate all life, they have a Synchronized Bite.

Animate Bones Recharge 5—6. While they find undead creatures of a CR 1 or lower skeleton of your choice. The avulzor can control like skeletons and zombies useful tools, they have no real love up to three skeletons at one time.

If the avulzor creates a skeleton for intelligent undead, such as wights and vampires, and only while it already has three under its control, the oldest skeleton tolerate the creatures when necessary to further their own goals. Bone Shaping. The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. Bone Kilt. The avulzor wears a kilt made out of the bones of the many humanoids it has slain.

The creature smells of fresh bread and floral grapes. Born of Fruit. The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants.

A Feast for Kings. The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants.

Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Wildland Runner. In Senses darkvision 60 ft. When a barometz dies, its body sprouts a myriad thorns spells. The barometz makes two attacks: one with its gore into a mound of dirt and dried leaves.

Parent Vine. The barometz is attached to a nearby tree by a thick Gore. If the target is Medium or hp, and resistance to all damage except for slashing damage.

If this smaller, it must succeed on a DC 14 Strength saving throw or be vine is severed, the barometz loses its Regeneration trait and suffers knocked prone. Lantern and sniffer beetles live in the location and culture, they are used as food, companions, or the Underworld and feast primarily on the fungus that grows in beasts of burden by its people. Giant bombardier beetles lurk on the forest is from the digestion of bioluminescent fungus, which reacts floor. Arctic Beetles. Giant snow beetles are carrion-eating beetles Companions and Familiars.

Forest rangers often train that inhabit the coldest parts of the world. When food is abundant, they Lantern and sniffer beetles can be called to serve a spellcaster pack extra carrion into snowballs, saving the food for later or via the find familiar spell. The lantern beetle is a popular choice for feeding freshly hatched larvae. The sniffer beetle sees a variety of uses on the surface young, often splattering attackers with frozen, rotten meat.

Speed 30 ft. The giant snow beetle has advantage on Challenge 0 10 XP Dexterity Stealth checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can Illumination.

The beetle sheds bright light in a foot radius and see it clearly. When it dies, its body continues Snowball Roll.

The giant snow beetle can spend 1 minute to roll up to glow for another 6 hours. Hit: 1 Pincer. Hit: piercing damage. Rotten Snowball Shove Recharge 6. The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 2d6 bludgeoning damage and becomes poisoned for 1 minute. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.

Snowball Shove. The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. On a failure, a target takes 7 2d6 bludgeoning damage and is knocked prone. Keen Smell. The sniffer beetle has advantage on Wisdom Perception checks that rely on smell.

It reeks of stagnation and rot. Corrupted Water Elementals. When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites.

It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas. Exiles to the Material Plane. Water elementals prevent befouled weirds from infesting the Plane of Water.

Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to ghouls infecting and turning humanoids into ghouls. Elemental Nature. Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft.

If the befouled weird takes cold damage, it partially freezes. The befouled weird makes two slam attacks. Its speed is reduced by 10 feet until the end of its next turn.

Hit: 10 Parasitic Amoebas. If the infected with parasitic amoebas becomes vulnerable to necrotic target is a creature, it must succeed on a DC 13 Constitution saving damage. At the end of each long rest, the diseased creature must throw or become infected with parasitic amoebas see the Parasitic succeed on a DC 13 Constitution saving throw or its Intelligence Amoebas trait.

The reduction lasts until the target finishes Drown in Filth Recharge 4—6. If the disease reduces the space must make a DC 13 Strength saving throw. Until this grapple ends, the target is restrained and unable to similar magic. If the saving throw is successful, Unclean. A creature within 5 feet of the and stop there. It can move through a space as narrow as 1 inch weird can pull the target out of it by taking an action to make a DC wide without squeezing.

It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight. Heralds of Calamity. The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears. Servants of Fate.

Black criers are not malicious or vengeful undead and exist to warn of coming danger. Mute Messengers. Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.

Undead Nature. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna. If it dies within its bound region before the Medium undead, neutral catastrophe it heralds happens, the black crier returns to life in 1d6 Armor Class 16 natural armor days and regains all its hp.

Only a wish spell can prevent this trait Speed 30 ft. The black crier uses its Bell Toll. It then makes two melee attacks. The black crier targets one creature it can see within 60 feet Damage Resistances necrotic, psychic; bludgeoning, piercing, and of it. The creature must make a DC 17 Wisdom saving throw. On a slashing from nonmagical attacks failure, the target takes 14 4d6 necrotic damage and is frightened Damage Immunities poison until the end of its next turn.

If the saving throw fails by 5 or more, poisoned, stunned the target suffers one level of exhaustion. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 6d6 psychic Bound by Calamity. The black crier is bound to a region where damage and is frightened for 1 minute. A frightened creature can a major catastrophe will happen. This region can be of any size repeat the saving throw at the end of each of its turns, ending the but is never smaller than 1 square mile.

If the crier leaves this effect on itself on a success. As a bonus action, the bleakheart can silently of a dimly-lit room and disappears from view. If a door has multiple locks, only one is unlocked per use of Poor Players. Some people are driven to perform. They this trait. While in sunlight, the bleakheart has promise of fame and the immortality it brings. Unfortunately, disadvantage on attack rolls, ability checks, and saving throws.

Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in Disheartening Touch. Hit: 10 3d6 psychic damage. They linger around taverns, theaters, and other places Steal Joy Recharge 5—6. Sometimes the sight and that is within 20 feet of the bleakheart and aware of it must sound of merriment rouses the bleakhearts from cold despair succeed on a DC 13 Wisdom saving throw or its Charisma score is to hot rage.

The resulting carnage invariably leads to the reduced by 1d4. A creature that has its Charisma several new ones. A bleakheart gains grim satisfaction in bleakheart rises from its corpse 1d4 hours later. Otherwise, the causing distress to the living, especially those who have recently Charisma reduction lasts until the target finishes a long rest.

By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation.

While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself.

Even while magically disguised, a bleakheart appears disquietingly out of focus. Indiscernible in Shadows. While in dim light or darkness, the bleakheart is invisible. The bloodsapper can detach itself from set, black eyes. A long, thick red tongue, ending in a hollow spike, a target by spending 5 feet of its movement, which it does once flicks from its shrew-like mouth. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website.

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