```metadata title: Moonscorched Contestants description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{toc,wide # Table Of Contents - #### [{{ Chaugnar}}{{ 2}}](#p2) - #### [{{ The Gentleman}}{{ 3}}](#p3) - #### [{{ Dysmorphia}}{{ 4}}](#p4) - #### [{{ Weeping Scope}}{{ 5}}](#p5) - #### [{{ Monster}}{{ 6}}](#p6) - #### [{{ Giant}}{{ 7}}](#p7) - #### [{{ Judgement}}{{ 8}}](#p8) - #### [{{ Mechanical Dance}}{{ 9}}](#p9) - #### [{{ Pocketcat}}{{ 10}}](#p10) - #### [{{ Mastermind}}{{ 11}}](#p11) - #### [{{ Cocoon}}{{ 12}}](#p12) - #### [{{ Valkryie}}{{ 13}}](#p13) - ### [{{ OC Moonscorched}}{{ 14}}](#p14) - #### [{{ Compassion}}{{ 14}}](#p14) - ### [{{ "New" Conditions}}{{ 15}}](#p15) - ### [{{ New Spells}}{{ 16}}](#p16) - ### [{{ Art Credit}}{{ 20}}](#p20) }} {{note,wide ##### Links to other funger content ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***The Heartless One (& New Gods)*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear & Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Original funger monsters*** https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx : ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : }} \page {{monster,frame ## Chaugnar *Large Monstrosity, chaotic neutral* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 76 (8d10+32) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|8 (-1)|18 (+4)|10 (+0)|10 (+0)|16 (+3)| ___ **Saves** :: Str +7, Wis +3 **Damage Resistances** :: fire; bludgeoning and slashing from non-magical weapons **Senses** :: passive Perception 9 **Languages** :: Understands common but does not speak **Challenge** :: 5 (1,800 XP) ___ ***Relentless.*** If Chaugnar takes damage that would reduce her to 0 hit points, She makes a DC 5 Constitution saving throw. On a succesful save she is reduced to 1 Hit Point instead, and the DC of Relentless increases by 5. : ***Siege Monster.*** Chaugnar deals double damage to objects and structures. : ***Coinflip.*** Chaugnar starts combat without Grasp of a giant being charged. At the end of the Chaugnar's turn choose a player. The player chooses heads or tails. If the player loses the coin flip, Grasp of a giant recharges. ### Actions ***Multiattack.*** Chaugnar makes two pummel attacks and uses either doomsday trumpet or grasp of a giant. : ***Pummel.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage : ***Doomsday Trumpet.*** Chaugnar directs an intense sonic attack at a creature within 30 ft. The creature must make a DC 15 Constitution saving throw. On a failed save the creature takes 18 (4d8) thunder damage and are poisoned until the end of their next turn, as the sonic attack nauseates them. On a failure of 5 or more (DC 10) the creature also falls unconcious until the end of their next turn. On a succesful save a creature takes half as much damage and is not poisoned. If a creature is reduced to zero hit points by this damage, its head explodes, assuming it has one. : ***Grasp of a Giant (Recharge: Coinflip).*** Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) bludgeoning damage and the target is grappled by their skull. While grappled the creature cannot breathe, is suffocating, and takes 11 (2d10) bludgeoning damage at the start of the their turns. If this damage reduces a creature to zero hit points, their skull is crushed and they die. }} {{imageMaskEdge5,--offset:12%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/d/da/Tunnels_background.png) {position:absolute,top:600px,right:-50px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/d/db/Chaugnar.png) {position:absolute,top:640px,right:120px,width:320px} \page {{monster,frame,wide ## The Gentleman *Large Monstrosity, lawful evil* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 57 (6d10+24) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|18 (+4)|12 (+1)|16 (+3)|14 (+2)| ___ **Skills** :: history +5, Performance +4, Cooks Utensils +7 **Damage Resistances** :: bludgeoning and slashing from non-magical weapons **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: Common **Challenge** :: 4 (1,800 XP) ___ ***Taste test.*** As a bonus action the Gentleman may savor one of his culinary delights, granting him a bonus until the start of his next turn. The Gentleman only has one of each dish and can prepare them again during a short rest. * Kidneys: The Gentleman has resistance to all damage * Sausage: The Gentleman has advantage on all attack rolls * Mushrooms: The Gentleman gains the benefits of the dodge action : ***Done a bit of everything.*** The Gentleman adds half his proficiency bonus to all skill checks he isn't proficient in (including intiative). ### Actions ***Multiattack.*** The Gentleman attacks once with his knife and fork : ***Knife*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage and if the target is a creature it must make a DC 13 Constitution saving throw or suffer an arm injury. : ***Fork.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) piercing damage and if the target is a creature it must make a DC 15 Constitution saving throw or begin bleeding (1d8, DC 13) : }} {{imageMaskEdge5,--offset:0%,--rotation:360 ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1e/Museum_background.png) {position:absolute,top:454px,right:63px,width:1180px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/15/Gentleman.png) {position:absolute,top:550px,right:250px,width:390px} \page {{monster,frame,wid ## Dysmorphia *medium humanoid, chaotic neutral* ___ **Armor Class** :: 15 (Mage armor) **Hit Points** :: 50 (6d8+23) **Speed** :: 20ft., 20 climb ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|14 (+2)|18 (+4)|12 (+1)|8 (-1)|20 (+5)| ___ **Saves.** :: Con +6, Int +3, Wis +1, Cha +7 **Damage Resistances** :: fire; slashing and bludgeoning from non-magical weapons **Senses** :: passive Perception 9 **Languages** :: Common **Challenge** :: 4 (1,100 XP) ___ ***Lunatic.*** Dysmorphia has advantage on saving throws against against being charmed or frightened. : ***Spellcasting.*** Dysmorphia is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following spells: : * *At Will:* Mage armor, Detect Thoughts : * *1st-5th level (3 5th-level slots):* Burning Hands (7d6), Blood Golem, Hurting (9d6), Cure Wounds (5d8 + 5), Healing Word (5d4 + 5), Misty Step, Pheremones, Blood Sword (4d8) ### Actions ***Multicast.*** Dysmorphia attacks or casts a spell, and then creates ghouls : ***Multiattack.*** Dysmorphia attacks with the blood sword and then her claw. If she has not cast blood sword, she instead makes two claw attacks. : ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage : ***Blood Sword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 23 (4d8 + 5) slashing damage : ***Create Ghouls.*** Dysmorphia magically molds bodies from the wood and clay of the "rher" realm for the souls of the long dead to inhabit. She chooses 3 unnocupied spaces within 10 ft. of her, creating 3 *Ghasts* (MM p. 148) who use Dysmorphia's spell attack bonus (+7) in place of their normal "to hit" bonus, and have vulnerability to fire damage. : These ghasts are allied to Dysmorhphia and take their turns immediately after her. Dysmorphia may only have up to 3 ghasts summoned at any time. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p21) }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/7/76/Workshop_background.png) {position:absolute,top:134px,right:-463px,width:1280px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/d/d5/Dysmorphia.png) {position:absolute,top:140px,right:40px,width:280px} ![homebrew mug](https://fearandhunger.wiki.gg/images/4/4f/Dysmorphia_ghoul1.png) {position:absolute,top:430px,right:-20px,width:250px} ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5c/Dysmorphia_ghoul2.png) {position:absolute,top:570px,right:140px,width:250px} \page {{monster,frame,wide ## Weeping Scope *Medium monstrosity, neutral* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 65 (10d8+20) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|20 (+5)|15 (+2)|14 (+2)|3 (-3)|5 (-2)| ___ **Saves**:: Str +6, **Skills**:: Athletics +6, Survival +5, Perception +5 **Condition Immunities** :: fire, slashing, and piercing from nonmagical attacks **Senses** :: darkvision 120 ft., passive Perception 11 **Languages** :: understands common, but seemingly cannot speak. **Challenge** :: 5 (1800 XP) ___ ***Magic Resistance.*** The Weeping Scope has advantage on saving throws against spells and other magical effects : ***Cowardly.*** As a bonus action, the Weeping scope can take the Disengage action, or move up to its speed away from a hostile creature it can see. : ***Marksmanship.*** The weeping scope has the sharpshooter feat, and the archery fighting style. : ***Trench warfare.*** The weeping scope cannot have disadvantage on attack rolls as a result of being prone, and half cover it is behind is considered three-fourths cover when it is attacked. : ***Distorted Wailing.*** Each creature that starts its turn within 60 ft. of weeping scope, or enters that area for the first time on its turn, and can hear him, must succeed on a DC 14 Wisdom saving throw or take 3 (1d6) Psychic damage and become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to weeping scope's Distorted wailing for the next 24 hours. ### Actions ***Snipe.*** *Ranged Weapon Attack:* +10 to hit, range 600ft., one target. *Hit* 18 (2d12 + 5) : ***Rapid fire.*** The weeping scope unloads a hail of bullets into a 20 ft. square within 150 ft. Each creature in the space must make a DC 16 Dexterity saving throw or take 18 (4d8) piercing damage or half as much on a success. }} {{imageMaskEdge5,--offset:5%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/7/74/West_streets_background3.png) {position:absolute,top:474px,right:0px,width:817px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/12/Weeping_scope.png) {position:absolute,top:650px,right:290px,width:340px} \page {{monster,frame,wide ## Monster *Huge Monstrosity, chaotic evil* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 92 (8d12+40) **Speed** :: 30ft., 30 ft. swim ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|6 (-2)|20 (+5)|11 (0)|16 (+3)|14 (+2)| ___ **Skills** :: Stealth +4 **Damage Resistances** :: fire; slashing and piercing from non-magical weapons **Damage Immunities** :: Poison **Condition Immunities** :: Poisoned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: Common **Challenge** :: 6 (2,300 XP) ___ ***Magic Resistance.*** Monster has advantage on saving throws against spells and other magical effects. : ***Limited Amphibiousness.*** Monster can remain underwater for 1 hour without needing to breathe. : ***Overwhelming stench.*** Any creature that starts its turn within 10 ft. of Monster must succeed on a DC 16 Constitution saving throw or be poisoned until the end of the creature's next turn. While poisoned in this way, the creature is also dazed. On a successful saving throw, the creature is immune to the stench of Monster for 1 hour. ### Actions ***Hanky-Panky.*** Monster uses sewer tsunami if possible, and makes six unarmed strikes : ***Unarmed strike.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit* 7 (1d8 + 3) bludgeoning damage. Instead of dealing damage, Monster can grapple the target (escape DC 14). : ***Vomit.*** Monster sprays mucous, slime, and bile in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 24 (7d6) acid damage and be poisoned until the end of their next turn on a failed save. On a success, a target takes half the damage and is not poisoned. : ***Sewer Tsunami.*** If Monster is in water, he may cause the water to surge outward in a grasping tide. Any creature within 30 feet of Monster must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. }} {{imageMaskEdge5,--offset:9%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/c/c3/Sewers_background3.png) {position:absolute,top:550px,right:-60px,width:880px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/13/Monster.png) {position:absolute,top:590px,right:290px,width:375px} \page {{monster,frame,wid ## Giant *Large Monstrosity, chaotic neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 105 (10d10+50) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|10 (+0)|20 (+5)|8 (-1)|8 (-1)|8 (-1)| ___ **Saves** :: Str +8, Dex +3, Con +8 **Damage Resistances** :: fire; slashing and piercing from non-magical weapons **Senses** :: passive Perception 9 **Languages** :: Understands common but does not speak **Challenge** :: 8 (3,900 XP) ___ ***Relentless Rage.*** If another creature deals damage to the Giant, the Giant's attack rolls have advantage until the end of its next turn. If no other creature has dealt damage to it since the end of its last turn, it instead has disadvantage on all attack rolls on its turn. : ***Punching bag.*** The Giant begins combat grappling a mindless body, which it uses for Hurl if it can't get ahold of another creature. : ***Coinflip.*** The Giant starts combat without Mad Rush being charged. At the end of the Giant's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Mad Rush recharges. ### Actions ***Multiattack.*** The giant makes two attacks and hurls something if possible. The Giant may replace any number of attacks with Brutalize : ***Raging Smash.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 5) bludgeoning damage and if the target is a creature it must make a DC 16 Constitution saving throw or have its ribs broken : ***Hurl.*** The Giant throws a creature it has grappled in a straight line up to 60 feet in a direction of the Giant’s choice. The creature takes 11 (3d6) bludgeoning damage and falls prone If the thrown creature would strike a creature, that second creature must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 11 (3d6) bludgeoning damage and is dazed until the end of their next turn. The thrown creature lands in the space adjacent to them. : ***Brutalize.*** The Giant slams a creature that it has grappled headfirst into the floor or another object. The creature makes a DC 16 Strength saving throw. On a failed save the creature takes 13 (2d12) bludgeoning damage, and they are dazed. On a succesful save half the damage is taken, and they are not dazed If the creature is slammed into a particularly dangerous object like a boulder, spike, or the like they take an additional 6 (1d12) damage }} {{monster,frame,wid ***Mad Rush (Recharge: Coinflip).*** The Giant moves up to its speed and makes five Raging Smash attacks. The Giant may replace any number of these attacks with Brutalize. ### Reactions ***Rampage.*** If the Giant reduces a creature to zero hit points, the giant may immediatly grapple and hurl them. }} {{imageMaskEdge5,--offset:0%,--rotation:270, ![homebrew mug](https://fearandhunger.wiki.gg/images/7/76/Workshop_background.png) {position:absolute,top:234px,right:-463px,width:1380px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/0/0c/Giant.png) {position:absolute,top:330px,right:60px,width:370px} \page {{monster,frame ## Judgement *Medium Monstrosity, chaotic neutral* ___ **Armor Class** :: 14 **Hit Points** :: 95 (10d8+50) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|18 (+4)|20 (+5)|12 (+1)|8 (-1)|16 (+3)| ___ **Saves** :: Dex +8, Con +9, Int +5, Wis +3 **Damage Resistances** :: fire; slashing and piercing from non-magical weapons **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 6 (2,300 XP) ___ ***Magic Resistance.*** Judgement has advantage on saving throws against spells and other magical effects. : ***Latent Soul.*** Judgement has a +1 to all rolls (Included in his attacks), and his AC. : ***The Grind Never Stops.*** Judgement has advantage on saving throws against exhaustion ### Actions ***Multiattack.*** Judgement attacks with his cat o' nine tails, and then throws two handfuls of glass shards. : ***Cat o' nine tails.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 15 (4d4 + 5) slashing damage and if the target is a creature it must make a DC 15 Constitution saving throw or begin bleeding (DC 15, 2d4) : ***Broken Glass.*** Judgement throws a handful of glass in the eyes of a creature within 60 ft. The Creature must make a DC 15 Dexterity saving throw or take 3 (1d4 + 1) slashing damage and become blinded. On a failure of 5 or more the creature also loses an eye. A creature may make a DC 15 Constitution save at the end of their turn, ending the blinded condition on a success. : ***Glass Ceiling (Recharge 5-6)*** Judgement chooses a point within 120 ft. of himself. Each creature within 20 ft. of that point must make a DC 15 Dexterity saving throw, or take 18 (5d6 + 1) piercing damage on failed save or half as much on a success, as a rain of supernaturally hard shards of glass rain down in the area. : After the rain of glass ends, the area is coated in shards. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. If a creature takes damage in this way, then until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. }} {{imageMaskEdge5,--offset:0%,--rotation:360 ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1e/Museum_background.png) {position:absolute,top:454px,right:0px,width:1180px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/b/b0/Judgement.png) {position:absolute,top:560px,right:190px,width:180px} \page {{monster,frame,wide ## Mechanical Dance *Large Monstrosity, chaotic neutral* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 84 (8d10+40) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|18 (+4)|20 (+5)|16 (+3)|10 (+0)|8 (-1)| ___ **Damage Resistances** :: acid, fire; bludgeoning, slashing, and piercing from non-magical weapons **Damage Immunities** :: Poison **Condition Immunities** :: bleeding, exhaustion, paralyzed, petrified, poisoned, stunned **Senses** :: darkvision 120 ft., passive Perception 10 **Languages** :: Common **Challenge** :: 6 (2,300 XP) ___ ***Magic Resistance.*** Mechanical Dance has advantage on saving throws against spells and other magical effects. : ***“D-DON'T! LOOK! AT! ME!”.*** Any creature that starts its turn within 60 ft. of the mechanical dance must succeed on a DC 16 Wisdom saving throw or avert their eyes from it. If a creature does so, it can't see the mechanical dance until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this trait for the next 24 hours. ### Actions ***Multiattack.*** Mechanical Dance makes two blade dance attacks and either lets out a pained wail, or vents gas. : ***Blade Dance.*** *Melee Weapon Attack:* +7 to hit, reach 10ft., one target. *Hit* 7 (1d8 + 4) slashing damage and if the target is a creature it must make a DC 15 Constitution saving throw or suffer an arm injury. : ***Pained Wail.*** Each creature within 15 ft. of the mechanical dance who can hear it must make a DC 14 wisdom saving throw or take 7 (2d6) psychic damage on a failed save, or half as much on a success. : ***Vent Gas (Recharge 5-6).*** The Mechanical dance vents a toxic aerosol into the air within 20 ft. of her. Each creature in the area must succeed on a DC 16 Constitution saving throw or take 10 (3d6) poison damage and be poisoned. A poisoned creature takes 10 (3d6) poison damage at the start of its turns, And must repeat the saving throw at the end of each of its turns. On a successful save poison damage taken on subsequent turns is reduced by 1d6. Once this damage is reduced to zero the creature is no longer poisoned. }} {{imageMaskEdge5,--offset:0%,--rotation:360 ![homebrew mug](https://fearandhunger.wiki.gg/images/1/1e/Museum_background.png) {position:absolute,top:454px,right:-200px,width:1180px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/f/f7/Mechanical_dance.png) {position:absolute,top:550px,right:270px,width:380px} \page :::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Pocketcat *medium fey, lawful evil* ___ **Armor Class** :: 15 (silk vest, and spiffy jacket) **Hit Points** :: 115(21d8 + 21) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|20 (+5)|12 (+1)|16 (+3)|14 (+2)|20 (+5)| ___ **Saves** :: Int +7, Wis +6, Cha +9. **Skills** :: Deception +9, History +7, Intimidation +9, Persausion +9, Religion +7, Arcana +7, Perception +6, Performance +13 **Damage Resistances** :: Fire, Psychic, Piercing, and Slashing from nonmagical attacks, **Condition Immunities** :: Incapacitated, unconcious **Senses** :: devil's sight 120 ft., truesight 120 ft., passive Perception 16 **Languages** :: Common **Challenge** :: 10 (5,900 XP) ___ ***Magical Being.*** Pocketcat has advantage on saving throws against spells and other magical effects, and Pocketcat's weapon attacks are magical. : ***Bogeyman.*** When Pocketcat is in dim light or darkness, as a bonus action he can teleport up to 30 feet to an unoccupied space he can see that is also in dim light or darkness. He then has advantage on the first melee attack he makes before the end of the turn. : ***Masked Visage.*** Pocketcat is immune to any effect that would sense his emotions, or force him to tell the truth, including zone of truth. Wisdom (Insight) checks made to ascertain Pocketcat's intentions or sincerity have disadvantage. : ***Mindreader.*** Pocketcat knows when a creature is reading his mind, and creatures dont know if he's reading their mind unless he wants them to know. : ***Innate Spellcasting.*** Pocketcat’s innate spellcasting ability is Charisma (spell save DC 17, +9 hit). he can cast the following spells without requiring material components. * At will: Detect Thoughts, Crown of Madness, Moonbeam, Suggestion, * 1/day each: Catnap, Enemies Abound, Melf's Minute Meteors, Otto's Irresistable Dance. :: ### Actions ***Multiattack.*** Pocketcat makes 2 gentle slash attacks, and then either casts a spell, or uses "Tell me". : ***Tell me,*** Pocketcat poses one of the following questions to a creature within 60 ft. If the creature can hear him they must make a DC 17 Charisma saving throw. On a failed save the creature is forced to give a one word answer that properly and definitively answers the question. Evading the question by saying "none"/"Unsure" or anything similar is not possible. : ***"Are you happy?"*** * "**Yes**" Until the end of Pocketcat's next turn the creature is overwhelmed with bliss, cannot feel pain, and does not react to danger. It drops whatever its holding, and until the end of pocketcat's next turn can do nothing but move randomly. The bliss can also be removed with remove curse, or calm emotions. * "**No**" The creature is falls into a deep despair. For the next minute it has disadvantage on all saving throws and the creature cannot concentrate on spells. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The despair can also be removed with remove curse, or calm emotions. : ***"Which body part should I tear off?"*** * "**Arm**" The next time the creature is hit with Gentle slash, it must make a DC 17 Con save or suffer an arm injury. If both arms are injured it cannot answer "Tell me," with "Arms" again until its arms are healed. * "**Leg**" The next time the creature is hit with Gentle slash, The next time the creature is hit with Gentle slash, it must make a DC 17 Con save or suffer a leg injury. If both legs are injured It cannot answer "Tell me," with "Legs" again until its legs are healed. * "**Head**"The next time the creature is hit with Gentle slash, it must make a DC 17 Con save or be beheaded. : ***Gentle Slash.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 18 (3d8 + 5) slashing damage ### Reactions ***Gentleman's Smarm.*** When targeted with an attack or spell, Pocketcat can force the attacker to make a DC 17 Wisdom saving throw. On a failed the target is charmed until the start of their next turn. Once a target succeeds on this save they are immune to Gentleman's smarm for 24 hours. }} ![homebrew mug](https://i.redd.it/kvqa44qrdecb1.jpg) {position:absolute,top:-100px,right:-110px,width:11180px} ![homebrew mug](https://i.redd.it/kvqa44qrdecb1.jpg) {position:absolute,top:-50px,right:180px,width:450px} \page {{monster,frame,wid ## Mastermind *medium monstrosity, unaligned* ___ **Armor Class** :: 13 (Mage armor) **Hit Points** :: 75 (10d8+30) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|10 (0)|16 (+3)|20 (+5)|8 (-1)|6 (-2)| ___ **Saves.** :: Con +6, Int +8, Wis +2, Cha +1 **Condition Immunities** :: blinded **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 9 **Languages** :: Understands common, but cannot speak **Challenge** :: 8 (3,900 XP) ___ ***Beheaded Wizard.*** Mastermind has advantage on saving throws against spells, and any creature making a spell attack against Mastermind has disadvantage on the attack roll. If Mastermind succeeds on his saving throw against a spell or a spell attack misses him, an additional effect might occur, as determined by rolling a d6: * ***1–2.*** If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only Mastermind, it has no effect on him and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. * ***3–6.*** No additional effect. ***Phantom Limbs.*** When Mastermind reaches half (38) Hit points he becomes partially spectral, gaining access to the following resistances, immunities, and traits {{note * **Damage Resistances** :: acid, cold, fire, lightning, necrotic, poison, thunder * **Damage Immunities** :: bludgeoning, piercing, and slashing from nonmagical attacks * **Condition Immunities** :: bleeding, charmed, exhaustion, frightened, grappled, injuries, paralyzed, petrified, poisoned, prone, restrained }} ***Spice Forge*** Mastermind has the following metamagics: *Twinned Spell*, *Quickened Spell*, and *Distant Spell* and may apply one once per turn. : ***Spellcasting.*** Mastermind is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * *At Will:* Mage armor, Firebolt (3d10) Infestation (3d6) : * *1st-5th level (3 5th-level slots):* Burning hands (7d6), Hurting (9d6), Swarm of Rats (4d6), soul cage ### Actions ***La Danse Macabre.*** Mastermind begins concentrating (as if on a spell) and engages in ritualistic dance. If Mastermind's concentration is broken, or his speed is reduced, the dance immediately ends. So long as Mastermind is dancing all his spells are considered to be cast with a spell slot one level higher than the spell slot he expends. }} {{monster,frame,wid ## Floating Eye *Tiny Abberation, chaotic evil* ___ **Armor Class** :: 20 (Natural Armor) **Hit Points** :: 30(12d4) **Speed** :: 0ft., 20 ft. fly (hover) ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |1 (-5)|20 (+5)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| ___ **Saves** :: Dex +7, Int +2, Wis +2, Cha +2 **Condition Immunities** :: blindned, prone **Senses** :: devilsight 120 ft., truesight 120 ft. passive Perception 6 **Languages** :: Understands the laguages of its creator, but cannot speak **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The Floating Eye has advantage on saving throws against spells and other magical effects. : ***Avoidance.*** If the Floating Eye is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ***Enlighten the Pupil.*** Mastermind can see through this eye at all times, and when he casts a spell he may cast it as if he is in the eye's space. ### Actions ***Eye ray.*** The eye uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. *Paralyzing Ray.* The target must succeed on a DC 15 Constitution saving throw or be paralyzed until the start of the eye's next turn. 2. *Fear Ray.* The target must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the eye's next turn. 3. *Burning Ray.* The target must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) fire damage, or half as much on a success. 4. *Telekinetic Ray.* If the target is a creature that is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be moved up to 30 ft. in a direction of the eye's choosing. {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p21) }} }} {{imageMaskCorner19,--offsetX:25%,--offsetY:-52%,--rotation:0 ![homebrew mug](https://fearandhunger.wiki.gg/images/e/ea/Mausoleum_Alley_background3.png) {position:absolute,top:604px,right:-63px,width:720px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/0/0f/Mastermind2.png) {position:absolute,top:765px,right:130px,width:230px} \page {{imageMaskEdge5,--offset:10%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/3/36/Church_of_Alll-mer_background1.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/0/02/Cocoon.png) {position:absolute,top:0px,right:263px,width:290px} ::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Host *medium monstrosity, chaotic neutral* ___ **Armor Class** :: 15 (Mage armor) **Hit Points** :: 77 (14d8+14) **Speed** :: 20ft., 20 climb ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|13 (+1)|20 (+5)|16 (+3)|6 (-2)| ___ **Saves.** :: Dex +4, Int +7, Wis +5, Cha +0 **Damage Resistances** :: damage from spells **Senses** :: passive Perception 15 **Languages** :: Common **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** The Host has advantage on saving throws against spells. : ***Spellcasting.*** The Host is an 11th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following spells: : * *At Will:* Life Transference, Mage armor, Resurrection (Cocoon Only) ### Actions ***Multiattack.*** Host makes three scratch attacks : ***Scratch.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) slashing damage : ***Warding Wall (Once per short rest).*** The Host magically creates a line of warding sigils 60 ft. long and 5 ft. wide anywhere within 120 ft. of her. Any creature besides Host who attempts to enter or leave the space the sigils are in must make a DC 15 Charisma saving throw. On a failed saving throw the creature cannot move into or out of the space for the next hour. After an hour the sigils fade away. }} {{monster,frame,wide ## Cocoon *medium monstrosity, chaotic evil* ___ **Armor Class** :: 10 (Mage armor) **Hit Points** :: 68 (8d8+32) **Speed** :: 0ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |4 (-3)|4 (-3)|19 (+4)|14 (+2)|6 (-2)|20 (+5)| ___ **Saves.** :: Dex +0, Wis +1, **Damage Resistances** :: damage from spells; slashing and piercing from non-magical weapons **Senses** :: passive Perception 9 **Languages** :: Telepathy 5 ft., understands common but cannot speak **Challenge** :: 8 (3,900 XP) ___ ***Magic Resistance.*** The Cocoon has advantage on saving throws against spells. : ***Parasite.*** The Cocoon is attached to the host and moves along with it. Additionally the Cocoon does not roll initiative, instead it immediately takes its turn after the Host. : ***Spellcasting.*** The Cocoon is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It regains Its expended spell slots when it finishes a short or long rest. It knows the following spells: : * *At Will:* Firebolt (3d10), Infestation (3d6), Mage armor : * *1st-5th level (3 5th-level slots):* Black orb (8d12, 4 saves), Black smog (5d8), Danse Macabre, Hurting (9d6), Mischief of Rats (4d6), Roots that reap (7d6), Ray of Sickness (6d8), Ray of Enfeeblement, Tasha’s Caustic Brew (Fire instead of Acid, 10d4) ### Actions ***Firebolt.*** *Ranged Spell Attack:* +8 to hit, range 120ft., one target. *Hit* 16 (3d10) fire damage }} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Valkryie *Huge Monstrosity, uanligned* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 93 (11d12+22) **Speed** :: 20ft., 40 ft. fly ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |15 (+2)|18 (+4)|14 (+2)|10 (+0)|18 (+4)|10 (+0)| ___ **Saves** :: Str +6, Dex +7, Int +3, Cha +3 **Skills** :: Athletics +8, Perception +10 **Damage Resistances** :: fire; piercing and slashing from non-magical weapons **Senses** :: passive Perception 20 **Languages** :: Speaks common, but does not understand it **Challenge** :: 8 (3,900 XP) ___ ***Magic resistance.*** Valkyrie has advantage on saving throws against spells and other magical effects. : ***Flyby.*** Valkyrie does not provoke opportunity attacks. : ***Coinflip.*** Valkyrie starts combat without Hail of Spears being charged. At the end of the Valkyrie's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Hail of Spears recharges. ### Actions ***Multiattack.*** Valkyrie makes two claw attacks, and four spear throw attacks. : ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (2d4 + 4) slashing damage. Instead of dealing damage, Valkyrie can grapple the target. : ***Spear throw.*** *Ranged Weapon Attack:* +7 to hit, range 30/120ft., one target. *Hit* 9 (1d10 + 4) piercing damage and the target’s speed is reduced by half until the end of its next turn. : ***Hail of Spears (Recharge: Coinflip).*** Valyrie unloads a hail of spears into a 20 ft. sphere centered on a point within 120 ft. Each creature in the space must make a DC 15 Dexterity saving throw or take 27 (6d8) piercing damage or half as much on a success. ### Reactions ***Honor the fallen.*** If the Valkyrie reduces a creature to zero hit points with a melee attack, she may place them on her back among the swarm of bellends riding her. A creature picked up in this way has total cover and moves with the Valkyrie. }} {{imageMaskEdge5,--offset:03%,--rotation:180 ![homebrew mug](https://fearandhunger.wiki.gg/images/d/dc/D%27%C3%A1bel%27s_island_background3.png) {position:absolute,top:-70px,right:0px,width:816px} }} ![homebrew mug](https://fearandhunger.wiki.gg/images/d/d5/Valkyrie.png) {position:absolute,top:4px,right:100px,width:570px} \page :::: {{monster,frame,wide ## Compassion *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 76 (8d8+40) **Speed** :: 20ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|5 (-3)|20 (+5)|17 (+3)|16 (+3)|8 (-1)| ___ **Saves** :: Str +7, Con +8 **Skills** :: Perception +9 **Damage Resistances** :: bludgeoning, and piercing, from nonmagical attacks **Senses** :: blindsight 120ft., passive Perception 19 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Coinflip.*** Compassion starts combat without Bullet spray being charged. At the end of Compassion's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Bullet spray recharges. : ***Leon's body.*** Compassion has twelve arrows, jammed into the body of "Leon". Used arrows regrow from the body when she finishes a long rest. : ***Coward.*** Compassion has disadvantage on saves against being frightened. ### Actions ***Multiattack.*** Compssion throws three arrows, and may replace one of those attacks with ***Get away!*** : ***Get away!*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) bludgeoning damage and the target must make a DC 15 strength saving throw or be flung 30 ft away from Compassion and be dazed until the end of their next turn. : ***Throw arrow.*** *Ranged Weapon Attack:* +7 to hit, range 120/600ft., one target. *Hit* 9 (1d8 + 4) piercing damage : ***Bullet spray (Recharge: Coinflip).*** Compassion coughs up a mass of bullets from her bandaged mouth. Each creature in a 60 ft. cone must make a DC 16 Dexterity saving throw, taking 5d8 piercing damage, or half as much on a success ### Reactions ***Hysterical sobbing.*** As a reaction to taking damage Compassion may let out a grief stricken wail, blaming herself for her sons death. Each creature of Compassion's choice that is within 120 feet of her and can hear her must succeed on a DC 14 Wisdom saving throw or take 5 (1d10) Psychic damage and become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Compassion's Hysterical sobbing for the next 24 hours. }} ![homebrew mug](https://i.imgur.com/AizUHEf.png) {position:absolute,top:-450px,right:-380px,width:1003820px} ![homebrew mug](https://i.imgur.com/NsWAwSJ.png) {position:absolute,top:530px,right:-10px,width:490px} ![homebrew mug](https://i.imgur.com/AizUHEf.png) {position:absolute,top:74px,right:-340px,width:820px} {{descriptive ##### Compassion created by u/darkviolet Youtube: https://www.youtube.com/channel/UCh_DmZtBl-bj7KXDnuhlMsA : Reddit: https://www.reddit.com/user/darkviolet_/ : Twitter: https://twitter.com/darkvioletcloud : Tumblr: https://darkvioletcloud.tumblr.com/ : Original Post: https://www.reddit.com/r/FearAndHunger/comments/15pix8h/meet_louisa_my_termina_oc/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button }} \page # "New" Conditions These mechanics largely come from the DMG,5.5 playtest, and Monster Manual, Merely tweaked to make them slightly less unwieldly and/or unusable in a F&H dungeon dive style campaign. : :: #### Broken Ribs * A creature with broken ribs has disadvantage on saving throws to maintain concentration, * Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn. * The injury heals if the creature receives magical healing, the healer feat is used on them, or if they spend ten days doing nothing but resting. #### Bleeding * A bleeding creature loses hit points at the start of each of its turns, due to its wounds. The damage is listed in a monsters statblock, immediately following the condion itself. Each time a creature fails a saving throw that inflicts bleeding, the damage dealt by the wounds increses by the amount listed. * Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The DC is listed in a monsters statblock, immediately following the condion itself. The wound also closes if the target receives magical healing, or the healer feat is used on them, even if no hit points are restored. * Undead and constructs can not be inflicted with bleeding. {{note ##### Bleeding example The bleeding condition is basically the rider effect of the bearded devil's (monster manual page 70) glaive attack. with this condition in play it would be written like this. : ***Glaive.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or begin bleeding. (DC 12, 1d10) }} #### Dazed * You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction ::::::: #### Injured Limb * ***Leg.*** Your speed on foot is reduced by half, and you fall prone. You must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. If both legs are injured the creature falls prone and cannot stand up from prone. Magical healing, the healer feat, or a long rest removes the injury * ***Arm.*** The affected Arm cannot hold a shield, cannot be used to provide material/somatic components for spells, and attacks using the injured arm have disadvantage. Magical healing, the healer feat, or a long rest removes the injury {{note ##### which arm to injure? Take a players shield arm in combat first, its less punishing. }} #### Lost Eye * You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. * Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. * If the creature has a gaze abilitiy (medusa. umber hulk, etc.) creatures have advanatage on their saving throws against it. * If the creature has an ability tied to its eye (beholder, astral dreadnought, etc.) it loses acces to it #### Horrible Scar You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. \page # New Spells {{note ##### What class spell list are these on? None. These spells are meant to only be gained via devotion to specific gods, using the piety systems on the gods pages. }} : #### Pheremones *2nd-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (the stamen or pistil of a flower) **Duration:** :: concentration, up to 1 minute You spray pollen on a willing creature within range. Until the spell ends, any creature within 30 ft. of the pollinated creature who targets any creature besides the pollinated creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must target the pollinated creature or lose the attack or spell. A creature immune to being charmed automatically succeds on this save #### Locust swarm *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A cloud of swarming vermin are called to a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. #### Flock of crows *3nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V **Duration:** :: Instantaneous A swarm of crows descends upon a creature within range. It must make a Dexterity saving throw, taking 4d6 piercing damage and being blinded until the end of your next turn on a failed save. it must then make a Constitution saving throw or lose an eye. On a succesful dexterity saving throw a creature takes only half the damage, is not blinded, and does not need to make the constitution saving throw. #### Hurting *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (an intense desire to cause pain) **Duration:** :: Instantaneous A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. the target must make a constitution saving throw, taking 6d6 slashing damage, and suffering an arm or leg injury (players choice) on a failed save. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd. #### Black orb *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (pure hatred for the target) **Duration:** :: Instantaneous You create A concentrated orb of negative energy and ill will, then hurl it at a target within range. The target must make 3 dexterity saving throws, taking 1d12 necrotic and 1d12 psychic damage for each failure : **At Higher Levels.** When you cast this spell with a slot of 5th level or higher, the target makes another save for every 2 spell levels above 3rd. #### Black smog *3rd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (soot) **Duration:** :: Concentration, up to 1 minute You create a 20-foot-radius sphere of purple, reeking smog centered on a point within range. Each creature within the sphere must succeed on a Constitution saving throw or take 3d8 poison damage and become poisoned until the spell ends. while poisoned in this way the target is also blinded. a creature may re-attempt this save at the end of their turn, ending the effect on a success. On a succesful save the target takes half the damage and is not poisoned. : **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, increase the poison damage by 1d8 for each slot level above 4th. \page #### Blood Golem *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 5 feet **Components:** :: M, S, V (drops of your own blood, which the spell consumes) **Duration:** :: Concentration, up to 10 minutes You spill you own blood, which congeals into a facsimile of a humanoid in an unnocupied space within 5 ft. of you. This corporeal form uses the Construct Spirit stat block but with a different method of determining hit points. When the spell is cast expend and roll a number of hit dice up to the level of the spell (minimum 1), and add your constitution modifier to each roll. The golems HP equals the result of these rolls. The creature resembles a skinless man made of blood and muscle. : The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you may expend another hit die for each slot level above 3rd. {{note, ## Construct spirit, Blood golem *Medium construct, unaligned* ___ **Armor Class** :: 13 + the level of the spell (natural armor) **Hit Points** :: Hit dice = to spell level + spell level multiplied by casters Con mod. **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)| 10 (+0)|18 (+4)|14 (+2)|11 (+0)|5 (−3)| ___ **Damage resistances** :: Poison, Fire, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: - ___ ***Borne of the Blood.*** The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it. ### Actions ***Multiattack.*** The construct makes a number of attacks equal to half this spell’s level (rounded down). : ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. }} #### Blood sword *2nd-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** Concentration, up to 1 minute : You weave together boiling sanguine tendrils to create a sword of solidified blood in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse, and light properties. In addition, When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. : **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Roots that Reap *2nd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, V, S (A fistful of bark) **Duration:** :: Instantaneous A tangle of roots erupts from a point you choose within range. Each creature in a 5-foot-radius, 10-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and have its ribs broken on a failed save, or half as much damage not having its ribs broken on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \page #### Longinus *5th-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S, M (Feelings of intense rage) **Duration:** Concentration, up to 1 minute : The blood of Alll-mer boils and rages even ages after his death. Just a drop thrusts spears to the torso of his enemies, a drop this spell conjures into the palm of your hand, where it quickly grows into a *Spear* or a *Lance* with the *heavy* property (Your Choice). : This magic weapon lasts until the spell ends. It deals an additional 2d8 radiant damage on a hit and you may use your casting stat modifier in place of Strength for attack and damage rolls using it. On your turn you can cause the *Longinus* to teleport into your emtpy hand, if it isn't already there. : As a bonus action on your turn, you can throw the weapon at a creature within 60 ft., and cause the weapon to emit a burst of unholy blood & sulfur. Make the attack roll as normal. Whether you hit or miss, each creature of your choice that you can see within 30 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make a Constitution saving throw, ending the effect on itself on a success. : After using this bonus action, the spell immediately ends. #### Moth Swarm *2nd-level necromancy* **Casting Time:** 1 action **Range:** 60 ft. **Components:** V, S, M (a firstful of medicicinal herbs) **Duration:** Instantaneous : You invoke a swarm of blue noctuid moths upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. : In addition, you regain a number of hit points equal to half the damage dealt by the spell. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd. :::: #### Red Arc *4th-level evocation* **Casting Time:** 1 action **Range:** 120 ft. **Components:** S **Duration:** Instantaneous : A bolt of crackling reddish electricity forks down toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 lightning damage and must make a Constitution saving throw. On a failed save, it is also paralyzed until the end of your next turn. : **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for every two slot levels above 4th. #### Mischief of rats *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A horde of swarming rats are called to a 15 ft. radius circle centered on a point you choose within range. The circle spreads around corners. When the area appears, each creature in it must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. \page # New Maneuvers #### Leg Sweep : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target's leg. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers a leg injury. #### Dis-Arming Blow : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to injure the target's arm. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it suffers an arm injury. : #### Ribshatter *Requirement: A bludgeoning or heavy weapon* : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to break the target's ribs. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it's ribs are broken. #### Dazing Blow *Requirement: A bludgeoning or heavy weapon* : When you hit a creature with a weapon attack, you can expend one maneuver dice to attempt to knock the target senseless. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it is dazed until the end of your next turn. ## diseases #### Sewer plague The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. : At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. #### Sight rot This painful infection causes bleeding from the eyes and eventually blinds the victim. : One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. : Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. #### Vile-Lung A creature that contracts Vile-lung gains a level of exhaustion. A creature with one or more levels of exhaustion brought on by Vile-lung must succeed on a Constitution check to take the Dash action. If the check fails, the action cannot be attempted. If the creature attempts to cast a spell with a verbal component, it must succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature's current exhaustion level. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. #### Rat Fever Whenever a hostile creature damages an infected creature, it must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, the infected must use their action each round to attack the nearest creature. If the infected fells their target and is still able to attack, they must move to the nearest creature and continue attacking. If the infected has multiple possible targets, they attack one at random. The infected is berserk until they start their turn with no creatures within 60 feet of them that they can see or hear. : At the end of an infected creature's long rests they make make a DC 10 Constitution saving throw, ending the effect on a success. \page # Art Credit {{descriptive ##### Pocketcat Drawn by the wonderful u/Octotro0per on reddit. If you like it, check their other work out! https://www.reddit.com/user/Octotro0per/ https://folio.procreate.com/emeraldkitty_ }} \page # Summoner encounter difficulty {{descriptive It's been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i'm adding what encounter difficulty a summoner will be assuming they get to summon all their minions once. I'll be assuming a party of 4, and a party level equal to the CR. I'll also include the total XP so you can quickly check it against parties of other levels and sizes. }} {{note ***[{{ Dysmorphia}}{{ }}](#p4): Deadly*** 7100 modified XP. This accounts for both her blood golem, and Ghasts. If she only gets to use her golem it would be 3300 Modified XP, and 4900 Modified XP if only Ghasts are used. : ***[{{ Mastermind}}{{ }}](#p11): Deadly*** 7500 modified XP assuming mastermind's eye is present. }}