```metadata title: Better Bad Guys description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-20px # Better Bad Guys 3.o : ## Ariadne's Codex of Strings ___ }} {{banner 5e Compendium}} {{footnote A Compendium of Intricate and Powerful High CR Monsters to add to your level 15+ Table! }} ![background image](https://cdn.midjourney.com/9a9147b5-24db-41d9-932a-d7c1ad48eacb/0_3.png){position:absolute,bottom:0,left:-20px,height:120%,top:-00px} \page {{imageMaskEdge2,--offset:10%,--rotation:90 ![](https://cdn.midjourney.com/c76323aa-e2a1-49bf-8e7b-38b03b483892/0_0.png){height:100%,right:295px} }} \column ## The Harbinger Queen : They are called many names—the great prophets, the harbingers, the heralds. To the sentinels, they are the leaders of the swarm. The Queens. They embody the essence of darkness itself. Rarely present on the battlefield, they oversee the relentless advance of the eldritch forces from the concealed recesses of the Sombrian. : Once mere mortals, they now sow terror and death in the name of an enigmatic entity, a monstrous force so unfathomable that its true purpose lies beyond comprehension. Willingly forsaking their former lives, they have embraced their new existence as heralds of oblivion. : Ultimately, they have devoted themselves to what they perceive as a grander cause—a malevolent power of ruin and corruption that taints everything it touches. The Queens rule over the murky marshlands as if it were an extension of their own form, spreading their dominion through the pervasive ichor. Their often desire is to transform other beings into their somber minions, embracing a darkness that engulfs all in its wake. : These rare prophet-class creatures are seldom witnessed on the front lines of an assault. There are instances, however, when they choose to personally engage in battle, especially when a notable hero is present. They will go to extraordinary lengths to capture these heroes and lead them deep into the Sombrian. : Should the task prove too arduous, they resort to mercilessly slaying their prey in a macabre spectacle, wanting to sow as much despair as possible in the ranks of the sentinels. : ##### Pride of the Harbingers Queens are desperate to turn others into their kind. They take special interest in spellcasters. A Queen will attempt to sway others to join the Deep Ones by choice before forcing the ichor on them, recognizing that a willing servant can become far more than just a mere pawn. : In some instances, they even have spared certain Sentinels, as if foreseeing a terrible purpose for them. If Selena arrives early to the fight, the Queen attempts to turn her into a Harbinger. : Queens are often accompanied by Behemoths, their loyal and colossal companions. These earth-shattering abominations not only act as protectors but also as transport. With the Queens perched upon their massive shoulders, they charge into battle, their rock-like carapaces providing a sturdy shield against potential assailants. {{watercolor2,top:400px,left:350px,width:700px,background-color:#BBAD82,opacity:25%,background-color:black}} {{watercolor7,top:-250px,left:200px,width:500px,background-color:#BBAD82,opacity:25%,background-color:black}} {{pageNumber,auto}} {{footnote Ruined Selem}} \page {{watercolor2,top:120px,left:150px,width:500px,background-color:#BBAD82,opacity:80%,background-color:black}} {{watercolor2,top:120px,left:550px,width:500px,transform:scaleX(-1),background-color:#BBAD82,opacity:80%,background-color:black}} {{watercolor1,top:-380px,left:-290px,width:660px,background-color:#BBAD82,opacity:100%,background-color:black}} {{watercolor2,top:520px,left:-150px,width:500px,background-color:#BBAD82,opacity:80%,background-color:black}} ![Queen](https://cdn.midjourney.com/19ca6899-790e-4275-9a4a-37b054bcae3b/0_2.png) {position:absolute,top:0px,right:-17px,width:500px,transform:scaleX(-),:585px,mix-blend-mode:multiply} {{monster,frame,position:relative,top:-53px,right:23px ## Harbinger Queen *Large aberration (abominant-prophet), chaotic evil* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 133 (15d10 + 45) **Speed** :: 30 ft., swim 60 ft., fly 60 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|9 (-1)|16 (+3)|20 (+5)|22 (+6)|12 (+1)| ___ **Saving Throws** :: Str +9, Int + 11, Wis +12 **Skills** :: Arcana +17, Religion +11, Insight +12, Perception +12 **Damage Immunities** :: acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: Truesight 60 ft., Darkvision 240 ft., passive Perception 22 **Languages** :: Common, Deep Speech and up to other three languages **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (3/day).*** If the Queen fails a saving throw, it can choose to succeed instead. : ***Brings Forth Monsters.*** All aberrations within 1200 ft. of the Queen are aware of its presence and its general status, and will try to help and protect it at all costs. Aberrations with an intelligence score of 15 or higher may resist the compulsion to obey it. : ***Creature of Madness.*** All creatures within 120 feet that look upon the Queen *for the first time* must succeed on a DC 15 Wisdom save or be paralyzed until the end of their next turn. The Queen gains awareness of any creature that fails this saving throw and may immediately cast *detect thoughts* on them regardless of range. : *Variant:* If using the additional sanity rules from the Threadmaster’s Vault, creatures with 7 sanity or less are considered *demoralized* while within 120 ft of the Queen. : ***Spellcasting.*** The Queen is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The Queen has the following spells prepared: *Cantrips (at will):* minor illusion, prestidigitation, eldritch blast *1st level (4 slots):* detect magic, magic missile, shield, silent image *2nd level (3 slots):* hold person, detect thoughts, scorching ray, misty step *3rd level (3 slots):* major image, counterspell, dispel magic, lightning bolt *4th level (3 slots):* blight, arcane hand, dimension door *5th level (3 slots):* dominate person, scrying *6th level (1 slot):* disintegrate, resilient sphere *7th level (1 slot):* finger of death, teleport *8th level (1 slot):* dominate monster ### Actions ***Touch of Pure Ichor.*** *Melee Spell Attack:* +9 to hit, reach 5ft., one target. *Hit* 16 (4d6 + 3) slashing damage. A creature hit by this attack must succeed on a DC 20 Dexterity save or suffer 42 (12d6) acid damage, half as much on a success. On a failed save, the creature hit contracts the *Black Touch* sickness. : ***Ichorous Reconstitution.*** The Queen heals an aberration within 5 ft. for 42 (12d6) hit points. }} {{monster,frame,position:relative,top:421px,left:30px ### Legendary Actions The Harbinger Queen 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 Harbinger Queen regains spent legendary actions at the start of its turn. : ***Cantrip (Costs 1 Action).*** The Queen casts a cantrip. : ***Touch of Pure Ichor (Costs 2 Actions).*** The Queen uses its Touch of Pure Ichor. : ***Demoralizing Presence (Costs 2 Actions).*** Each creature of the Queen's choice that is within 120 feet of the Queen and aware of it must succeed on a DC 19 Wisdom saving throw or become *demoralized* 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. : ***Induce Frenzy (Costs 2 Actions).*** The Queen fixes its gaze on a *demoralized* creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or suffer 25 (5d10) psychic damage and use its next turn to move towards the nearest creature and use all its attacks on them. This effect ends at the end of the target's next turn. : ***Eldritch Command (Costs 3 Actions).*** The Queen allows a single aberration within 60 feet to immediately take an action. : ***Herald of the Apocalypse (Costs 3 Actions) (1/day).*** The Queen may attempt to summon a Leviathan Class creature from the depths of the Primeval Pool. If within range of a completed *Eldritch Oblation* spell, it may call forth an aberration of CR 20 or higher that will emerge at the end of the Queen's next turn from the center of the ritual. }} {{pageNumber,auto}} {{footnote Ruined Selem}} \page ::::::::::::::::::::::::::::: ### A Harbinger Queen's Lair Queens usually dwell deep within the Sombrian, in crudely constructed huts, abandoned temples of long lost civilizations, or watery caves corrupted by ichor. Their lairs are littered with strange artifacts from a bygone era around pools of ichor where *Spawns* and other Deep Ones dwell. Queens sometimes take lakes as their dwelling, slowly infecting everything that lives around them, from towns, to animals, to vegetation. ### Lair Actions On initiative count 20, the Queen takes a lair action to cause one of the following effects; the Queen can't use the same effect two rounds in a row. : ***Ichor Overwhelming.*** The Queen chooses a point within 120 feet. Black bulbous ichor starts emerging from the ground in a 15-foot radius circle centered on that point, making the area difficult terrain and dealing 6 (1d10) acid damage to anyone that starts or ends their turn on the ichor. Any aberration that ends its turn inside the area recovers 12 (2d10) hit points. After a minute is passed, it dries out. : ***Abyssal Depths.*** A pool of ichor, even the smallest puddle, becomes 120 feet deep and must now be swam on. The Queen and all aberrations can walk on it as if it were solid ground (if they choose to). : ***Call of the Void (1/day).*** Three *Harbinger Spawns* emerge from a pool of ichor anywhere whithin the lair (consuming the pool in the process). Alternatively, this ability could summon ten *Skrags*, five *Caustic Phantoms* or a single *Earthbreaker Behemoth*. \column :::::::::::::::::::::::::::::::::::::: ### Regional Changes The region containing a Harbinger Queen's lair is warped and changed by the creature's presence, which creates one or more of the following effects: : • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow twisted with ichor and start decaying. : • Water sources within 1 mile of the lair are supernaturally fouled and turned into pools of ichor. A creature that ingests this mixture contracts the *Black Touch* sickness. Being in contact with a pool of ichor deals 5d6 acid damage per turn. : • Fog lightly obscures the land within 6 miles of the lair and not a single Purple Lotus plant can be found growing in the area. : • Creatures trying to sleep within the area are haunted by vicious nightmares and wake up sweating and tired. Creatures finishing a long rest within 3 miles of the lair take an exhaustion point. : If the Queen dies, the effects fade over ld10 days. {{imageMaskCorner34,--offsetX:-10%,--offsetY:57%,--rotation:-130 ![](https://cdn.midjourney.com/fe676360-72d5-4b60-9e0e-96f4d33728d5/0_3.png){height:120%,top:-100px} }} {{imageMaskCorner34,--offsetX:30%,--offsetY:47%,--rotation:-130 ![](https://cdn.midjourney.com/fe676360-72d5-4b60-9e0e-96f4d33728d5/0_3.png){height:120%,top:-100px} }} {{pageNumber,auto}} {{footnote Ruined Selem}} \page {{imageMaskCenter16,--offsetX:-9%,--offsetY:0%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:-30%,--offsetY:-26%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:0%,--offsetY:-17%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:12%,--offsetY:17%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:10%,--offsetY:0%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:-40%,--offsetY:-10%,--rotation:-40 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:40%,--offsetY:10%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:30%,--offsetY:35%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:35%,--offsetY:35%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} {{imageMaskCenter16,--offsetX:-20%,--offsetY:-35%,--rotation:-50 ![](https://cdn.midjourney.com/e7814a49-69f9-45e2-baae-798e9f0f8c77/0_2.png){height:115%,top:-210px,left:-159px,transform:rotate(-10deg)} }} ## Unwavering Warriors There are few mortals as powerful as a White Sentinel. They represent mastery in its purest form, everything a Dread Hunter aspires to be. These legendary warriors are few and far between, but those that still roam the wretched marshes of Selem have become the greatest fighters the Ichorous Peninsula has ever seen. : God-killers, some have started to call them. As the derelict marshes become less and less habitable, \ some of these paragons of strength against the \ void have begun to move on from their \ homeland. Stormwalker Geld, one of \ the most famous White Sentinels in \ the history of the peninsula, has left \ in search of the true source of the \ Ichorous Corruption, beyond \ the realms of mortals. \column {{note,position:relative,top:610px,left:30px,background-color:gainsboro ##### Threadnote: A Telltale Uniform It's a stretch to say that all White Sentinels wear white. They don't. At least not always. Sometimes, it's better to go unnoticed. They keep their prized hallowed garb, of course; but their tasks not always requires them to flaunt it around. Quite the contrary, in most cases. : The path of a White Sentinel is treacherous, and it often transcends the scope of the Ichorous Peninsula. As such, their pale uniform often signals the arrival of "one of those hunters from the south" to those in the know. This can be detrimental to some approaches... but beneficial to others. : For such a small group of warriors, the Sentinels of Harspire are well known in all parts of the world, and their magical gear is coveted by warriors and collectors alike. : It isn't rare for a White Sentinel to be attacked while wearing their signature garb. This is often what the hunter is looking for; the magical white cloth works as a bait for both aberrations within the peninsula... and greedy mercenaries outside of it. }} {{pageNumber,auto}} {{footnote The Mistlands}} \page {{imageMaskCorner,--offsetX:-0%,--offsetY:-40%,--rotation:0 ![](https://cdn.midjourney.com/614d199b-737f-489b-8f76-37ad50bde9a9/0_3.png){height:116%,top:00px,right:0px} }} ![Master Sentinel](https://imgur.com/GrTOqnd.png) {position:absolute,top:-0px,right:340px,width:480px} {{monster,frame,top:551px,width:,left:8px ### Actions ***Multiattack.*** The White Sentinel makes four weapon attacks. : ***Silver Sword.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit*: 11 (1d8 + 6) slashing damage. Aberrations take an additional 7 (1d12) poison damage. : ***Hunter's Edge.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit*: 12 (1d4 + 9) slashing damage. Aberrations, fiends, and celestials take an additional 7 (1d12) slashing damage. This weapon scores a critical hit on a roll of 18-20 against Large or bigger creatures. : ***Light Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 80/320ft., one target. *Hit* 9 (1d8 + 4) piercing damage. : ***Sentinel's Roar (3/day).*** The Sentinel throws a grenade to a point within 60 feet. Each creature within a 10-foot radius of that point takes 1d8 thunder damage and must make a DC 16 Constitution saving throw or be deafened, blinded, and dazzled until the end of its next turn. }} {{monster,frame,position:relative,top:10px,left:30px ## White Sentinel *Medium Humanoid (any race), true neutral* ___ **Armor Class** :: 19 (white hunter's garb) **Hit Points** :: 144 (17d8 + 68) **Speed** :: 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|22 (+6)|18 (+4)|16 (+3)|20 (+5)|13 (+1)| ___ **Saving Throws** :: Dex +11, Con +9, Wis +10 **Skills** :: Insight + 10, Intimidation +6, Perception +15, Survival +10 **Damage Resistances** :: acid, necrotic **Condition Immunities** :: frightened, demoralized, black touch sickness **Senses** :: passive Perception 25 **Languages** :: Common, Deep Speech, and one other language **Challenge** :: 16 (15,000 XP) ___ ***White Sentinel's Garb.*** The White Sentinel has advantage on saving throws against spells and other magical effects. In addition, it is resistant to acid and necrotic damage and cannot contract the Black Touch sickness. : ***Unyielding (3/day).*** When the White Sentinel fails a saving throw, it can add its proficiency bonus (5) to the roll, potentially changing the outcome. : ***Dread Mark.*** The Sentinel can mark a creature within 90 feet as a bonus action for the next 24 hs. The Sentinel has advantage on Wisdom (Survival) and Intelligence (Investigation) checks made to track or uncover information about the marked creature. In addition, a marked creature takes 5 additional damage from the Sentinel's attacks. : The Sentinel can mark up to three creatures at a time. : ***Supernatural Defense.*** The Sentinel is resistant to damage from spells and magical effects cast by creatures marked by its Dread Mark. : ***Evasion.*** When the sentinel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. : ***Cunning Action.*** The Sentinel can *Dash*, *Disengage*, and *Hide* as a bonus action on its turn. : ***Sentinel's Arsenal.*** The Sentinel possesses 3 *Sentinel's Roar* grenades and a *Hunter's Edge*. Additionally, a Sentinel always carries a single *Ichor's Bane* potion, for emergencies. : ***Slaying Strike (1/day).*** Whenever the Sentinel hits a creature that is marked by its Dread Mark feature and the target has 100 hit points or fewer, it can choose to perform a Slaying strike. The creature must make a DC 19 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes double the damage of the attack. }} {{pageNumber,auto}} {{footnote The Mistlands}} \page {{watercolor1,top:-400px,left:60px,width:1700px,background-color:#BBAD82,opacity:30%,background-color:darkgoldenrod}} ![Abominant Behemoth](https://i.imgur.com/NLHztps.png) {width:555px,height:695p,position:absolute,top:6px,right:-36px,mix-blend-mode:multiply} {{monster,frame,wide,position:relative,top:435px,right:-0px,background-color:lightgra ## Earthbreaker Behemoth *Huge aberration (abominant), chaotic evil* ___ **Armor Class** :: 16 (natural) **Hit Points** :: 226 (18d12 + 108) **Speed** :: 50 ft., swim 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |26 (+8)|9 (-1)|22 (+6)|7 (-2)|10 (-)|9 (-1)| ___ **Saving Throws** :: Str +14, Con +12 **Skills** :: Athletics +14 **Damage Resistances** :: cold, lightning **Damage Vulnerabilities** :: radiant **Condition Immunities** :: stunned, paralyzed, frightened **Senses** :: Darkvision 120 ft. passive Perception 10 **Languages** :: Deep Speech **Challenge** :: 18 (20,000 XP) ___ ***Eldritch Synapse.*** If a *Prophet* class organism is within 60 ft. of the Behemoth, spells that would influence its mind, like charms, sleep, or illusions, have no effect on it. : ***Abominant Imperative.*** Choose one of the following at the start of the Behemoth's turn: *Eliminate*: the Behemoth chooses a creature, gaining an additional claw attack against it. It may use its devour attack against the creature even if it is not grappled. *Ruin*: the Behemoth deals double damage to objects and structures. *Safeguard*: the Behemoth chooses a friendly creature. It gains advantage on all ability checks and saving throws made to keep the creature from harm. *Hold*: the Behemoth gains resistance to bludgeoning, piercing, and slashing damage if it didn't move on its previous turn. : ***Destructive Charge.*** If the Behemoth moves at least 30 feet straight, all creatures that come within 5 feet during its charge must succeed on a DC 20 Dexterity saving throw or suffer 22 (5d8) bludgeoning damage and be knocked prone. ### Actions ***Multiattack.*** The Behemoth makes one Claw attack and one Slam attack. It can use its Devour instead of its Claw attack : ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit* 28 (3d10 + 10) slashing damage and the target is grappled (escape DC 22). A grappled creature that is large or smaller is automatically hit by any further claw, slam, or devour attacks. The Behemoth can choose to fling the creature 15 feet away instead of grappling it. : ***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 15 ft., one target. *Hit* 30 (4d10 + 8) bludgeoning damage. All creatures within 30 ft of the area of impact must succeed on a DC 20 Dexterity saving throw or suffer 24 (3d10 + 8) bludgeoning damage. : ***Devour.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit*: 58 (8d10 + 10) piercing damage. This attack can only target a grappled creature. If this attack reduces a creature to 0 hit points, the corpse is consumed, and the Behemoth heals for 20 hit points. : ***Rock.*** Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage. }} {{position:relative,top:-555px,right:10px ## The Great Struggle : Night after treacherous night, vigilant sentinels stand guard upon the Blackstone. The abominable Behemoths will inevitably arrive, their colossal forms slamming against the fortified walls, relentlessly wearing down its foundations. The safest course of action is to rain down arrows and set them ablaze, allowing them to weaken before delivering a final, decisive blow. In the past, the sentinels could afford caution, sparing lives from unnecessary risk. : Alas, the walls now bear the burden of severe {{width:20px}} damage. Certain sections of the Blackstone are so compromised that reports suggest even a solitary Behemoth could breach them if left unchecked. As {{width:30px}}such, Hunters have taken up the audacious task of venturing into the perilous mist, intercepting {{width:50px}}the monstrosities before they reach the wall. : These desperate measures have come to be {{width:40px}}known as the "Great Struggle," and those {{width:40px}}remarkable hunters who return triumphant {{width:50px}}from the murky swamps are esteemed with {{width:40px}}profound reverence. They are the heroes of {{width:40px}}Harspire, collectively known as the Sixth {{width:40px}}Company, an homage to the fallen city of Selem, {{width:40px}}led by the esteemed Chief Sentinel Geld, known as "Titanbane." }} {{pageNumber,auto}} {{footnote The Sombrian}} \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)}} \column {{position:relative,left:10px,top:-35px,text-align:cente ## Tainted Ivory }} {{position:relative,left:10px,top:-30px,text-align: The mere thought of a Virtue of Death is enough to send shivers into the hearts of the unpure, which is to say those whose existence is deemed problematic by the Caelum Temple and their planar allies. They are the darkest of celestials, emitting no radiance and healing no wounds. According to legend, a soulsmith from the shadowfell created the first Virtues of Death in exchange for access to the forbidden Sacropolis that lies below Lyntas. Who knows what he might have wanted down there, and what he is doing now? : Be that as it may, now the Caelum Temple counts the help of these agents of death, powerful variants of the gleaming but mostly harmless Virtues. Unlike their purer cousins, they operate in the shadows, preferring not to be seen as to not taint the holy reputation of their masters. : For all their gloom, they aren't cruel creatures who revel in the destruction they create. They even avoid using their soul-destroying abilities against creatures other than their target, unless necessary to ensure their own survival or the success of their mission. }} {{monster,frame,wide,position:relative,top:-20px ## Virtue of Death *Large celestial, true neutral* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 267 (28d12 + 85) **Speed** :: 30ft., fly 90ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|22 (+6)|20 (+5)|14 (+2)|15 (+2)|24 (+7)| ___ **Saving Throws** :: Dex +12, Cha +11 **Damage Resistances** :: radiant, poison, psychic; slashing, piercing, and bludgeoning from nonmagical weapons **Damage Immunities** :: necrotic **Senses** :: truesight 90 ft. **Languages** :: All **Challenge** :: 17 (18,000 XP) ___ ***Legendary Resistance (1/day).*** When the Virtue of Death fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Virtue of Death has advantage on saving throws against spells and other magical effects. : ***Death Incarnate.*** The Virtue of Death is immune to necrotic damage. Additionally, it cannot be affected by the Power Word Death spell. When targeted by healing effects, it is damaged instead of healed. The Virtue of Death always has a target. It will only kill that target with its Ordained Death action, while using its other damaging abilities to neutralize any who would dare interfere. : ***Spellcasting.*** The Virtue of Death's spellcasting ability is Charisma (spell save DC 21). The Virtue of Death can innately cast the following spells, requiring no material components: : At will: Invisibility (self only), Bestow Curse, Hold Person : 3/day each: Antilife Shell, Contagion, Circle of Death : ***Of Doomstone.*** The Virtue of Death forces disadvantage on all death saving throws rolled within 1000 feet of it. ### Actions ***Grip of Damnation.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 16 (3d6 + 6) necrotic damage, and the target is grappled (escape DC 17). : ***Death Feather Throw.*** *Ranged Weapon Attack:* +8 to hit, ranged 60 ft., one target. *Hit* 7 (1d6 + 4) piercing damage plus 7 (1d6 + 4) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or die. : ***Ordained Death (3/day).*** The Virtue of Death stares into the soul of a creature it has grappled with its *Grip of Damnation* and howls a sentence of true death. The target must succeed on a DC 19 Charisma saving throw or immediately fail 1d3 death saving throws. Creatures that fail three death saving throws in this manner die instantly, regardless of their current hitpoints. Creatures killed by this action have their souls destroyed, and cannot be brought back by any means short of a *Wish* spell. : Creatures who witness this action happening must succeed on a DC 19 Wisdom saving throw or be frightened of the Virtue of Death for the next minute. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. ### Legendary Actions *The Virtue of Death can take one legendary action, 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 Virtue of Death regains spent legendary actions at the start of its turn.* : ***Death's Arcana.*** The Virtue of Death casts a spell. : ***Dash.*** The Virtue of Death moves up to half its fly speed. }} {{pageNumber,auto}} {{footnote High District: Virtue of Death}} ![AGEL of death](https://imgur.com/Ik5500T.png) {position:absolute,top:-20px,right:380px,width:500px,transform:scalex(-1)} \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 (1/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://imgur.com/lWo3HAO.png) {position:absolute,top:-40px,right:-370px,width:800px,transform:scalex(-1)} \page {{watercolor6,top:-220px,left:-90px,width:600px,background-color:black,opacity:100%}} {{watercolor6,top:500px,left:530px,width:500px,background-color:black,opacity:100%}} {{watercolor2,top:500px,left:-235px,width:500px,background-color:black,opacity:80%}} ![nEMESIS's Knight](https://imgur.com/tR9msHA.png) {position:absolute,top:-20px,right:360px,width:450px,transform:scalex(-1)} \column {{position:relative,top:-30px ##### Knights of the Lady Eternal Within the Castle of Night, the greatest fiends of the Crucible can be promoted to the coveted position of Champion. These powerful knights of Nemesis take a vow of eternal silence, for the halls of the cursed palace must be kept quiet at all costs. The vow remains active even outside the Castle of Night. They never utter a word, yet find... other ways to assert themselves among the more outspoken, explosive devils. The will of the Lady Eternal is not loud, but it is absolute. : These Champions have forsaken what it is to be a Devil. They no longer yearn for status, wealth, nor power. They are devoted to the Lady and would do anything to keep her on the throne. In turn, the lady trusts them, granting them full independence as errant knights that pick and choose where their presence might make the best impact in the name of the Castle of Night. : These monsters in black armor answer to no one but the Lady herself. As such, many Lords of Brass despise them and often try to neutralize them. These attempts seldom work, and more than one ruler found themselves deposed in turn, by the very devil they sent to kill. The Champions do not take half-measures when it comes to the Enclaves' continued loyalty. }} {{monster,frame,wide,position:relative,top:-15px ## Nemesis Champion *Medium Fiend, lawful evil* ___ **Armor Class** :: 20 (plate armor) **Hit Points** :: 190 (20d8 + 100) **Speed** :: 40 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|16 (+3)|20 (+5)|17 (+3)|20 (+5)|24 (+7)| ___ **Saving Throws** ::Str +12, Wis +10, Cha +12 **Damage Resistances** :: cold, bludgeoning, piercing, slashing **Damage Immunities** :: fire, necrotic **Condition Immunities** :: charmed, exhaustion, frightened **Senses** :: truesight 120ft., passive Perception 20 **Languages** :: understands all but doesn't speak. **Challenge** :: 17 (18,000 XP) ___ ***Magic Resistance.*** The Champion has advantage on saving throws against spells and other magical effects. : ***Darkness Within.*** The Champion is immune to necrotic damage. In addition, it is surrounded at all times by a magical darkness that spreads 15 feet outwards in all directions. The only visible thing within the darkness are red eyes shining from within the Champion's helm. Creatures that rely on sight to hit have disadvantage on attack rolls against the Champion, unless they can see through magical darkness. : The Champion can choose to retract this darkness onto itself, which they often do to intimidate their enemies with their mighty form and dreadful red cloak. : ***Executioner's Inventory.*** The Champion carries an *Executioner's Cape* item and is considered attuned to it. : ***Innate Spellcasting.*** The Champion's spellcasting ability is Charisma (spell save DC 20, +13 to hit with spell attacks). The Champion can innately cast the following spells, requiring no material components: : *At will: misty step, hold person* : *3/day each: blade barrier, flame strike, dominate person* : ***Weapons Crafted by Death.*** The Champion's weapons attacks are magical. When the Champion hits with any weapon, the weapon deals an extra 4d10 necrotic damage (included in the attack). A weapon crafted by Nemesis destroys the soul, making it impossible for a devil to reform in the nine hells, or for any creature to be resurrected by any means short of a *Wish*. ### Actions ***Multiattack.*** The Champion makes two attacks, choosing from the options below. : ***Deathly Longsword.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 16 (2d8 + 7) slashing damage plus 22 (4d10) necrotic damage. If this attack hits a creature that is below 25 hit points, it dies instantly. : ***Black Flame.*** *Ranged Spell Attack:* +12 to hit, range 150ft., one target. *Hit* 24 (3d10 + 7) fire damage. This damage ignores fire resistance, and treats immunity as if it were resistance. : ***Hand of Night (3/day).*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage plus 55 (10d10) necrotic damage. A creature hit by this attack must succeed on a DC 20 Constitution saving throw or lose 1d4 levels on their main class. This effect is considered a *Curse* and lasts for 24 hours. A creature that loses more than its total levels in this manner dies instantly. If the Champion kills a creature with this ability, it recovers 95 hit points. }} {{pageNumber,auto}} {{footnote The Devil Enclaves: Castle of Night }} \page {{position:relative,top:-10px ##### The Feared Enforcers : When the Code of the Factions was established {{width:40px}} many decades ago, its signatories knew very {{width:50px}}well there would be those who tried to bend it, {{width:40px}}ignore it, or otherwise disrespect their great {{width:40px}} milestone of an agreement: a constitution for pirates and outlaws. And they prepared countermeasures. : The Corsarian Terminators are a living relic of {{width:40px}} that era, one of greater understanding between {{width:40px}}the dozens of corsarian factions. They {{width:60px}} wander the Corsarian Sector with only one {{width:40px}} purpose: to act as judge, jury and {{width:60px}} executioner of those who break the {{width:90px}} Code. Most of them have been {{width:90px}}destroyed over the years, either by the {{width:70px}}Mauve Gaard or by pirate upstarts. : But the strongest of them remain, {{width:70px}} wandering mindlessly, observing and {{width:50px}}computing all they see through those dead {{width:40px}} machine eyes. Judging. Killing. }} ::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide,position:relative,top:-70px ## Corsarian Terminator *Medium construct, lawful neutral* ___ **Armor Class** :: 22 (living metal) **Hit Points** :: 238 (25d8 + 125) **Speed** :: 40 ft., fly 80 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|22 (+6)|20 (+5)|22 (+6)|16 (+4)|11 (--)| ___ **Saving Throws** :: Str +11, Dex +12, Int +12 **Skills** :: perception +10, investigation +12, **Damage Resistances** :: piercing, slashing, and bludgeoning from nonmagical attacks **Damage Immunities** :: poison, psychic **Condition Immunities** :: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned **Senses** :: darkvision 240 feet, tremorsense 60 feet **Languages** :: understands all but speaks in common only **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (3/day).*** When the Corsarian Terminator fails a saving throw, it can choose to succeed instead. : ***Eminent Overload.*** If the Corsarian Terminator consumes an Eminent Wisp, it immediately heals for 50 hitpoints. : ***Enforcer's Clauses.*** At the start of each of its turns, the Corsarian Terminator chooses one of the following options to boost itself for the round: : *Finder:* The Terminator gains 30 feet of truesight and can cast the *Locate Creature* spell at will, requiring no components. : *Judge:* The Terminator gains a +4 bonus to its Strength score, and an area 120 feet around it becomes warded from incoming or outgoing teleportation of any kind. : *Terminator:* The Terminator can make one extra attack when using its *Multiattack* action, and its *Living Metal* trait heals it for 15 hitpoints instead of 10 at the start of each of its turns. : ***Immutable Form.*** The Corsarian Terminator is immune to any spell or effect that would alter its form. : ***Living Metal.*** The Corsarian Terminator's body is arcane and self-repairing. When below half its maximum hitpoints, it regains 10 hitpoints at the start of each of its turns. When above this limit, it regains 10 hitpoints per minute until it is fully healed. The Terminator doesn't heal if it took lightning damage in the last round. : The Corsarian Terminator only dies if it starts its turn with 0 hitpoitns and doesn't heal. : ***Eject Head.*** When the Corsarian Terminator takes damage that brings it down to 0 hitpoints, it can choose to detach its head, which is considered a small creature with 30 maximum hitpoints and a flying speed of 120 feet, which acts immediately. The head will attempt to escape danger by any means necessary. : At the start of the Terminator's next turn, the body implodes. Creatures within 60 feet of it must succeed on a DC 20 Strength saving throw or be drawn 30 feet towards the implosion, taking 45 (10d8) force damage if they are within 30 feet of it after being moved. If they are within 10 feet, they are also transported to a random place within the Astral Sea. : Over the course of a week, the head can reform its body thanks to the living metal that conforms it. }} ![terminator](https://imgur.com/9k6FfUb.png) {width:505px,position:absolute,top:0px,right:40px,mix-blend-mode:multiply} {{watercolor4,top:-57px,left:450px,width:500px,background-color:#120077,opacity:80%}} {{footnote The Corsarian Sector}} {{pageNumber,auto}} {{imageMaskEdge5,--offset:39%,--rotation:0 ![](https://cdn.midjourney.com/51086474-8246-4ec7-8abc-3d5fa4fdabf3/0_2.png){height:150%,transform:scaleX(-1),mix-blend-mode:multiply,top:860px,right:-50px} }} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ### Actions ***Multiattack.*** The Corsarian Terminator makes three attacks using its *Energy Blade* and *Wrist Mitraille*. Alternatively, it can make a single attack and use its *Eye Beam* action, if available. : ***Energy Blade.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 6) slashing damage and 11 (3d6) lightning damage. : ***Wrist Mitraille.*** *Ranged Weapon Attack:* +12 to hit, range 240ft., one target. *Hit* 23 (5d6 + 6) piercing damage. : ***Eye Beam (recharge 5-6).*** The Corsarian Terminator fires a beam of radiance in a 60 foot long, 5 foot wide line in front of itself. Creatures within that area must make a DC 20 Dexterity saving throw, taking 28 (5d10) fire damage and 28 (5d10) radiant damage on a failed save, or half as much on a successful one. : ### Bonus Actions ***Capture.*** The Corsarian Terminator attempts to grapple a medium or smaller creature within 5 feet of it. If the grapple succeeds, the Corsarian Terminator can immediately move the creature to a place within 5 feet of it to use it as a living shield, potentially granting itself cover against another foe. : ***Steadfast.*** The Corsarian Terminator prepares itself, gaining advantage on Strength, Dexterity, and Constitution saving throws until the start of its next turn. ### Reactions ***Energy Shield (3/day).*** As a reaction when targeted by an attack or damaging spell, the Corsarian Terminator projects an energy shield around itself that can take up to 30 damage before breaking. This shield cannot protect against melee attacks, however, and has vulnerability to lightning damage. ### Legendary Actions *The Corsarian Terminator 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 Terminator regains spent legendary actions at the start of its turn.* : ***Jet Thrust.*** The Corsarian Terminator flies 30 feet in a direction of its choosing. If there are medium or smaller creatures in the way, they must succeed on a DC 20 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. : ***Anti-Neural Pulse.*** The Corsarian Terminator emits a short-range electromagnetic pulse. All creatures within 5 feet of it must make a DC 20 Constitution saving throw or be stunned until the end of their next turn. : ***Luminous Flare.*** The Corsarian Terminator emits a surge of blinding light in a 60 feet cone in front of itself. Creatures within that area must make a DC 20 Constitution saving throw or be blinded until the end of their next turn. : ***Deadly Exhaust (Costs 2 Actions).*** The Corsarian Terminator releases a cloud of toxic fumes in a 15 feet diameter sphere arount itself. Creatures that enter the area for the first time in their turn or begin their turn within it must make a DC 20 Constitution saving throw or take 35 (10d6) poison damage. Creatures who fail the save by 5 or more are also *paralyzed* until the end of their turn. : ***Deliver Payload (Costs 3 Actions).*** The Corsarian Terminator flies up to its speed in a direction of its choice before landing. If it flies above another creature over the course of this movement, it can drop an explosive on its position. Creatures within 15 feet of that point must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 18 (5d6) thunder damage on a failed save, or half as much on a successful one. : }} ![terminator](https://imgur.com/OSZSsEb.png) {width:450px,mix-blend-mode:multipl,position:absolute,top:0px,right:10px} {{watercolor3,top:20px,left:400px,width:500px,background-color:gray,opacity:80%}} {{watercolor2,top:-300px,left:400px,width:500px,background-color:gray,opacity:80%}} {{imageMaskEdge4,--offset:15%,--rotation:105 ![](https://cdn.midjourney.com/0a8d53b2-e6e5-47b6-9032-972b72123826/0_0.png){height:100%} }} {{imageMaskEdge1,--offset:20%,--rotation:65 ![](https://cdn.midjourney.com/0a8d53b2-e6e5-47b6-9032-972b72123826/0_0.png){height:100%,left:px} }} {{imageMaskEdge4,--offset:20%,--rotation:-30 ![](https://cdn.midjourney.com/0a8d53b2-e6e5-47b6-9032-972b72123826/0_0.png){height:100%,left:100p} }} {{pageNumber,auto}} {{footnote The Feared Enforcers}} \page {{imageMaskCorner34,--offsetX:-10%,--offsetY:55%,--rotation:20 ![](https://cdn.midjourney.com/c66e6e5e-d1cf-46e2-93dc-8ecca9fa5d17/0_2.png){height:145%,transform:scalex(-1),top:-100px,left:-1px} }} {{imageMaskCorner34,--offsetX:40%,--offsetY:40%,--rotation:20 ![](https://cdn.midjourney.com/c66e6e5e-d1cf-46e2-93dc-8ecca9fa5d17/0_2.png){height:145%,transform:scalex(-1),top:-100px,left:-1px} }} {{imageMaskCorner34,--offsetX:0%,--offsetY:-75%,--rotation:20 ![](https://cdn.midjourney.com/c66e6e5e-d1cf-46e2-93dc-8ecca9fa5d17/0_2.png){height:145%,transform:scalex(-1),top:-100px,left:-1px} }} {{imageMaskCorner34,--offsetX:-40%,--offsetY:-60%,--rotation:20 ![](https://cdn.midjourney.com/c66e6e5e-d1cf-46e2-93dc-8ecca9fa5d17/0_2.png){height:145%,transform:scalex(-1),top:-100px,left:-1px} }} ![Praetorian Elite](https://imgur.com/e8RqiRo.png) {position:absolute,top:0px,right:380px,width:410px,transform:scalex(-1)} {{monster,frame,top:495px ***Praetorian Shield.*** If the Praetorian Elite carries a shield, its AC is increased by 2. In addition, if a creature misses it with a melee attack, it can use its reaction to make a *Mage Breaker Edge* attack against it. : ***Free Hand.*** If the Praetorian Elite has a free hand, it can use the *Shove* or *Grapple* actions as part of its *Multiattack* action. ### Actions ***Multiattack.*** The Praetorian Elite makes two weapon attacks. The Praetorian Guard has an extensive arsenal, but an Elite can only carry two at once. : ***Mage Breaker Edge.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit*: 10 (1d8 + 5) slashing damage plus 11 (3d6) force damage. The Praetorian Elite can make an additional attack with this weapon if it is wielding two Mage Breaker Edges. If it is using only one and has a free hand, it gains the benefits of the *Dueling* fighting style. : ***Mage Breaker Warhammer.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit*: 12 (1d12 + 5) bludgeoning damage plus 11 (3d6) force damage. This weapon scores a critical hit on a natural roll of 19 or 20. This weapon gains the benefits of the *Great Weapon Fighting* fighting style : ***Mage Breaker Greatbow.*** *Ranged Weapon Attack:* +12 to hit, range 300/900 ft., one target. Hit 12 (1d12 + 5) piercing damage plus 11 (3d6) force damage. : }} {{monster,frame,position:relative,top:-22px,left:30px ## Praetorian Elite *Medium Humanoid (elf), lawful evil* ___ **Armor Class** :: 20 (red plate armor) **Hit Points** :: 190 (20d8 + 100) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|20 (+5)|20 (+5)|16 (+3)|18 (+4)|14 (+2)| ___ **Saving Throws** :: Str +10, Dex +10, Con +10 **Skills** :: animal handling +9, athletics +10, perception +14 **Condition Immunities** :: charmed, frightened **Senses** :: darkvision 60 ft, passive Perception 24 **Languages** :: common, teng, elvish, draconic **Challenge** :: 16 (15,000 XP) ___ ***Uldanni Ascendance.*** The Praetorian Elite cannot be charmed by magic and has advantage on saving throws against spells or magical effects that would displace it or alter its form. : ***Prowess of Mind and Body.*** See *Red Custodian*. : ***Martial Perfection.*** The Praetorian is proficient with all weapons and armor, and has the following fighting styles: *Archery*, *Two Weapon Fighting*, *Great Weapon Fighting*. : ***Action Surge (Recharges after a Short or Long Rest).*** After taking an action on its turn, the Praetorian can take one additional action. : ***Sentinel.*** When the Praetorian Elite hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. : ***Mage Breaker Weapons.*** The Praetorian Elite's weapon attacks are considered magical and deal an additional 3d6 force damage (included in the attack). In addition, a creature that is hit by an attack from the Praetorian and is concentrating or on a spell of 6th level or lower immediately loses concentration. : ***Red Plate of the Elite.*** The advanced armor of the Senate guards is more than just for show. Even though it is plate armor, it is considered light armor for the purposes of proficiency. The armor is dynamic, and can rearrange itself to block even the most powerful of blows. While wearing it, the Praetorian gains the following benefits: : * It has advantage on saving throws against spells and other magical effects. * It cannot be affected by critical hits * It reduces all incoming damage by 4, except psychic. * It is always under the effects of the *Spider Climb* spell. * Once per turn, it can use a bonus action to perform an assisted jump and land within 45 feet of its original position. If the Praetorian lands on a Large or smaller creature, the creature must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 16 (3d6 + 5) bludgeoning damage. \ In addition, once per long rest, if the Praetorian Elite fails a saving throw, it can choose to succeed instead. Once this resistance is used, the armor deactivates, retreating into itself, and the Praetorian loses all benefits from this feature until it finishes a long rest. }} {{pageNumber,auto}} {{footnote The Senate}} \page {{imageMaskEdge,--offset:0%,--rotation:0 ![](https://imgur.com/urJKiNk.png){height:200%,top:0} }} ![MIkael](https://imgur.com/zYGuwdv.png) {position:absolute,top:-207px,right:-180px,width:800px,mix-blend-mode:} {{imageMaskCorner1,--offsetX:-26%,--offsetY:66%,--rotation:0 ![](https://imgur.com/xgoQGO8.png){height:100%} }} {{imageMaskCorner1,--offsetX:-56%,--offsetY:46%,--rotation:0 ![](https://imgur.com/xgoQGO8.png){height:100%} }} {{imageMaskCorner1,--offsetX:-36%,--offsetY:-45%,--rotation:20 ![](https://imgur.com/xgoQGO8.png){height:100%} }} {{monster,frame,position:relative,left:-20px,top:-35px ## Angel of War *Large Celestial, Lawful neutral* ___ **Armor Class** :: 21 (natural armor) **Hit Points** :: 250 (20d10 + 140) **Speed** :: 50 ft., fly 150 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|20 (+5)|24 (+7)|21 (+5)|20 (+5)|25 (+7)| ___ **Saving Throws** :: Str +13, Con +13, Cha +13 **Skills** :: Perception +11 **Damage Resistances** :: radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: charmed, exhaustion, frightened, poisoned **Senses** :: truesight 120 ft., passive Perception 21 **Languages** :: All **Challenge** :: 20 (25,000 XP) ___ ***Warlord.*** The Angel of War is not only a master of the battlefield, but a general, a divine inspiration to those that fight by its side. Creatures of the Angel's choice within 60 feet of it can add 1d4 to their attack rolls and saving throws. In addition, while within 30 feet of the Angel, they can add 2d8 radiant damage to their melee weapon attacks. : ***Relics of War.*** The Angel of War's weapons attacks are magical and deal an additional 3d8 radiant damage (included in the attack) on a hit. : ***Innate Spellcasting.*** The angel's spellcasting ability is Charisma (spell save DC 21). The angel can innately cast the following spells, requiring no material components: *At will:* detect evil and good, oath of war, radiant weapon *3/day each:* hymn of honor, raise dead, barrier of gold *1/day each:* resurrection, control weather, divine judgement : ***Survivor.*** The Angel heals 10 hit points at the start of each of its turns. If the Angel of War takes necrotic damage, this trait doesn't function at the start of the angel's next turn. The angel dies only if it starts its turn with 0 hit points and doesn't regenerate. : ***Magic Resistance.*** The Angel of War has advantage on saving throws against spells and other magical effects. ### Actions ***Multiattack.*** The Angel of War makes two Greatsword attacks. : ***Greatsword.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage and 13 (3d8) radiant damage. : ***Banishing Strike.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. A creature hit by this attack must succeed on a DC 21 Charisma saving throw or be banished to another plane of existence. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : ***Reality Slash (3/day).*** The Angel of War makes a singular strike in either a 60-foot cone in front of him, or in a 120-foot line that is 5 ft. wide. Each creature in the area must make a DC 21 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much on a successful one. }} {{monster,frame,position:relative,left:20px,top:400px ### Legendary Actions The Angel of War 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 Angel of War regains spent legendary actions at the start of its turn. : ***Apparate.*** The Angel of War magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. : ***Banishing Strike (Costs 2 Actions).*** The Angel performs a *Banishing Strike*. : ***Flaming Burst (Costs 2 Actions).*** *Ranged Weapon Attack:* +13 to hit, range 120/600 ft., one target. *Hit:* 27 (6d8) fire damage plus 27 (6d8) radiant damage. : ***Arts of War (Costs 3 Actions).*** The Angel of War uses its martial prowess to perform one of the following Arts of War: *Coup de Grace.* The Angel of War makes one *Greatsword* attack. If the target is a creature that has 50 hit points or fewer, it must make a DC 21 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes double the damage of the attack. *Shield Breaker.* The Angel of War makes an unarmed strike. A creature hit must succeed on a DC 21 Charisma saving throw or have its AC reduced to 10 for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. *Rallying Strike.* The Angel of War makes one *Greatsword* attack. On a hit, up to 6 creatures of its choice within 60 feet and itself gain 27 (6d8) temporary hit points. *Flurry.* The Angel makes three *Greatsword* attacks in quick succession. The second and third attacks do not add the Angel's Strength modifier to the damage. }} {{pageNumber,auto}} {{footnote Ruined Asgard}} \page {{imageMaskCorner36,--offsetX:1%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/e778e307-cd0e-4a35-b041-244118165fb7/0_1.png){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://cdn.midjourney.com/f6808531-af17-4869-a8f8-e62bdb9141a5/0_0.png){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 {{imageMaskEdge3,--offset:4%,--rotation:269 ![](https://cdn.midjourney.com/a6e246bc-2583-4dd2-a8a2-f7d3e5e0f82d/0_2.png){height:100%,right:-150px} }} ## Gaard Shatterers : *"Travel around the many worlds of the universe, and you'll always find a semblance of "the law". You'll notice that their leaders are often called *high sergeants*, *commanders*, or, for the most pompous ones, *colonels* and *admirals*.* : *You'll find no such thing within the Mauve Gaard: their rulers are called shatterers, and this is because their command is not of their subordinates, even though they have authority over them, but of reality itself."* : ### Unendurable Command When a Shatterer strikes an object, they break it down molecularly, down to atoms. Not because they're so strong, but because their psyche dominates their surroundings, making and unmaking according to their volition. : Those with minds strong enough to hold such dominion over reality are few and far between, and are considered sacred by the Mauve Gaard, holders of Gyreon's lost power: that of ultimate mental discipline, an inner order so strong, it can force the re-organization of inert matter. : ### A Rare Breed Those with minds strong enough to hold such dominion over reality are few and far between, and are considered sacred by the Mauve Gaard, holders of Gyreon's lost power: that of ultimate mental discipline, an inner order so strong, it can force the re-organization of inert matter. It is said there were more in the past, but nowadays no more than a dozen Shatterers roam the Nova Cluster. : Shatterers are deeply spiritual individuals, seeming almost lost inside the vastness of their intellect. Their mind is the palace from which they rule, a seat of power they seldom leave. To see them tending to practical matters is a rare and terrifying sight, the very nightmare of astral pirates -- to find out the Mauve Gaard squadron dispatched to deal with them is commanded by a shatterer, and *not* a speaker. : ### Formidable Enemies As their name forebodes, Shatterers are masters of combat, when they put their minds to the task. Their molecular control of reality means they can heal their own wounds in a matter of seconds, all while dishing out devastation on a molecular level. : As any survivor of an encounter with a Shatterer will tell you, victory is only possible if you destroy their mind before their mind destroys *you*. {{pageNumber,auto}} {{footnote The Gaardmen: Castellans of the Last God}} \page {{monster,frame,wide,position:relative,top:0px ## Mauve Gaard Shatterer *Medium humanoid, lawful neutral* ___ **Armor Class** :: 18 (plate armor) **Hit Points** :: 170 (20d8 + 80) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|14 (+2)|18 (+4)|23 (+6)|15 (+2)|11 (-)| ___ **Saving Throws** :: Str +12, Con +10, Int +12 **Skills** :: Athletics +18, Arcana +12, Investigation +12 **Damage Resistances** :: force **Damage Immunities** :: slashing, piercing and bludgeoning (if *psionic ward* is active) **Condition Immunities** :: prone, grappled **Senses** :: truesight 20ft. **Languages** :: primordial, celestial, common, telepathy 120ft. **Challenge** :: 17 (18,000 XP) ___ ***Legendary Resistance (1/day).*** When the Shatterer fails a saving throw, it can choose to succeed instead : ***Peerless Mind.*** When the Shatterer has to make a Charisma saving throw, it can choose to make an Intelligence saving throw instead. It must choose to do so before rolling. : ***Psionic Ward.*** The Shatterer's mind constantly projects a powerful forcefield around it, shielding his physical form as long as it is conscious. While *Psionic Ward* is active, the Shatterer has immunity to slashing, piercing and bludgeoning damage. : If the Shatterer takes more than 40 damage from a single source, it must succeed on a Constitution saving throw with a DC equal to half the triggering damage (rounding down), or lose the effects of this trait for an hour. : ***Innate Spellcasting (Psionics).*** The Shatterer can cast the following spells without requiring components. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). : *At will:* Scorching Ray, Fly, Shatter : *3/day each:* Compulsion, Phantasmal Killer : *1/day each:* Divine Word : ***Psionic Disruptor.*** The Speaker can hear any magical messages (such as the *message* or *sending* spells) being cast within 120 ft. of it, and can choose to make them fail automatically using its reaction. ### Actions ***Entropic Deconstruction.*** *Melee Spell Attack:* +12 to hit, reach 5ft., one target. *Hit* 46 (8d10) force damage, and the target gains a point of exhaustion as their bodies molecularly struggle to function. Huge or larger creatures do not suffer from exhaustion when targeted by this attack. : ***Anatomic Reconstruction (1/day).*** The Shatterer regenerates 50 hitpoints instantly, and recovers 10 hitpoints at the start of each of its turns for the next minute. : ***Word of Transmutation (recharge 5-6).*** The Shatterer transmutes an area equivalent to a 30 foot diameter sphere from its original material to another from the following list: sand, stone or water. The Shatterer has fine control of what is turned and what is not: it can, for example, turn a small lock into sand, leaving the rest of the door unchanged. : Creatures within the area can be targeted by the transmutative power as well. They must make a DC 20 Charisma saving throw or be affected by the *Flesh to Stone* spell, slowly transforming into a statue of the chosen material (ice for water, sandstone for sand, rock for stone). ### Bonus Actions ***Detect Minds.*** The Shatterer emits a scrying psychic pulse, allowing it to pinpoint the precise location of all creatures with an Intelligence score of 6 or higher within 300 feet. This pulse is stopped by lead: creatures behind at least a thin sheet of it cannot be pinpointed by this action. A helmet made of lead is sufficient to prevent *Detect Minds* from working. ### Reactions ***Defensive Telekinesis.*** When the Shatterer is targeted by a ranged attack from a creature it can see, it can choose to impose a -5 penalty to the attack roll, potentially causing it to miss. : If the attack fails, it can choose to redirect it against another valid target within 15 feet of itself as a part of this reaction. ### Legendary Actions *The Shatterer can take two 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 Shatterer regains spent legendary actions at the start of its turn.* : ***Teleport Beam.*** The Shatterer manifests a psychic beam that falls upon its form, teleporting it an unoccupied space within 60 feet, where another beam falls. : Creatures within 5 feet of either beam must make a DC 20 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a successful one. : ***Psychic Mastery.*** The Shatterer casts a spell from its *psionics* list. : ***Deconstruction (Costs 2 Actions).*** The Shatterer uses it's Entropic Deconstruction on a target within range. : ***Interdiction (Costs 2 Actions).*** The Shatterer gazes upon a creature within 60 feet of it, and commands it to forget a class feature or a spell it has seen the creature perform within the last hour -- such as a fighter's *action surge*, or a wizard's *Fireball*. : The target of this ability must succeed on a DC 20 Charisma saving throw or momentarily forget how to perform said ability, recovering their use of it only after finishing a short rest. }} {{footnote The Gaardmen: Castellans of the Last God}} {{pageNumber,auto}} {{imageMaskCenter13,--offsetX:30%,--offsetY:0%,--rotation:0 ![](https://cdn.midjourney.com/c06e4cd0-f2f7-40b5-88a3-1415c5b8ff4b/0_1.png){height:100%,left:140px} }} {{imageMaskCenter13,--offsetX:-33%,--offsetY:35%,--rotation:0 ![](https://cdn.midjourney.com/c06e4cd0-f2f7-40b5-88a3-1415c5b8ff4b/0_1.png){height:100%} }} {{imageMaskCorner8,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/c06e4cd0-f2f7-40b5-88a3-1415c5b8ff4b/0_1.png){height:100%,top:430px} }} {{watercolor10,top:-190px,left:600px,width:400px,background-color:indigo,opacity:80%}} {{watercolor10,top:390px,left:-100px,width:400px,background-color:indigo,opacity:80%}} {{watercolor3,top:860px,left:540px,width:400px,background-color:indigo,opacity:80%}} \page {{imageMaskCorner27,--offsetX:40%,--offsetY:52%,--rotation:-40 ![](https://cdn.midjourney.com/c79320fd-a770-4918-bf03-d176bef7fbf6/0_0.png){height:63%,top:0,left:-px,transform:scalex()} }} {{imageMaskCorner27,--offsetX:-30%,--offsetY:-50%,--rotation:-50 ![](https://cdn.midjourney.com/c79320fd-a770-4918-bf03-d176bef7fbf6/0_0.png){height:63%,bottom:0,left:-1px,transform:scalex()} }} {{quote,position:relative,top:75px,left:-30px,text-align:Center,color:,width:280p "***Squabbling children. That is what they are. The Edict. The Court. Both Paledark and Prisma are two sides of the same coin. Our Queen is gone, and with her, any semblance of dignity and dialogue. Now, they are at each other's throats, and we, the true keepers of distortion, are caught in the middle.*** : {{attribution Archfey Zenar, Spear of the Dryads}} }} ![Grove Defender](https://imgur.com/1pmY82y.png) {position:absolute,top:5px,right:-100px,width:780px,transform:rotate(4deg),mix-blend-mode:darke,z-index:1} {{monster,frame,wide,position:relative,top:275px,z-index:2,width:750px,left:-30px ## Grove Defender *Large fey, neutral good* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 186 (18d10 + 105) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |23 (+6)|12 (+1)|20 (+5)|12 (+1)|18 (+4)|14 (+2)| ___ **Saving Throws** :: Str +11, Con +10, Wis + 9 **Damage Immunities** :: poison **Condition Immunities** :: poisoned **Senses** :: darkvision 60 ft., passive Perception 19 **Languages** :: Common, Elvish, Sylvan, Druidic, Undercommon **Challenge** :: 13 (10,000 XP) ___ ***Magic Resistance.*** The Grove Defender has advantage on saving throws against spells and magical effects. : ***Speak with Beasts and Plants.*** The Grove Defender can communicate with beasts and plants as though shared a language. : ***Bulwark of Nature.*** The Grove Defender hit points are increased by 15 and it is immune to poison damage and to the poisoned condition. : ***Innate Spellcasting.*** The Grove Defender's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Grove Defender can innately cast the following spells, requiring only verbal components. *At will:* druidcraft, entangle *3/day each:* barkskin, cure wounds *1/day each:* polymorph (self only), plant growth : ***Polearm Master.*** The Grove Defender can take an opportunity attack when a creature enters its reach. : ***Sentinel Strike.*** A creature hit by an opportunity attack from the Grove Defender has its speed reduced to 0 for the rest of the round. ### Actions ***Multiattack.*** The Grove Defender makes two weapon attacks. : ***Nature's Trident.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit* 15 (2d8 + 6) piercing damage. : ***Nature's Trident (Throw).*** *Ranged Weapon Attack:* +11 to hit, range 60/120 ft., one target. *Hit* 17 (2d10 + 6) piercing damage. A creature hit by this attack must succeed on a DC 19 Strength saving throw or be knocked prone and restrained for as long as the Trident remains impaling them. Creatures larger than medium have advantage on this saving throw. A creature restrained by the Trident or one that can touch the creature can use an action to attempt to pull the Trident out by succeeding on a DC 19 Strength (athletics) check. The Grove Defender can use a bonus action to instantly recall the Trident to its hand, freeing any creature it had pinned to the ground. : ***Wrath of the Grove.*** The defender attempts to grow thorny vines inside the body of a creature within 30 feet that is restrained by its *Nature's Trident (Throw)* action. The creature must make a DC 17 Wisdom saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much on a successful one. A creature that is reduced to 0 hit points by this attack is instantly killed, and a small tree grows from their corpse. ### Bonus Actions ***Polearm Backstrike.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit* 13 (2d4 + 6) bludgeoning damage. }} {{pageNumber,auto}} {{pageNumber,auto,z-index:12}} {{footnote,z-index:10,bottom:34px The Luminescent Court}} \page {{monster,frame,wide,position:relative,top:390px,left:-35px,z-index:1,width:755px ## Dullahan *Large fey (darkspawn), chaotic evil* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 168 (16d10 + 80) **Speed** :: 50 ft., fly 80 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|18 (+4)|20 (+5)|12 (+1)|14 (+2)|18 (+4)| ___ **Saving Throws** :: Str +9, Dex +9, Cha +9 **Damage Immunities** :: necrotic, fire; bludgeoning, piercing, and slashing damage from non-magical attacks **Condition Immunities** :: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: dark sylvan, undercommon, common **Challenge** :: 16 (15,000 XP) ___ ***Edict of Names: Union.*** The Dullahan is a creature of the Edict, a rider bound to its mount by name, now forever one. It cannot be dismounted in any way. When it reaches 0 hit points, the Dullahan can choose to either sacrifice the rider or the horse, becoming another creature entirely and gaining new abilities. : ***Unstoppable Charger.*** The Dullahan is semi-ethereal and cannot have its movement reduced in any way. In addition, if the Dullahan moves at least 10 feet straight toward a before hitting them with a gore attack, the target takes an extra 14 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. : ***Trampler.*** The Dullahan can move through the space occupied by medium or smaller creatures. If it does, a creature in its path is pushed 5 feet to either side and must make a DC 17 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning damage. : ***Headless.*** The Dullahan is immune to critical hits. : ***Path of Fire.*** The Dullahan leaves behind a trail of green flames when it charges. If the Dullahan moves 50 feet in a straight line, it creates a 5-foot wide wall of fire on its path. Whenever a creature comes within 5 feet of the Dullahan or one of these fires, it takes 7 (2d6) fire damage. A creature can only be damaged by this feature once per round. : ***Dreadlord.*** The Dullahan gains +1 bonus to its Strength, Dexterity, and Charisma scores (up to a maximum of 24) for each creature that is frightened within 60 feet of it. ### Actions ***Multiattack.*** The Dullahan can use its Wail. It then makes three attacks: one with its lantern, one with its hooves, and one with its gore. : ***Lantern of Endless Torment.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 6 (1d4 + 4) bludgeoning damage plus 18 (5d6) fire damage. A creature that is hit by this attack must succeed on a DC 17 Charisma saving throw or be cursed by green flame. A cursed target takes 1d4 fire damage at the start of each of its turns until either the Dullahan is killed or it is further than 1000 feet away from it . This fire is magical and cannot be doused by effects other than a Remove Curse spell, which lifts the effect. A creature that succeeds the save or the effect ends for it is immune to the curse for the next 24 hrs. : ***Hooves.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 11 (2d8 + 4) bludgeoning damage plus 4 (1d6) fire damage. A Large or smaller creature that is hit by this attack must succeed on a DC 17 Strength saving throw or be knocked prone. : ***Gore.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 11 (2d8 + 4) piercing damage plus 4 (1d6) fire damage. : ***Headless Horseman's Wail (Recharge 5-6).*** The Dullahan lets out a powerful screech from its headless torso. All creatures within 480 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be *frightened* for one minute. Creatures within 120 feet that are already *frightened* and fail this save are also *paralyzed*. A creature can repeat the save on each of its turns, ending either effect on itself on a success. }} {{imageMaskEdge2,--offset:0%,--rotation:180 ![](https://imgur.com/ZQF1TPJ.png){height:70%,top:-100px,left:-30px} }} {{imageMaskEdge5,--offset:25%,--rotation:0 ![](https://img.freepik.com/free-vector/hand-painted-black-watercolour-background_1048-16360.jpg?size=626&ext=jpg&ga=GA1.1.735520172.1710806400&semt=ais){height:100%,bottom:-10px} }} {{watercolor5,top:0px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} {{watercolor5,top:0px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} \page {{watercolor5,top:-700px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} {{watercolor5,top:-300px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} {{imageMaskEdge1,--offset:-5%,--rotation:270 ![](https://cdn.midjourney.com/d878dc19-2510-489e-aa8d-b3aff249f05d/0_2.png){height:70%,top:-20px,right:0px,} }} {{imageMaskEdge5,--offset:5%,--rotation:10 ![](https://img.freepik.com/free-vector/hand-painted-black-watercolour-background_1048-16360.jpg?size=626&ext=jpg&ga=GA1.1.735520172.1710806400&semt=ais){height:100%,bottom:-10px} }} {{monster,frame,left:-15px ## Dullahan (Rider) *Medium fey (darkspawn), chaotic evil* ___ **Armor Class** :: 16 (natural) **Hit Points** :: 91 (14d8 + 28) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|19 (+4)|14 (+2)|12 (+1)|14 (+2)|18 (+4)| ___ **Damage Resistances** :: bludgeoning, piercing, and slashing damage from nonmagical attacks **Damage Immunities** :: necrotic, fire **Condition Immunities** :: frightened, charmed **Senses** :: darkvision 120 ft., passive Perception 11 **Languages** :: dark sylvan, common **Challenge** :: - ___ ***Dark Fae.*** The Dullahan is immune to the frightened and charmed conditions. Additionally, its fae blood allows it to tap into the power of names. The Dullahan has advantage on attack rolls, as well as persuasion and deception checks, against creatures whose name it knows. : ***Edict of Names.*** As a subject of the Edict, names have great influence over the Dullahan, both beneficial and detrimental. : *Edict’s Power:* The Dullahan has a special power it can use against creature’s whose name it knows. Roll it at random from the options at page 73, or choose it at your discretion. : *Edict’s Bane:* The Dullahan has a secret weakness that can be used against it by those who know its true name. Roll it at random from the options at page 73, or choose it at your discretion. : ***Paledark Heart.*** The Dullahan’s body and soul writhe with negative energy. It is immune to necrotic damage, and its attacks deal an additional 5 (1d10) necrotic damage (already included in the attack). : ***Headless.*** The Dullahan is immune to critical hits. : ***Dreadlord.*** The Dullahan gains +1 to its Strength, Dexterity, and Charisma scores (up to a maximum of 24) for each creature that is frightened within 60 feet of it. : ***Menacing Strikes.*** The Dullahan's assault is vicious and frightening. It has become enraged since it lost its mount. A creature that is hit by one of Dullahan's melee attacks must succeed on a DC 17 Wisdom saving throw or be frightened. A creature can repeat its saving throw at the start of each of its turns, with disadvantage if the Dullahan has hit it with a melee attack in the last round, ending the effect on itself on a success. : The Dullahan has advantage on attacks against *frightened* creatures and deals an additional 7 (2d6) psychic damage when hitting a creature that is *frightened*. : ***Always Together.*** The Dullahan returns to its complete mounted form after it finishes a short rest. }} {{monster,frame,position:relative,top:500px,left:20px ### Actions ***Multiattack.*** The Dullahan makes two attacks with its Scimitar and one with its Lantern. : ***Paledark Longsword.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 9 (1d8 + 4) slashing damage and 9 (2d8) necrotic damage. : ***Lantern of Endless Torment.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 6 (1d4 + 4) bludgeoning damage annd 18 (5d6) fire damage. A creature that is hit by this attack must succeed on a DC 17 Charisma saving throw or be cursed by green flames. A cursed target takes 1d4 fire damage at the start of each of its turns until either the Dullahan is killed or it is further than 1000 feet or in a different plane of existence. This fire is magical and cannot be put out . A Remove Curse spell lifts the effect. A creature that succeeds the save or the effect ends for it is immune to the curse for the next 24 hrs. : ***Headless Horseman's Wail (Recharge 5-6).*** The Dullahan lets out a powerful screech from its headless torso. All creatures within 500 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be *frightened* for a minute. Creatures within 120 feet that are already *frightened* and fail this save are also *paralyzed*. A creature can repeat the save on each of its turns, ending the effect on itself on a success. ### Reactions ***Parry.*** The Dullahan adds 6 to its AC against one melee attack that would hit it. To do so, the Dullahan must see the attacker and be wielding a melee weapon. }} \page {{watercolor5,top:-700px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} {{watercolor5,top:-300px,left:-500px,width:3000px,background-color:#95eb1d,opacity:100%}} {{imageMaskEdge1,--offset:-5%,--rotation:90 ![](https://imgur.com/X1MWlwx.png){height:83%,top:-0px,left:-30px,} }} {{imageMaskEdge5,--offset:5%,--rotation:-10 ![](https://img.freepik.com/free-vector/hand-painted-black-watercolour-background_1048-16360.jpg?size=626&ext=jpg&ga=GA1.1.735520172.1710806400&semt=ais){height:100%,bottom:-10px} }} {{monster,frame,position:relative,top:600px,left:5px,z-index:1 ### Actions ***Multiattack.*** The Dullahan makes attacks: one with its hooves, and one with its gore. : ***Hooves.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 11 (2d8 + 4) bludgeoning damage plus 4 (1d6) fire damage. A Large or smaller creature that is hit by this attack must succeed on a DC 17 Strength saving throw or be knocked prone. : ***Gore.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 11 (2d8 + 4) piercing damage plus 4 (1d6) fire damage. : ***Dreadmare's Charge (Recharge 5-6).*** The Dullahan makes an ethereal charge in a direction it chooses. It must use its full flying movement in that direction. All creatures in its path must succeed on a DC 17 Dexterity saving throw or suffer 35 (10d6) necrotic damage. Creatures that fail this saving throw are considered to have failed a single death saving throw for the next 24 hours. Creatures that fail three death saving throws in this way instantly die, regardless of their current hit points. : The Dullahan will always try to kill in this manner, and will focus on the creature that failed the most amount of times. }} \column {{monster,frame,position:relative,top:00px,left:35px,z-index:1 ## Dullahan (Mount) *Large fey (darkspawn), chaotic evil* ___ **Armor Class** :: 17 (natural armor) **Hit Points** :: 105 (10d10 + 50) **Speed** :: 50 ft., fly 100 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|12 (+1)|20 (+5)|5 (-3)|14 (+2)|18 (+4)| ___ **Saving Throws** :: Str +9, Dex +9, Cha +9 **Damage Resistances** :: bludgeoning, piercing, and slashing damage from non-magical attacks **Damage Immunities** :: necrotic, fire **Condition Immunities** :: frightened, charmed **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: dark sylvan, undercommon, common **Challenge** :: - ___ ***Dark Fae.*** The Dullahan is immune to the frightened and charmed conditions. Additionally, its fae blood allows it to tap into the power of names. The Dullahan has advantage on attack rolls, as well as persuasion and deception checks, against creatures whose name it knows. : ***Edict of Names.*** As a subject of the Edict, names have great influence over the Dullahan, both beneficial and detrimental. : *Edict’s Power:* The Dullahan has a special power it can use against creature’s whose name it knows. Roll it at random from the options at page 73, or choose it at your discretion. : *Edict’s Bane:* The Dullahan has a secret weakness that can be used against it by those who know its true name. Roll it at random from the options at page 73, or choose it at your discretion. : ***Unstoppable Charger.*** The Dullahan is semi-ethereal and cannot be restrained, grappled, paralyzed, or otherwise have its movement reduced. In addition, if the Dullahan moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 14 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 ft. away and knocked prone. : ***Trampler.*** The Dullahan can move through Medium or smaller creatures. If it does, a creature in its path is pushed 5 feet to either side and must make a DC 17 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning damage. : ***Path of Fire.*** The Dullahan leaves behind a trail of green flames when it charges. If the Dullahan moves 50 feet in a straight line, it creates a 5-foot wide wall of fire on its path. Whenever a creature comes within 5 ft. of the Dullahan or one of these fires, it takes 7 (2d6) fire damage. A creature can only be damaged by this feature once per round. : ***Beating a Dead Horse.*** The Dullahan gains resistance to bludgeoning, piercing, and slashing damage when below 50 hit points. : ***Always Together.*** The Dullahan returns to its complete mounted form after it finishes a short rest. }} {{pageNumber,auto,purple}} \page {{insideCover}} {{position:relative,top:140px # *A Storied Wakizashi* : ## **The Tale of Vazan's Fist** }} {{imageMaskCenter16,--offsetX:-2%,--offsetY:-3%,--rotation:145 ![](https://cdn.midjourney.com/d1936231-50d9-4d82-a5dc-10c993631bd5/0_1.png){height:50%,top:320px,left:150px,transform:rotate(10deg)} }} {{imageMaskCenter16,--offsetX:-2%,--offsetY:-3%,--rotation:145 ![](https://cdn.midjourney.com/d1936231-50d9-4d82-a5dc-10c993631bd5/0_1.png){height:50%,top:310px,left:150px,transform:rotate(10deg)} }} {{imageMaskEdge4,--offset:36%,--rotation:0 ![](https://media.discordapp.net/attachments/1105539459962904677/1167541386485174372/tomfarlane_a_fantasy_illustration_of_an_japanese_island_in_the__732cdab6-b71e-4d5a-a97f-ed270ea5b65a.png?ex=654e80a6&is=653c0ba6&hm=6d939128777b97ef2f34117367cc966d0a4f0b16009bb194c3b822e4702b52bf&=&width=1503&height=1002){height:100%,top:250px} }} {{imageMaskEdge4,--offset:33%,--rotation:10 ![](https://cdn.midjourney.com/e0228f25-613a-477b-aa5e-4263b267b44a/0_1.png){height:100%,top:250px} }} {{imageMaskEdge4,--offset:33%,--rotation:-10 ![](https://cdn.midjourney.com/e0228f25-613a-477b-aa5e-4263b267b44a/0_1.png){height:100%,top:250px} }} {{imageMaskEdge4,--offset:33%,--rotation:180 ![](https://cdn.midjourney.com/e0228f25-613a-477b-aa5e-4263b267b44a/0_1.png){height:100%,top:-150px} }} {{imageMaskEdge4,--offset:35%,--rotation:190 ![](https://cdn.midjourney.com/e0228f25-613a-477b-aa5e-4263b267b44a/0_1.png){height:100%,top:-150px} }} {{imageMaskEdge4,--offset:35%,--rotation:170 ![](https://cdn.midjourney.com/e0228f25-613a-477b-aa5e-4263b267b44a/0_1.png){height:100%,top:-150px} }} {{watercolor2,top:120px,left:970px,width:420px,background-color:pink,opacity:80%,transform:rotate(-63deg)}} {{watercolor2,top:-820px,left:-520px,width:420px,background-color:pink,opacity:80%,transform:rotate(113deg)}} {{pageNumber,auto}} {{footnote Asiore, the Crimson Isle}} \page # In the Oni Emperor's Wake... Vazan was a proud dynast, by far the strongest of the three that ruled in the Rippling East. The Oni Emperor knew this, which is why he hit Asiore first, figuring once he controlled the ascendant Crimson Isle, the other two kingdoms would eventually fall to its unendurable naval superiority. : Vazan was also the proud keeper of a Thread of Divinity, which if captured, would mean an almost insurmountable advantage for the spectral horde. : ### The Siege of Vazan's Palace The war lasted for a mere fortnight, with each dawn revealing another fallen city with its light. In the last night of the spectral invasion, the forces of the Oni Emperor descended upon Asiore's Palace of Ruby, a beautiful but stout keep, the seat of the Serpent Dynast. : Numerous as they were, Shinobi, Palace Guards and Regular Infantry were no match for the arcane fiends of the Narak that flowed out of spectral minkas and barracks. Room by room, tower by tower, the shining gem of Asiore fell to the hands of the Oni Emperor. : ### Aurora of Doom The final battle was fought in Vazan's own throne room, as the Dynast Serpent faced the Oni Emperor personally, along with the strongest retainers of his horde. Vazan had no allies to fight beside him, all having deserted him in the face of disaster. Or so the draconic lord thought... : Flashes of crimson and purple erupted in the sky, as the battle between two mythologically powerful beings roared and leveled the Palace of Ruby. The Serpent Dynast fought fierce and long, but was defeated all the same. : Legend has it, the Oni Emperor then removed his golden helm before his fallen enemy, looking Vazan in the eye. The sight was enough to drive the Dynast mad with terror, crying out with a shiver that shook the very foundations of the Crimson Island. : ### A Savior In Darkness The young Shinobi Kaltoven was not from Asiore, and was a man hated by his superiors. His meddling in the dark arts, his pursuit of knowledge was considered anathema to the very purpose of the order: to quench dissent and silence the words of those who would not follow Vazan's edicts. He was also feared, a man of few words and an extraordinary talent for violence, and the tragic owner of a corvid curse, a magical sickness that slowly turns its host into a crow-like humanoid in a long and painful process. : These were reason enough for Kaltoven to be a pariah within the Shinobi Order of Asiore, but in the darkest hour, his squadron was the only one to face the fire headfirst, and he became Vazan's savior in a tale that has become legendary in all the Rippling East. : {{descriptive,position:relative,left:,top:5px, ##### From "Ariadne's Journal", Page ??? He turned out to be a fine one, our dear Kaltoven. Always stoic, even in the face of that terrible curse that he so adamantly refused to get cleansed, saying that he deserved it, that he *earned* it. I distinctly remember Fallow offering to remove it himself, and his refusal: "this curse that befalls me is a torment of my own doing -- I will undo it myself, or bear its weight forever." : I am afraid I will never truly understand his philosophy, but I cannot deny that he is a valuable man, and I am glad he is in charge of Satokai. Hopefully, it'll last. I would not like to see a continent so rich in history and art fall to that despicable Oni Emperor. : **--Ariadne Stringweaver, Regent of the City of Strings**. }} {{imageMaskCorner29,--offsetX:55%,--offsetY:-56%,--rotation:0 ![](https://cdn.midjourney.com/854027b4-6ea9-4049-8288-e183264e6e94/0_3.png){height:70%,left:405px,top:480px} }} {{pageNumber,auto}} {{footnote Asiore, the Crimson Isle}} \page ::::: ### The Shinobi Way While the Oni Emperor and Vazan fought in a true clash of titans, Kaltoven's squadron of darkness hunters fell upon the Naraki retinue, who, despite their great might couldn't keep up with the two legends' battle pace. : With the element of surprise, a dozen arcane poisons, and a myriad of rituals of banishment, Kaltoven's side won a harsh victory -- only he survived. The squadron was no more, but neither were the Oni Emperor's grim retainers. : ### Fate of a Dynast In the ruins of Asiore's crimson palace, the skies still flared with the crimson and mauve colors of Vazan and the Oni Emperor... Clash after celestial clash, the color of the Narak's sovereign gained purchase as the Dynast Serpent faltered. : Vazan fell from the sky after an explosion that ruptured the very heavens, and crashed upon the ruins. The shadow-wreathed Oni Emperor followed his descent, hovering mightily. Upon those storied grounds, Kaltoven was waiting for him, still as windless night. He watched as the ruler of the Narak performed a dark ritual to finish off the Dynast, transforming his divine soul into a weapon of legendary power, the short blade that became known as Vazan's Terror. : ### Ascension Thinking the battle won, the Oni Emperor climbed the steps of the shattered Crimson Throne and overlooked his new realm through the broken walls of the palace. Kaltoven observed keenly, and pounced from the shadows. He did not aim for the throat, the heart, the eyes... He aimed for the sheath that held Vazan's Terror. : In a fight that is now myth, Kaltoven wounded the Oni Emperor enough to send him scurrying back to the Narak. The current ruler of Asiore never detailed what happened after he fearlessly ambushed the dark demigod, but three things are certain: firstly, Kaltoven kept Vazan's soul, or what remains of it in the Oni Emperor's wakizashi. Secondly, his corvid curse seems to have subsided since the fateful encounter, as he lost his famous crow-like gaunt and can now speak with eloquence and strength. Certain tongues claim a corvid curse cannot taint divine blood... \column {{descriptive ##### From "Coinseeker's Planar Guide" Entry 12 A fascinating tale, to be sure! People love hearing about mortals who conquer divinity -- if it's through trickery and cunning, even better. I tell it every time I'm selling goods from Asiore. Nothing loosens a purse like a good story! : Imagine Kaltoven's stillness in that moment. Nerves of steel, I say! A few years later, he confessed to me that attacking the Oni Emperor was not in his plans -- he simply meant to observe him. Know your enemy and all that, to better lead the upcoming resistance against the forces of the Narak. But when he saw the chance... It's interesting how a single decision takes a man from being a footnote in the pages of history, to a legend. : **--Runo Fylsworth, Threadmaster of Finance** }} #### Vazan's Terror *Weapon (Wakizashi), Artifact (requires attunement)* : This slightly curved shortsword contains the shattered soul of divine dragon Vazan, whose horror-struck expression can sometimes be gleamed in the blade's pristine reflection. You have a +3 to hit and attack rolls made with this weapon, and its damage die is 1d12 instead of 1d6. While attuned to it, any curse or disease you possess ceases, and you stop aging. : *Vazan's Terror* changes its characteristics at each sunrise, as the dragon's shattered soul manifests a different part of itself. Roll 1d4 to determine the additional effects the weapon grants for that day. : **1 - Divine Awareness:** You gain truesight out to a range of 30 feet. Additionally, you know when a lie is spoken in your presence. : **2 - Divine Reflection:** Any time you're targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1, the spell works as normal. On a 2-5, you are unaffected by the spell. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. : **3 - Serpent's Might:** Select a physical score (STR, DEX and CON) at random by rolling 1d3. That score increases by 10 (up to a maximum of 28) until you have to roll again. : **4 - Dynast's Mind:** Select a mental score (INT, WIS and CHA) at random by rolling 1d3. That score increases by 10 (up to a maximum of 28) until you have to roll again. {{imageMaskEdge4,--offset:42%,--rotation:180 ![](https://cdn.midjourney.com/854027b4-6ea9-4049-8288-e183264e6e94/0_3.png){height:200%,top:-60px,left:-1px} }} {{imageMaskEdge5,--offset:40%,--rotation:0 ![](https://cdn.midjourney.com/854027b4-6ea9-4049-8288-e183264e6e94/0_3.png){height:200%,top:-395px,left:-100px} }} {{pageNumber,auto}} {{footnote Asiore, the Crimson Isle}} \page {{monster,frame,wide,position:relative,top:210px ## Crimson Shogun Kaltoven *Medium humanoid, lawful neutral* ___ **Armor Class** :: 19 (studded leather) **Hit Points** :: 255 (30d8 + 120) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|24 (+7)|18 (+4)|20 (+5)|15 (+2)|14 (+2)| ___ **Saving Throws** :: Dex +13, Con +11, Int +11 **Skills** :: Stealth +13, Perception +8, Arcana +11, History +11, **Condition Immunities** :: charmed, frightened **Senses** :: blindsight 60 ft., passive perception 18 **Languages** :: Asioran, Common, Undercommon, Primordial **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (2/day).*** When Kaltoven fails a saving throw, he can choose to succeed instead. : ***A Crown Made Blade.*** Kaltoven is attuned to the legendary wakizashi known as Vazan's Terror, granting him its powerful benefits and abilities. : ***Ultimate Shinobi.*** Kaltoven has mastered the Shinobi arts unlike anyone in living memory, affording him the following benefits: - Kaltoven can run on vertical surfaces and water without falling or sinking. Additionally, he can run on thin air, granting him a jump distance equal to his walking speed. : - Kaltoven can use Dexterity to resolve grapple checks instead of Strength, and his critical range is increased by 2 (18-20) when attacking a creature he has grappled. : - Kaltoven is permanently under the effects of the *pass without trace* spell. {{ ***Corvid's Grace.*** What once was a curse turned into a blessing, }} thanks to Kaltoven's ascension. He moves with the eerie cunning of a crow, swift and slightly twisted. Kaltoven rolls initiative and Dexterity saving throws with advantage, and no attack can have advantage against him as long as he isn't incapacitated. ### Actions ***Multiattack.*** Kaltoven makes four attacks with his Nodachi or with *Vazan's Terror*. : ***Nodachi.*** *Melee Weapon Attack:* +13 to hit, reach 10ft., one target. *Hit* 14 (2d6 + 7) slashing damage. : ***Vazan's Terror.*** *Melee Weapon Attack:* +16 to hit, reach 5ft., one target. *Hit* 17 (1d12 + 10) slashing damage, and the target must succeed on a DC 20 Charisma saving throw or be *frightened* of the wakizashi. Creatures frightened in this way take 11 (2d10) psychic damage at the start of their turn if Vazan's Terror remains unsheathed and within 30 feet of them. They can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. : If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. ### Reactions ***Disruption Circles (2/day).*** When targeted by a spell, Kaltoven opens his gloved hand to reveal a nullifying circle. The caster must succeed on a DC 19 spellcasting ability check, or the magic fails. The action and spell slot are still expended. ### Legendary Actions *Kaltoven can take one legendary action, 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. Kaltoven regains spent legendary actions at the start of its turn.* : ***Meld Into Shadow.*** Kaltoven melds into the shadow of a creature he can see within 30 feet, immediately disappearing from his previous location. Kaltoven is invisible while melded, and moves with the creature's shadow until he makes an attack, is moved away (willingly or not), or takes radiant damage. : ***Reality Slash.*** Kaltoven switches weapons between his Nodachi and Wakizashi, sheathing one and unsheathing the other. Each weapon manifests a special effect when it is unsheathed. : *Wakizashi:* A spectral serpent dragon rushes forward in a 60 foot long, 10 foot wide line. Creatures within that area must make a DC 21 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and 14 (4d6) psychic damage on a failed save, or half as much on a successful one. Creatures who fail the save are also knocked prone. : *Nodachi:* A cut that tears through reality travels forth in a 60 foot cone in front of Kaltoven. Creatures within that area must make a DC 21 Dexterity saving throw, taking 21 (6d6) slashing damage and 21 (6d6) force damage on a failed save, or half as much on a successful one. This effect effortlessly slices through any obstacle, including planar boundaries. }} {{imageMaskCenter13,--offsetX:30%,--offsetY:-9%,--rotation:0 ![](https://cdn.midjourney.com/59f44f13-6ae5-4258-9f37-2374817e5716/0_0.png){height:100%,left:140px} }} {{imageMaskCenter13,--offsetX:-33%,--offsetY:-4%,--rotation:0 ![](https://cdn.midjourney.com/59f44f13-6ae5-4258-9f37-2374817e5716/0_0.png){height:150%,right:-150px,top:0} }} {{imageMaskCorner8,--offsetX:-53%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/59f44f13-6ae5-4258-9f37-2374817e5716/0_0.png){height:150%,top:600px,right:=00px} }} {{imageMaskCorner8,--offsetX:-53%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/59f44f13-6ae5-4258-9f37-2374817e5716/0_0.png){height:150%,top:600px,right:=00px} }} {{imageMaskCorner8,--offsetX:9%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/59f44f13-6ae5-4258-9f37-2374817e5716/0_0.png){height:150%,top:10px,right:-00px} }} {{watercolor10,top:-190px,left:600px,width:400px,background-color:crimson,opacity:80%}} {{watercolor10,top:-280px,left:-200px,width:400px,background-color:crimson,opacity:80%}} {{watercolor3,top:390px,left:-100px,width:400px,background-color:crimson,opacity:80%}} {{watercolor3,top:860px,left:540px,width:400px,background-color:crimson,opacity:80%}} ![kaltoven the shinobi](https://cdn.midjourney.com/5b734d3d-920c-4c6d-a94b-51b897c1e4d7/0_2.png) {width:925px,position:absolute,top:0px,left:-50px,mix-blend-mode:multiply} {{pageNumber,auto}} {{footnote Asiore, the Crimson Isle}} \page {{imageMaskEdge5,--offset:26%,--rotation:200 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:26%,--rotation:140 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:21%,--rotation:76 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:18%,--rotation:273 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%,top:0px,left:00px} }} {{imageMaskEdge5,--offset:17%,--rotation:360 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%,top:0px,left:00px} }} {{position:relative,top:255px,left:160px,text-align:center # Unbreakable Vaults }} {{position:relative,top:255px,left:160px,text-align:center *The Aurinoir Confiscations* : The Aurinoir have accumulated a great hoard of magical items within their vaults, both confiscated from Underside explorers and gathered in their own ventures into the primeval library. : As far as they're concerned, an object or piece of knowledge need only be contained if it's dangerous. If you believe you can put an item from their storage to better use, you'll be assigned an audience with a few Aurinoir officers to plead your case. After hearing your arguments, they will decide whether or not you are worthy of being granted use, for how long you are authorized to have it, and how much you have to pay for the privilege. : Magical bureaucracy at its finest! : }} {{pageNumber,auto}} {{footnote Unbreakable Vaults}} \page {{monster,frame,wide,position:relative,top:285px,width:765px,left:-40px ## Aurinoir Destroyer *Huge construct, lawful neutral* ___ **Armor Class** :: 22 (natural armor) **Hit Points** :: 225 (18d12 + 108) **Speed** :: 50 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |25 (+7)|9 (-1)|22 (+6)|14 (+2)|11 (-)|6 (-2)| ___ **Saving Throws** :: Str +11, Con +11 **Damage Immunities** :: psychic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine **Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** :: tremorsense 30ft., darkvision 240ft. **Languages** :: Common, Primeval **Challenge** :: 19 (22,000 XP) ___ ***Legendary Resistance (3/day).*** When the Aurinoir Destroyer fails a saving throw, it can choose to succeed instead. : ***Magic Resistance.*** The Aurinoir Destroyer has advantage on saving throws against spells and magical effects. : ***Immutable Form.*** The Aurinoir Destroyer is immune to all spells and magical effects that would alter its form. : ***Attuned Proto-Soul.*** Through its proto-soul, the Aurinoir Destroyer can be semi-attuned to up to five magical items. While connected in this way, the Destroyer knows the precise location of an item and prevents creatures from attuning to it, though the Destroyer gains no attunement benefits from the item. : ***Magic Weapons.*** The Aurinoir Destroyer's weapon attacks are magical. ### Actions ***Multiattack.*** The Aurinoir Destroyer makes three attacks with its *Hook Blade*. It can forgo one of these attacks to make a *Harpoon* attack instead, or to use its *Electroshock* action. : ***Hook Blade.*** *Melee Weapon Attack:* +14 to hit, range 10ft., one target. *Hit* 18 (3d6 + 7) slashing damage, and the target is *grappled* (escape DC 19). The Destroyer can have a maximum of two creatures grappled in this way. : ***Harpoon.*** *Ranged Weapon Attack:* +14 to hit, range 120ft., one target. *Hit* 21 (3d8 + 7) piercing damage, and the creature is *harpooned*. Only one creature can be harpooned at a time. While harpooned, a creature's speed becomes 0. A creature can use an action on their turn to remove the harpoon, taking 14 (3d8) piercing damage in the process. While a creature is *harpooned*, the Destroyer can use this attack again to partially recall the harpoon. A *harpooned* creature must succeed on a DC 21 Strength saving throw or be pulled 60 feet towards the Destroyer. If a creature breaks free from the Harpoon, it rapidly recoils back, ready to be launched again. : While the Harpoon is deployed, its steel cable can be attacked and cut, preventing the Destroyer from using this action again. It has an AC of 18 and 40 hit points. : ***Electroshock.*** The Aurinoir Destroyer targets a creature *harpooned* by it, sending a current of overwhelming electricity through the harpoon's steel cable. The harpooned creature takes 45 (10d8) lightning damage and must succeed on a DC 20 Constitution saving throw or be stunned until the end of their next turn. ### Legendary Actions *The Aurinoir Destroyer can take one legendary action, 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 Aurinoir Destroyer regains spent legendary actions at the start of its turn.* : ***Blast Thrusters (3/day).*** The Aurinoir Destroyer jumps up to 50 feet away in a blast of alchemical thruster fire. Creatures within 5 feet of it when it begins this action must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. Creatures in its landing area must succeed a DC 17 Dexterity saving throw to move out of the way, or take 35 (10d6) bludgeoning damage and be knocked prone. : Creatures knocked prone in this way are *restrained* (escape DC 19) until the Destroyer moves away, cannot be targeted by the Destroyer's attacks, and take 14 (4d6) bludgeoning damage at the start of each of the Destroyer's turns. : ***Onslaught.*** The Aurinoir Destroyer makes a Hook Blade or Harpoon attack. }} {{watercolor3,top:300px,left:590px,width:550px,background-color:#D4AF37,opacity:60%,transform:scale(}} {{imageMaskEdge5,--offset:-10%,--rotation:55 ![](https://cdn.midjourney.com/1169abae-989a-448b-b5c8-a73cfd44b87c/0_3.png){height:130%} }} ![LE GORDO](https://imgur.com/f1Ih8a9.png) {width:1005px,position:absolute,top:0px,left:-190px,mix-blend-mode:} {{pageNumber,auto}} {{footnote Unbreakable Vaults}} {{quote,position:absolute,top:20px,left:530px,width:250px,text-align:center This was some of my best work while I apprenticed with the Aurinoir. This behemoth has what I like to call a "proto-soul", an artificial essence first distilled by the cursed alchemists of the Underside, which has properties that are remarkably similar to a real soul. With a cannister's worth of this essence, we artificially attune the Destroyer to the items it is meant to protect, giving it precise, uninterrupted knowledge over their location... : {{attribution Threadseeker Farlane}} }} \page {{position:relative,left:-25px,top:-30px ## At the Gate of Ruin : The second encounter with Farlane takes place in the deepest part of the Gardens of Omniturgy, at the legendary Gate of Ruin, one of the only pathways in the universe to the ruinous realms... and to the most important part of the Underside, apparently. Is it *within* the ruinous realms? Beyond them? Soon enough, all these existential mysteries will be unveiled, a prospect as thrilling as it is terrifying. : The Gate of Ruin is a huge, semi-active conduit to the mad realms, which Farlane is currently using for two purposes: summoning defenders from the mad realm, which he can command thanks to Sarasvati's power. : ### The Situation Upon arrival, the players will be accompanied by Threadmaster Salem and her personal escort, consisting of two Aurinoir Lieutenants. Optionally, the players might have recruited more aid by calling upon their planar allies to stop this threat. As the heroes swarm the room, the final confrontation of this quest ensues, starting by **Phase One: Beamcast**, on page 67. : {{note,background-color:lightgray,position:relative,top:10px ##### Sarasvati, Greater Owl of Ruin Thomas Farlane has become bonded with a particular Owl of Ruin named Sarasvati, which is especially ancient, wise and malevolent. A strange dance of manipulation, assistance and betrayal has developed between the two. Farlane knows he cannot truly trust the owl, and Sarasvati knows he is aware of this. And, of course, they are both convinced they will emerge victorious in the end. A battle of wits and willpower. : Sarasvati is a CR 11 medium sized creature that has 130 hitpoints instead of 65, 60 feet of fly speed instead of 40, a telepathy range of 120 feet instead of 60, a Dexterity Score of 18 instead of 16, and a Wisdom score of 25 instead of 20. It also has slightly different traits and actions than a normal Owl of Ruin, as described below: : ***Greater Innate Spellcasting (replaces Innate Spellcasting).*** Sarasvati's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components.: : *At will:* modify memory, eldritch blast, thaumaturgy, suggestion, hold person : *3/day each:* omission, blindspot, mindblast : *1/day each:* greater modify memory, greater darkness, distort timeline : ***Ruinous Command.*** Aberrations and other creatures native to the void within Sarasvati's telepathy range (60 feet) are forced to obey its commands if their CR is lower than 20. If a humanoid is bonded to Sarasvati, it can share this ability with them, as per the *Familiar of the Void* trait. : ***Void Wings (replaces Obsidian Feathers).*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit:* 11 (2d6+4) slashing damage and 7 (2d6) psychic damage. }} }} {{imageMaskEdge4,--offset:2%,--rotation:270 ![](https://cdn.midjourney.com/391776d2-a3e0-4aeb-8f1a-f353000826d4/0_1.png){height:100%,left:260px} }} {{pageNumber,auto}} {{footnote The Enemy's Seal}} \page {{imageMaskCorner31,--offsetX:60%,--offsetY:-20%,--rotation:0 ![](https://cdn.midjourney.com/391776d2-a3e0-4aeb-8f1a-f353000826d4/0_1.png){height:117%} }} {{imageMaskEdge4,--offset:0%,--rotation:5 ![](https://cdn.midjourney.com/391776d2-a3e0-4aeb-8f1a-f353000826d4/0_1.png){height:117%} }} {{position:relative,left:-15px,top:-30px #### Voidshard *Wondrous Item, Rare* : When a Void Golem dies, 1d20+10 intact Voidshards are left amidst its remains, small conduits to the mad realms beyond our reality. When a Voidshard takes bludgeoning or thunder damage, it bursts into sharp splinters of amethyst, dealing 4 (1d6) piercing damage and 4 (1d6) psychic damage to creatures within 5 feet of it. Creatures that are concentrating on a spell and take this damage must make a concentration check with a DC of 18, regardless of the damage taken. These properties are often combined with the use of a slingshot or the *catapult* spell to create concentration-breaking ranged weapons to fight casters at a distance. : Expensive and rare magical machinery can burst Voidshards in small, controlled explosions, drawing primal energy from them and then turning it into usable power, such as arcane spell slots for casters or electricity to power weapons and machines of all kinds. According to rumor, much of the City of Strings is powered by attracting Void Golems, destroying them with pre-laid traps, and harvesting their shards. }} {{watercolor7,top:-220px,left:400px,width:700px,background-color:purple,opacity:50%}} ![Void Golem](https://imgur.com/s87PUxJ.png) {position:absolute,top:-24px,right:-5px,width:460px,transform:scaleX(1)} {{monster,frame,wide,position:relative,top:-20px,left:-35px,margin-bottom:-30px,width:770px ## Void Golem *Large construct, neutral evil* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 200 (16d10 + 112) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|12 (+1)|24 (+7)|7 (-2)|12 (+1)|10 (+0)| ___ **Saving Throws** :: Str +12, Con +13 **Damage Resistances** :: all except thunder **Damage Immunities** :: poison, psychic **Damage Vulnerabilites** :: thunder **Condition Immunities** :: charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** :: blindsight 120 ft. **Languages** :: understands deep speech and the language of its summoner but doesn't speak **Challenge** :: 17 (18000 XP) ___ ***Magic Resistance.*** The Void Golem has advantage on saving throws against spells and other magical effects. : ***Immutable Form.*** The Void Golem is immune to any spell or effect that would alter its form. : ***Psychic Destroyer.*** The Void Golem feeds on the mental pain caused by the mad realm that spawned him. When a creature within 30 feet of it takes psychic damage, the Void Golem gains 5 temporary hitpoints. : ***Mirror of the Dark.*** The Void Golem's purple crystals are aberrant conduits of ancient eldritch energy, constantly reflecting and emitting the dissonant sounds, sights and even scents of the great beyond. Creatures within 15 feet of the Golem that can see, hear or smell it must succeed on an Intelligence saving throw at the start of their turn or take 11 (3d6) psychic damage and be *frightened* of the Golem. : ***Of Voidshards.*** The Void Golem is made of black stone interlaced with thousands of dark amethyst shards teeming with energy from the ruinous realms. This otherworldly build makes it resistant to all damage. : The exception is thunder damage, to which it is always vulnerable, as it profoundly damages its crystals. Additionally, if the Void Golem takes 50 or more thunder damage in a single round of combat, it loses all its damage resistances until the end of its next turn. : ***Maddening Demise.*** When the Void Golem dies, its Voidshards break apart in a surge of pulsing psychic energy. Each creature within 30 feet of it must make a DC 21 Intelligence saving throw, taking 35 (10d6) psychic damage and being *stunned* until the end of their next turn on a failed save, or only half as much damage and not becoming stunned on a successful one. Creatures who fail the saving throw by 5 or more must also roll an effect on the *short-term madness* (5e SRD) table. ### Actions ***Multiattack.*** The Void Golem makes two *Slam* attacks and uses its *Unsettle* action. : ***Slam.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit* 28 (4d10+6) bludgeoning damage. : ***Unsettle.*** The Void Golem targets a creature within 15 feet of it, showing it eerie visions of the ruinous realms. A target must make a DC 21 Wisdom saving throw or be *unsettled*. WHile unsettled, creatures take double damage from the Void Golem's *Mirror of the Dark* trait and have disadvantage to save against it. : ***Void Beam (recharge 6).*** The Void Golem fires a beam of pulsing psycho-entropical energy from its central crystal in a 10 foot wide, 60 foot long line in front of it. Creatures within that area must make a DC 21 Dexterity saving throw, taking 28 (8d6) psychic damage and 28 (8d6) force damage on a failed save, or half as much on a successful one. If an *Unsettled* creature fails this saving throw, they are also *stunned* until the end of their next turn. }} {{pageNumber,auto}} {{footnote The Enemy's Seal}} \page {{imageMaskEdge1,--offset:1%,--rotation:270 ![](https://imgur.com/VEP6sfT.png){height:100%,left:250px} }} {{position:relative,left:-20px,top:-15px ## The Wolves of Asgard : Wolves hold a very special place in Midgard's customs and history. Created by the Asgardian pantheon, they are considered divine, even after the desolation of Odin. The dire wolf in particular was always thought of as the greatest of beasts, the ruler of the woods. : The denizens of the great kingdom of Asgard rode unto battle in these monstrous canines, crashing against enemy lines with the ferocity of axe and fang. : ### Lupine Demigods There were many wolfish deities alongside Odin, said to be sons and daughters of Fenris the Unshackled, the Allfather's own grandson. Wolves became a symbol of Asgard, even though the prophecies of Ragnarök placed Fenris himself as Odin's killer. This never came to pass, in the end. : As the asgardians marched into battle against the Enemy, the wolves kept watch over the broken realm of Midgard. Ravaged by the war that spanned the entire multiverse, the kingdom of Odin had been almost entirely destroyed by the armies of Eternity. : In their vigil, the Divine Wolves brought peace to the land. Geri and Freki, Odin's most loyal companions, led the great wolfen demi-gods to action and began the arduous task of cleansing the ruined Yggdrasil of the Harbingers. If only the Allfather hadn't returned... : ### The Desolation of Odin With the fulfillment of Odin's bargain came the corruption, and the wolves were the first to fall. Taken by the ink, the Divine Wolves became tyrants of unparalleled power and quickly turned on each other. This began the great madness, the eternal cycle of death and rebirth on behest of the corruption. : No Asgardian Gods survived the war against the Enemy. This left the monstrous wolven demigods to battle for supremacy among their kin. Some even turned on Odin and now covet his throne. None, however, managed to depose the Allfather, though the sons of Fenris, Hati and Skoll, do have the power required for such a coup. : Together, they could prove to be strong enough to defeat the god... yet for the two brothers, an alliance is impossible, for neither will make a move against the Allfather while the other still lives. : In Midgard, the time after the Desolation is a bleak one, yet wolves not only survive, but thrive in this inhospitable environment. It is said the Divine Wolves of the North still roam the corrupted land in search of Fenris, their lost father. }} {{pageNumber,auto}} {{footnote The Blackbark}} \page {{imageMaskEdge5,--offset:-10%,--rotation:180 ![](https://imgur.com/7OhQPmD.png){height:96%,top:-170px,right:-100px} }} {{imageMaskEdge5,--offset:28%,--rotation:0 ![](https://imgur.com/7OhQPmD.png){height:105%,bottom:-250px,left:-200px} }} ::::::::: {{monster,wide,top:430px,frame ## Divine Wolf of the North *Gargantuan celestial, true neutral* ___ **Armor Class** :: 22 (natural armor) **Hit Points** :: 495 (30d20 + 180) **Speed** :: 120 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |26 (+8)|30 (+10)|23 (+6)|20 (+5)|20 (+5)|26 (+8)| ___ **Skills** :: Perception +19 **Saving Throws** :: Str +15, Dex +17, Con +13, Int +16 **Damage Resistances** :: fire, radiant, necrotic; piercing, slashing, and bludgeoning from nonmagical attacks **Damage Immunities** :: cold, poison **Condition Immunities** :: charmed, exhaustion, frightened, poisoned **Senses** :: truesight 120 ft. **Languages** :: all **Challenge** :: 24 (62,000 XP) ___ ***Legendary Resistance (3/day).*** If the Divine Wolf fails a saving throw, it can choose to succeed instead. : ***Limited Magic Immunity.*** The Divine Wolf can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. : ***Divine Wolf.*** The Divine Wolf is an offspring of Fenris, the Unshackled, and carries with it the blood of Odin himself. As such, it gains a number of godly benefits. The Divine Wolf automatically succeeds any perception check that relies on hearing or smell and has truesight out to a range of 120 ft. It is immune to cold damage, and resistant to fire, radiant, and necrotic damage. The wolf is immune to disease and poison, and to the poisoned, charmed, exhaustion, and frightened conditions. The Wolf's attacks are considered magical. : ***Ethereal Movement.*** The Divine Wolf can use its bonus action to dash and doesn't provoke opportunity attacks. It can walk on any surface and run on thin air, as if it were weightless, without falling during the move. : ***Blizzard.*** The Divine Wolf is surrounded by a potent blizzard at all times. Creatures that end their turn within 30 feet of the wolf take 35 (10d6) cold damage. : ***Thread of War.*** Odin's power runs through the Divine Wolf, though it rarely uses it. The wolfen demi-gods still resent the Allfather for his failure. Regardless, the wolf's spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: : At will: detect evil and good, oath of war, shield of faith : 3/day each: barrier of gold, dispel evil and good, hymn of honor : 1/day each: control weather, divine judgement }} {{pageNumber,auto}} {{footnote The Blackbark}} \page \column {{monster,frame,position:relative,top:-10px,left:-170px ### Actions ***Multiattack.*** The Divine Wolf can use its Frightful Presence. It then makes four attacks: one with its bite and three with its claws. : ***Claws.*** *Melee Weapon Attack:* +17 to hit, reach 15ft., one target. *Hit:* 28 (4d10 + 10) slashing damage. : ***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 10ft., one target. *Hit:* 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained, and the Divine Wolf can't bite another target. A creature hit by this attack that has *Legendary Actions* takes an additional 35 (10d6) radiant damage. : ***Frightful Presence.*** Each creature of the wolf's choice that is within 120 feet of the wolf and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened 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 the wolf's Frightful Presence for the next 24 hours. : ***Freezing Breath (Recharge 5-6)*** The Divine Wolf exhales a burst of frost in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is frozen in place and becomes *restrained* and *incapacitated* for a minute. They can attempt to break free from the frost at the end of each of their turns by succeeding a DC 24 Strength saving throw or dealing 40 damage to the icy shackles. The ice takes double damage from fire. : ### Legendary Actions The Divine Wolf 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 Divine Wolf regains spent legendary actions at the start of its turn. : ***Claw.*** The Divine Wolf makes one Claw attack. : ***Move.*** The Divine Wolf moves up to half its speed. : ***Armor of Frost (Costs 2 Actions).*** The Divine Wolf gains 50 temporary hit points. : ***God Hunter (Costs 2 Actions).*** The Divine Wolf makes one Bite attack. A creature hit by this attack must succeed on a DC 23 Charisma saving throw or be unable to use *Legendary Resistances* for the next minute. This saving throw cannot be resisted by a Legendary Resistance. : ***Howl of the Divine Wolf (Costs 3 Legendary Actions).*** The Divine Wolf unleashes a powerful howl, emboldening its spirit and striking fear on all that bear witness. Each creature of the wolf's choice that is within 500 feet of the wolf and can hear it must succeed on a DC 23 Wisdom saving throw or become frightened 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. A creature that is already frightened is instead *paralyzed*. }} {{imageMaskCorner,--offsetX:5%,--offsetY:40%,--rotation:0 ![](https://imgur.com/urJKiNk.png){height:200%} }} {{imageMaskEdge5,--offset:-12%,--rotation:90 ![](https://imgur.com/L1lHK1x.png){height:85%,transform:rotate(-90deg),left:-300px,top:50px,mix-blend-mode:darken} }} {{imageMaskEdge5,--offset:-1%,--rotation:270 ![](https://imgur.com/L1lHK1x.png){height:85%,transform:rotate(90deg),left:-150px,top:50px,mix-blend-mode:darken} }} {{pageNumber,auto}} {{footnote The Blackbark}} \page {{imageMaskEdge3,--offset:-10%,--rotation:50 ![](https://imgur.com/gGGUvzu.png){height:140%} }} {{imageMaskCorner33,--offsetX:-50%,--offsetY:-50%,--rotation:45 ![](https://imgur.com/M2lJ4Wx.png){height:100%,top:500px,left:-250px} }} {{imageMaskEdge1,--offset:1%,--rotation:232 ![](https://imgur.com/urJKiNk.png){height:100%} }} {{imageMaskCorner33,--offsetX:50%,--offsetY:40%,--rotation:-0 ![](https://imgur.com/x5tBqFo.png){height:105%,top:-540px,left:480px,transform:rotate(25deg)} }} {{monster,frame,position:relative,top:-0px,left:-20px,width:350px ## Skoll *Chaser of the Sun* ___ **Damage Immunities** :: fire, radiant **Condition Immunities** :: incapacitated, grappled, paralyzed, petrified, prone, restrained **Challenge** :: 26 (90,000 XP) ___ ***Frostfire Storm.*** Ice and Fire have merged to aid Skoll in his relentless pursuit of the sun. Skoll's *Blizzard* feature deals an additional 35 (10d6) fire damage. : ***Rageful Betrayal.*** Skoll is profoundly hateful of his brother, his father, and most of all, Odin himself. If Skoll starts its turn with 200 hit points or less, it gains resistance to all damage except psychic. While in this state, his *God Hunter* bite attack also makes the target unable to use *Legendary Actions*. ### Additional Actions ***Multiattack.*** Skoll makes an additional attack with his *Frostfire Tail*. : ***Frostfire Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20ft., one target. *Hit:* 24 (4d6 + 10) bludgeoning damage plus 18 (5d6) fire damage and 18 (5d6) cold damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. ### Additional Legendary Actions ***Frostfire Tail (Costs 2 Actions).*** Skoll makes a tail attack. : ***Rampage (Costs 3 Actions).*** Skoll moves up to half his speed in a direction of his choice. All creatures in his path must succeed on a DC 25 Dexterity saving throw or be trampled by the unstoppable wolf, taking 35 (10d6) bludgeoning damage plus 18 (5d6) fire damage and 18 (5d6) cold damage. A creature that fails this saving throw is knocked prone. During the charge, Skoll can make one bite attack against a creature it trampled. }} \column {{monster,frame,position:relative,top:345px,left:20px,width:350px ## Hati *Chaser of the Moon* ___ **Damage Immunities** :: necrotic; piercing, slashing, and bludgeoning from nonmagical attacks **Condition Immunities** :: incapacitated, grappled, paralyzed, petrified, prone, restrained **Senses** :: truesight 240 ft. **Challenge** :: 26 (90,000 XP) ___ ***Night Hunter.*** Magical darkness extends from Hati in a 120-foot-radius sphere centered on the Divine Wolf. The darkness spreads through corners. Only truesight can see through this night, and no light short of an artifact or a 9th level spell can see through it. Hati shines with dim white moonlight, however, and creatures within 30 feet of him can see his form through the dark. : ***Spectral Wolf.*** The Divine Wolf can move through other creatures and objects. ### Additional Actions ***Multiattack.*** Hati can use its *Deathly Howl* instead of its *Bite*. : ***Deathly Howl.*** All creatures within 60 feet of Hati must succeed on a DC 23 Charisma saving throw or gain a point of exhaustion. A creature that fails this saving throw three times is instantly killed. ### Additional Legendary Actions ***Eyes of Hate.*** Hati makes a Perception (Wisdom) check. A creature of his choice that he detected is marked. Hati's next Bite attack against that creature deals an additional 70 (20d6) necrotic damage. Only one creature can be marked at a time. : ***Specters of the Night (Costs 3 Actions).*** Hati summons a pack of wolves from the darkness that surrounds him. 1d6 + 3 Ink-forged Dire Wolves and 1d3 Wulfen spawn in an unoccupied space within 120 feet of Hati. After a minute is passed, the specters melt into darkness. Hati can have a maximum of 10 creatures summoned in this manner. }} {{pageNumber,auto}} {{footnote The Blackbark}} \page ### The Way is Lit This ruined facility must be one of the fabled Arcanite Tendrils, the only way down into the Abyssal Netherdepths. Igmar beholds the laser as it continually hits the Arcanite Slate. : {{descriptive *"It's clear as day, lad. The Tablet wants to be whole again. We must descend, quickly. This amount of energy will most likely attract others. Kall 'ave mercy, the Arkan group will be on us any second now. C'mon!* : As you find your way down the facility, you can see what Igmar means. You hear a muffled K'Nyall war cry, as thousands of the little buggers march on the newly activated Arcanite Tendril. Ancient defensive constructs start to awaken all across the Netherdepths, as the whole Undermountain seems to be infused with Old Magic. : You feel a nauseating headache, as the Beast attempts to bury itself in your skull. : *"We must find the control room of this facility, quickly! It's the only way you'll be able to descend."* : Minerva, who's floating behind her father in a Resilient Sphere, just adds *"Yeah!"* with a smile on her face. At least one of the dwarves is having fun. }} You run through the Teng structure until you reach its bottom. A metal vault door blocks your path, only to be smashed to pieces by Igmar's Diamond Pickaxe. You enter a spacious chamber, much like the control rooms you've encounter in the Teng Halls. Blue flame illuminates the space revealing the slain corpses of a hundred grotesque aberrations. This is the gate, no doubt. \column ::::::: ##### The Battlefield at the Gates of Hell As you enter the room, you are greeted by the sight of K'Nyall, Karcharis, and Setva corpses scattered about. The middle of the chamber is occupied by a platform, which seems to harness the energy of the laser. : A figure stands atop the raised tile, its back turned to you. A blue, starry cloak gently moves with the creature's sly movements, as it removes the blade of a beautifully crafted azure sword from the corpse of an aberration. The figure stands back, its helmeted face stained with dark blood, as it regards its fallen foe. : It then stabs the corpse three, four, five more times, its unbridled rage evident in each and every one of its frenzied swings. A wail escapes the mad adventurer, as she gets to her knees and begins punching the creature. You exchange a look with Igmar. It must be her. The adventurer Zenta gave the blade to. : {{descriptive *"Ho! Veridia! 'Tis I, Igmar Ulfast. Ya remember me face? Are ya alright there, lass?"* Igmar slowly begins to approach the platform, his pickaxe still in hand. Minerva, meanwhile, rolls around inside her sphere, hiding behind you. : The Celesari adventurer -- Veridia, Igmar called her -- turns to you in flash, twitching, drenched in aberrant blood. She wails once more, the Dimensional Blade shining in tune with her voice. In a blur of motion, she runs towards the party, legendary sword in hand. : "*The Letter said she lost the blade... Seems the poor lass went mad. Prepare yourself lad! Seems we'll 'ave to knock some sense into 'er*" : As you prepare for the inevitable fight ahead, you hear the voice of the Beast in your mind once more. {{TEXT-ALIGN:CENTER ***SHE. IS. MINE.*** : ***FROM. YOUR. CORPSE. SHE. WILL. TAKE.*** }} }} {{imageMaskCorner9,--offsetX:53%,--offsetY:66%,--rotation:-0 ![](https://cdn.midjourney.com/d4ccaa5b-b53f-40c5-8964-907bcb1a82f4/0_0.png){height:55%,TOP:-250px,right:-10px,TRANSFORM:SCALEX(-1)} }} {{imageMaskCorner31,--offsetX:55%,--offsetY:-38%,--rotation:-30 ![](https://cdn.midjourney.com/ee3781a7-736c-419a-a423-368ac33840d2/0_1.png){height:85%,transform:scalex(1),RIGHT:-0PX,bottom:-320px} }} {{imageMaskCorner31,--offsetX:-40%,--offsetY:-54%,--rotation:-30 ![](https://cdn.midjourney.com/ee3781a7-736c-419a-a423-368ac33840d2/0_1.png){height:85%,transform:scalex(1),RIGHT:-0PX,bottom:-320px} }} {{pageNumber,auto}} {{footnote The Undermountain}} \page {{imageMaskCorner32,--offsetX:35%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/3b72729c-cb14-428e-90a8-76e7d1ec84e4/0_1.png){height:65%,top:-10px,transform:scalex(-1),right:-230px} }} {{imageMaskCorner32,--offsetX:-50%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/3b72729c-cb14-428e-90a8-76e7d1ec84e4/0_1.png){height:65%,bottom:-10px,left:-1px} }} ![silly effect de la espada](https://imgur.com/yTijnht.png) {position:absolute,top:280px,left:406px,width:344px,transform:scalex(1),z-index:1} ![Void Hunter](https://imgur.com/tf3yqPi.png) {position:absolute,top:10px,left:365px,width:410px,transform:scalex(-1),z-index:} ![Void Hunter](https://imgur.com/t4nurIn.png) {position:absolute,top:10px,left:365px,width:410px,transform:scalex(-1),z-index:} {{monster,frame,position:relative,top:-25px,left:-15px ## Celesari Purifier *Medium celestial, true neutral* ___ **Armor Class** :: 19 (natural armor) **Hit Points** :: 209 (22d8 + 110) **Speed** :: 40 ft., fly 80 ft (hover). ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|22 (+6)|20 (+5)|17 (+3)|18 (+4)|24 (+7)| ___ **Saving Throws** :: Str +12, Dex +12, Con +9, Wis +10, Cha +13 **Skills** :: perception +10 **Damage Resistances** :: radiant; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** :: poison **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: darkvision 120 ft, truesight 30 ft., passive Perception 20 **Languages** :: all, telepathy 120 ft. **Challenge** :: 19 (22,000 XP) ___ ***Magic Resistance.*** The Purifier has advantage on saving throws against spells and other magical effects. : ***Starfolk Aura.*** The Celesari Purifier can choose one of the following auras at the start of each of its turns, which remains active until another is chosen. The Celesari Purifier cannot benefit from an aura if it is *incapacitated.* Each aura is visually distinct, as the Purifier's empty hand changes colors to match the cosmic power it commands. *Space Expansion (blue).* Each creature of the Purifier's choice that is within 30 feet of the Purifier has their movement speed halved until the end of their next turn. Creatures cannot benefit from advantage on melee attack rolls against the Purifier. *Force Field (purple).* The Purifier and allies within 30 ft. of it gain +2 to their AC and reduce all incoming damage by 3. *Resistance (gold).* The Purifier gains resistance to acid, cold, fire, lightning, and thunder damage. *Ethereal Movement (white).* The Purifier can move through other creatures and objects as if they were difficult terrain and becomes immune to the *Prone*, *Grappled*, *Paralyzed*, *Petrified*, and *Restrained* conditions. If the Purifier ends its turn inside an object, it takes 6 (1d10) force damage. *Missile Snaring (red).* The damage of any ranged weapon attack that targets the Purifier is reduced by 1d10 + 6. If the damage is reduced to 0, the projectile is stopped, hovering slightly in the air, and the Celesari Purifier can use a reaction to make a ranged spell attack roll (+11 to hit) against a target within 60 feet. On a hit, the target takes the attack's regular damage plus 5 (1d10) additional force damage. : ***Armament of the Stars.*** The Purifier's weapon attacks are magical and deal an additional 18 (4d8) force damage (included in the attack). : ***Alert.*** The Purifier cannot be surprised and has a +5 bonus to initiative rolls. : ***Innate Spellcasting.*** The Purifier's spellcasting ability is Charisma (spell save DC 20). The Purifier can innately cast the following spells, requiring no material components: *At will:* *magic missile, hunter's mark, starlight aura* *3/day:* *misty step, haste (self only), shooting star* *1/day:* *cosmic smite*, *wall of force* }} {{monster,frame,position:relative,top:505px,left:px,text-align:center,width:351px ### Actions {{width:20px}}***Multiattack.*** The Purifier makes three melee attacks. : ***Dimensional Blade.*** *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) slashing damage plus 18 (4d8) force damage. Aberrations take an additional 22 (5d8) force damage. A creature hit by this weapon becomes *dimensionally scattered*, and has a -3 penalty to all their rolls until the end of their next turn. A creature that is *dimensionally scattered* has disadvantage on Charisma saving throws. : ***Reality Slash.*** The Purifier slashes horizontally, creating a powerful wave of energy in a 60-foot-cone. Each creature in the area must succeed on a DC 21 Dexterity saving throw or take 42 (12d6) force damage. : ***Banish (3/day).*** The Purifier uses the power of the *Dimensional Blade* to cast the *Banishment* spell. : ***Dimensional Passage (1/day).*** The Purifier uses the power of the *Dimensional Blade* to create a dimensional passage. It chooses a point within 10 feet. At any point over the next 8 hours, it can choose another point within 10 feet of it. When both points are chosen, a circular portal, 10 feet in diameter, opens over each point. The portal cannot open on an occupied space. The two spaces are perfectly linked, and can be traveled to and from, even if they are on different planes of existence. The portals last for an hour or until the Purifier dismisses them. The portals cannot deal damage nor be destroyed, and connect the two points as if the space was contiguous. }} {{watercolor2,top:320px,left:330px,width:600px,background-color:lightblue,opacity:100%}} {{watercolor2,top:-220px,left:-230px,width:700px,background-color:lightblue,opacity:100%}} {{pageNumber,auto}} {{footnote The Undermountain}} \page ## DM Notes: Veridia : The fight against the Celesari Purifier is a tough encounter, intended for a party of 11th level or higher. It can be beat with a lower level party, of course, as is the nature of action economy. Having one enemy against many, especially one without legendary actions / resistances, makes this fight easier than it seems at first glance. : If the fight proves too difficult for your players, you can always have the Purifier start off wounded. She has been fighting aberrations for a long time already... Also, don't forget about your dwarf friend! Igmar can be of great help during the battle, as a powerful Artificer. : #### Making the Fight Harder If your party is 14th level or higher, we would suggest adding two or three Karcharis to the fight. Have them attack both the Purifier and the players, make it a free for all. The more chaotic, the better! : ##### Purifier Tactics The encounter's difficulty varies wildly depending on how you play the Purifier. It's action economy makes it so it can move pretty much anywhere and potentially oneshot a character with *Cosmic Smite*, but it also allows it to cast *Banishment*, which is extremely powerful. : You can reliably challenge your players by making the Purifier cast *Haste* on itself. With additional AC from the spell + the *Force Field* aura, it can become very difficult to land a hit on it. Breaking concentration, however, can make the Purifier vulnerable by stunning it, which makes it unable to benefit from its auras! : If you want to use this monster in the most optimal way possible, however (do this only if your players can handle it! remember, you WANT your players to get through this encounter), the Purifier should use its *concentration* to banish the martial characters so it can focus on the spellcasters. : The true goal of the Purifier at all times is to divide and conquer. if it can control the battlefield, it's a fearsome adversary. Wall of Force can be used to trap certain characters, while Shooting Star and Reality Slash can keep the players on their toes. #### Making the Fight Easier If you feel like this encounter is a bit too much for your players, you can always have the Purifier act a little less smart. It attacks the closest player. It doesn't use many of its spells. It goes for Reality Slashes against the Rogue and the Monk. : It's always better to have a powerful creature that can be toned down than an underpowered joke of an encounter your players breeze through. ##### Narrative Reasons to Lower Difficulty Veridia has been fighting aberrations for a long time, without being able to enter the Abyssal Netherdepths. She has been wounded, both mentally and physically, by Arkan and its creatures. Once, she might have been a formidable opponent. Now, Veridia is a shell of her former self. You can use this to your advantage while managing the difficulty of the encounter. : - Veridia can start the fight wounded, with as little as half her total hit points, even. Do make sure she uses her resistance aura to not get bursted down by an 11th fighter with action surge. - Veridia can pass her turn in a fit of madness, right before delivering a killing blow. She was a hero, once. She can resist Arkan's influence, if only for a moment. - Karcharis creatures can spawn, targeting her in particular. Vice-versa, you can have Veridia go mad at the mere presence of an aberration, and focusing on it with single-minded fury until it is defeated, before even thinking of the players. - Veridia can focus on the wielder of the tablet, ignoring all others (and making it harder for herself) \ Note that all of these suggestions are modular; if your party is having a bad time or the rolls just aren't in their favor, you can introduce these prompts to lower the difficulty on the spot. {{imageMaskCorner32,--offsetX:56%,--offsetY:-50%,--rotation:0 ![](https://cdn.midjourney.com/ebcb6d5d-e55f-4d56-b96c-d3781afe0226/0_1.png){height:54%,right:0px,transform:scalex(-1)} }} \page {{backCover}} {{position:relative,top:-20PX # That's all, Folks! 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: : {{width:10px}} Luke Jason Stephen Linn BrolyTLX Rick Smathers Da Leedler Shadowkihn olive darkangelfeu ChewyALEC Eli Simms dude of dudes Thomas Woodruff Samuel Brown Zach Byers Gavin Pacheco Kristian Meling Dakota hinton Asin Samay Aníbal Pinto : ##### A Special thank you to our Stringweavers! : {{width:12px}}Anish Patel Aden Leach 9LK Richard J Shepard III Steven Zillinski DoveSmooth ___ : }} ![background image](https://cdn.midjourney.com/e6a7fe35-6258-458b-836d-5d5b3d326e12/0_0.png){position:absolute,bottom:0,right:-144px,height:100%}