```metadata title: Termina Contestants & NPCs description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{toc,wide # Table Of Contents - ### [{{ contestants}}{{ 2}}](#p2) - #### [{{ Tanaka}}{{ 2}}](#p2) - #### [{{ Marcoh}}{{ 2}}](#p2) - #### [{{ Henryk}}{{ 3}}](#p3) - #### [{{ Abella}}{{ 3}}](#p3) - #### [{{ Levi}}{{ 4}}](#p4) - #### [{{ Marina}}{{ 4}}](#p4) - #### [{{ Samarie}}{{ 5}}](#p5) - #### [{{ karin}}{{ 6}}](#p6) - #### [{{ Daan}}{{ 6}}](#p6) - #### [{{ Pav}}{{ 7}}](#p7) - #### [{{ Caligura}}{{ 7}}](#p7) - #### [{{ O'saa}}{{ 8}}](#p8) - #### [{{ August}}{{ 8}}](#p8) - #### [{{ Olivia}}{{ 9}}](#p9) - #### [{{ Hero Tanaka}}{{ 10}}](#p10) - ### [{{ NPCs}}{{ 11}}](#p11) - #### [{{ Bandaged Shopkeep}}{{ 11}}](#p11) - #### [{{ The Wretch}}{{ 11}}](#p11) - #### [{{ Jeeves}}{{ 12}}](#p12) - #### [{{ Dr. Kefer}}{{ 13}}](#p13) - #### [{{ Fortune Teller}}{{ 14}}](#p14) - #### [{{ Saint Domek}}{{ 15}}](#p15) - #### [{{ Black Kalev (Man in Black)}}{{ 16}}](#p16) - #### [{{ Black Kalev (Goat)}}{{ 16}}](#p16) - ### [{{ OC contestants}}{{ 17}}](#p17) - #### [{{ Louisa}}{{ 17}}](#p17) - #### [{{ Terry Tormenta}}{{ 18}}](#p18) - ### [{{ "New" Conditions}}{{ 19}}](#p19) - ### [{{ New Spells}}{{ 20}}](#p20) }} {{note,wide ##### Links to other funger content ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***The Heartless One (& New Gods)*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear & Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Original funger monsters*** https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx : ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : }} \page # Contestants {{monster,frame ## Tanaka *Medium Humanoid, lawful good* ___ **Armor Class** :: 13 (dapper suit) **Hit Points** :: 52 (8d8+16) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|15 (+2)|15 (+2)|14 (+2)|12 (+1)|9 (-1)| ___ **Senses** :: passive perception 12 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Lucky Coin (1/Day).*** When tanaka makes a d20 roll, he can roll an additonal d20 and choose which one he uses. : ***Latent Soul.*** Tanaka has a +1 to all rolls (Included in his attacks), and his AC. : ***The Grind Never Stops.*** Tanaka has advantage on saving throws against exhaustion ### Actions ***Briefcase.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) bludgeoning damage : ***Broken Glass.*** Tanaka throws a handful of glass in the eyes of a creature within 20 ft. The Creature must make a DC 13 dexterity saving throw or take 2 (1d4) slashing damage and become blinded. On a failure of 5 or more the creature loses an eye. A creature may make a DC 13 Constitution save at the end of their turn, ending the blinded condition on a success. : After the Tanaka throws the glass, roll a d6; on a roll of 4 or lower, the Tanaka has no more glass to throw. }} {{monster,frame ## Marcoh *Medium Humanoid, neutral good* ___ **Armor Class** :: 14 (combat jacket) **Hit Points** :: 60 (8d8+24) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|16 (+3)|16 (+3)|9 (-1)|11 (0)|13 (+1)| ___ **Saves**:: Str +5,Con +5 **Skills/Tools**:: Athletics +7, Sleight of hand +5, Intimidation +3, Thieves tools +5 **Senses** :: passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Fast Stance.*** Marcoh adds 1d8 to his initiative roll. : ***Adrenaline Rush.*** When marcoh is under 20 Hit Points he has advantage on attack rolls : ***Bob & Weave.*** Marcoh can take the dodge action as a bonus action : ***Jo-Jo's Reference.*** Marcoh's attacks are considered magical for the purposes of overcoming resistances. ### Actions ***Multiattack.*** Marcoh throws two quick jabs followed by a straight right. : ***Straight Right.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d10 + 3) bludgeoning damage : ***Quick Jabs.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage ### Reactions ***Counter.*** When a creature attacks Marcoh he can make a quick jab at them. : ***Perfect Guard.*** When a creature hits Marcoh with an attack he may reduce the damage by 8 (1d10+3) }} \page {{monster,frame ## Henryk *Medium Humanoid, Chaotic good* ___ **Armor Class** :: 13 (Linen Vest) **Hit Points** :: 58 (9d8+18) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|16 (+3)|14 (+2)|12 (+1)|16 (+3)|14 (+2)| ___ **Skills/Tools**:: Deception +4, Performance +4, Initiative +4, Cooks Utensils +7 **Senses** :: passive Perception 14 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Masterchef.*** Henryk has the *chef* feat and can also prepare a feast over the course of an hour (provided he has the materials to do so). Henryk chooses the one of the following effects when he starts preparing the feast. * A creature eating the meal has Its hit point maximum increased by 2d10, it gains the same number of hit points, and makes all Wisdom saving throws with advantage. These benefits last for 24 hours. * A creature eating the meal must make a DC 15 Constitution saving throw or take 52 (15d6) poison damage and be poisoned for an hour. On a succesful save a creature takes half the damage and is not poisoned. A creature can detect something is wrong with the food with a DC 17 perception check. : ***Done a bit of everything.*** Henryk adds half his proficiency bonus to all skill checks he isn't proficient in (this includes intiative). ### Actions ***Multiattack.*** Henryk makes two knife attacks : ***Chef Knife.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) slashing damage and if the target is a creature it must make a DC 13 Constitution saving throw or begin bleeding (1d4, DC 13) }} {{monster,frame ## Abella *Medium Humanoid, Chaotic good* ___ **Armor Class** :: 13 (Sturdy Overalls) **Hit Points** :: 90 (12d8+36) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|12 (+1)|16 (+3)|15 (+2)|10 (+0)|10 (+0)| ___ **Saves** :: Str +5, Dex +3, Con +5 **Damage Resistances** :: Fire **Skills/Tools**:: Athletics +5, Sleight of Hand +3, Tinker Tools +6 **Senses** :: passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Improvised Crafting.*** As part of a short rest, Abella can create one of the following items: a hunting trap, a booby trap, a Sandman's kiss, a Reaper's rake, a Lantern flail, or a Meat grinder. To do so, she requires appropriate artisan's tools, such as tinkers's tools, and materials : ***Trapper.*** Abella can place down a hunting trap or boobytrap as a bonus action. She has 3 and 1 respectively ### Actions ***Pipe Wrench.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) bludgeoning damage and if the target is a creature it must make a DC 13 Constitution saving throw or be dazed until the end of their next turn. : ***Wrench Toss.*** *Ranged Weapon Attack:* +5 to hit, range 30/120ft., one target. *Hit* 12 (2d8 + 3) bludgeoning damage and if the target is a creature it must make a DC 13 Constitution saving throw or be stunned until the end of their next turn. Abella's wrench falls to the feet of the creature she threw it at. }} \page {{monster,frame ## Levi *Medium Humanoid, neutral good* ___ **Armor Class** :: 15 (military uniform) **Hit Points** :: 71 (11d8+22) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|16 (+3)|14 (+2)|12 (+1)|16 (+3)|9 (-1)| ___ **Saves**:: Str +3, Con +4 **Skills**:: Athletics +3, History +3, Stealth +5, Perception +5 **Senses** :: passive Perception 15 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Take Aim.*** At the start of his turn, as a bonus action, Levi may give himself advantage on his next attack roll, but cannot move this turn. : ***Trench warfare.*** Levi cannot have disadvantage on attack rolls as a result of being prone, and half cover he is behind is considered three-fourths cover when he is attacked. ### Actions ***Rifle .303 Mk I.*** *Ranged Weapon Attack:* +5 to hit, range 80/320ft., one target. *Hit* 14 (2d10 + 3) piercing damage and if the target is a creature it must make a DC 13 Constitution saving throw or be suffer an arm injury. : ***Bayonet.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d8 + 1) piercing damage and if the target is a creature it must make a DC 13 Constitution saving throw or begin bleeding (1d8, DC 13) }} {{note ##### Sigil Boons * Gro-Goroth: +1 Strength up to a maimum of 20 * G.o.F.a.H.: +1 Dexterity up to a maimum of 20 * Depths: +1 Constitution up to a maimum of 20 * Rher: +1 Intelligence up to a maimum of 20 * Vinushka: +1 Wisdom up to a maimum of 20 * Sylvian: +1 Charisma up to a maimum of 20 * Alll-Mer: All non-magical damage taken is reduced by 2 * Sulfur: +2 to all damage rolls * Logic: +1 to all saving throws }} {{monster,frame ## Marina *medium humanoid, chaotic good* ___ **Armor Class** :: 14 (Mage armor) **Hit Points** :: 49 (9d8+9) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|13 (+1)|13 (+1)|16 (+3)|15 (+2)|19 (+4)| ___ **Saves.** :: Con +4, Int +5, Wis +4, Cha +6 **Skills** :: Religion +5, Arcana +5 **Senses** :: passive Perception 12 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Magic Resistance.*** Marina has advantage on saving throws against spells and other magical effects. : ***Engrave.*** Over the course of a short rest Marina can carve the sigil of a God into a creature. The first time a sigil is carved onto a creature it grants that creature a boon and +3 Piety with that god. Future sigils only grant +1 Piety and do not grant a boon : ***Spellcasting.*** Marina is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains the following spell slots when she finishes a short or long rest. She knows the following spells: : At Will: Mage Armor : 1st-2rd level (2 2nd-level slots): Tasha's Caustic Brew (Fire instead of Acid, 4d4), Hurting : ***Greater Occultism.*** Due to her research into occultism Marina has a single fifth level spell slot. When expended, this spell slot is only regained when she finishes a long rest. : 3rd-5th level (1 5th-level slot): Black Smog (5d8), Danse Macabre ### Actions ***Knife.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 1) slashing damage : ***Warding Sigil (Once per short rest).*** Marina quickly draws a magic sigil in her space. Any non-humanoid who attempts to enter or leave the space the sigil is in must make a DC 14 Charisma saving throw. On a failed saving throw the creature cannot move into or out of the space for the next hour. After an hour the sigil fades away. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p24) }} \page {{monster,frame ## Samarie *medium humanoid, neutral evil* ___ **Armor Class** :: 12 **Hit Points** :: 40 (16d8-32) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|14 (+2)|7 (-2)|12 (+1)|14 (+2)|16 (+3)| ___ **Saves.** :: Wis +4, Cha +5 **Damage Resistance**:: Psychic **Skills** :: Stealth +6, Religion +3, Arcana +3, investigation +5 **Senses** :: passive Perception 12 **Languages** :: Common, **Challenge** :: 3 (700 XP) ___ ***Magic Resistance.*** Samarie has advantage on saving throws against spells and other magical effects. : ***Stalker.*** On each of her turns, Samarie can use a bonus action to take the Hide, or Disengage action. : ***Manic Stabbing.*** If Samarie moves at least 30 feet straight toward a target and then hits it with a Knife attack on the same turn, she makes two additional knife attacks. : ***Sylvian's Grace.*** When Samarie expends a hit dice, she rolls it twice and takes the higher result. : ***Spellcasting.*** Samarie is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains his expended spell slots when she finishes a short or long rest. She knows the following spells: : At Will: Detect Thoughts : 1/Long Rest: Animate dead (as an action) : 1st-2rd level (2 2nd-level slots): Burning Hands (4d6), Blood Golem, Cure Wounds (2d8+4), Healing Word (2d4), Hurting, Misty Step, Pheremones ### Actions ***Knife.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) piercing damage : ***Blood Sacrifice.*** Samarie injures herself to unleash greater magical power. She takes 14 (4d6) damage (which cannot be reduced) and then casts hurting as a third level spell, without expending a spell slot. Her hit point maximum is reduced by an amount equal to the damage taken until she finishes a long rest. }} {{note, ## Samarie's Blood golem *Medium construct, unaligned* ___ **Armor Class** :: 15(natural armor) **Hit Points** :: 12 (2d8-4) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)| 10 (+0)|18 (+4)|14 (+2)|11 (+0)|5 (−3)| ___ **Damage resistances** :: Poison, Fire, Necroticbludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: 1 (0 XP) ___ ***Borne of the Blood.*** The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it. ### Actions ***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. }} {{note #### [{{ Summoner Encounter Difficulty}}{{ }}](#p24) }} \page {{monster,frame ## karin *Medium Humanoid, lawful neutral* ___ **Armor Class** :: 15 (pilot jacket and gambeson) **Hit Points** :: 58 (9d8+18) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |10 (+0)|16 (+3)|12 (+1)|14 (+2)|16 (+3)|14 (+2)| ___ **Skills/Tools**:: Arcana -2, Religion -2, Investigation +4, Insight +7, Perception +7, Pesuasion +6, Thieves tools +7 **Senses** :: passive Perception 17 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Fast Talker.*** When karin rolls initiative she may use *Diplomacy* before anyone takes a turn. : ***Escape plan.*** On each of her turns, Karin can use a bonus action to take the Dash, or Disengage action. ### Actions ***Lugr Pistol.*** *ranged Weapon Attack:* +5 to hit, range 50/150ft., one target. *Hit* 10 (2d6 + 3) piercing damage : ***Knife.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) slashing damage : ***Diplomacy.*** Karin may attempt to persuade each creature within 30 ft. not to fight. If a creature can undertsand her it must make a DC 15 wisdom save. If Karin has damaged the creature within the last 24 hours they have advanatage on this save. If the creature fails the save they are charmed by Karin until the end of their next turn. While charmed in this way, the creature also cannot harm Karin's allies. If a creature is damaged by Karin or her allies it is no longer charmed. If they succeed on the save they are immune to Karin's Diplomacy for the next 24 hours. }} {{monster,frame ## Daan *medium humanoid, Neutral* ___ **Armor Class** :: 12 (Silk Vest) **Hit Points** :: 63 (14d8+0) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|10 (+0)|16 (+3)|15 (+2)|14 (+2)| ___ **Saves.** :: Con +4, Int +5, Wis +4, Cha +6 **Skills/Tools** :: Religion +4, Insight +4, Medicine +4, Brewers supplies +5 **Senses** :: passive Perception 12 **Languages** :: Common **Challenge** :: 1 (200 XP) ___ ***One-Eyed.*** Daan has disadvantage on any attack roll against a target more than 30 feet away. : ***Autopsy.*** With ten minutes of work on a corpse, Daan can learn the creatures Max Hp, AC, saving throws, resistances and immunities : ***Spellcasting.*** Daan is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : 1/Day: Life Transference : 1st-2nd level (2 2nd-level slots): Cure wounds (2d8 + 1), Healing Word (2d4 + 1), Lesser restoration ### Actions ***Scalpel.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) slashing damage and if the target is a creature it must make a DC 14 Constitution saving throw or suffer an arm or leg injury (daan's choice) and begin bleeding (DC 14, 1d8). While bleeding in this way, any hit points the creature recovers are reduced to 1. : ***Lugr Pistol.*** *ranged Weapon Attack:* +4 to hit, range 30/150ft., one target. *Hit* 9 (2d6 + 2) piercing damage : ***Analyze.*** Daan makes a Wisdom (Insight) check against a creature he can see, contested by the target's Charisma (Deception) check. If he succeeds, all creatures on his choice have advantage on their attack rolls agaisnt the creature for 1 minute, as daan points out a weak spot in the enemy. ### Reactions ***Magna Medicinal.*** As a reaction to seeing a creature within 30 ft. drop to 0 Hit points, Daan may restore all of their hit points. After using this reaction Daan permanently loses a limb of his choice. }} \page {{monster,frame ## Pav *Medium Humanoid, neutral evil* ___ **Armor Class** :: 15 (military uniform) **Hit Points** :: 93 (11d8+44) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|16 (+3)|18 (+4)|10 (+0)|10 (+0)|16 (+3)| ___ **Damage Resistances** :: Psychic **Skills**:: Athletics +5, History +4, Investigation +4, Performance +5, Intimidation +5 **Senses** :: passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Quickdraw.*** When pav rolls initiative he may make a single weapon attack. : ***En Garde.*** On his first turn in combat Pav has advanatge on all attack rolls, and when he hits a creature who hasn't taken a turn yet, that hit is a crit. : ***Bury the Trauma.*** Pav has advanatage on saving throws against being frightened or gaining a madness ### Actions ***Lugr Pistol.*** *ranged Weapon Attack:* +5 to hit, range 50/150ft., one target. *Hit* 10 (2d6 + 3) piercing damage : ***Disarming shot.*** *ranged Weapon Attack:* +5 to hit, range 50/150ft., one target. *Hit* 6 (1d6 + 3) piercing damage and if the target is a creature it must make a DC 13 strength saving throw. On a failed save an object they are holding is flung 40 ft in a random direction. : ***Order, Charge!.*** Up to 3 creatures that the Pav can see, can use their reaction to move up to half their speed and make an attack. : ***Order, Fall Back!.*** Up to 3 creatures that the Pav can see, can use their reaction to move up to half their speed and take the dodge action. }} {{monster,frame ## Caligura *Medium humanoid, chaotic evil* ___ **Armor Class** :: 12 (Kashmir suit) **Hit Points** :: 82 (11d8+33) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|10 (0)|16 (+3)|11 (0)|16 (+3)|14 (+2)| ___ **Skills** :: Sleight of hand +4, Intimidation +6 **Senses** :: passive Perception 13 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Confidence.*** Caligura's attacks crit on a roll of 19-20 : ***Killing Intent.*** Any creature that starts its turn within 20 feet of Caligura must make a DC 10 Wisdom saving throw. On a failed save, the creature is frightened until the end of their next turn. If a creature's saving throw is successful, the creature is immune to the Caligura's Killing Intent for the next 24 hours. ### Actions ***Rusty Pipe.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) bludgeoning damage : ***Pipebomb (1/Day).*** Caligura throws a pipebomb at a point he can see within 60 ft. Each creature within 20 feet of the bomb must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save and having its ribs broken, or half as much damage and not having its ribs broken on a successful one. : ***Intimidating Presence.*** A single creature within 60 ft. of Caligura must make a DC 15 charisma saving throw. On a failure they are frightened of Caligura for 1 minute. A creature may re-attempt this saving throw at the end of their turn ending the effect on a success. If a creature succeeds on this saving throw they are immune to Caligura's Intimidating presence for the next 24 hours. }} \page {{monster,frame ## O'saa *medium humanoid, chaotic neutral* ___ **Armor Class** :: 13 (Mage armor) **Hit Points** :: 67 (9d8+27) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|10 (+0)|16 (+3)|14 (+2)|10 (+0)|18 (+4)| ___ **Saves.** :: Con +5, Int +4, Wis +2, Cha +6 **Skills** :: Religion +6, Arcana +6, Initiative +2 **Senses** :: passive Perception 10 **Languages** :: Common, **Challenge** :: 3 (700 XP) ___ ***Small thing's amulet.*** O'saa adds his proficiency to his initiative so long as this amulet is on his person : ***Beheaded Wizard.*** O'saa has advantage on saving throws against spells, and any creature making a spell attack against O'saa has disadvantage on the attack roll. If O'saa succeeds on his saving throw against a spell or a spell attack misses him, an additional effect might occur, as determined by rolling a d6: * ***1–2.*** If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only O'saa, it has no effect on him and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. * ***3–6.*** No additional effect. : ***Spice Forge*** O'saa can apply specific metamagics to his spells. When casting Hurting he may apply the *Twinned Spell* metamagic, when casting Swarm of Rats he may apply the *Quickened Spell* metamagic, and when casting Burning hands he may apply the *Distant Spell* metamagic. O'saa may only apply a given metamagic once per short rest. : ***Spellcasting.*** O'saa is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : At Will: Mage armor : 1st-3rd level (2 3rd-level slots): Burning hands (5d6), Hurting (7d6), Mischief of Rats (2d6) ### Actions ***Pike.*** *Melee Weapon Attack:* +4 to hit, reach 10ft., one target. *Hit* 7 (1d10 + 2) piercing damage : ***La Danse Macabre.*** O'saa begins concentrating (as if on a spell) and engages in ritualistic dance. If O'saa's concentration is broken, or his speed is reduced, the dance immediately ends. : So long as O'saa is dancing all his spells are considered to be cast using a spell slot one level higher than the spell slot he expends. }} {{monster,frame ## August *Medium humanoid, lawful nuetral* ___ **Armor Class** :: 15 (Suede jacket) **Hit Points** :: 75 (10d8+30) **Speed** :: 30ft., Climb 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|14 (+2)|11 (0)|16 (+3)|14 (+2)| ___ **Skills** :: Athletics +6, Insight +5, Intimidation +6, Perception +7, survival +5 **Damage Resistances** :: Poison **Senses** :: passive Perception 17 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Confidence.*** August's attacks crit on a roll of 18-20 : ***Marksman.*** August has a +2 bonus to ranged weapon attacks, and has the sharpshooter feat : ***Take aim.*** At the start of his turn, as a bonus action, August may give himself advantage on his next attack roll, but cannot move this turn. : ***Sisu.*** If damage reduces August to 0 hit points, he must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, August drops to 1 hit point instead, and the DC of Sisu increases by 5. ### Actions ***Multiattack.*** August makes two Longbow attacks. : ***Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. : ***Sealing Arrows (3/Day).*** *Ranged Weapon Attack:* +7 to hit, range 600 ft., one target. Hit: 7 (1d8 + 3) magical piercing damage. If the target is a creature it loses concnetration and the arrow is embedded in the creature. While the arrow is embedded, whenever the creature attempts to cast a spell it must make a DC 15 constitution saving throw. On a failed save the spell does not take effect and the slot used to cast it is wasted. A creature may use an action to pull the arrow out. : After the August fires the arrow, roll a d6; on a roll of 2 or lower, August has no more sealing arrows to fire. }} \page {{monster,frame,wide ## Olivia *Medium humanoid, neutral good* ___ **Armor Class** :: 11 (Turtleneck) **Hit Points** :: 49 (14d8-14) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|12 (+1)|8 (-1)|16 (+3)|17 (+3)|13 (+2)| ___ **Saves** :: Con +1, **Skills/Tools** :: Sleight of hand +3, Investigation +5, Medicine +5, Nature +7, Perception +5, survival +5, Herbalism kit +7 **Damage Resistances** :: Poison **Condition Immunities** :: Poisoned **Senses** :: passive Perception 15 **Languages** :: Common, **Challenge** :: 3 (700 XP) ___ ***Wheelchair.*** Whenever an effect knocks Olivia prone, she can make a DC 10 Strength saving throw to avoid being knocked prone. If Olivia is prone she is not in her wheelchair, and her speed is reduced to 5 ft.. To get back in her chair, she must use her action and all of her movement for that turn. : ***One winged necklace.*** While Olivia has fewer than 25 HP, she has resistance to non-magical Bludgeoning, Piercing,and Slashing damage. : ***Undergrowth Awareness.*** Moving through nonmagical difficult terrain costs Olivia no extra movement. She can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. : In addition, she has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. : ***Photosynthesis.*** Whenever Olivia starts her turn in sunlight, she can expend one Hit Die to heal herself. ::: ### Actions ***Poison Tipped Knife.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage and 10 (3d6) poiosn damage and if the target is a creature it must make a DC 13 Constitution saving throw or be poisoned until the end of its next turn. : ***Advanced Botanism*** Olivia has access to a number of herbal concotions. After she throws a concoction, roll a d6. If the result is lower than the number next to the concoction, Olivia has no more of that specific concoction to throw. : * ***Hemlock. (2)*** Olivia throws a handful of crushed hemlock at a creature within 30ft of her. The creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and be poisoned until the end of its next turn : * ***Nettle. (2)*** Olivia throws a handful of crushed nettle at a creature within 30ft of her. The creature must succeed on a DC 13 Constitution saving throw or have its speed reduced by 10 ft. until the end of its next turn. While its speed is reduced in this way attacks against it have advantage. : * ***Condensed Hemlock. (5)*** Olivia throws a condensed ball of crushed hemlock at a creature within 30ft of her. The creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. : * ***Condensed Nettle. (5)*** Olivia throws a condensed ball of crushed nettle at a creature within 30ft of her. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : * ***Condensed Lavender. (2)*** Olivia throws a ball of crushed Lavender at a creature within 30ft of her. The creature has advanatage on saving throws against madness, or being frightened for the next minute : * ***Deep Blue root powder. (6)*** Olivia throws a fistful of powdered blue root at a creature within 30ft of her. For the next minute the creature regains 3 hit points at the start of its turn. }} \page {{monster,frame ## Hero Tanaka *Medium Humanoid, lawful good* ___ **Armor Class** :: 16 (unarmored defense) **Hit Points** :: 60 (8d8+24) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|16 (+3)|16 (+3)|14 (+2)|12 (+1)|18 (+4)| ___ **Saves**:: Dex +6, Con +6 **Skills/Tools**:: Athletics +6 **Senses** :: passive perception 12 **Languages** :: common **Challenge** :: 4 (1,100 XP) ___ ***Lucky Coin (1/Day).*** When tanaka makes a d20 roll, he can roll an additonal d20 and choose which one he uses. : ***Latent Soul.*** Tanaka has a +1 to all rolls (Included in his attacks), and his AC. : ***The Grind Never Stops.*** Tanaka has advantage on saving throws against exhaustion : ***Fast Stance.*** Tanaka adds 1d8+1 to his initiative roll. : ***Adrenaline Rush.*** When Tanaka is under 20 Hit Points he has advantage on attack rolls : ***Bob & Weave.*** Tanaka can take the dodge action as a bonus action : ***Jo-Jo's Reference.*** Tanaka's attacks are considered magical for the purposes of overcoming resistances. ### Actions ***Multiattack.*** Tanaka throws two quick jabs followed by a straight right or throwing a handful of glass. : ***Straight Right.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 9 (1d10 + 4) bludgeoning damage : ***Quick Jabs.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) bludgeoning damage : ***Broken Glass.*** Tanaka throws a handful of glass in the eyes of a creature within 20 ft. The Creature must make a DC 14 dexterity saving throw or take 3 (1d4 + 1) slashing damage and become blinded. On a failure of 5 or more the creature loses an eye. A creature may make a DC 14 Constitution save at the end of their turn, ending the blinded condition on a success. : After the Tanaka throws the glass, roll a d6; on a roll of 4 or lower, the Tanaka has no more glass to throw. ### Reactions ***Counter.*** When a creature attacks Tanaka he can make a quick jab at them. : ***Perfect Guard.*** When a creature hits Tanaka with an attack he may reduce the damage by 8 (1d8 + 4) }} \page # NPCs {{monster,frame ## Bandaged Shopkeep *Medium monstrosity, lawful neutral* ___ **Armor Class** :: 13 (unarmored) **Hit Points** :: 67 (15d8+0) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|16 (+3)|10 (+0)|12 (+1)|8 (-1)|10 (+0)| ___ **Senses** :: passive Perception 9 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Doting Father*** The Shopkeep cradles a wooden doll wrapped in cloth, treating it as a real baby. Any creature who suceeds on a DC 16 perception check realizes the baby is not real. Alternatively if the Shopkeep is not holding the baby an Action is enough to reveal the truth. ### Actions ***Lugr Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 50/150ft., one target. *Hit* 10 (2d6 + 3) piercing damage : ***Throw Baby.*** *Ranged Weapon Attack:* +5 to hit, range 20/60ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage and each creature who sees this attack must make a DC 16 Wisdom saving throw of be frightened until they realize the baby is not real. ### Reactions ***Human shield.*** The shopkeep adds 5 to its AC against one melee attack that would hit it. To do so, the shopkeep must see the attacker and be holding the baby. If a creature knows the baby is not real, they are unaffected. }} {{monster,frame ## The Wretch *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 15 (Mage armor + Shield) **Hit Points** :: 34 (4d8+16) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|10 (+0)|19 (+4)|12 (+1)|9 (-1)|18 (+4)| ___ **Condition Immunities** :: charmed, frightened, poisoned **Senses** :: darkvision 60 ft., passive Perception 9 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Spellcasting.*** The wretch is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * At Will: Poison spray, Infestation, sapping sting (EGW 189), Mage armor * 1st-2nd level (2 2nd-level slots): Ray of Sickness (3d8), Ray of Enfeeblement ### Actions ***Multiattack.*** The wretch makes two scratch attacks. : ***Scratch.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or contract Sewer plague. : ***Throw Head.*** *Ranged Weapon Attack:* +4 to hit, range 20/60ft., one target. *Hit* 4 (1d4 + 2) bludgeoning damage and each creature who sees this attack must make a DC 12 Wisdom saving throw of be frightened until the end of their next turn. Once a creature succeeds on this saving throw, they cannot be frightened by Throw Head for 24 hours. ### Reactions ***Shield of the Four (4 uses).*** When the wretch takes damage from a spell, he may gain resistance to the damage. once the wretch uses this ability 4 times, his shield breaks. : }} \page {{monster,frame ## Jeeves *Medium monstrosity, lawful neutral* ___ **Armor Class** :: 15 (Mage armor) **Hit Points** :: 49 (11d8+0) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |9 (-1)|14 (+2)|11 (+0)|14 (+2)|14 (+2)|14 (+2)| ___ **Skills* :: Arcana +4, Performance +4 **Condition Immunities** :: frightened, blinded, poisoned **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: Common, Vermin **Challenge** :: 1 (200 XP) ___ ***Magic Resistance.*** Jeeves has advantage on saving throws against spells and other magical effects. : ***Depths orb mucus.*** When Jeeves casts a cantrip, it has the *twinned spell* metamagic applied to it. : ***Innate Spellcasting.*** Jeeves innate spellcasting ability is Charisma (spell save DC 12, +4 hit). He can cast the following spells without requiring material components. * At Will: Poison spray, Infestation, sapping sting (EGW 189), Mage armor * 1/Day: Locust Swarm ### Actions ***Multiattack.*** Jeeves strikes vitals twice. : ***Strike Vitals.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (2d4 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw or fall prone : ***Writhing maggots (1/Day).*** Jeeves casts infestation on three creatures of ihis choice within range. On a failed save the creature is covered (using the "Climb onto a bigger creature" rules in the DMG p. 271) in a swarm of maggots (VRGR p247). On a succesful save, the swarm instead appeares in an unnocupied space within 5 ft. of the creature. These Maggots take their turns immediately after Jeeves. }} \column {{descriptive ##### Credit Jeeves mostly made by Goober145 on the F&H Discord, based on the idea that he's a secret worshipper of the Depths }} \page {{monster,frame ## Dr. Kefer *Medium monstrosity, chaotic neutral* ___ **Armor Class** :: 11 **Hit Points** :: 105 (14d8+42) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (+1)|16 (+3)|16 (+3)|12 (+1)|18 (+4)| ___ **Saves** :: STr +9, Dex +7, Con +9, Int +9, Wis +7, Cha +10 **Skills** :: Arcana +9, Initiative +4, Perception +7 **Condition Immunities** :: Bleeding, frightened, poisoned **Senses** :: blindsight 60 ft. (blind beyond this radius), passive Perception 17 (22 with keen hearing) **Languages** :: Common **Challenge** :: 6 (2,300 XP) ___ ***Keen hearing.*** Kefer has advantage on Wisdom (Perception) checks that rely on hearing. : ***The Power of Magic.*** Kefer adds +1 to his saves for each magic item he is attuned to. He is attuned to six magic items: *A pearl of power (betel stone), Small thing's amulet, Soul devour necklace, Hardened Heart, Thorned Ring, and a Ring of the Still Blood.* : ***Small Thing's Amulet.*** Kefer adds his proficiency bouns to his initiative. : ***Soul Devour Necklace.*** Spell attacks made against Kefer has disadvantage, and he has advantage on saving throws against spells and other magical effects. : ***Hardened Heart.*** If Kefer takes damage that would reduce him to 0 hit points, He makes a DC 5 Constitution saving throw. On a succesful save he is reduced to 1 Hit Point instead, and the DC of Hardened Heart increases by 5. : ***Purifying Talisman.*** Kefer can cast *Dispel Magic* or *Remove Curse* at will. His spellcasting ability is charisma ### Actions ***Multiattack.*** Dr. Kefer makes three Scythe attacks and then uses its stinger or carousel of claws. : ***Scythe.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit* 8 (1d10 + 3) slashing damage : ***Wild swings.*** Each creature within 10 ft. of Dr. Kefer must make a DC 14 dexterity saving throw or take 11 (2d10) slashing damage on a failed save. : ***Wild Dagga*** Dr. Kefer throws a handful of crushed dagga at a creature within 30ft of him. The creature must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is also paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. }} \page {{monster,frame,wide ## Fortune Teller *Medium monstrosity, neutral* ___ **Armor Class** :: 11 (Mage armor) **Hit Points** :: 120 (16d8+48) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|7 (-2)|16 (+3)|12 (+1)|20 (+5)|14 (+2)| ___ **Condition Immunities** :: charmed, frightened, exhaustion, poisoned **Senses** :: darkvision 60 ft., passive Perception 15 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Premonitions.*** The Fortune Teller has advantage on initiative rolls. : ***Magic Resistance.*** The Fortune Teller has advantage on saving throws against spells and other magical effects. : ***Portent (Recharges after the Fortune Teller Casts a Divination Spell of 1st Level or Higher).*** When the Fortune Teller or a creature she can see makes an attack roll, a saving throw, or an ability check, the the Fortune Teller can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. : ***Spellcasting.*** The Fortune Teller is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She regains his expended spell slots when she finishes a short or long rest. She knows the following spells: : * At Will: Gift of Alacrity (self only), Guidance, Mage Armor, Mind Spike, Light, * 1st-2nd level (2 2nd-level slots): Augury, Cause Fear, Gift of Alacrity, Locate Object, Speak with Dead, Faerie Fire, ### Actions ***Curse (Recharges After a Long Rest).*** The Fortune Teller targets one creature that it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be cursed. The Fortune Teller chooses the curse's effect from the options that follow. All such effects deal psychic damage (amount listed at the end of each curse) to the Fortune Teller when they end. : * The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. (1d6) : * The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. (1d6). : * A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. (1d6). : * The target gains vulnerability to a damage type of the Fortune Teller's choice. (3d6). : * The target has disadvantage on ability checks and saving throws tied to one ability score of the Fortune Teller's choice. (3d6). : * The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends.(5d6). : * The target is blinded, deafened, or both. (5d6). : The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect. }} \page {{monster,frame ## Saint Domek *Medium undead, Lawful Evil* ___ **Armor Class** :: 14 (Mage Armor) **Hit Points** :: 85 (10d8+40) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|18 (+4)|14 (+2)|10 (+0)|18 (+4)| ___ **Saves** :: Dex +4, Wis + 3 **Skills** :: Athletics +7, Arcana +8, Religion +8, History +5, Intimidation +10 **Damage Resistances** :: fire, bludgeoning, piercing, and slashing from nonmagical attacks **Senses** :: passive Perception 10 **Languages** :: common, Abyssal, Infernal. **Challenge** :: 8 (3,900 XP) ___ ***Flesh Pillar.*** If his flesh pillar is intact, when destroyed Domek gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the flesh pillar. : ***Canonized.*** St. Domek may cast the blood sword spell without needing to concentrate on it. : ***Spellcasting.*** Domek is a 6th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spell * At Will: Blood sword (3d8), Armor of Agathys (15), Mage armor, Sacred Flame (2d8), Thaumaturgy, Word of Radiance (2d6), : * 1st-3rd level (2 3rd-level slots): Agnazzar's Scorcher (4d8), Aura of Vitality, Black smog, Black orb, Burning hands (5d6), Command (3 creatures), Hellish rebuke (3d8), Hurting (7d6), Misty Step, Shield of Faith, Wrathful Smite : * 1/Day: Circle of Power ### Actions ***Multiattack.*** Domek Casts a spell, a cantrip and makes an attack. : ***Blood Sword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 17 (3d8 + 4) fire damage }} \page {{monster,frame ## Black Kalev (Man in Black) *Medium Humanoid, neutral* ___ **Armor Class** :: 16 (Mage Armor) **Hit Points** :: 49 (9d8+9) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (+0)|18 (+4)|12 (+1)|14 (+2)|16 (+3)|18 (+4)| ___ **Saves** :: Dex +5, Wis 4 **Skills** :: Arcana +4, Religion +6, History +6, Insight +7, Intimidation +6 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Senses** :: passive Perception 13 **Languages** :: common **Challenge** :: 4 (1,100 XP) ___ ***Magic Resistance.*** Kalev has advantage on saving throws against spells and other magical effects. : ***Magic Weapons.*** Kalev's weapon attacks are considered magical for the purpose of overcoming resistances. : ***Spellcasting.*** Kalev is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * At Will: Mage armor, Misty Step, Shield of Faith, Water Walk : * 1st-2nd level (2 2nd-level slots): Blood Sword, Hellish Rebuke (3d10) : * 1/Day: Circle of Power, Create food and water : ***Shapechanger*** While in the "Rher" realm, kalev can use a bonus action to change into his Goat form. His hit points do not change when he does so. : If Kalev leaves the "Rher" realm in any way, he is immediately forced into his Goat form. ### Actions ***Multiattack.*** Kalev makes two attacks. : ***Silver Sword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage : ***Blood Sword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) fire damage }} {{monster,frame ## Black Kalev (Goat) *Medium Beast, Neutral* ___ **Armor Class** :: 13 (Natural Armor) **Hit Points** :: 49 (9d8+9) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|11 (+0)|12 (+1)|14 (+2)|16 (+3)|18 (+4)| ___ **Saves** ::Str +6, Con +2 **Damage Resistances** :: bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: poisoned **Senses** :: passive Perception 13 **Languages** :: Goat, Understands common but cannot speak. **Challenge** :: 2 (450 XP) ___ ***Charge.*** If Kalev moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. : ***Sure-Footed.*** Kalev has advantage on saving throws made against effects that would knock him prone. : ***Magic Resistance.*** Kalev has advantage on saving throws against spells and other magical effects. : ***Shapechanger*** While in the "rher" realm, kalev can use a bonus action to change into his "Man in Black" form. His hit points do not change when he does so. ### Actions ***Ram.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 9 (2d4 + 4) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be dazed until the end of Kalev's next turn. On a fail of 5 or more (DC 9) the target is also stunned. : }} \page # OC contestants {{monster,frame, ## Louisa *Medium Humanoid, neutral good* ___ **Armor Class** :: 13 (dress) **Hit Points** :: 75 (10d8+30) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|8 (-1)|16 (+3)|16 (+3)|12 (+1)|10 (0)| ___ **Saves** :: Str +4, Con +5 **Skills/Tools**:: Perception +5, Insight +3, Cook's utensils +5, Persuasion +2 **Senses** :: passive Perception 15 **Languages** :: Common **Challenge** :: 1 (200 XP) ___ ***Nonna's recipes.*** Louisa has the *Chef* feat. : ***Not to be messed with.*** Louisa's AC is 10 plus her constitution modifier : ***Escape plan.*** On each of her turns, Louisa can use a bonus action to take the Dash, or Disengage action. ### Actions ***Lugr Pistol.*** *ranged Weapon Attack:* +2 to hit, range 50/150ft., one target. *Hit* 7 (2d6) piercing damage : ***Slug gut.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) bludgeoning damage and if the target is a creature it must make a DC 12 Constitution saving throw or be Dazed until the end of its next turn. : ***Comfort.*** Louisa attempts to comfort a frightened creature within 30 ft. of her who can hear and understand her. The creature may immediately make re-attempt the save that frightened them with advantage, ending the conditon on a success. ### reactions ***Passionate guard.*** As a reaction to seeing a creature within 5 ft. or her being attacked Louisa may switch places with the creature and force the attacker to target her instead. Additionally Louisa has resistance to damage from the attack. }} {{imageMaskEdge5,--offset:0%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/5/5b/Forest_background1.png) {position:absolute,top:354px,right:-93px,width:1080px} }} ![homebrew mug](https://i.imgur.com/zOkH05G.png) {position:absolute,top:520px,right:130px,width:280px} {{descriptive ##### Louisa created by u/darkviolet_ Youtube: https://www.youtube.com/channel/UCh_DmZtBl-bj7KXDnuhlMsA : Reddit: https://www.reddit.com/user/darkviolet_/ : Twitter: https://twitter.com/darkvioletcloud : Tumblr: https://darkvioletcloud.tumblr.com/ : Original Post: https://www.reddit.com/r/FearAndHunger/comments/15pix8h/meet_louisa_my_termina_oc/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button }} \page {{monster,frame ## Terry Tormenta *Medium Humanoid, neutral good* ___ **Armor Class** :: 14 (Unarmored defense) **Hit Points** :: 75 (10d8+30) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|12 (+1)|16 (+3)|9 (-1)|10 (+0)|14 (+2)| ___ **Saves**:: Str +6, Dex +3, Con +5 **Skills/Tools**:: Athletics +8, Cook's Utensils +2, Insight +2, Intimidation +6, Performance +6 **Senses** :: passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Wrestler Build.*** Terry counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. : ***"Hit him with the Chair!".*** Terry has proficiency with improvised weapons, and when he makes an attack with an one it's damage dice are 2d10 instead of its normal damage dice. : ***Pin*** When Terry grapples a creature, he may attempt to shove it prone as a bonus action. ### Actions ***Multiattack.*** Terry uses his intimidating presence or star of the show, and then makes an attack or attempts to grapple a creature. : ***Working stiff's slug.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage and if the target is a creature it must make a DC 14 Constitution saving throw or be Dazed until the end of its next turn. : ***Suplex.*** Terry picks up and slams a creature he has grappled. The creature takes 33 (6d10) damage, is prone, and is dazed until the end of their next turn. : ***Star of the Show.*** Terry can unleash a taunting showboating roar at each creature within 30 ft. of him. The creature must make a DC 12 Wisdom saving throw. On a failed save the creature has disadvantage on all attack rolls against any creature other than Terry, and they cannot willingly move to a space that is more than 30 ft. from Terry. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success : ***Intimidating Presence.*** A single creature within 60 ft. of Terry must make a DC 12 charisma saving throw. On a failure they are frightened of Terry for 1 minute. A creature may re-attempt this saving throw at the end of their turn ending the effect on a success. If a creature succeeds on this saving throw they are immune to Terry’s Intimidating presence for the next 24 hours. }} {{imageMaskEdge5,--offset:0%,--rotation:10 ![homebrew mug](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png) {position:absolute,top:454px,right:-3px,width:880px} }} #### {{imageMaskCenter7,--offsetX:46%,--offsetY:-21%,--rotation:11 ![homebrew mug](https://preview.redd.it/dnd-5e-termina-bestiary-v0-wcv1sudms2sc1.png?width=1726&format=png&auto=webp&s=c2a019cd4fffe813d9d2200183ac498d12cdc788) {position:absolute,top:520px,right:130px,width:280px} }} {{imageMaskEdge7,--offset:24%,--rotation:278 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} {{imageMaskCorner37,--offsetX:50%,--offsetY:34%,--rotation:70 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} {{imageMaskCorner35,--offsetX:-09%,--offsetY:34%,--rotation:_ ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:954px,right:-3px,width:880px} }} {{imageMaskEdge2,--offset:41%,--rotation:0 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} {{imageMaskEdge7,--offset:-02%,--rotation:87 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} {{imageMaskEdge7,--offset:0%,--rotation:180 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} {{imageMaskCorner3,--offsetX:67%,--offsetY:-37%,--rotation:30 ![](https://fearandhunger.wiki.gg/images/7/73/Slums_background1.png){position:absolute,top:454px,right:-3px,width:880px} }} :::::::::::::: {{descriptive ##### Terry Tormenta created by u/Capytan_Cody : Original Posts: https://www.reddit.com/r/FearAndHunger/comments/169tqme/oc_idea_i_had_termina/ : https://www.reddit.com/r/FearAndHunger/comments/16ccr4d/terry_tormenta_oc_for_termina_i_made_initial/?share_id=PaDEMkdtApEgUmEkzRREu&utm_content=1&utm_medium=android_app&utm_name=androidcss&utm_source=share&utm_term=1 }} \page # "New" Conditions These mechanics largely come from the DMG,5.5 playtest, and Monster Manual, Merely tweaked to make them slightly less unwieldly and/or unusable in a F&H dungeon dive style campaign. : :: #### Broken Ribs * A creature with broken ribs has disadvantage on saving throws to maintain concentration, * Whenever a creature with broken ribs attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, is loses its action and can’t use reactions until the start of its next turn. * The injury heals if the creature receives magical healing, the healer feat is used on them, or if they spend ten days doing nothing but resting. #### Bleeding * A bleeding creature loses hit points at the start of each of its turns, due to its wounds. The damage is listed in a monsters statblock, immediately following the condion itself. Each time a creature fails a saving throw that inflicts bleeding, the damage dealt by the wounds increses by the amount listed. * Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The DC is listed in a monsters statblock, immediately following the condion itself. The wound also closes if the target receives magical healing, or the healer feat is used on them, * Undead and constructs can not be inflicted with bleeding. {{note ##### Bleeding example The bleeding condition is basically the rider effect of the bearded devil's (monster manual page 70) glaive attack. with this condition in play it would be written like this. : ***Glaive.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or begin bleeding. (DC 12, 1d10) }} #### Dazed * You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction ::::::: #### Injured Limb * ***Leg.*** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. If both legs are injured the creature falls prone and cannot stand up from prone. Magical healing, the healer feat, or a long rest removes the injury * ***Arm.*** The affected Arm cannot hold a shield, cannot be used to provide material/somatic components for spells, and attacks using the injured arm have disadvantage. Magical healing, the healer feat, or a long rest removes the injury {{note ##### which arm to injure? Take a players shield arm in combat first, its less punishing. }} #### Lost Eye * You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. * Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. * If the creature has a gaze abilitiy (medusa. umber hulk, etc.) creatures have advanatage on their saving throws against it. * If the creature has an ability tied to its eye (beholder, astral dreadnought, etc.) it loses acces to it #### Horrible Scar You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. \page # New Spells {{note ##### What class spell list are these on? None. These spells are meant to only be gained via devotion to specific gods, using the piety systems on the gods pages. }} : #### Pheremones *2nd-level enchantment* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (the stamen or pistil of a flower) **Duration:** :: concentration, up to 1 minute You spray pollen on a willing creature within range. Until the spell ends, any creature within 30 ft. of the pollinated creature who targets any creature besides the pollinated creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must target the pollinated creature or lose the attack or spell. A creature immune to being charmed automatically succeds on this save #### Locust swarm *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A cloud of swarming vermin are called to a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. #### Flock of crows *3nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: V **Duration:** :: Instantaneous A swarm of crows descends upon a creature within range. It must make a Dexterity saving throw, taking 4d6 piercing damage and being blinded until the end of your next turn on a failed save. it must then make a Constitution saving throw or lose an eye. On a succesful dexterity saving throw a creature takes only half the damage, is not blinded, and does not need to make the constitution saving throw. #### Hurting *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (an intense desire to cause pain) **Duration:** :: Instantaneous A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. the target must make a constitution saving throw, taking 6d6 slashing damage, and suffering an arm or leg injury (players choice) on a failed save. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd. #### Black orb *3rd-level evocation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (pure hatred for the target) **Duration:** :: Instantaneous You create A concentrated orb of negative energy and ill will, then hurl it at a target within range. The target must make 3 dexterity saving throws, taking 1d12 necrotic and 1d12 psychic damage for each failure : **At Higher Levels.** When you cast this spell with a slot of 5th level or higher, the target makes another save for every 2 spell levels above 3rd. #### Black smog *3rd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, S, V (soot) **Duration:** :: Concentration, up to 1 minute You create a 20-foot-radius sphere of purple, reeking smog centered on a point within range. Each creature within the sphere must succeed on a Constitution saving throw or take 3d8 poison damage and become poisoned until the spell ends. while poisoned in this way the target is also blinded. a creature may re-attempt this save at the end of their turn, ending the effect on a success. On a succesful save the target takes half the damage and is not poisoned. : **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, increase the poison damage by 1d8 for each slot level above 4th. \page #### Blood Golem *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 5 feet **Components:** :: M, S, V (drops of your own blood, which the spell consumes) **Duration:** :: Concentration, up to 10 minutes You spill you own blood, which congeals into a facsimile of a humanoid in an unnocupied space within 5 ft. of you. This corporeal form uses the Construct Spirit stat block but with a different method of determining hit points. When the spell is cast expend and roll a number of hit dice up to the level of the spell (minimum 1), and add your constitution modifier to each roll. The golems HP equals the result of these rolls. The creature resembles a skinless man made of blood and muscle. : The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you may expend another hit die for each slot level above 3rd. {{note, ## Construct spirit, Blood golem *Medium construct, unaligned* ___ **Armor Class** :: 13 + the level of the spell (natural armor) **Hit Points** :: Hit dice = to spell level + spell level multiplied by casters Con mod. **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)| 10 (+0)|18 (+4)|14 (+2)|11 (+0)|5 (−3)| ___ **Damage resistances** :: Poison, Fire, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common **Challenge** :: - ___ ***Borne of the Blood.*** The blood golem has a number of hit dice equal to the number the caster sacrificed to summon it. ### Actions ***Multiattack.*** The construct makes a number of attacks equal to half this spell’s level (rounded down). : ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. }} #### Blood sword *2nd-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** Concentration, up to 1 minute : You weave together boiling sanguine tendrils to create a sword of solidified blood in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse, and light properties. In addition, When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. : **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. #### Roots that Reap *2nd-level transmutation* **Casting Time:** :: 1 action **Range:** :: 90 feet **Components:** :: M, V, S (A fistful of bark) **Duration:** :: Instantaneous A tangle of roots erupts from a point you choose within range. Each creature in a 5-foot-radius, 10-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and have its ribs broken on a failed save, or half as much damage not having its ribs broken on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. \page #### Longinus *5th-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S, M (Feelings of intense rage) **Duration:** Concentration, up to 1 minute : The blood of Alll-mer boils and rages even ages after his death. Just a drop thrusts spears to the torso of his enemies, a drop this spell conjures into the palm of your hand, where it quickly grows into a *Spear* or a *Lance* with the *heavy* property (Your Choice). : This magic weapon lasts until the spell ends. It deals an additional 2d8 radiant damage on a hit and you may use your casting stat modifier in place of Strength for attack and damage rolls using it. On your turn you can cause the *Longinus* to teleport into your emtpy hand, if it isn't already there. : As a bonus action on your turn, you can throw the weapon at a creature within 60 ft., and cause the weapon to emit a burst of unholy blood & sulfur. Make the attack roll as normal. Whether you hit or miss, each creature of your choice that you can see within 30 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make a Constitution saving throw, ending the effect on itself on a success. : After using this bonus action, the spell immediately ends. #### Moth Swarm *2nd-level necromancy* **Casting Time:** 1 action **Range:** 60 ft. **Components:** V, S, M (a fistful of medicinal herbs) **Duration:** Instantaneous : You invoke a swarm of blue noctuid moths upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. : In addition, you regain a number of hit points equal to half the damage dealt by the spell. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd. :::: #### Red Arc *4th-level evocation* **Casting Time:** 1 action **Range:** 120 ft. **Components:** S **Duration:** Instantaneous : A bolt of crackling reddish electricity forks down toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 lightning damage and must make a Constitution saving throw. On a failed save, it is also stunned until the end of your next turn. : **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for every two slot levels above 4th. #### Mischief of rats *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A horde of swarming rats are called to a 15 ft. radius circle centered on a point you choose within range. The circle spreads around corners. When the area appears, each creature in it must make a Dexterity saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. \page {{wide ## Weapons | Name | | Damage | | Properties | |:------------------------|:-----:|:----------------|--------:|:-----------| | *Simple Melee Weapons* | | | | | |   Reaper's Rake | | 4d4 slashing | |Reach, Two handed, | |   Sandman's Kiss | | 1d8 piercing | | Finesse, Special | |   Lantern Flail | | 1d6 bludgeoning + 1d6 fire | | Reach, Two handed, Heavy, Special | |   Meatgrinder | | 3d6 slashing | | Two Handed, Heavy, Special | | *Martial Ranged Weapons* | | | | | |   Lugr pistol | | 2d6 piercing | |ammunition (50/150 ft.), reload (8 shots) | |   Rifle .303 Mk I. | | 2d10 piercing | | ammunition (80/320 ft.), reload (5 shots), two-handed | |   Trenchgun | | 4d6 piercing | | ammunition (30/90 ft.), reload (2 shots), two-handed | }} {{descriptive ##### Balancing These weapons are essentially magic items which don't actually bypass resistances. The trenchgun for example is as damaging as a flametongue, a rare magic item. Its intended for the ammunition to be limited, and that these things aren't just lying around everywhere for the players to pick up. If the damage worries you, keep in mind they don't bypass most monster resistances as these aren't ACTUAL magic items. Even a +1 magical weapon is arguably better. }} ***Sandman's Kiss*** When a creature is hit with the sandman's kiss, the syringe injects them with a small amount of fluid. The creature must make a DC 15 constitution saving throw or be poisoned until the end of their next turn. : ***Lantern Flail*** When a creature is hit with the lantern flail it is ignited. An ignited creature takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. : ***Meatgrinder*** When a creature is hit with the meatgrinder, the creature must make a DC 15 constitution saving throw or begin bleeding (1d6, DC 15) : **Reload.** A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). \page # Summoner encounter difficulty {{descriptive It's been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i'm adding what encounter difficulty a summoner will be assuming they get to summon all their minions once. I'll be assuming a party of 4, and a party level equal to the CR. I'll also include the total XP so you can quickly check it against parties of other levels and sizes. }} {{note ***[{{ Marina}}{{ }}](#p4): Deadly*** 3400 modified XP assuming concentration isn't lost : ***[{{ Samarie}}{{ }}](#p5): Deadly*** 1900 modified XP assuming concentration isn't lost }}