```metadata title: Better Elementals description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-30px # Better Elementals ## Ariadne's Codex of Strings ___ }} {{banner 5e Compendium}} {{footnote A Bunch of Ice and Fire Monsters, Items, and Spells to add to your Elemental Planes! }} ![background image](https://media.discordapp.net/attachments/1105488303710543923/1168157658956697681/tomfarlane_a_fire_and_frost_elemental_in_the_style_of_WLOP_beau_27e49cc1-ac25-42f3-ae7b-3964519bc249.png?ex=6550be99&is=653e4999&hm=b747cd47aa3c1292e9fec4ede80b9e6e4757c034dee0485066c11aa230216ca4&=&width=3000&height=4000){position:absolute,bottom:0,left:0,height:117%,top:-0px} \page # Archive's Bestiary Welcome, frost explorer, to the archive's bestiary of the Soulfrost Expanse. As usual, all the content here has been tested for the utmost veracity by our expert planar scouts. They did not like the climate conditions of their latest mission in the slightest, but hey... A small price to pay for the priceless knowledge we now possess about true stasis, no? : If you have any additions to make --discoveries made during your arctic travels, perhaps--, direct yourself to our newest Threadmaster of Discovery and Exploration, Garas. He'll make sure your contribution is rewarded. : ### Miniature Frost Snowy Elementals are the smallest, weakest and most adorable iceborn creatures to be found in the Soulfrost Expanse -- not much of an exploit, in truth, since much of the fauna of this arctic region is monstrous *and* powerful *and* cruel. Though they are relatively harmless, the local Isark still shun them as much as any other elemental, because they believe that they grow into stronger and more aggressive beings, given time. The only exception is the Yar Suth tribe, which regularly keeps them as pets and miniature helpers. : Under the right circumstances, Snowy Elementals indeed grow into more powerful creatures -- for example, when they are fed everfrost shards. However, they are surprisingly intelligent and sentient, and will not forget who their friends were when they were small and meek. Risky and costly as it is, this means elemental wizards can earn very powerful familiars if they manage to nurture a Snowy Elemental until it evolves into something mightier... : Snowy Elementals are fairly hot-headed, ironically enough, and will be very wary of strangers, even if their master seems comfortable in their presence. Their volatile temperament is trivial enough in their small form, but not so much when they grow stronger. : {{note,background-color:gainsboro,position:relative,top:10px ##### Threadnotes: Icy Familiars When faced with the necessity of making an expedition to an arctic region, proficient arcanists often try to form a magical connection with a (mostly) harmless ice elemental, which by virtue of their soul connection grants them resistance to the oppressive cold. Having a such a familiar with you can be the difference between life and death, in many cases, so it's highly recommended that you should bring one with you if you intend to travel to the Soulfrost Expanse. : Be sure to treat them well, or they will renounce the familiar bond. Don't forget to feed them ice cubes if you keep them away from the frost for too long, lest they suffer from a heatstroke and perish. They don't reform quickly or easily. }} {{watercolor2,top:-200px,left:400px,width:500px,background-color:#E2FCFF,opacity:100%}} ![Frostgub](https://media.discordapp.net/attachments/1105918269992480819/1141100589967741059/frostgub.png?width=853&height=853) {position:absolute,top:-30px,right:-10px,width:480px,height:550px} \column {{monster,frame,position:relative,top:300px ## Snowy Elemental *Tiny elemental, unaligned* ___ **Armor Class** :: 13 (natural armor) **Hit Points** :: 5 (2d4) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|11 (-)|12 (+1)|11 (-)|14 (+2)| 10 (-) | ___ **Skills** :: Athletics +9 **Damage Vulnerabilities** :: fire **Damage Immunities** :: cold **Condition Immunities** :: chilled, frostbitten, frozen **Senses** :: heatsight 30ft. **Languages** :: Primordial (Aquan) **Challenge** :: 1/2 (100 XP) ___ ***Of Snow.*** The Snowy Elemental has vulnerability to fire damage, but is healed instead of damaged when it is targeted with cold damage. When the Snowy Elemental drops to 0 hit points, it transforms into a small shard of gleaming blue ice that does not melt. The Snowy Elemental will reform from this shard if left exposed to the *biting frost* environmental condition for at least eight hours (p. 17). : ***Variant: Snowy Familiar.*** Snowy Elementals can develop a bond to intelligent creatures, especially favoring those with an affinity towards the cold, such as Isark and Goliaths. The most important thing to keep their friendship is to feed them ice cubes if things get too toasty for their taste (they always are). : While bonded to a Snowy Elemental, a creature magically gains 30 feet of heatsight and resistance to cold damage. ### Actions ***Ice Chomp.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 1 cold damage, and the target is *chilled* until the end of its next turn. }} {{pageNumber,auto}} {{footnote Threadmaster's Bestiary: Snowy Elemental}} \page {{descriptive,position:relative,top:-25px ##### From "Examinations", Section 76-T These strange elementals are as vital to the Molten Crucible as worms, flies, and crows in regular ecosystems. Of course, the great rifts of the brasslands cannot accommodate normal types of carrion birds or insects, so most corpses tend to be left out in the open for long stretches of time, unless the magma seas swallow them. That is where the incredible Brass Scavengers come in. These beings crawl from the sulphuric depths and feast on the remains of elementals and devils. The energies they absorb in this corpse hunt give them their strange shapes: half-elemental, half-devil; one hundred percent monstrous. **--Guilliam Fallow, Threadmaster of Arcana and Science** }} {{monster,frame,position:relative,top:230px,left:-353px ## Brass Scavenger *Small elemental, unaligned* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 33 (6d6 + 12) **Speed** :: 30 ft., swim (in magma) 15 ft, burrow 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|9 (-1)|14 (+2)|5 (-3)|8 (-1)|10 (+0)| ___ **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: Fire **Senses** :: Tremorsense 20 ft., passive Perception 9 **Challenge** :: 2 (450 XP) ___ ***Tunneler.*** The Scavenger can burrow through solid rock at half its burrow speed and leaves a 2-foot-diameter tunnel in its wake. : ### Actions ***Multiattack..*** The Scavenger makes one Claw attack and one Bite attack. : ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) piercing damage plus 4 (1d6) fire damage. : ***Bite*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) piercing damage plus 7 (2d6) fire damage. A medium or smaller creature that is hit by this attack is grappled (escape DC 13). : ***Liquefy (recharge 5-6).*** The Scavenger grinds down and dissolves an object or creature it has grappled with its bite action using a potent volcanic mixture. They take 12 (2d6 + 3) piercing damage plus 15 (4d6) acid damage. ### Reactions ***Ambush.*** When a creature walks into the Brass Scavenger's tremorsense range and it is burrowed, it can choose to move up to its speed and immediately make one bite attack as a reaction. }} {{position:relative,right:350px,top:-25px ##### Scavengers of the Brasslands The great plates of rock and magma that compose the no-man's land between the Devil Enclaves and the Crucible paint a desolate landscape. Yet, even in this hellish expanse, "life" finds a way. : Small creatures reminiscent of arachnids known as Brass Scavengers roam the land, burrowing through the ever-changing tectonic plates of molten rock. ] They're often seen surfacing after the great and bloody battles that ravage the land. Brass Scavengers are not fighters, though they will attack travelers that come too close. : Much like other carrion creatures, the Brass Scavengers *will* fight to protect their meals, even with each other. Their deadly bite has evolved to chew through practically anything by dissolving even the toughest of materials with a potent chemical compound. This mixture is highly coveted by both sides of the ever-raging war, as it can affect even those that are resistant to fire. : These Scavengers are vital to the ecosystem of the Molten Crucible, and happen to be the main source of food of many other predators. }} ![Scavenger](https://media.discordapp.net/attachments/1105918269992480819/1144011699800768592/Magma_Scavenger-transformed.png?width=4000&height=3000) {width:825px,mix-blend-mode:multply,position:absolute,top:460px,right:-255px,transform:scalex(-1)} {{watercolor11,top:420px,left:390px,width:490px,background-color:black,opacity:80%}} {{pageNumber,auto}} {{footnote The Brasslands}} \page {{position:relative,top:-20px,left:-px ### In Frozen Caves The elemental power of Yharel, the killing frost, can sometimes meld with a lost soul that is passing through the material plane, birthing an Iceborn Beast. The unique creatures that result of this phenomenon {{width:20px}} often take ursine forms covered in crystalline {{width:40px}} ice, but other beastly shapes have also been {{width:20px}} recorded by the Isark tribes. : Despite their magical nature, they mostly {{width:70px}}act like their mundane counterparts -- a {{width:60px}} much stronger, more dangerous version of {{width:40px}} them. Elemental mages often try to tame {{width:60px}}them for a variety of reasons, but few casters{{width:40px}} outside the Isark tribes know how to {{width:50px}}manipulate their everfrost cores {{width:70px}}successfully. : In rare occasions, the magic that births {{width:70px}} these magnificent beings also grants{{width:90px}} them sentience, leading them to become {{width:70px}}elemental spellcasters of great power {{width:90px}}and wisdom. Some of them become {{width:70px}}spiritual leaders to the Isark, while {{width:98px}} others endlessly plot their demise. }} {{watercolor1,top:-50px,left:260px,width:650px,background-color:skyblue,opacity:100%}} ![Iceborn Guardian](https://media.discordapp.net/attachments/1105918269992480819/1137004929270161428/Mi_proyecto_22.png?width=3000&height=3000) {position:absolute,top:0px,right:-60px,width:580px,mix-blend-mode:} :::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-12px ## Iceborn Beast *Large Elemental, unaligned* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 94 (9d10 + 45) **Speed** :: 30 ft., swim 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |19 (+4)|12 (+1)|20 (+5)|6 (-3)|13 (+1)|9 (-1)|16 (+3) | ___ **Skills** :: Perception +4 **Damage vulnerabilities** :: Fire **Damage Immunities** :: Cold **Condition Immunities** :: chilled, frostbitten, frozen, soulchilled **Senses** :: darkvision 30 ft., passive Perception 11 **Languages** :: Primordial (Aquan) **Challenge** :: 5 (1,800 XP) ___ ***Ice Stride.*** The Beast can swim through nonmagical ice and water. While doing so, the Beast doesn't disturb the material it moves through. : ***Everfrost Form.*** The beast is covered in a thick layer of ice that is difficult to breach and constantly regenerates. The creature gains 10 temporary hit points at the start of its turn if it didn't take damage the previous round. The loss of temporary hit points does not count as damage taken for the purposes of this ability. While the beast has temporary hit points from this ability, it gains resistance to *bludgeoning, piercing, and slashing damage*. : If the Beast takes fire damage, it cannot benefit from *Everfrost Form* for 1d4 + 1 rounds afterwards. : ***Frost Aura.*** The Beast is surrounded at all times by a 10-foot radius sphere of frost centered on itself. Creatures within range take 5 cold damage as they enter the area and must make a DC 14 Constitution saving throw or take 7 (2d6) cold damage and be considered *chilled* for a minute. : This feature affects all creatures that start their turn within the area. Every time a creature is affected by this aura and fails its Constitution save, they gain a stack of *congelation* (up to the *frozen* condition) for a minute. Creatures that are immune to the *soulchilled* condition are not affected by this ability. : : ***Innate Spellcasting.*** The beast's innate spellcasting ability is Resolve (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: : *At will:* Frostbolt. : *1/day each:* Ice Gale, Absolute Zero. ### Actions ***Multiattack.*** The Iceborn Beast makes one maul attack and one bite attack. : ***Maul.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) slashing damage plus 4 (1d6) cold damage. : ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 4) piercing damage plus 4 (1d6) cold damage. A creature hit by this attack must make a DC 14 Strength saving throw or be grappled by the Beast. : ***Cold Breath (recharge 5-6).*** The Beast exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 ( 6d8 ) cold damage, or half as much damage on a successful one. }} {{pageNumber,auto}} {{footnote Kyrr: In Frozen Caves}} \page {{imageMaskCorner12,--offsetX:-50%,--offsetY:-0%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:90%} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:-50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:60%,right:0px} }} {{imageMaskCorner12,--offsetX:50%,--offsetY:50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1143919888633692171/tomfarlane_a_scorching_volcanic_region_fantasy_concept_art_magm_4e60af96-500b-4905-9b19-38a72090123f.png?width=312&height=468){height:60%,top:0px,right:0px} }} {{pageNumber,auto}} {{footnote}} {{watercolor4,top:-850px,left:330px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} {{watercolor4,top:-760px,left:300px,width:550px,background-color:red,opacity:100%,transform:scalex()}} {{watercolor4,top:-200px,left:-100px,width:550px,background-color:red,opacity:100%,transform:scale(}} {{watercolor4,top:-450px,left:-230px,width:550px,background-color:red,opacity:100%,transform:scale(-1)}} ![Nemesis Temple Guard](https://media.discordapp.net/attachments/1105918269992480819/1145820970121183362/Voriath_Persephone_Guard-transformed-transformed-transformed.png?width=3311&height=4000) {position:absolute,top:-10px,right:-40px,width:500px,height:800px,mix-blend-mode:arken} {{monster,frame,top:-60px ## Crucible Hunter *Medium fiend (devil), Lawful Evil* ___ **Armor Class** :: 18 (plate armor) **Hit Points** :: 90 (12d8 + 36) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|14 (+2)|16 (+3)|10 (+0)|15 (+2)|16 (+3)| ___ **Skills** :: Athletics +6, Perception +5, Survival +5 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** :: fire, poison **Condition immunities** :: poisoned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: Infernal, Common, and one other language **Challenge** :: 6 (2,300 XP) ___ ***Devil's Sight.*** Magical darkness doesn't impede the devil's vision. : ***Hellfire Plate.*** Whenever the Crucible Hunter is hit by a melee attack, the attacker must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) fire damage. : ***Survivalist.*** The Crucible Hunter has advantage on Wisdom (survival) checks made to track creatures through the Crucible. In addition, it always knows which way is north and can perfectly recall any path it has traveled through--unless hindered by magical means. : ***Lone Wolf.*** If the Crucible Hunter has no allies within 30 feet and is in melee range with two or more foes, he gains advantage on his *Infernal Greatsword* attacks. : ***Great-Weapon Fighting.*** The Crucible Hunter can reroll 1s and 2s on its damage rolls. It must use the new roll. ### Actions ***Infernal Greatsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 7 (2d6) fire damage. : ***Trap Elemental (recharge 5-6).*** The Crucible Hunter carries an Ember Cage, an item designed to capture the souls of elementals. As an action, the Hunter can attempt to capture an Elemental that is CR 5 or lower and has less than half its total hit points remaining. The Elemental must make a DC 14 Charisma saving throw or be trapped within the Ember Cage. If the Ember Cage is occupied, the Crucible Hunter cannot use this action. If the Ember Cage takes 20 points of damage, it breaks, instantly releasing the trapped elemental in the nearest unoccupied space. : ***Vow of Flame.*** The Crucible Hunter recites a magical vow it made to its superiors in the infernal hierarchy, ensuring it will not fail on its task. For the next minute, if the Hunter fails a saving throw, it can choose to succeed instead, ending this effect. If the Hunter takes more than 25 points of damage from a single source, this effect is dispelled. : ***Ignite (3/day).*** *Ranged Spell Attack:* +6 to hit, range 60ft., one target. *Hit:* 18 (4d8) fire damage. A creature hit by this attack catches fire, taking 4 (1d6) fire damage at the start of each turn for a minute or until the flames are doused with water, cold damage, or by using an action. }} {{note,position:relative,top:540px,left:20px ##### Encounter: Vow of the Hunter Down on one knee, an ominous figure in black plate looms over a defeated flame elemental. The creature of fire looks up defiantly, still hissing like a barrel of burning embers, spitting sparks. The dark knight brings up his enormous greatsword. The elemental closes its coal-like eyes... but no execution takes place. The infernal blade finds its sheath, and the plated figure brings forth a strange cage of Ember Brass as he recites a sharply intoned incantation. : The last look of the elemental is not defiance, but terror, before he vanishes in a flash, his soul confined to the magical cage. The Crucible Hunter turns to look at you... and draws his greatsword once more. The battle with the elemental seems to have exhausted him none. He intones a rhythmic vow, laced with the sharp, mocking modisms of infernal. : *"By the might of the Lady Eternal, by the power of the Nine Hells, by the greatness of devilkind... My guiding flame, my promise of service; this is not the day I fail."* : A softly burning sheet of flaming essence covers his armor after reciting his vows, and he now walks in your direction. Hanging from his belt, the elemental thrashes relentlessly against his cage of ember. It seems the battle is inevitable. }} {{footnote The Devil Enclaves: Crucible Hunter}} {{pageNumber,auto}} \page {{position:relative,top:-10px ##### Lost Souls Among the elementals of the Soulfrost Expanse, few are more mysterious than the Iceborn Nymphs. These icy spellcasters are said to manifest in rare occasions when several Everfrost shards are in close proximity, and meld together as they grow and become sentient. Many wizards have attempted to recreate this natural occurrence, with no success. The Isark, who believe these creatures to be an abomination, know there is an additional component to the birth of a Nymph: souls. : Some say Hestra takes the souls of those that die in the snow. Some say the Nymphs themselves arise to sheperd lost spirits in the eternal stasis of the arctic wastes. Others claim the soul of a powerful spellcaster is what gives the Nymph its magic. : Regardless of their origin, these strange and beautiful beings are leaders among their kind, and often care for hundreds of Icelings and other elementals. While mostly female-presenting, Nymphs can appear in any form they desire -- more often than not, the most convenient shape to attract their victims. : They seem to want to appeal to foreigners, and never take the looks of an Isark. They use their charm to lure travelers away from the paths and into the freezing cold, where they abandon them to the killing winds. Maybe they feed on their souls. Maybe they do it for sport. Maybe... that is how a Nymph is born. }} : {{watercolor2,top:-200px,left:240px,width:600px,background-color:skyblue,opacity:100%}} ![Nymph](https://media.discordapp.net/attachments/1105918269992480819/1136319813803847690/nymph_project.png?width=3000&height=4000) {position:absolute,top:0px,right:-30px,width:480px,mix-blend-mode:} :::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Iceborn Nymph *Medium Elemental, chaotic neutral* ___ **Armor Class** :: 15 (natural) **Hit Points** :: 75(10d8 + 20) **Speed** :: 30 ft., fly 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |9 (-1)|14 (+2)|14 (+2)|12 (+1)|13 (+1)|18 (+4)|12 (+1) | ___ **Skills** :: Perception +4, Deception +10, Persuasion +7 **Damage vulnerabilities** :: Fire **Damage Immunities** :: Cold **Condition Immunities** :: charmed, all congelation conditions **Senses** :: darkvision 30 ft., passive Perception 11 **Languages** :: Primordial (Aquan) **Challenge** :: 8 (3,900 XP) ___ ***Ice Stride.*** The Nymph can seamlessly fly through nonmagical ice and water. While doing so, the Nymph doesn't disturb the material it moves through. : ***Beautiful Form.*** Creatures that can see the Iceborn Nymph and would find it attractive have disadvantage on Wisdom and Resolve saving throws provoked by it. A creature with a Resolve (or Wisdom) score of 16 or higher is immune to this feature. : ***Nerves of Ice.*** The Nymph has advantage on rolls to maintain concentration on spells. Once per day, if it fails a concentration check, it can choose to succeed instead. : ***Spellcasting.*** The Nymph is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Nymph has the following spells prepared: : *Cantrips (at will)*: chill touch, light, mage hand, minor illusion : *1st level (4 slots)*: charm person, frostbolt, magic missile, shield : *2nd level (3 slots)*: ice gale, suggestion : *3rd level (3 slots)*: counterspell, major image, absolute zero : *4th level (3 slots)*: greater invisibility, ice storm : *5th level (1 slot)*: dominate person ### Actions ***Everfrost Touch.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 35 (10d6) cold damage. A creature hit by this attack must succeed on a DC 15 Constitution saving throw or be *frozen*. They can repeat the saving throw at the start of each of their turns, removing the condition on themselves on a success. : ***Soulchill Infusion.*** The Nymph targets a frozen creature or object within 30 feet. An unwilling creature must succeed on a DC 15 Constitution saving throw or be affected by the *Soul Chilled* condition. An Everfrost shard targeted in this way blossoms into an Iceling over the following minute. : Iceborn creatures targeted by this effect recover 5d8 hit points. }} {{pageNumber,auto}} {{footnote Hestra: Lost Souls}} \page : {{monster,frame,wide,position:relative,top:300px ## Magma Basilisk *Huge elemental, unaligned* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 184 (16d12 + 80) **Speed** :: 50 ft., burrow 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |21 (+5)|20 (+5)|20 (+5)|5 (-3)|14 (+2)|12 (+1)| ___ **Saving Throws** :: Str + 9, Dex +10, Con +9 **Damage Immunities** :: fire **Skills** :: Stealth +10, Survival +6 **Senses** :: darkvision 60 ft., tremorsense 120 ft. passive Perception 16 **Languages** :: None **Challenge** :: 12 (8,400 XP) ___ ***Blistering Scales*** Magma Basilisks skulk under lava like crocodiles under water, which makes their scales extremely resilient and blisteringly hot to the touch. Creatures that end their turn within 5 feet of a Magma Basilisk take 11 (3d6) fire damage. : Additionally, non-magical weapons that hit the Basilisk are damaged and start to melt. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to attack and damage rolls. If this penalty drops to -3, the weapon is destroyed. : ***Molten Tunneler.*** The Basilisk can burrow through solid rock at its burrow speed and leaves behind a 5-foot-radius tunnel of difficult terrain that drips with magma. Creatures take 4 (1d6) fire damage for every 5ft. traversed in this type of difficult terrain, regardless of movement penalty immunities. : ***Ambush Predator.*** The Basilisk has advantage on Initiative rolls. Additionally, any *Bite* attacks it makes against creatures that are surprised are considered critical hits. : ***Enraged Metabolism.*** When the Basilisk is below 90 hit points, its *Magma Burst* action recharges on a roll of 4-6 instead of 6. ### Actions ***Multiattack.*** The Basilisk makes two attacks: one with its bite and one to constrict. If available, it can use its Magma Burst instead of a Bite attack. : ***Bite.*** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 17 (3d10) fire damage. : ***Constrict.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. The target is grappled (escape DC 16) if the Basilisk isn't already constricting a creature, and the target is restrained until this grapple ends. : ***Devour.*** The Basilisk makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Basilisk, and it takes 33 (10d6) fire damage at the start of each of the Basilisk's turns. A Basilisk can only have one creature swallowed at a time. : If the Basilisk takes 40 damage or more on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the Basilisk. If the Basilisk dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. : ***Magma Burst (Recharge 6).*** The Basilisk regurgitates a powerful stream of lava in a line that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. : After this action is used, it leaves behind a line of magma that is 20 feet long and 10 feet wide. Creatures in the line are pushed out of it to the nearest unoccupied space when this ability is used. The lava remains in the world for 12 hours before cooling into stone. A creature that is in contact with lava takes 10d10 fire damage. }} ![Sanke](https://media.discordapp.net/attachments/1105918269992480819/1153001045371387914/basiliskfixed.png?width=4050&height=2700) {position:absolute,top:0px,right:13px,width:770px,transform:scalex(-1)} {{artist,top:15px,right:10px ##### Trouble in the Tunnels There's more than a few hungry predators waiting beneath the molten rock of the Crucible. These puppies ambush Devils and Faldrim alike! }} {{watercolor1,top:-100px,left:20px,width:750px,background-color:maroon,opacity:80%}} {{pageNumber,auto}} {{footnote Heart of the Crucible: Magma Basilisk}} \page {{imageMaskEdge2,--offset:9%,--rotation:-15 ![](https://media.discordapp.net/attachments/1105488303710543923/1137441342721638542/tomfarlane_an_arachnid_monstrosity_from_the_arctic_frost_palett_a1f79b7c-c35f-41c7-b83d-f4fe0e3c889e.png?width=1503&height=1002){height:80%,top:450px,right:-250px} }} {{imageMaskEdge4,--offset:40%,--rotation:170 ![](https://media.discordapp.net/attachments/1105488303710543923/1137441342721638542/tomfarlane_an_arachnid_monstrosity_from_the_arctic_frost_palett_a1f79b7c-c35f-41c7-b83d-f4fe0e3c889e.png?width=1503&height=1002){height:100%} }} ::::::: {{descriptive ##### From "Coinseeker's Planar Guide", Entry 554 When I first heard what a pound of Iceborn Horror chitin was going for at interplanar markets, I quickly made my bags of holding and set out to find some experienced bodyguards to help me over the course of my voyage. Well let me tell you, mate, it was not easy to find any man-at-arms worth their salt willing to go the Deep Frost where these fiendish creatures reside. : In the end, I had to employ a series of illusions and enchantments to convince some spiritual Isark natives to help me in my quest (what? I resurrected those who died, they're all fine!). With my loyal companions by my side, and my own arcane might, I was pretty sure no icy monstrosity would spell my doom. : And indeed, they didn't! What, did you think the great Runo would fall to a snowy crustacean?! Ha, pathetic. But... do be careful. They are malicious, hateful creatures, and their glacial toxin is nothing to scoff at. : In the end, it was lucky that I took that meteor swarm wand with me. Unfortunately, the comets *did* kind of ruin the chitin... Well, experience is its own reward, no? **Runo Fylsworth, Threadmaster of Finance** }} \column :::: ##### Ambushers of the Snowy Depths Iceborn Horrors are strange creatures with crustacean armor, spider eyes, and fiendish hearts. Their complete immunity to frost allows them to lay covered in snow for hours in wait of prey, using their innate blindsight to spring their terrible ambush at just the right moment. : These monstrous predators are despised by almost all in the Soulfrost Expanse, including other frost elementals -- though they can't consume them, Iceborn Horrors still enjoy hunting and killing them for the sake of sport. Their aggression levels are so high that they will, in fact, fight against other horrors to the death. : Fortunately, horrors are among the rarest frost elementals, and they are often engendered in remote locations where the elemental cold makes civilized life impossible anyway. Hunting them is as risky as it is profitable: their tough barnacle-like shell is immensely valuable to Isark shipwrights and armorsmiths. : Don't underestimate their sheer hatefulness: gravely wounded horrors will often prefer to keep fighting and inflict the most amount of damage and misery rather than ensuring their own survival by escaping. {{pageNumber,auto}} {{footnote Threadmaster's Bestiary: Iceborn Horror}} \page {{imageMaskEdge4,--offset:13%,--rotation:195 ![](https://media.discordapp.net/attachments/1105539459962904677/1136416402685820989/tomfarlane_a_frozen_waste_in_the_middle_of_a_snowstorm_arctic_f_9c15fa72-6732-4efd-916f-8ee1acb8ad3e.png?width=1848&height=1848){height:100%,left:-1px} }} {{imageMaskEdge6,--offset:13%,--rotation:15 ![](https://media.discordapp.net/attachments/1105539459962904677/1136416402685820989/tomfarlane_a_frozen_waste_in_the_middle_of_a_snowstorm_arctic_f_9c15fa72-6732-4efd-916f-8ee1acb8ad3e.png?width=1848&height=1848){height:100%,left:-1px,top:1px} }} ::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-0px ## Iceborn Horror *Huge elemental, unaligned* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 201 (18d12+84) **Speed** :: 60 ft., climb 60ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: | |21 (+5)|16 (+3)|19 (+4)|7 (-2)|13 (+1)|7 (-2)|16 (+3) | ___ **Saving Throws** :: Str +10, Con +9 **Skills** :: athletics +10, stealth +8 **Damage Resistances** :: slashing, piercing and bludgeoning from nonmagical weapons **Damage Immunities** :: cold **Condition Immunities** :: chilled, frostbitten, frozen, charmed **Senses** :: tremorsense 120ft. **Languages** :: understands aquan but can't speak **Challenge** :: 13 (7,200 XP) ___ ***Hateful Recklessness.*** When below half its maximum hitpoints, the Iceborn Horror can choose to attack with advantage at the beginning of its turn, but attack rolls against it have advantage until its next turn. : ***Brutal Ambusher.*** The Iceborn Horror has advantage on initiative rolls, and deals double damage against creatures that are surprised. : ***Frost Toxin.*** Some of the Iceborn Horror's attacks can inflict doses of a terrible magic toxin that slowly puts creatures in inescapable stasis. Creatures immune to the soul chilled condition are not affected by this toxin. : This toxin is highly unstable and breaks down quickly: a creature affected by the Frost Toxin loses one dose at the start of each of their turns. The effects of the toxin are as follows (see [congelation effects](#p18) for specific mechanics): - First Dose: Affected creatures are *chilled*. - Second Dose: Affected creatures are *frostbitten*. - Third Dose: Affected creatures are *frozen*. - Sixth Dose: Affected creatures are *soul-chilled*. - Eighth Dose: Affected creatures are *death frosted*. ### Actions ***Multiattack.*** The Iceborn Horror makes three attacks: two with its impaling limbs and one with its maw. Alternatively, it can forgo its maw attack to use its *exude frost* action. : ***Impaling Limb.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 9 (1d6 + 5) and the target must succeed on a DC 10 Constitution saving throw or be affected by a dose of Frost Toxin. For every active dose, the save DC increases by 2. : ***Maw.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 16 (2d10 + 5) and the target must succeed on a DC 14 Constitution saving throw or be affected by a dose of Frost Toxin. For every active dose, the save DC increases by 2. : ***Exude Frost (recharge 5-6).*** The Iceborn Horror raises a glacial wind using its innate elemental control. Creatures within 30 feet of it must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save or half as much on a successful one. ### Reactions ***Flick Reflex.*** As a reaction when a medium or smaller creature that it can see comes within 10 feet of it, the Iceborn Horror can attempt to flick it with a quick movement of its limb. : The triggering creature must succeed on a DC 18 Dexterity saving throw or take 5 (1d8) bludgeoning damage and be thrown back 15 feet, landing prone. }} {{pageNumber,auto}} {{footnote Threadmaster's Bestiary: Iceborn Horror}} \page ![Carnifex](https://media.discordapp.net/attachments/1105918269992480819/1143944240230056078/magma_dino_1_edit-transformed-transformed.png?width=4000&height=3000) {position:absolute,top:10px,right:00px,width:800px,transform:scalex,mix-blend-mode:darken} {{monster,frame,wide,position:relative,top:345px ## Molten Carnifex *Huge elemental, unaligned* ___ **Armor Class** :: 21 (natural) **Hit Points** :: 207 (18d12 + 90) **Speed** :: 40 ft., burrow 20 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|12 (+1)|20 (+5)|7 (-2)|14 (+2)|13 (+1)| ___ **Saving Throws** :: Str +12, Con +11, Wis + 8 **Damage Resistances** :: bludgeoning and piercing (when above 100 hit points) **Damage Immunities** :: fire; slashing (when above 100 hit points) **Senses** :: darkvision 120 ft., tremorsense 60 ft., passive Perception 17 **Languages** :: Understands Ignan but doesn't speak **Challenge** :: 16 (15,000 XP) ___ ***Legendary Resistance (1/Day).*** When the Carnifex fails a saving throw, it can choose to succeed instead. : ***Scales of Volcanic Stone.*** The Carnifex is resistant to bludgeoning and piercing damage. Additionally, it is immune to slashing damage, as no weapon can cut through the hardened obsidian. The creature loses these benefits when below 100 hit points, as the hardened shell breaks away. : ***Siege Monster.*** The Carnifex deals double damage to objects and structures. : ***Tunneler.*** The Carnifex can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. : ***Primal Drive.*** The Carnifex hunts its prey in long chases that enhance its primal instincts. The longer the fight, the more powerful it becomes. At the start of every round of combat after the first, roll a d4. : | Result | Effect | |:------------------|:-----:| | **1** | The Carnifex gains +1 to its Strength score, up to a maximum of 30. | | **2** | The Carnifex's speed is increased by 20 feet, up to a maximum speed of 100 ft. | |**3** | The Carnifex gains +2 to its Dexterity score, up to a maximum of 20. | | **4** | The Carnifex gains an additional Claw attack, up to a maximum of 4 Claw attacks. | : Reroll the d4 if it falls on a result that has already reached its maximum. : ***Enraged Drive.*** When the Carnifex is below 100 hit points and loses its resistances, roll two *Primal Drive* effects instead of one at the beginning of its turns. ### Actions ***Multiattack.*** The Carnifex makes one Claw attack and one Bite attack. : ***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit* 18 (2d10 + 7) slashing damage plus 11 (2d10) fire damage. : ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 24 (3d10 + 7) piercing damage plus 28 (5d10) fire damage. A creature hit by this attack must succeed on a DC 20 Strength saving throw or be grappled (escape DC 20). A grappled creature takes 28 (5d10) fire damage at the end of each of its turns. A creature that is grappled in this manner automatically fails its save against the Carnifex's Magma Ball action. : ***Magma Ball (Recharge 5-6)*** The Carnifex spits an explosive sphere of molten rock towards a point it can see within 90 feet. Each creature within a 20-foot sphere centered on that point must make a DC 14 Dexterity saving throw, taking 55 (10d10) fire damage and 14 (4d6) bludgeoning damage on a failed save, or half as much on a successful one. }} {{watercolor1,top:-200px,left:-35px,width:900px,background-color:orangered,opacity:100%}} {{watercolor3,top:700px,left:550px,width:500px,background-color:orangered,opacity:100%,transform:scalex(-1)}} {{watercolor3,top:700px,left:-235px,width:500px,background-color:orangered,opacity:100%}} {{pageNumber,auto}} {{footnote The Brasslands: Molten Carnifex}} \page {{watercolor4,top:-300px,left:-180px,width:800px,background-color:lightblue,opacity:100%}} {{watercolor4,top:-300px,left:-380px,width:800px,background-color:lightblue,opacity:100%,transform:rotate(90deg)}} {{monster,frame,position:relative,top:-20px ## Apex Jötun *Huge monstrosity, unaligned* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 262 (21d12 + 126) **Speed** :: 50 ft., swim 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | RES |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----: |25 (+7)|16 (+3)|23 (+6)|9 (-1)|15 (+2)|12 (+1)| 17 (+3) ___ **Saving Throws** :: Str +13, Wis +8, Res +9 **Damage Immunities** :: cold **Condition Immunities** :: stunned, charmed, frightened, all congelation conditions. **Senses** :: darkvision 120 ft., passive Perception 12 **Challenge** :: 18 (20,000 XP) ___ ***Legendary Resistance (2/day).*** When the Apex Jötun fails a saving throw, it can choose to succeed instead. : ***Primal Blood.*** The Jötun's attacks are considered magical and it cannot be stunned, charmed, or frightened. In addition, it has advantage on rolls made to end conditions, spells or magical effects on itself. : ***Apex Adaptation.*** The Jötun is highly adaptable and will quickly change its approach as to better hunt its prey. At the start of each of the Jötun's turns, it chooses an adaptation from the following: : *Reinforced Tendons.* The Jötun gains an additional 20 feet of movement, takes only half-damage from falls, and can jump twice its normal jump distance. : *Primal Strength.* The Jötun's melee attacks critically hit on a natural roll of 19-20. The critical range increases to 17-20 against creatures with a Constitution score of 15 or lower. : *Elastic Form.* The Jötun gains an additional 5 feet of range on all its melee attacks. In addition, it gains resistance to slashing, bludgeoning, and piercing damage. ### Actions ***Multiattack.*** The Jötun makes two claw attacks, one gore attack, and one bite attack. : ***Claws.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit* 18 (2d10 + 7) slashing damage. If the target is a large or smaller creature, it must succeed on a DC 21 Strength saving throw or be grappled (escape DC 21). The Jötun can use a *Claw* attack to throw a grappled creature 45 feet away in a direction of the Jötun's choice, landing prone. The creature suffers an additional 14 (4d6) bludgeoning damage if they hit an obstacle. : ***Gore.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit* 18 (2d10 + 7) piercing damage. A creature hit by this attack must succeed on a DC 21 Strength saving throw or be thrown 30 feet away in a direction of the Jötun's choice, landing prone and suffering an additional 14 (4d6) bludgeoning damage if they hit an obstacle. : ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit* 29 (4d10 + 7) piercing damage. If the attack hits, the Jötun regains 10 hit points. On a critical hit, the target of the attack loses a limb (Jötun's choice). }} {{monster,frame,position:relative,top:380px,left:20px ### Legendary Actions The Apex Jötun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Apex Jötun regains spent legendary actions at the start of its turn. : ***Claw.*** The Jötun makes a Claw attack. : ***Gore.*** The Jötun makes a Gore attack. : ***Boluder of Ice (Costs 2 Actions).*** *Ranged Weapon Attack:* +14 to hit, range 40/120 ft., one target. Hit: 35 (4d12 + 7) bludgeoning damage. : ***Monstrous Leap (Costs 2 Actions).*** The Jötun jumps 30 feet (or 60 feet if it has the *Reinforced Tendons* adaptation) in a direction of its choice. Creatures within 5 feet or directly under the landing space of the Jötun must succeed on a DC 17 Dexterity saving throw or take 29 (4d10 + 7) bludgeoning damage and be knocked prone. : ***Savage Assault (Costs 2 Actions).*** The Jötun unleashes its rage on a grappled or prone creature within 10 feet of it. It makes two claw attacks and a bite attack against the creature. : ***Bestial Roar (Costs 2 Actions).*** The Jötun lets out a powerful and intimidating roar. All creatures within 120 feet of the Jötun and that can hear it must make a DC 18 Wisdom (or Resolve, if using the Optional Rules from the Threadmaster's Vault) saving throw or be frightened, or stunned if they are within 30 feet of the Jötun. : ***Apex Regeneration (Costs 3 Actions) (1/day).*** The Jötun immediately regains 150 hit points. This action can only be used if the Jötun has 100 hit points or less. If the Jötun takes fire damage, it can't use this action until the end of its next turn. }} {{pageNumber,auto}} {{footnote Threadmaster's Bestiary: Apex Jotün}} ![oOGA bOOBA](https://media.discordapp.net/attachments/1105918269992480819/1138812474469122108/Apex_edit_.png?width=4000&height=4000) {position:absolute,top:-40px,right:-370px,width:800px,transform:scalex(-1)} \page {{imageMaskCorner36,--offsetX:1%,--offsetY:50%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1146879224779653231/tomfarlane_a_fire_spirit_in_the_style_of_a_dungeons_and_dragons_70b73845-0492-4665-ba48-4f00751b8665.png?width=4000&height=3000){height:68%,top:0px,left:-90px} }} :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # The Pyros Titans The first line of defense of the great Molten Crucible are the walking mountains of molten rock and fire storms known as Pyros Titans. Born of the Crucible, these elder elementals are solitary creatures, content to wander through the charred lands and battle other great elementals in cataclysmic encounters that rock the land. But it is only against the devils that they fight with true malice. : They are the Crucible made flesh... or magma, to be precise. There exists no truer representation of the flame that burns deep within the Heart of the Crucible than these creatures. The arrival of the devils, hundreds of years ago, had a terrible impact on the Pyros' wandering nature. : Unfortunately, what they have in size they lack in cunning. Devil squadrons usually wear down these magnificent elementals little by little, never engaging in direct fights until they know the titan is about to fall. Then, they use a particularly strong Skull of Soulbinding to trap the essence of the elemental, which leaves the body to be scavenged for the precious Ember Brass that all Enclaves so desperatly mine for. : In the present day, the Titans have had to adapt. They no longer fight each other with glee and determination, wanting to prove who between them is the greatest. They now focus their efforts on holding the advances of the Devil Enclaves in strategic points chosen by the Faldrim, which they consider their leaders. : By themselves, the Pyros would probably have gone extinct, hunted to oblivion by the Pact of the Crucible. There are barely a dozen Pyros remaining, and since the primordial flame has started to wane by the rituals of the Lady Eternal, no other new Titans have spawned from it. : Still, these magnificent creatures hold the line, risking their souls every time they step onto the battlefield. {{pageNumber,auto}} {{footnote Heart of the Crucible: The Pyros Titans}} \page {{monster,frame,top:-0px ## Pyros Titan *Gargantuan Elemental (titan), chaotic neutral* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 475 (25d20 + 189) **Speed** :: 50ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |30 (+10)|13 (+1)|26 (+8)|7 (-2)|22 (+6)|20 (+5)| ___ **Saving Throws** :: Str +17, Dex +8, Con +15, Wis +13, Cha +12 **Damage Immunities** :: fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, frightened, paralyzed, stunned, poisoned **Senses** :: darkvision 120 ft., passive Perception 16 **Languages** :: Primordial (Ignan) **Challenge** :: 23 (50,000 XP) ___ ***Legendary Resistance (3/day).*** If the Pyros Titan fails a saving throw, it can choose to succeed instead. : ***Siege Monster.*** The Pyros Titan deals double damage to objects and structures. : ***Firestorm.*** The titan is surrounded at all times by a potent firestorm. Creatures that end their turn within 30 feet of the Titan take 35 (10d6) fire damage. : ***Earthbreaker.*** The Pyros Titan's bulk makes the ground quake violently every time it moves. If the Pyros titan moves up to half its speed, it creates an earthquake in a 100-foot-radius circle centered on the point where it ends its movement. : The ground in that area becomes difficult terrain. Each creature within it when the quake hits must make a DC 15 Strength saving throw, taking 21 (6d6) bludgeoning damage and being knocked prone on a failed save. On a successful one, they take only half damage and aren't knocked prone. : **Primordial Illumination.** The Pyros Titan emits bright light out to a 300-foot radius around itself, and dim light out to an additional 150 feet. : ### Actions ***Multiattack.*** The Pyros Titan makes two slam attacks. : ***Slam.*** *Melee Weapon Attack:* +17 to hit, range 20ft., up to three targets within 10ft. of a point within range. *Hit* 28 (4d8 + 10) bludgeoning damage plus 35 (10d6) fire damage. : ***Flame of the Crucible (2/day).*** The Pyros Titan channels the latent power of the primordial flame in a bid to bring destruction to all around it. After using this action, the titan begins to shine brightly. At the start of its next turn, all creatures within 60 feet of the titan must make a DC 23 Dexterity saving throw. A creature suffers 70 (20d6) fire damage plus 70 (20d6) radiant damage on a failed save, or half as much on a successful one. : After using this ability, the Titan regains 50 hit points, and its *firestorm* feature deals an additional 18 (5d6) radiant damage for the next minute. }} {{monster,frame,position:relative,top:547px,left:30px ### Legendary Actions The Pyros Titan can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Titan regains spent legendary actions at the start of its turn. : ***Slam.*** The Pyros Titan makes one slam attack. : ***Move.*** The Pyros Titan moves up to half its speed. : ***Primordial Resistance (Costs 2 Actions).*** The Pyros Titan prepares for an incoming strike. Until the end of its next turn, it gains resistance to all damage except psychic damage. : ***Blessing of the Crucible (Costs 2 Actions).*** The Pyros Titan channels primordial might onto itself. Its next *Slam* attack deals *radiant* damage instead of *fire* damage. This bonus lasts until the end of the titan's next turn. : ***Hurl Meteor (Costs 3 Actions).*** The Pyros Titan hurls a molten rock onto a point within 120 feet of it. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 53 (15d6) fire damage and 53 (15d6) bludgeoning damage on a failed save, or half as much damage on a successful one. : }} {{imageMaskCorner21,--offsetX:46%,--offsetY:20%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1146885400602886295/tomfarlane_a_fire_spirit_in_the_style_of_a_dungeons_and_dragons_0cdbf14b-6c1f-4824-bea8-f5cb31060710.png?width=3000&height=4000){height:80%,top:0px,right:-70px} }} {{watercolor6,top:-850px,left:330px,width:550px,background-color:orangered,opacity:100%,transform:scale(-1)}} {{watercolor6,top:-760px,left:300px,width:550px,background-color:orangered,opacity:100%,transform:scalex()}} {{watercolor2,top:-200px,left:-100px,width:550px,background-color:orangered,opacity:100%,transform:scale(}} {{watercolor6,top:-450px,left:-230px,width:550px,background-color:orangered,opacity:100%,transform:scale(-1)}} {{pageNumber,auto}} {{footnote Heart of the Crucible: The Pyros Titans}} \page # Archive's Inventory Greetings again, planeswalker of our illustrious order! Welcome to the exclusive inventory of the threadmaster's archive. We've gathered here a commendable assortment of unique wonders, items and artifacts from the Soulfrost Expanse while you were gone -- in case you want to check out the novelties. Don't forget to log anything you want to borrow with Threadmaster Fallow. We've lost many-a-threadseeker to his distaste of disorganization. ![Sword of Kazn't](https://media.discordapp.net/attachments/1105918269992480819/1138090506405019698/Mi_proyecto_24.png?width=4000&height=4000) {width:505px,transform:scalex(-1),position:absolute,left:-20px} {{watercolor2,top:-280px,left:600px,width:450px,background-color:darkred,opacity:80%,transform:rotate(-70deg)}} \column :::::::::::::::::::::::: {{position:relative,right:313px,top:305px #### Sword of Wyrmslaying *Weapon (longsword), Artifact (requires attunement)* : From within the magnificent hoard of Garas, the great Wyrmslayer sticks out like a sore thumb. A crimson-black masterpiece of ancient craftmanship, the magnum opus of a long-lost smith, with the express purpose of cleansing Yharel and his cohort of frost wyrms from the Soulfrost Expanse. : You have a +2 bonus to attack and damage rolls made with this weapon. When you hit a dragon with this weapon, the dragon takes an extra 4d6 slashing damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles, frost wyrms, and wyverns. : A dragon cannot recover the hit points it lost as the result of this weapon's damage by any means short of a wish / 9th level remove curse spell. : ***Unleash Fury.*** This weapon has three charges. You can expend a charge to envelop the wyrmslayer in fire for one minute, granting it an additional 2d6 fire damage on every strike. : You can expend three charges to summon a fiery storm from within the sword, dealing 21 (6d6) fire damage to all creatures within 30 feet of you. Your next attack gains a reach of 60 feet and deals an additional 35 (10d6) fire damage. All creatures between you and the target of this attack must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. : At every dawn, the sword recovers a single charge. If the Wyrmslayer kills a dragon, it recovers all its charges. It always seems to thirst for more draconic blood... }} {{imageMaskCorner1,--offsetX:37%,--offsetY:40%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1139936472187818024/tomfarlane_a_smith_in_the_middle_of_a_volcano_an_anvil_surround_39b1bc3f-6c92-4acf-979c-f925c2c0cf35.png?width=3000&height=4000){height:96%,top:-120px,right:-100px} }} {{imageMaskCorner1,--offsetX:-37%,--offsetY:-40%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1139936472187818024/tomfarlane_a_smith_in_the_middle_of_a_volcano_an_anvil_surround_39b1bc3f-6c92-4acf-979c-f925c2c0cf35.png?width=3000&height=4000){height:66%,top:600px,right:400px} }} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page #### Firesoul Elixir *Potion, Legendary* : Made from distilled magma found only within the deepest caves of the Soulfrost expanse, this fiery red elixir shines with an unquenchable flame. Popping the lid feels like lighting dynamite, and drinking it sends jolts of heat across your body for hours afterwards. Not a pleasant experience, but the sacrifice is worth it. The elixir's effects last for 10 minutes after consuming it. : ***A Flame Alighteth.*** After drinking this potion, you take 21 (6d6) fire damage. For the duration of the elixir, the fire that courses through your veins makes you immune to the *Chilled*, *Frostbitten*, and *Frozen* conditions. In addition, you gain resistance to cold, acid, poison, thunder and lightning damage. If you already have resistance to one of these damage types, you gain immunity instead. : While under the effects of this potion, you are immune to fire damage and can walk through fire, breathe smoke, and swim in magma. : ***Unquenchable Soul.*** For the duration of the potion, if you fail a saving throw, you can choose to succeed instead. If you do so, the elixir fades and you lose its benefits. : This potion is consumed after it is used. It must be drunk in full for its effects to take place. Once a creature has benefited from the effects of this elixir, it cannot do so again for the next week. {{watercolor10,top:460px,left:-120px,width:550px,background-color:orangered,opacity:80%,transform:scale}} ![Firesoul Potion](https://media.discordapp.net/attachments/1105918269992480819/1138091198997872841/Mi_proyecto_25.png?width=4000&height=4000) {position:absolute,top:580px,right:380px,width:430px} \column :::::::::::::::::::::::::: {{position:relative,top:320px,right:353px #### Everfrost Scepter *Wondrous item, very rare (requires attunement by a spellcaster)* : This scepter is a storied treasure of the Yar Suth people, a reminder of the closest they got to taming the legendary Talking Fafnir -- they managed to take its legendary wand, which to a medium creature is more akin to a scepter. Unfortunately, the ones who achieved this glorious deed were, barely a few days after their exploit, lost to a blizzard of unendurable stasis. The Everfrost Scepter has been lost ever since. : This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it, and deals cold damage instead of bludgeoning. While you use it as a spellcasting focus (requires attunement), you gain a +1 bonus to spell attack rolls and your spell save DC. Additionally, you can cast the *Ice Gale*, *Frostbolt* and *Absolute Zero* spells innately while attuned to the Everfrost scepter, once a day each. : The frost orb atop this scepter is immune to all damage except force and fire, against which it has resistance. If it takes 100 damage over the course of one minute, it shatters, instantly letting loose its elemental power in a singular burst of snap-frost. The *unendurable stasis* environmental condition is applied in a 30 foot radius centered around the point where the orb shattered, lasting for five rounds before being automatically dispelled. : ***Cursed Item:*** Garas the Wise can see through this orb out to a range of 60 feet. He can use an action to cast the innate spells of the scepter (the scepter counts as the source for the purposes of range) using his own stats for the spell save DC and spell attack bonus. Additionally, he can choose to shatter the orb as an action, destroying the item and triggering the snap-frost effects described above. }} {{watercolor2,top:-405px,left:295px,width:550px,background-color:skyblue,opacity:100%,transform:rotate(10deg)}} ![Soulchill staff](https://media.discordapp.net/attachments/1105918269992480819/1138090537312866334/staffsoulfrostnobg.png?width=4000&height=4000) {position:absolute,top:-15px,right:1px,width:400px,mix-blend-mode:multipl} {{pageNumber,auto}} {{footnote Threadmaster's Archive: Inventory}} \page # Wyrmsigns of Yharel The infamous greatwyrms have such enormous amounts of magical might contained within themselves that, much like Gods, the very fact of their existence can power spells and arcanisms being manifested thousands of miles away. Indeed, the greatwyrms "lend" their power to those who learn the proper rituals and give worship to their elemental majesty. : #### Frostbolt *1st-level evocation* **Casting Time:** :: 1 action **Range:** :: 120 feet **Components:** :: V, S **Duration:** :: Instantaneous A bolt of concentrated cold, this spell is a natural ability of many elementals in the Soulfrost Expanse. You hurl a snowball imbued with energy to a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 cold damage and is *chilled* for a minute. : **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. #### Ice Gale *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: S **Duration:** :: Instantaneous A quick, unnatural flick of the fingers brings forth a gust of icy elemental wind. The first wyrmsign many discover, often by accident. Choose a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. or be assaulted by frost, taking 4d6 cold damage and suffering from a 15 feet penalty to their movement until the end of their next turn. : **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. \column :::::::::::::::: #### Absolute Zero *3rd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 90 ft **Components:** :: V, S, M (a small shard of dry ice or cryolite) **Duration:** :: Instantaneous You summon a great frost that spreads from a point within range, covering the ground in a 30-foot radius of that point with a thin layer of elemental ice. Any patch of water or other liquids becomes frozen, and anyone trying to move more than half their maximum speed must make a Dexterity saving throw or be knocked prone. The ice lasts for 60 seconds, or until dispelled. Creatures on thin ice cannot take reactions until the end of their next turn. : Aditionally, you can allow a number of creatures equal to your spellcasting ability modifier to glide across the ice, doubling their movement and ignoring all the negative effects of the spell. :: #### Glacial Ward *5th-level transmutation* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: S, M (a shard of everfrost worth at least 100 GP, which the spell consumes) **Duration:** :: Concentration, Up to 10 minutes A buildup of sturdy ice covers a creature within range, granting them resistance to piercing, bludgeoning, slashing and cold damage, and increasing their A.C by 2, but lowering their movement speed by 10 feet. Additionally, their melee attacks deal an extra 1d6 cold damage while this spell remains active. : **At Higher Levels:** When you cast this spell using a 7th level spell slot or higher, the movement penalty becomes 5ft., the A.C bonus increases to 3, and the attacks deal an extra 2d6 cold damage instead of 1d6. {{imageMaskCenter15,--offsetX:-38%,--offsetY:-57%,--rotation:-12 ![](https://media.discordapp.net/attachments/1105488303710543923/1138099845534584852/tomfarlane_a_frozen_cave_filled_with_treasure_arctic_expanse_ar_035145a0-f683-462f-b717-5346666b17a1.png?width=616&height=616){height:60%,top:569px,left:-200px} }} {{imageMaskCenter5,--offsetX:50%,--offsetY:53%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1138451686562734170/tomfarlane_a_mage_casting_a_frost_spell_fantasy_art_concept_art_66c7acf1-0c79-4102-94b4-8178f363a184.png?width=925&height=616){height:30%,top:-1px,right:-60px} }} {{pageNumber,auto}} {{footnote Hestra: Wyrmsings of Yharel}} \page {{imageMaskCorner9,--offsetX:55%,--offsetY:56%,--rotation:-40 ![](https://media.discordapp.net/attachments/1105539299815989330/1143366021533663352/tomfarlane_a_luscious_devil_in_the_style_of_a_dungeons_and_drag_59e15e8b-f971-4c38-9df4-a44241b2e3fe.png?width=3000&height=4000){height:75%,right:-85px,top:-120px} }} {{imageMaskCorner31,--offsetX:49%,--offsetY:-60%,--rotation:20 ![](https://media.discordapp.net/attachments/1105488303710543923/1146573500644065431/tomfarlane_a_congregation_of_devil_mages_devils_all_around_fant_0b4440f1-2ce7-4142-8c66-c5e9c9298ff9.png?width=4000&height=3000){height:53%,right:-10px,top:650px} }} {{imageMaskCorner31,--offsetX:-30%,--offsetY:-66%,--rotation:20 ![](https://media.discordapp.net/attachments/1105488303710543923/1146573500644065431/tomfarlane_a_congregation_of_devil_mages_devils_all_around_fant_0b4440f1-2ce7-4142-8c66-c5e9c9298ff9.png?width=4000&height=3000){height:53%,right:-10px,top:650px} }} {{position:relative,top:-20px ## The Devil Rites : For as long as they have lived, devils have not shied away from using the arcane to further their goals. This holds true in the Molten Crucible's enclaves, where mortals, arcanists, and infernal creatures mingle together. Magic is born out of necessity, and many of these spells have become a staple of the Molten Crucible's particular brand of danger. : #### Vow of Hatred *evocation cantrip* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V **Duration:** :: concentration, up to six seconds You utter an infernal vow that promises swift demise to a creature within range. On your next turn, your first attack against that creature has advantage and deals an additional 1d10 fire damage, provided the creature is still within range. If the target leaves the range of the vow, the spell ends. : This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). : #### Immolate *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V, S, M (a handful of ash) **Duration:** :: concentration, up to 1 minute You conjure a flame that consumes your enemies from the inside. A creature within range must succeed on a Constitution saving throw or take 4d6 fire damage as their innards burn. A creature that fails the save catches fire for the duration, taking 4 (1d6) fire damage at the start of each turn until the flames are doused with water, cold damage, or by using an action. : On subsequent turns, you can use a bonus action to intensify the flames, increasing the damage taken at the start of each turn by 1d6. }} \column :::::::::::::::::: #### Infernal Word *5th-level enchantment* **Casting Time:** :: 1 action **Range:** :: 30 feet **Components:** :: V, S **Duration:** :: Instantaneous You emit a guttural whisper, a primordial blasphemy forged in the fiery pits of hell. A creature of your choice within range that can hear you must succeed on a Charisma saving throw or take 28 (8d6) psychic damage and be *stunned*. At the end of each of the creature's turns, they can attempt the save again, ending the effect on themselves on a success. : #### Prana Drain *7th-level necromancy* **Casting Time:** :: 1 action **Range:** :: Touch **Components:** :: V, S **Duration:** :: Instantaneous You inhibit a creature’s ability to cast spells, blocking their prana and stealing their voice. Make a melee spell attack against a creature within range. On a hit, the creature takes 8d10 force damage and must succeed on a Charisma saving throw. On a failure, they are rendered mute and cannot cast spells for a week. : Only a 7th level upcast of *Remove Curse* or *Greater Restoration* can end this effect early. {{pageNumber,auto}} {{footnote The Devil Enclaves: Castle of Night }} \page {{imageMaskCorner22,--offsetX:50%,--offsetY:-67%,--rotation:0 ![](https://media.discordapp.net/attachments/1105488303710543923/1136354252634198116/tomfarlane_a_fantasy_illustration_of_an_elf_freezing_to_death_f_61a176e5-447d-4ff3-b4d8-a9dee227d301.png?width=1503&height=1002){height:50%,left:230px,top:610px} }} ## The Ever-Looming Frost The Soulfrost Expanse was not named on a whim: the deadly cold is a permanent menace here, capable of bringing down creatures that are normally acclimated to the frost. Many spells, items and inventions were devised in this region to fight it. Even then, the efforts of civilization sometimes fall short of the brutal glaciations that scour the Soulfrost Expanse. : Normal means of protection against the cold are scoffed at here -- your overcoat and scarf won't take you very far in this region, as any Isark will tell you. : #### Congelation Mechanics The effects of heat depletion in an organic body are terrifying, and they get progressively worse. A creature exposed to the cold for too long will suffer from these conditions; up to *frozen* in case of normal exposition to frigidity, and up to the dreaded *death frost* with special magical effects. Under normal conditions, it takes ten minutes of no cold exposition for a stack of congelation to end, and one minute if a powerful enough heat source is nearby. The duration of congelation effects applied as a result of a spell, magical effect or special feature may differ from this general rule. : Congelation effects are cumulative: a frostbitten creature still suffers the negative effects of being chilled, for example. The Soul Chilled and Death Frosted conditions are an exception -- they affect the soul, and can be applied independently of its predecessors. - **Chilled:** Not terribly damaging, but still too much cold. In this bracket of congelation, creatures must consume twice the amount of food to take a short or long rest, to make up for the lost energy that staving off the cold requires. Additionally, while in combat, they are unable to use bonus actions. Creatures with immunity or resistance to cold damage don't suffer from these negative effects, but are still considered chilled for buildup purposes. - **Frostbitten:** When your body starts getting covered in icy crystals, then you know you should start worrying. Creatures in this bracket take 10 cold damage when they first acquire the condition, and again for every 10 minutes it remains. Additionally, they lose 10 feet of movement, as the icy buildup makes moving harder. Creatures with immunity to cold damage, in addition to not being damaged, don't take any movement penalties. {{position:relative,right:353px,top:817px - **Frozen:** The frost becomes so harsh that moving becomes impossible, and the damage to organic tissue becomes nearly irreversible. Creatures that enter this bracket instantly take 15 cold damage, are considered *petrified*, and gain one point of exhaustion for every minute spent frozen. Creatures immune to cold damage don't gain points of exhaustion, but still suffer from petrification. }} {{position:relative,top:-120px - **Soul Chilled:** Only exposition to the most powerful sources of elemental cold can cause a creature to become soul chilled, a condition that exposes the very essence of your being to the killing frost. Soul Chilled creatures instantly take 10 cold damage, which is subtracted from their hit point maximum. They suffer this damage again for every minute the condition remains. This damage cannot be prevented in any way. A Greater Restoration spell (or a similar effect of the same level) can recuperate the lost hitpoints. - **Death Frosted:** The mythical death frost is said to be capable of killing an ancient white dragon, as contradictory as that might sound. Creatures that enter this bracket must immediately roll a DC 25 Constitution saving throw. On a success, they become *Soul Chilled* for one minute. On a failure, they die instantly. }} {{descriptive,position:relative,top:-120px ##### From "Examinations", Entry 12-Y The opening of our planar pathway towards the Soulfrost Expanse allowed me to organize a plethora of interesting experiments. Indeed, most of my colleagues believe the functioning of arcane thermodynamics to be thoroughly studied, but a quick talk with an Isark shaper will easily dispel that arrogant presumption. : Life is a sustained process, dynamic and energetic, and the cold is, at its core, a force of stasis. Speaking scientifically, it seems to me that frost is a much more accurate antithesis to life than darkness, as most believe. Now, you might argue that white dragons live with no heat, and the frost is to them as a warm sauna is to a hot-blooded creature. But, ah! If the stasis reaches their soul, they perish all the same. You'll come to understand all of this in your visits to the Soulfrost Expanse, I trust. Take some arcane heaters with you, if you value your life. **- Guilliam Fallow, Threadmaster of Arcana & Science** }} {{pageNumber,auto}} {{footnote An Introduction: Congelation Mechanics}} \page {{backCover}} # That's all, Folks! : We hope you enjoyed this little sourcebook. This has been a compilation of our best monsters and items. If you want to see more of us, we have a lot more content in our site: www.codexofstrings.com : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Threadmaster-tier Patrons have climbed through the ranks of our organization, and are the lifeblood of this project: ##### **-- Dakota Hinton** ##### **-- Richard J Shepard III** ##### **-- Asin Samay** ##### **-- René Weiberlenn** ##### **-- Ofearthandiron** : Got any feedback? Ideas? Suggestions? We have an email! 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