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Eritrius the Wanderer Presents:

A Dossier

on the

Region of Attu


Beautiful yet unforgiving. Here is where the strongest adventurers are forged.

 

 

Eritrius the Wanderer Presents:



A Dossier
on the
Region of Attu


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Starry Mountain

by Josh Hutchinson

 

 

Template and Code Credits

Template Lead Designer: u/Kaiburr_Kath-Hound

Front Cover Code: u/TheLurkerOne (modified)

Interior Cover Code: u/Kaiburr_Kath-Hound

Credits Page Code: u/5e_Cleric (modified)

Back Cover Code: u/5e_Cleric (modified)

Many thanks to u/5e_cleric and u/Gambatte for suggestions for the current code and excellent posts for source code.

Artist Credits

Part 1 Splash Page:

direimpulse@DeviantArt

https://www.deviantart.com/direimpulse

Part 1 Section End Full Page Art:

An Underdark Town by DaiSanVisART@DeviantArt

https://www.deviantart.com/daisanvisart

Part 2 Splash Page:

Dark Sun - Salute by SilverbladeTE@DeviantArt

https://www.deviantart.com/silverbladete/

Part 3 Splash Page:

Desert Ranger by Marishka Kleyman

https://www.artstation.com/artwork/4b3DA1

Part 4 Splash Page:

Golden Dragon by Dianae@DeviantArt

https://www.deviantart.com/dianae/art/Golden-Dragon-Sketch-86952861

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On the Cover

Sand Palace, Kazumasa Uchio

Rear Cover

Sand Palace by Night, Kazumasa Uchio

The content of this document is unofficial fan-created work permitted under the Fan Content Policy. It is not approved/endorsed by WotC. Portions of the materials used are property of Wizards of the Coast. Dungeons and Dragons ©Wizards of the Coast, LLC.

 

 

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Part 1

Background on Attú

Part 1 | Background

 

 

A Fair Warning…

The desert region of Attú is not for beginners, and not for low level characters. It has challenges that will make even the most well-seasoned players think twice about charging ahead with reckless abandon. If your style is the sometimes maligned “murder hobo”, you may want to slow down and reconsider: You’ll probably get yourself killed in Attú. This place is for those who prefer to think and plan ahead. If you don’t, it can come back to bite you, literally. It is both hell and paradise rolled in to one.

     

In exchange for the treachery of climate, flora, and fauna, Attú has some of the most stunning landscapes anywhere on the sphere of Ulker-Varun.

A Rough Landscape

Inspired by the extreme sandstone desert landscapes, mostly of the American Southwest’s 4 Corners region, (Utah, New Mexico, Arizona, Colorado, with a smattering in Nevada) the deserts of Attú are stiflingly hot in the summer, and freezing cold in the winter. The creatures and people that live here are heartier, more resistant to the extreme weather, and have the endurance to match. The sweeping sandstone cliffs and mesas, hoodoos, stone reefs, slot canyons, arches, and natural bridges are only among some of the wonderous features of Attú.

There are also huge mountains, volcanoes, and at high elevation, pine and deciduous forests. Mountains reach heights of around 27,000ft (8230m). Normal elevations in the area range from 2000-6000ft (610-1830m) in the larger valley floors and flatlands.

Tougher Creatures

There are many familar creatures and monsters, local variants of familar creatures, and creatures that can be found nowhere else. Adventuring in Attú requires careful planning of water, rations, and distances. It necessitates being on your guard, and when out in the wilds, sleeping with one eye open. Any creatures that you run into that are already outlined in official literature, add 2 hit die to the creatures’ hit points, and 2 points to the creatures’ CON score, for anything not specifically laid out in this module.

The monsters and creatures of the region are hardened by centuries of survival in the the desert. Most of them have evolutionary traits that make them look different, and have additional capabilities compared to their normal counterparts.

Even the People are Different

There are a handful of races here in the deserts that are barely known outside the region and adjacent areas. The Dromani, Mul, and a Goblinoid race called Bhuk-Bears. They’re all hybrids of known races, but they’ve existed here for at least a couple of millenia in their current forms. There’s a unique variant of Lizardfolk, specially adapted to the deserts here. They call themselves Gilafolk (pron: HEE-La-folk).

Part 1 | Background

 

 

An Extreme Climate

 In Attú, the day and night cycles are quite important. Some creatures don’t tolerate the scorching heat of the full sun well. Others don’t tolerate the 30-40°F (17-22°C) difference from day to night during the summer. Some are only shuffling around during the golden hours around dusk and dawn when it’s not too cold, and not too hot. Most of the familiar-ish things you encouter are going to have higher CON than their normal counterparts due to the extremes, which means more hit points, and more resistances.

It isn’t just the heat and lack of water that will get you here. Winters can be at or below freezing in many areas, and winter can leave several inches of snow on the ground. Spring is the wettest season, and rainstorms during any season can bring terrifying flash floods. While camping in a dry river cove might be considered safe in some places, in Attú, if a sudden storm pops in it could drown you, or at least sweep your mount and belongings away in the torrent. Seasonal creeks and streams run in late Winter through Spring; most of these seasonals are dry as a bone by the end of Spring except in the wettest years.

Springs are often hidden, and if locals know about them, well protected. Rivers and creeks that flow year-round always have settlements along them somewhere.

Demographics & Population

 Even the largest cities in the region are usually no more than 5000 residents. The surface population breaks down as follows: 20% human, 15% Dwarf, 15% Half-elf 10% Elf, 10% Desert Lizardfolk, 5% Gnome, 5% Dromani, 5% Mul, 5% Goblinoids, and 10% mixed everything else, with a good portion of that last 10% being Tiefling, Half-Dragon, and Darkstalkers. Don’t worry about the unfamiliar races, there will be more on those later.

The high population of Dwarves comes from the rich mineral deposits and semi-precious stones. There is also local deposits of Mithral ores, and another rarer metal still, Hermesium.

Hermesium is liquid like mercury but forms an extraordinarily tough amalgam with Mithral. This amalgam is known as Hermithite, and is the most sought after alloy in the region. There is only a single tribe of dwarves that knows how to make use of this rare metal, and they protect the richest cache of it known. They’re protective of their mine, and surprise visits will not end well. Also, it is worth noting that Hermesium and Hermithite are not magnetic.

Influence of the Underdark

 Odd alliances are common here, and the influence of the massive network of the tunnels and caverns in the Underdark with its myriad of access points to the surface here in this great expanse make for the strangest of bedfellows.

At night, it’s not uncommon to see traders from the Underdark come to the surface. Since it would be odd anywhere else, most players seeing Duergar and Drow on the surface might be a bit taken aback, but while it’s not an everyday occurrence, in Attú, it’s by no means rare. The Underdark itself, while the dominant intelligent races are Drow (about 25%), Duergar (25%), a subrace of Mul (10%), Darklings (10%), Tieflings (10%), there are goblinoids (10%), assorted lycanthropes (5%), and assorted intelligent demons and devils for the last bit.

There is one important commodity the Underdark has much more of than the surface: Water. Natural cisterns, and minimal digging for wells or tapping into an aquifer makes having friends on the underside valuable, and even profitable for (as they say in Undercommon parlance) Topsiders or Sunnies.

Often, mining or traveler’s camps have traders visit from the underdark with barrels of water to trade for whatever they can. People here don’t immediately run at the sight of Underdarkers, nor do they immediately assume the worst. Knowing someone fluent in Undercommon, Low Drowic, or Duervish (the Duergar dialect of Dwarvish) isn’t odd either, and could prove to be quite handy.

Part 1 | Background

 

 

 

 

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Part 2

Races of Attu

Part 2 | Races of Attú

 

 

Bhuk-Bear

The history of the Bhuk-Bears isn't the rosiest of pictures, but neither is any other history from this place. I'm sure at some point, all of the unique races of Attú were traded as slaves or otherwise subjugated at some point.*

- Elethar the Bold

The Bhuk-Bears are a hybrid of the Bhuka and Bugbear goblinoid races. They have highly skilled masons and adobe builders among them. They are more intelligent than most of their other goblinoid counterparts. Here is their story, translated to common.

A Brief History of Bhuk-Bears

As told by Brakulo, the Valley of Goblins official historian

    Long ago, the king of the Valley of Goblins, a Bhuka named Ademok mourned the kindness of his Bhuka people. His young son, Grobbus, grew angry about how outsiders would wontonly take advantage of them. He saw the strength of the Bugbears, and was jealous that their prople were small and frail compared to them.
   After his father had passed, he began to rule the Valley of Goblins with an iron fist, which was strange to the Bhuka people. They were always know for being overly kind, and this essentially destoyed the trade between the Bhuka and the nearby towns resulting in Valley of Goblins turning to raiding and theft to maintain itself.
   Grobbus became known as Grobbus the Tyrant after his reign. His son, Grobbus II, was every bit the tyrant of his father, but also began breeding camps to make “A stronger Bhuka people”. Grobbus II, also known as Grobbus the Slaver captured Bugbear females, and placed them in breeding dungeons to make half-Bhuka half-Bugbear people.
   While barbaric, this practice gave a stronger, smarter goblin. As the centuries moved on after, the breed slaving stopped, but the iron rule and raiding didn’t.

Bhuk-Bear Traits

A Bhuk-Bear has similarities with other goblin types, and a few things unique to them because of their genetics.

Ability Score Increase. An ordinary Goblin would take a penalty to STR and CON, a Bhuk-Bear does not. Add +1 to CON for desert heartiness, and +1 to WIS for the hybrid benefit.

Age. Bhuk-Bears live as long as their Bugbear ancestry, between 80-85 years on average.

Size. Bhuk-Bears are between 5 and 6½ ft. (1.5-2.0 m) tall. Females are on the shorter side; males are on the larger side. Wight ranges from 100 to 250lbs depending on height and musculature.

Speed. Base walking speed is 30 feet. Sand and loose gravel terrain are not considered difficult terrain because of their wide feet.

Darkvision. Due to the centuries of nocturnal living, they have exceptional sight in the darkness. These goblinoids have base range of 90ft.

Watersense and Burrowing. Bhuk-Bears can burrow at a speed of 5, or 10 when digging for water. The ability to sense clean water adds proficiency to their Survival DC. If water is within range, on a successful roll, they will know the distance and depth. Beyond 60 ft deep or 300 ft away, they can’t sense water.

Feet Meters DC
Surface Surface 8
1-10 0.3-3.0 10
10-25 3.0-7.6 12
25-40 7.6-12.2 14
40-60 12.2-18.3 16

Languages. Bhuk-Bears speak Bhukalí Goblin, Common, and one of the following: Undercommon, Low Drowic, or Mulian. If another character speaks Goblin, they do not get bonuses or advantage when attempting to understand or eaves-drop on Bhukalí conversations.

Appearance. They retain the sandy skin and tucked ears of the Bhuka, but their hair color is more variant, and does not always have the tight natural curl. They also retain the water-sense ability. Their darker skin around the eyes, and long lashes give them the glare resistance of the Bhuka as well.

Stonecunning. Whenever you make an History check (INT) related to the Attú region stonework, pictographs, or petroglyphs you make the roll with advantage.

Part 2 | Races of Attú

 

 

Dromani

A Curious Elven Hybrid


Singular and Plural: Dromani (ancient plural is Dromana, but usually only used among their own kind - with non-Dromani usually threatened for using it, if they do)

   The chimeric appearances of Dromani are wild ones, they have sweeps and patches (not unlike a Black and white dairy cow) of the blue-grey to purple-grey skin from their Drow heritage, and all I’ve ever seen has a sweep that covers an eye, so they all have one Drow-looking eye, and the other is more elf or human looking.
   Everywhere on their body the patches and sweeps of Drow-colored skin are, the body hair matches the Drow’s silver to white, and the human or elf-like skin matches more standard elf or human lineage. Their own history matches the lore of the legendary Ranger’s school of Ur Khul Nathorvín Etrío ed Kareptirah located in Myllen-Mack Springs.

- Eritrius, Wanderer of the Desert
From The History of the Deserts of Attú, Vol. 1

A Dromani is an interesting mix of Mul (themselves a mix) and Drow. Their ears are less pronounced, more like a half-elf, but their splotchy coloring and single Drow-like eye set them apart in their appearance as truly unique. It is said that the Drow part of the Dromani are descended from the children of the Red Desert Underdark’s Drow whose parents were being punished by having their children banished to the light. A practice, it would seem, that has largely been discontinued. Some say it was discontinued because of the emergence of the Dromani, and interbreeding with the surface folk.

In their home towns of Myllen-Mack Springs, Tabhanna, and Na’worak, they are typically farmers, herbalists, alchemists, and inventors. It is said that they were the first to be able to extract and smelt aluminum in the lands. Education is highly valued.

Dromani seem prefer to find their mates either close to the same height, or wildly disparate for some unknown cultural reason. Tall females with a short male is just as common as the other way around.

While generally relatively insular to outsiders, they are welcoming to almost anyone who values education, but some times come across as cocky or arrogant to those who aren’t educated. They are noticeably kinder to anyone who can speak their language that’s not Dromani.

Dromani that strike out on their own are often translators or guides in Attú.

A Culture of Polyglots
“Communication is everything. If we cannot speak to those who are unlike us, we only face conflict.”

Dromanese (with a soft S, like “geese”, not hard like “peas”) is a conglomeration of Elvish, Low Drowic, Common, and even borrowed words from Druidic, often applying one languages rules to roots from another language, which makes it hard to understand for native speakers of any of its roots.

Those fluent in Elvish and Low Drowic have the easiest time picking up Dromanese, because about two-thirds of the language comes from originally being a pidgin of those two. The other parts were added in as time passed.

All Dromani are fluent in, and read and write Dromanese, Common, and Drow Sign. Most can understand and speak one of the following: Elvish, Low Drowic, or Undercommon. Less common is Druidic, but it’s not unheard of. At level 3 you may pick an additional language (from those listed in this subsection) for understanding if your character has been exposed to it, and fluency in the one already chosen.

Dromani Traits

 Ability Score Increase. Dexterity +1, Intelligence +2

Appearance. They’re slightly more muscular than a normal half-elf due to their Mul genetic background.

Age. Childhood to 15, adolescent 15-25 years, Adults live to be 300-350 years. Random: 4d6+25 years for a young adventurer.

Size. Start at about 5’ 2”, and add 3d6 inches in height. 5’7” to 6’4” is most common. Females are generally more slenderly built, but more agile than males. Your size class is Medium, like a human.

Extra Speed. Your base speed is 35 feet.

Darkvision. Due to their Drow heritage, the Dromani have strong Darkvision. You can see in dim light within 100 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Lesser Sunlight Sensitivity. Because of their partial Drow heritage, they do suffer some sunlight sensitivity, but not to the extent of full-blooded Drow. They have a -1 to any roll (perception, investigation, etc.) that requires sight in direct sunlight, and their passive perception of visual cues is reduced by 1 in direct sunlight.

Fey Ancestry. The Dromani has advantage on saving throws against being charmed, and magic can’t put the Dromani to sleep.

Poison Resistance. Dromani are resistant to poison, and roll saving throws against poisons with advantage. At level 8, they add their proficiency bonus.

Part 2 | Races of Attú

 

 

Gilafolk

(Desert Lizardfolk Variant)


Gilafolk live in cliff dwellings similar to the Ancient Puebloans (formerly known as Anasazi) of the American Southwest. Above their cliff dwellings are always several guard posts made of stone and adobe to protect the dwellings below. Their dwellings are never at normal ground level.

They employ trained packs of Sandhunters like guard dogs to protect the dwellings both above and below.

They have smart farming methods that take advantage of the flash floods. They grow in garden boxes shaped out of the sandstone floor of the alcoves themselves, and take water from below when the canyons flash, and store it in masonry water silos in the cliff dwellings to keep their gardens watered until they can gather water again.

Like their counterparts elsewhere, Gilafolk have the same limited emotional landscape. Representatives of their reptilian family, they mostly are driven by fear, aggression, pleasure, and preservation of their tribe or group. They tend to fight only when necessary out of self- or tribal preservation. Saving their group is the same as their own survival. (See Volo’s Guide pg. 111 for a detailed explanation on the minds of Lizardfolk)

Traditional weapons are clubs and maces blunt force, and machetes and short swords for slashing and piercing. For ranged weapons they prefer tomahawks and javelins.

Unlike their non-desert counterparts, they do NOT have the Bite Frenzy, as expending energy that way in the Desert isn’t a good use of one’s stamina.

Gilafolk Traits

 Ability Score Adjustments. CON increases by +3 points, and your WIS by +1. Your CHA takes a hit by -2.

Age. Gilafolk are heartier than their counterparts, and live to be on average, about 75 years old. They’re fully mature by about 16 or so.

Size. Slightly Shorter than their non-desert counterparts, they’re about the same size as humans, with a denser/thicker build.

Speed. Base speed for walking is 30, and while they inherit some of their swimming ability from their counterparts, their base is only 20. However, their rock climbing speed is 15.

Sure Feet. Sand and loose gravel are not considered difficult terrain.

Desert Dweller. You automatically succeed on saving throws against extreme heat (See DMG pg. 110) and have advantage + proficiency on saving throws to resist exhaustion caused by lack of water. Survival rolls in desert terrain are also done with advantage.

Expert Rock Climbers. Can climb sandstone walls unaided, athletics checks for rock climbing are done with advantage and double proficiency.

Melee Experts. Gilafolk are tought to dual wield weapons from a very young age, and rarely use shields. From hoeing garden boxes to their martial arts, everything is done with both hands as individual tools. Often, their melee weapons are intentionally mismatched to provide maximum chance against the tough creatures of the desert. They get the equvalent of a Multiattack x3, and they can choose from either hand weapon, and any of their natural weapons, up to 3 attacks.

Bite. Their bite packs a particularly nasty punch at higher levels. +4 to hit, Reach 5ft. 7 (2d4+4) piercing damage.

  • Level 6+: The bite victim must roll CON save @[DC 10+STR Mod] against poison. If they fail the roll, they take an additional 2d4+4 poison damage.
  • Level 10+: If a creature takes poison damage in this manner, after combat, they take an additional 2d4+4 necrotic damage every hour until the poison is removed either my medicine, herbalism, or magical means.
Part 2 | Races of Attú

 

 

 Claw. +4 to hit, Reach 5ft. 2d4+(STR bonus) slashing damage.

Tail Whip. +4 to hit, Reach 5ft. 2d4+(STR bonus) damage counts as both piercing and slashing damage.

Languages. Gilafolk speak an even more obscure dialect of Draconic than standard Lizardfolk (called Gilani). If a character speaks standard Draconic, they must roll to understand with no bonuses and disadvantage.

Gilafolk at Level 12 (and once every level after) may roll a straight DC equal to their level to gain the following ability:

 Perfect Camouflage. (1 action) In Desert terrain, these Gilafolk can camouflage themselves to perfectly blend in to their surroundings. All Stealth rolls are done with advantage. Investigation or perception rolls (@DC 15) to see or find camouflaged Gilafolk are at disadvantage, unless they are spotted while camouflaging. If they are spotted, no bonuses are added to a straight DC check.

A Gilafolk Village

Illustrator Unknown

Part 2 | Races of Attú

 

 

Mul

An Extra-Durable Half-Dwarf


Born from the unlikely (albeit nearly prehistoric) parentage of dwarves and humans, a Mul combines the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The word rhymes with “null”, and comes from the dwarven word mulzhen’nedar which means “having enduring strength”; “mule” is used as an epithet or slur.

The Muls have existed as a unique race here on Ulker-Varun for significantly longer than the Dromani or Bhuk-Bears. Their people were generally used as slaves, especially by the Drow in the Underdark and Half-Dragons on the surface. The Underdark variety were bred from Duergar, and called Myrkmul and surface dwellers bred from standard dwarves called Solríkmul.

The Mul have only had their freedom for between 800-900 years; the exact timeframe is hazy due to poor record keeping. When the Great Western Imperium collapsed, and the huge civilizations of the Three Empires shattered in to city-states, it was much harder to oppress them as a whole. In a coordinated effort which took nearly 35 years to organize, The Great Mul Uprising freed the Mul from their captors, almost overnight. A lot of Drow and Half-Dragon blood was spilt. It is worth noting that Mul tribes don’t finght amongst one another at all. Regardless of the group the Mul comes from, they have a sort of built-in comraderie amongst all of them because of the uprising.

Second only to the Goliath, the Mul is the strongest of the common humanoid races of the realm. Muls grow as high as seven feet, weighing 250-300 pounds at that height, but carry almost no fat at all on their broad muscular frames. Universal Mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the sides of their head.

Due to the Uprising, Drow tend to avoid Mul, and are a bit anxious around them if they are not familiar with the individual. All Mul prefer to avoid the Underdark, as that place is a a reminder of slavery.

Myrkmul live in cliff dwellings, which they learned how to build from the Gilafolk, but they seem to have that extra edge of Dwarven engineering precision to them. Often, they live in enclaves near Gilafolk, and tend to have symbiotic relationships with their cities. The Myrkmuls are the guardians of the night, and right across the canyon the Gilafolk village will be, sharing the same creek or spring, keeping watch during the daytime.

Solríkmuls often live in cities and towns, and sometimes nomadic tribes away from civilization.

Mul Traits

Shared Features for Both Subraces

 Ability Score Adjustments. If your CON roll is less than 12, it becomes 12. Due to their genetics, Mul have exceptional constitution. Add +3 to your CON score, not to exceed 20.

Age. They’re longer lived than Humans, but not as long as Dwarves. Average is about 180 years wth some as long as 225. They’re not fully mature until age 25.

Speed Base speed is 30.

Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on constitution saving throws against magic.

High Endurance. A Mul can engage in up to their CON score hours of labor before needing to complete a long rest. You also have advantage on Constitution saves against exhaustion.

Mul to Mul Telepathy. A Mul knows when another is nearby (within 300 feet or 91m), and they can speak to each other without orating aloud within 50 ft (30m).

Languages. They can speak Common, Mulian, and likely one of the following: Dwarven, Duervish, Undercommon, or Dromanese.

Myrkmul High Cleric of Samvinna Sigur

Part 2 | Races of Attú

 

 

Myrkmul Specific Traits

 Appearance. The Myrkmul has grey to bluish skin like their Duergar ancestry, with silver to white hair. Males don’t have any hair on the top of their heads, ever, and females have no body hair other than on their heads.

Darkvision. Myrkmul have exceptional darkvision, but not quite as good as their Duergar ancestors. You can see in dim light within 100 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Lesser Sunlight Sensitivity. Because of their partial Duergar heritage, they do suffer some sunlight sensitivity, but not to the extent of full-blooded Duergar. They have a -1 to any roll (perception, investigation, etc.) that requires sight in direct sunlight, and their passive perception of visual cues has a -2 penalty in direct sunlight.

Enlarge (2 charges; Recharges after a short rest). For 1 minute, the Myrkmul magically tiples in size, along with anything it is wearing or carrying. While enlarged, the Myrkmul counts as Large, doubles its damage dice on all melee attacks, and makes Strength checks and Strength saving throws with advantage.

After the timespan, the Myrkmul is drunkenly sleepy, and all saving throws are rolled with Disadvantage and no bonuses for the next 90 minutes. At levels 4, 8, 12, 16, and 20 this duration is reduced by 15 minutes each.

Solríkmul Specific Traits

 Appearance. Black to dark brown hair that greys out with age starting around 50. They have tan to copper skin and little to no body hair. Solrík males don’t go bald, ever. They usually wear their hair with small braids or ponytails, with beaded ends. If they’re bald, that’s usually a sign they were gladiators or charioteers in the regional games.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Intuit Height and Depth. You can accurately estimate the depth of a hole or cliff by dropping a stone off the edge and timing the sound. This is always correct within ±10% of the actual height. If it’s 50 ft or less, it’s perfectly accurate. Solríks carry “poppers” that make an extra loud noise when they hit the ground for very deep drops.

Stonewalk (Sandstone). (Starts at level 3) The Solrík can walk into sandstone as if user were walking through water. Can remain inside the sandstone for 5 minutes before they need to breathe again. Inside the sandstone, the user heals 10HP/min. Once they need air, the healing component stops, and they lose 25HP/min.

Charges start at 2/day and must be replenished by a long rest. At levels 6, 10, 15, and 20 an additional charge is added.

Two Primary Mul Deities

The first is Samvinna Sigur, the goddess of Victory, signified by dark teal and sterling silver. legend has it that she helped lead one of the first Mul regiments to victory, and then after the Great Uprising, she ascended to the heavens near dusk, where the sun was setting, still barely over the horizon, just as the moon was barely ascending on the opposite horizon, also visible.

The other is Eydhimerk Hirdhingja God of the Wanderers, signified by grey, brown, and black iron. He was the one who guided the Mul out of their captors’ hands to safe spaces, and instructed them to keep moving, to make them harder to recapture by their former oppressors. During the first festival for Samvinna Sigur where the Sun and Moon were aligned the same as her ascent, she came down and guided him to Himnarikur (basically Valhalla for Mul), and took him as her Elskadhur so he could finally rest his weary feet.

A battle-hardened Solrík gladiator, with young Sandstone Ankheg Drone exoskeleton parts fashioned in to a shield, a weapon and a helmet.

Part 2 | Races of Attú

 

 

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Part 3

Character Classes

Part 3 | Character Classes

 

 

Necrobotanist

A Druid with a dark twist


“I watched this… Druid do the maddest thing I’d ever seen. He raised a skeleton from the ground like a necromancer, but it filled the body out with vines and stalks to create something else entirely.

It was ghastly, a creature that was both a living plant and undead simultaneously. Its eyes were empty sockets that held a faint green glow. Two from my party immediately turned and ran.

I, too, was scared. But I stood my ground.

The creature’s strength wasn’t like the frail skeletons of a Necromancer, either. It fought with an intensity I’d never encountered from the undead. And… it was much less mechanical; it was more… dare I say… alive.

I barely escaped the encounter with my life. A flurry a thorned vines, spore pods, and all manner of things were hurled at me during the fray. Not something I’d like to repeat if I can help it.

   - Elethar the Bold

The Druid’s school of Dark Arts is like the Druid’s Anathema archetype taken to the next level. Both Druids and those who claim to practice “proper” Necromancy hate Necrobotanists alike. Druids of Anathema are more friendly, but still often wary. The intent was to blend necromancy, earth magic, and other dark arts to create a new way to bend life and death to the will of the mage. They have their own versions of many spells that seem familiar to Druids, Necromancers or Warlocks of the Undying, twisted to suit their own desires and ends.

The Necrobotanist forsakes tradition and takes almost a scientific approach to magic. How can I bend this spell? What affect will it have on my target? Those ideas are taught and encouraged in their schools. Necrobotanists give up their mastery of living animals, and trade it for skills in creating that they refer to as “verdant dead”. They only have elemental spells that deal with earth (or stone), poison, and ice.

They studied all different types of Necromacy, taken from wizards, clerics, and warlocks alike. They did not discriminate – a good piece of magic or alchemy is just that, and not to be cast aside.

Since their magic is so specialized, and requires intense study, they do not have multiple Archetypes. They refer to themselves as “The Green and Black order” and their clothing is generally black, trimmed in shades of dark and/or intense greens. The official symbol of the order is a green skull with a white lotus underneath, usually found embroidered on their clothing, and tattooed somewhere on their back.

Class Features

As a Necrobotanist, you gain the following class features

Hit Points

  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1.

Proficiencies


  • Armor: Light Armor, Small shields
  • Weapons: Quarterstaff, Batons, Clubs, Maces, Sickles, Daggers, Short Swords.
  • Tools: Herbalist’s Kit
  • Language: Druidic

  • Saving Throws: Intelligence, Wisdom
  • Skills: Must take Arcana and Nature, then choose two from the following: Investigation, Insight, Intimidation, Medicine, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • An explorer’s pack

and either one of the following:

  • (a) A small shield, and any one-handed weapon from the class list, or
  • (b) A quarterstaff with light armor, and a dagger

Class Abilities

Spellcasting

Starting at Level 1, you have the ability to cast spells.

Spell Save DC = 8 + Proficiency + INT mod.

Spell Attack Modifier = Proficiency + INT mod.

Spellcasting is generally the same as the standard druid (PHB pg. 65), unless specifically differntiated in this class description. One of your first level spells must be from the Necromancy school. The class spell list is at the end of the section.

The class-specific spells listed in the “Class Abilities” section do not count against your total memorized spell count at any time.

Part 3 | Character Classes

 

 

Grim Siphon

At 2nd level, you gain the ability to reap life energy from creatures you kill. Depending on the size of the creature determines the amount of hit points you gain from it. This ability is by touch only, and only for the creature sizes specified.

Creature Size
Size +HP Die Able at Level Extra Die at Levels
Tiny 1d4 1 5, 9, 13
Small 1d6 3 7, 11, 15
Medium 1d8 5 10, 14, 18
Large 1d10 8 14, 20

Whip Vines

At 3rd level, you gain the ability to raise plants from the ground that can aid you in combat. You can perform this 3x/day, and these uses can be charged after a long rest.

A pair of thorny vines springs from the ground on each side of the character. The pair can target separate enemies during combat for the same bonus action up to (5 feet) × (your druid level) away. The plants last for 2 minutes, then wither away, or can be dispelled by the Druid at will.

At levels 6, 9, 12, 15 and 18, the Druid can add an additional pair of Whip Vines at each of those levels. At each of these levels, you also get an additional charge.

At level 9, in addition to the listed damage type, all damage dealt by whip vines becomes Poisonous in additional to its base type. At level 12, all damage also becomes Necrotic.

Whip Vines can be commanded to do the following:

Whip: (1 bonus action) Melee attack; Reach: 15 ft; Whip deals 1d8 slashing damage to the target. Add an extra 1d8 each at levels 4, 8, 12, and 16.

Pull: (1 bonus action) Reach: 25 ft; The target rolls a DEX save. On a failed save:

  • The target is pulled closer to the Druid by 2d6+3 feet, and take 1d8 piercing damage.
  • Roll for the captured body part: 1 = head or neck, 2 = an arm, 3 or 4 = torso, 5 thigh, 6 = lower leg / foot. If the roll is a 1 or 6, the target is knocked prone.

Shove: (1 bonus action) Reach: 15 ft; A target rolls a Dex save. If the roll fails, one vine pushes an enemy away from where it stands, up to the total length of the vine + 5 feet. Each vine can be commanded on the same bonus action separately. If both vines are commanded to shove the same target, the distance becomes up to the total vine length from where the target stands + 10 feet. If the enemy is moved more than a total of 25 feet, they are knocked prone.

Restrain: (1 action) Target must roll a Dex save to avoid being restrained by both whip vines. If they fail, they take 1d6 piercing damage. On the target’s turn thereafter, the target rolls a strength save to attempt to escape. If they fail, they take 1d6 piercing damage. At level 6 and above, the piercing damage increases to 1d8, and it adds 1d6 crushing (bludgeoning) damage. At Level 9, it becomes 2d8 piercing, and 2d8 crushing, and at level 15, it becomes 3d8 piercing, and 3d8 crushing.

Lift: (1 action) A pair of whip vines can lift a target of your choice up to the total allowed length of the vine. If you choose to drop the target, it saves versus and receives fall damage as normal.

Ability Score Improvements

At 4th level, you can increase one ability score by 2 or increase 2 ability scores by 1 (to a maximum of 20 points).

This also occurs at 8th, 12th 16th, and 19th levels.

Cantrip Flexibility

You may trade out any memorized cantrip with any other cantrip as a bonus action. You may do this with up to 2 cantrips per day. At every remaining level multiple of 5 (10, 15, 20) add another cantrip that can be swapped out, for a maximum of 5 per day.

Fungal Armor

At Level 7, a necrobotanist has learned how to grow a protective suit of mycelium and hardened fungal matter around their body; it lasts for 1 minute. When this ability is activated, the Necrobotanist has +3 to AC, +3 to STR, and -2 to DEX. At level 14, it changes to +4 AC, +4 STR, with no DEX penalty.

Death Strike

At 9th level, the druid gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the druid’s turns when he or she hits a creature with a weapon attack, the druid can cause the attack to deal an extra 1d8 necrotic damage to the target. When the druid reaches 14th level, the extra damage increases to 2d8.

The Ever Living

Beginning at 11th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Resistance by Exposure

At 14th level, since you’ve spent so much time dealing with plants, fungi, and death, you’re now resistant to Necrotic and Poison damage. Anytime Necrotic or Poison damage would reduce your hit points to zero, you instead take no damage. At level 19, you gain full immunity.

Part 3 | Character Classes

 

 

Convert Undead

Starting at 17th level, you can use magic to bring undead under your control, even those created by other spellcasters. As an action, you can choose one undead that you can see within 60 feet of you.

That creature must make an INT save against your spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you, and takes 2 rounds to convert in to a slot-level 8 Verdant Dead.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour. If the target succeeds, it remains a Verdant Dead, but not under anyone’s control.

Necrobotanical Mastery

At level 20, any time a creature is killed by any spell you cast which deals it poison or necrotic damage, you can cast Verdant Dead as a cantrip on that target.

The energy of your spells intensifies. When you roll damage for a spell and roll the second highest or highest number possible on any of the dice, add half of the maximum for that die to your damage for each die that comes up this way in addition to your total roll score. (Example: You roll 4d6 as 3, 2, 5, 6 = 16; with Mastery Bonus the 5 and 6 add +3 each for a total of 22.)

You no longer need to memorize cantrips. Any cantrip from the Necrobotanist spell list is available to you, at any time.

Class-Specific Spells

Healing Gesture

1st-level Evocation


  • Casting Time: 1 Bonus Action
  • Range: 40 feet
  • Components: A Cactus Spine and Saliva
  • Duration: Instantaneous

The Druid makes a quick gesture with their hand (Player’s choice) and the target regains hit points equal to 1d6 + Proficiency + INT mod.

Distance increases by 10 feet per slot level 2 or higher. If used in a Level 3+ spell slot add 1d6. At slot level 6+ add another 1d6.

Siphoning Vine

2nd-level Necrobotany


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: A viny weed and an eyelash
  • Duration: 1 minute

A vine sprouts forth from your chest that lashes out at your command toward a creature in range. Make a melee spell attack against the target. The target must make a Dex save versus your spell DC to avoid the vine. If they fail, they take 1d6 necrotic damage, and you gain that many hit points (not to exceed your maximum). The target is also restrained.

Every turn after that, the target must roll a Strength save, or take 1d6 more damage that is siphoned off to the caster’s HP. If the target succeeds, the vine releases, and the target is freed.
At Higher levels
At slot Level 4: the damage increases to 2d6.
At slot Level 6: the damage increases to 4d6. If a creature is killed by the Siphoning Vine, after 1 action’s time it becomes a Verdant Dead equivalent to slot level 6.
At slot Level 8: the damage increases to 6d6. If a creature is killed by the Siphoning Vine, after 1 action’s time it becomes a Verdant Dead equivalent to slot level 8.

Enhance Speed and Reflexes

3rd-level Transmuation


  • Casting Time: 1 Action
  • Range: Touch or Self
  • Components: A teaspoon of ale and a sprig of Ephedra
  • Duration: 1 minute

The druid touches a target, and bestows magical enhancements which do the following:

• The target gains advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

• Walking, swimming, and climbing are all multiplied by 2

• Acrobatics checks are rolled with advantage

Grow Verdant Dead

3rd-level Necrobotany


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: A seed pod, a drop of blood, and a tooth
  • Duration: 1 day
  • Does not count against memorized spells for the day.

The Verdant Dead created by the spell below appear as though it has no skin, and muscle fiber has been replaced with strong, thin vines. The eye sockets appear empty with a faint green light emanating from them.

Choose a pile of bony remains from a small or medium sized creature within range. It does not matter if it just a skeleton, a fresh corpse, or anything in between.

Part 3 | Character Classes

 

 

Brian Valeza | brian_valeza@yahoo.com

Vines spring out of the ground, and grow inside the creature, and wrap its bones making a plant-covered and plant-filled beast that vaguely resembles the original. The vines break free from the earth once the creature is complete. The Verdant Dead can then fight on its own. Verdant dead stay alive for 1 day, at which time they quickly wither away. Only Small or Medium creatures can be changed this way. All Verdant Dead are immune to poison and necrotic damage, condition immune to being poisoned.

You may have 1 small and 1 medium Verdant Dead at a time. You may add 1 additional small Verdant Dead at slot levels 4, 6, and 8. You may add 1 additional medium Verdant Dead at 5, 7, and 9. Small creatures use the Zombie stat block (MM pg 316). Medium Creatures use the Husk Zombie stat block from Explorer’s Guide to Wildemount ( pg 293).

At slot level 5+: the Verdant Dead can transform its arms into Whip Vines with all higher-level abilities engaged, equivalent to your Necrobotanist level. The Verdant Dead now last 5 days. Giving them a pint of water and 2 hours sunlight heals their hit points.

At slot level 7+: All of level 6 changes, plus The Verdant dead remain alive indefinitely if they can get light daily, water every 4 days and eat flesh every 7 days.

2 hours of sunlight and a pint of water is equivalent to a short rest and heals half their missing hit points, 4 hours of sunlight and a quart of water is equal to a long rest. Without water and only light, (or vice versa) the Verdant Dead survive 7 days. If they don’t get their one flesh meal every 7 days, they begin to wilt and die.

Consuming Fungus

5th-level Necromycology


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: A viny weed and an eyelash
  • Duration: Instantaneous

The caster blasts a heavy pod of spores at a target. Upon impact, the pod deals 2d6+3 bludgeoning damage. The pod sticks to the target and begins to grow. Treat this as a standard thrown weapon attack.

1st turn after impact the fungus begins to make the target weak, and all Dex and Str bonuses are eliminated, and they receive 1d6+6 damage (counts as both necrotic and poison).

2nd Turn after impact, the target begins to hallucinate, and all Int and Wis bonuses are eliminated. They receive an 1d6+6 damage (counts as both necrotic and poison).

3rd Turn after impact (and every turn after), the target is incapacitated, and falls to the ground. They must roll a CON save with no bonuses against paralysis. Even if they successfully save, they still take 1d6+6 damage. (counts as both necrotic and poison). Once their hit points are reduced to zero, they succumb consumption by the fungus, and die.

If used as a 6th level spell slot or higher: The Druid can cast Grow Verdant Dead as a Cantrip on people killed this way.

Part 3 | Character Classes

 

 

Necrobotanist’s Storm

9th-level Conjuration


  • Casting Time: 1 action
  • Range: ¼ Mile
  • Components: A drop of water, a seed pod, and a mushroom cap
  • Duration: Concentration, up to 1 minute or 5 rounds.

A churning storm centered on a point you can see spreading to a radius of 100 feet. Lightning crackles in green, thunder booms, and winds roar about. Each creature under the storm surface 1000 feet or less must make a STR save. If the creature fails the save, they take 3d6+6 thunder damage, and are knocked prone.

Each round you maintain concentration, it produces a new effect, up to 5 rounds.

Round 2. Creatures under the storm cloud effectively become lightning rods. Every creature under the cloud must roll a Perception check. On a failed check, lightning erupts from the cloud, and strikes the creature.

Round 3. The winds subside, and the area under the stormcloud becomes inundated with a choking poisonous fog. Each creature under the cloud must roll a STR save. On a failed save, the creature takes 3d6+6 poison damage. Each round thereafter, all who failed the STR save must roll again to see if they take 3d6+6 more poison damage. This continues each reamining round of the storm, or until they save against this poisoning effect.

Round 4. Spore pods rain down from the cloud. Each creature under the cloud must roll a Dex save to evade. Upon impact, the pod deals 2d6+3 bludgeoning damage. The pod sticks to the target and begins to grow. See the Necrobotanist spell Consuming Fungus for the effects after impact.

Round 5. The fog rolls in again, this time thick and black. Each creature under the cloud must roll a Con save. If they fail, the fog deals 4d6+3 necrotic damage to the target.

Deathwave

9th-level Enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: A drop of blood, a horse mane hair, and a booger
  • Duration: Instantaneous

The caster makes a 2-handed shoving gesture and sends a crackling wave of death in front of them that is 25 feet wide, and travels 100 feet in a half a second. Any creature in the wave must roll a Con save without bonuses. On a failed save, it deals 100 points of damage instantly. This doesn’t damage plants or fungi.

artursadlos@DeviantArt

Part 3 | Character Classes

 

 

Necrobotanist Spell List

Cantrips
  • Chill Touch
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold earth
  • Poison Spray
  • Primal Savagery
  • Resistance
  • Spare the Dying
  • Thorn Whip
  • Toll the Dead
1st Level
  • Absorb Elements
  • Animal Friendship
  • Beast Bond
  • Cause Fear
  • Charm Person
  • Cure Wounds
  • Detect Magic (Ritual)
  • Detect Poison and Disease
  • Earth Tremor
  • False Life
  • Fog Cloud
  • Goodberry
  • Healing Gesture
  • Ice Knife
  • Inflict Wounds
  • Purify Food and Drink (Ritual)
  • Ray of Sickness
  • Snare
2nd Level
  • Barkskin
  • Beast Sense (Ritual)
  • Blindness/Deafness
  • Darkvision
  • Dust Devil
  • Earthbind
  • Find Traps
  • Gentle Repose (Ritual)
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants (Ritual)
  • Locate Object
  • Pass Without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Siphoning Vine
  • Spike Grother
3rd Level
  • Bestow Curse
  • Conjure Animals
  • Dispel Magic
  • Enhance Speed and Reflex
  • Erupting Earth
  • Feign Death (Ritual)
  • Grow Verdant Dead
  • Life Transference
  • Meld into Stone (Ritual)
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sleet Storm
  • Speak with Dead
  • Speak with Plants
  • Vampiric Touch
4th Level
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Elemental Bane
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Shadow of Moil
  • Stone Shape
  • Stoneskin
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature (Ritual)
  • Conjure Elemental
  • Contagion
  • Consuming Fungus
  • Control Winds
  • Danse Macabre
  • Enervation
  • Geas
  • Greater Restoration
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Negative Energy Flood
  • Raise Dead
  • Reincarnate
  • Scrying
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Circle of Death
  • Druid Grove
  • Eyebite
  • Find the Path
  • Harm
  • Heal
  • Investiture of Ice
  • Investiture of Stone
  • Magic Jar
  • Move Earth
  • Primordial Ward
  • Soul Cage
  • Transport via Plants
  • Wall of Thorns
7th Level
  • Finger of Death
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Sequester
  • Symbol
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Feeblemind
  • Mind Blank
  • Maddening Darkness
9th Level
  • Astral Projection
  • Deathwave
  • Necrobotanists’s Storm
  • True Resurrection
Part 3 | Character Classes

 

 

Wildland Tracker

From the ancient school in the town of Myllen-Mack Springs:
Ur Khul Nathorvín Etrío ed Kareptirah

Stalking silently at the rim of a slot canyon, the Tracker was poised on the edge of their torchlight, high above. She saw her target, and sighted up her bow. She exhaled slowly and loosed an arrow into the unsuspecting Orc prey.

PLONG! Thsssssssssssssssssss… SHUNK!

With high precision, a shot landed perfectly at the base of the Orc’s skull, in its spine. The prey collapsed, and its companions yowled and hollered above, shouting in the presumed direction of the arrow strike. “Not in my desert.” The Tracker muttered under their breath. They swiftly left the angry Orc raiding party with little sound through the desert, and entirely without their leader.

I assume she could have taken out the entire party, but with Orcs, removing their leader is usually sufficient, and all she wanted was to send a message. I think they understood.

  • Excerpt from An Excursion with the Realm’s Best Rangers written by Elathia the Wise
Nature’s Gifted Warriors

Defenders of nature, the Wildland Tracker is not only a pathfinding expert, but a defender of the natural world. They despise magics that are used to twist and warp nature to suit one’s purpose. Their use of power allows natural energy to flow through them and enhance themselves, or the flora and fauna around them. A Tracker’s magical ability is forged from traditions that root in both Monk and Druidic schools. It uses their natural internal energy much like a Monk uses Ki. They have some limited martial skills when threatened up close, and the ability to camouflage themselves with light magic, and move with the silence of a thief. Heavier magic aids them as they gather more experience. Their special form of magic uses Ki from themselves and Mana in an entirely unique way. They refer to all of this as Ki, but they refer to is as Ki from within, and Ki from without.

Adventurers, Guides, and Hunters

Though often to sustain themselves in society, they take work as guides and hunters, Trackers generally prefer to strike out on their own. working with others or in a group is generally viewed as a means to a specific end. They can develop anxiety in highly populated areas, but a few lucky souls end up working in cities as Bounty Hunters or Private Investigators. Trackers are expert map makers, and can accurately map terrain, and have an uncanny sense of direction, in any location, terrain type, or even in caves and mines. Someone who effectively can’t get lost makes a formidable opponent.

Trackers are generally free-minded wanderers who patrol the edges of civilized territory, and destroyers of nature who creep in to the natural domain. Even though the normal tradition of Trackers can be thankless work, they never doubt that their work makes the world a better place.

Urban Anxiety. Trackers generally get anxiety when they spend long periods of time in urban environments and must retreat to natural outdoor spaces to “recharge” themselves. If they spend more than 3 days in an urban environment, long rests only count as short rests, and short rests are ineffective. Natural spaces can include large public parks where the city is mostly out of sight.

Starting out, the Tracker can be either a ranged attacker, or a melee fighter. Noting that one basically precludes you from being the other. Most Trackers train under a handful of mentors as they develop their basic skill set. Some preferring a more Ki-focused approach resembling druids, some are defenders of nature with a more fighter-like approach, and others still try to blend the two as evenly as possible.

Think about why your Tracker chose their path. Did they allow themselves to become accustomed to civilization? Did they steer toward magic, combat, or try to strike a balance? Do they prefer to confront their prey head-on, or sneak up on them?

Class Features

As a Wildland Tracker, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 per new level
  • Hit Points at 1st Level: 1d8 (or 5) + your Constitution Score
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light and Medium
  • Weapons: Ranged Weapons (Strung bow weapons), Quarterstaff, fighting batons
  • Tools: (Pick 2) Herbalism kit, Thief’s tools, Climber’s tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Must take Nature and Survival. Choose 2 more from: Animal Handling, Athletics, History, Investigation, Medicine, Perception, Sleight of Hand, Stealth.
Part 3 | Character Classes

 

 

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Scale Mail tunic or Hardened Leather Armor (Exclude armor if your race has naturally armored hide like Dragonborn or Lizardfolk)
  • A light, breathable cloak with a hood
  • A ranged weapon (bow, crossbow, spear, javelin, or blowgun) with 30 units of ammunition
  • A Quarterstaff, as their “walking stick”. Often, these are a split-staff, with steel or other metal caps on the end, and threading or a locking mechanism that allows the staff to be separated into two metal-capped batons. A split-staff does the following bludgeoning damage:

– as a Quarterstaff, 1d8 + STR mod

– as a pair of Batons 1d6 + DEX Mod (dual wielded)

  • A Tracker’s Pack, which consists of the following:

    A claw-hammer, 12 pitons, 150 feet of climbing rope (a silk and hemp woven composite), a bedroll, a tinderbox, 50 feet of light cord (similar to paracord), and a mess kit.

Class Abilities

As a Wildland Tracker, you get the following abilities as you gain experience:

Martial Defense (Level 1)

Any hand-to-hand or melee attacks can be blocked or parried away instead of using AC; the DC = Attacking creatures DEX score. On a natural 19 or 20 the Ranger gets an attack of opportunity, that either MUST be an empty-handed strike (if their ranged weapon is equipped), or a full-strength blunt strike with their quarterstaff or single baton if it is equipped. At level 14, the defend roll can be 18, 19, or 20 for the attack of opportunity. For Reference, an empty handed strike: 1d4 + Proficiency + DEX mod

Targeted Prey (Level 1)

During combat, the Tracker can single out a specific opponent in the fray. On an attack, the ranger gets their proficiency bonus in addition to their normal attack (DEX) bonus. If that opponent dies, then their targeted opponent is gone. They may not choose another target for this ability during that fight. At level 6, Targeted Foe attack rolls go critical at 19 and 20. At Level 14, Targeted Foe Attack rolls go critical at 18, 19, and 20.

If the selected opponent attempts to flee, the Tracker can exit combat without penalty (no attacks of opportunity) to track them and rolls an investigation check with advantage. If the roll is successful, they track the opponent as needed for up to an hour, before a second normal investigation check is required. They can re-engage in combat at any time, but are at the bottom of the initiative order for the remainder of that fight, as long a it is still going.

Animal Companion (Level 2)

Wildland Trackers have a choice for animal companions, either a permanent one or a temporary one.

CHOOSE ONE.

Permanent Companion. Select a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. (Any domestic Dog breed less than 60 lbs is acceptable, at the DM’s discretion)

During combat, the Ranger can transform their companion in to a human-sized version of itself, and it can aid in a fight. This transformation requires 1 Action .Its hit points are equal to the Ranger’s Constitution score, +5. At level 6, you add an additional 1d6 worth of hit points. At level 9 add 2d6. At Level 14, the transformation no longer uses a combat action.

If your companion dies, your Ranger must take a short rest within an hour. Your Ranger can not choose a new companion for 3 days, to mourn their loss. In this same 3 days, your Ranger does not get Wisdom or Intelligence bonuses due to the effect of losing their friend.

OR

Temporary Companion. Find and choose a companion animal as a friend, and it can communicate with you. You can connect minds to see through its eyes, and even direct its movement and travel.

Any animal smaller than 60 lbs (25kg) is acceptable, at the discretion of your DM.

You may select a new companion once a day, and the effect only lasts for 24 hours, or sooner, if the animal is released by the player. The player may not choose another companion animal until at least 24 hours has passed since the last selection.

Spellcasting (Level 2)

You gain access to 2 Cantrips in the Spell List detailed at the end of this section. Each Spell or Archetype-specific ability uses Ki points. Ranger spells or archetype-specific abilities use a designated amount of Ki each, equal to the spell level. Ki points start at (INT+WIS)/4. You get one additional Ki point each level after level 2.

Part 3 | Character Classes

 

 

Survivalist & Hunter (Level 3)

As an experienced outdoorsman, you generally have a better knowledge of different climate types (desert, forest, jungle, grassland, and so on) than the average person. You can spot common dangerous or poisonous plants as a passive ability.

  • Difficult terrain doesn’t slow your group’s normal travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger (+2 to passive perception for imminent danger)
  • If you are traveling alone, you can move stealthily at a normal pace. (Additional +1 to Stealth Check when Solo)
  • When you forage, you find twice as much food as you normally would. (Additional +1 to Survival Check when foraging for food)
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area (Additional +1 to Investigation Check when tracking a single person, +2 when 2 or more are in the targeted group)

Choose your Path! (Level 3)

Now that you’re more familiar with the Tracker’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:

  • Ur Ehjuní - “The Evoker” (OOR eh-zhoo-NEE)

    Ki-based magic users
  • Ur Khalirá – “The Sentry” (OOR ka-lee-RAH)

    More combat-leaning, ranged or melee
  • Ur Mavuzín – “The Hidden” (OOR mah-voo-ZEEN)

    A stealthy roguish type

Ability Score Improvement

(Level 4)

Your Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Extra Attack (Level 5)

Beginning at 5th level, you can attack the same opponent twice, instead of once, whenever you take the Attack action on your turn.

Ability Score Improvement

(Level 8)

Your Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Honed Tracking (Level 10)

Anytime you roll for Investigation to track a target that is not specifically trying to cover its tracks or evade being found, you roll with advantage. If the target is trying to evade you, you get an additional +1 to your skill check. (And an additional +1 at levels 15 and 20)

Blood spatter will catch the eye of the Tracker. Any single spot that exceeds 0.50” from 25 feet (13mm from 7.6m) to 1.0” from 40 feet (25mm from 12.2m) is immediately noticeable by the Ranger. Effectively, a passive perception of 20 for noticing blood spots in this range.

You can approximate the size and viewable distance by using y = 30x + 10, where x = the blood spot size in inches, and the equation will spit out how close the ranger has to be to notice

Ability Score Improvement

(Level 12)

Your Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.

Daring & Dexterous (Level 13)

You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier + proficiency modifier.

Uncanny Senses (Level 15)

You gain preternatural senses that help you fight creatures you can’t see.

When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t obscured from you and/or you aren’t blinded and/or deafened.

Ability Score Improvement

(Level 18)

You have three points to distribute to any ability scores you choose, in any combination. No ability score may exceed 20.

Part 3 | Character Classes

 

 

Wildland Tracker Paths

(Subclasses)

Ur Khalirá: “The Sentry”

This is also known as “The Father’s Way”, utilizing strength, prowess, and weaponry, with enough magic to give them real teeth.

Spells for Ur Kalirá
Level Ctrp 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 2
4th 2 1
6th 2 1 1
8th 2 1 1 1
10th 3 2 1 1
12th 3 2 1 1 1
14th 3 2 1 1 1
16th 3 2 2 1 1
18th 3 3 2 2 1 1
20th 3 3 2 2 2 1 1

Attack Enhancement (Level 3)

Proficiency bonus is added to the damage of your preferred weapon type. (Either Quarterstaff, Batons, Bow, or Crossbow)

CHOOSE ONE.

Ferocity - Directed at a single opponent, Ferocity allows you to add double your proficiency bonus to the amount of damage you deal with your batons or your quarterstaff in combat, if you’ve been hit during this combat round. This may apply to the next round, if there are no enemies after your turn.
OR

Horde Breaker - When using your ranged weapon, you can target an additional enemy during your standard combat action, but only when you or your party is outnumbered.

Primeval Awareness (Level 7)

You can now use your action and expend 3 Ki to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number, only the direction they are in.

Thunderforce Strike (Level 11)

To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 3 Ki and add 1d6+3 thunder damage per 3 Ki spent. This does not use an action. If the Attack is successful, the target must throw a DEX save or be knocked 15 feet away, and prone.

Dexterous Defense (Level 17)

When you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Kojun Khalirá: Master Sentry (Level 20)
  • All Nature and Survival checks are rolled with advantage.
  • If you have a permanent companion, your animal companion can make an additional attack action during its turn in combat.
  • Temporary companions are resistant to magic, and resistant to physical damage of any kind.
  • When an opponent attacks you and misses a melee, for 4 Ki, you can have an attack of opportunity.
  • The Level 3 subclass ability you didn’t choose (Ferocity or Horde Breaker) you now have.

Part 3 | Character Classes

 

 

Ur Mavuzín: “The Hidden”

This is also called “The Shadow’s Way” utilizing stealth, cover, and ki. At level 3, Mavuzin get an additional Ki point when they choose this path.

Spells for Ur Mavuzín
Level Ctrp 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 2
4th 2 1
6th 2 1 1
8th 3 2 1 1
10th 3 2 2 1
12th 3 2 2 1 1
14th 3 2 2 2 1 1
16th 3 3 2 2 1 1 1
18th 3 3 2 2 2 2 1
20th 3 3 2 2 2 2 2 1

Camouflage Cloak (Level 3)

For 2 Ki, you imbue your cloak with magical energy, and can camouflage yourself with it. All stealth rolls are done with advantage while this ability is in effect. This lasts 10 minutes. At levels 6, 9, 12, 15, and 18, the duration is increased by 10 minutes each. At level 12, if you’re not moving, you’re completely invisible. Also at level 12, for an additional 2 Ki, you can render yourself invisible while moving. Only other Mavuzin can spot you, and they roll to spot you with Perception check @DC = 10 + INT mod + Proficiency.

Extra Sensory Awareness (Level 7)

Your Tracker can sense if they or their group are being followed. All stealth rolls against the Ranger or their group is rolled with Disadvantage, and where you would roll against being surprised or frightened, are done with advantage.

The Drop (Level 11)

For 4 Ki (1 action) This ability allows you to temporarily render yourself invisible and completely silent, and then surprise attack an enemy in combat, or, if combat has not yet begun, you can ambush them prior to engagement. If you use this ability to ambush, you automatically gain first in initiative, regardless of the other rolls. If you use this ability mid-fight, your initiative order does not change.

As soon as you touch your enemy with your melee or the ranged weapon ammunition leaves the implement, you return to visibility. The ranged weapon’s ammunition, however, does not become visible until it hits the target. This can be used twice in one fight, but not to exceed 4 times total in one day.

Rolling to dodge or defend is done with disadvantage and no bonuses, unless the defender can see the invisible.

Elemental Blessing (Level 17)

To any attack you make with your ranged weapon, quarterstaff, or batons you can spend 2 Ki and add 1d6 elemental damage per 2 Ki spent (can be Acid, Cold, Fire, Lightning, or Poison). This does not use an action. You can spend as much Ki as you like on any number of elements you choose, not to exceed 12 Ki.

Kojun sh’ur Mavúzahad:
“Master of the Unseen” (Level 20)
  • All Stealth and Perception checks are done with advantage.
  • Your Camouflage Cloak can hide you while moving for only 2 ki. If you use your Camouflage Cloak in combination with The Drop, you remain entirely invisible for the duration of the cloak’s effect.
  • Rolls for surprise or ambush against you are rolled with disadvantage
Part 3 | Character Classes

 

 

Ur Ehjuní: “The Evoker”

This group followed “The Mother’s Way” (more druidic teachings) instead of relying on weapons, physical prowess, or stealth. Ehjuní get 2 additional Ki points when this path is chosen, and an additional ki point beyond the normal 1 at experience levels 6, 9, 12, 15, and 18.

Spells for Ur Ehjuní
Level Ctrp 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 2
4th 3 1
6th 3 2 1
8th 3 2 2 1
10th 3 3 2 2 1
12th 3 3 2 2 2 1
14th 4 3 2 2 2 2 1
16th 4 3 2 2 2 2 1 1
18th 4 4 3 2 2 2 2 1 1
20th 4 4 3 2 2 2 2 1 1 1

Stalwart Botanist (Level 3)

Your focus and meditation as rendered you immune to being poisoned or poison damage. In addition, your studies have given you the ability to identify poisonous plants and fungi with perfect recall – no Wisdom or Intelligence checks are required.

Circle of Elemental Protection (Level 7)

(3 Ki, 1 Action; lasts 1 hour) When anyone in your party (up to 7 characters total) would receive elemental damage (Acid, Cold, Fire, Lightning, or Poison) it is reduced by half, rounded up.

Elemental Resistance (Level 11)

After a long rest, choose two elements to obtain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability takes about a minute to conjure after a long rest, and lasts for 24 hours. This does not use Ki.

Nature’s Ally (Level 17)

Creatures of the natural world sense your connection to nature, and fight with you, or flee. Roll 1d4. On 2 and 4 they fight alongside, on 1 and 3, they flee. If they fight alongside, any abilities that help your party during combat also help them. If another spell or ability compels the animal to fight against you already, the animal flees.

Kojun Ehjuní: “Master Evoker” (Level 20)
  • All spells and Ki-powered abilities cost 1 less Ki to use.
  • Your Elemental Resistance ability now includes all 5 listed elemental types, and is an always-on passive ability.
  • For 1 additional Ki point per type, Circle of Elemental Protection can add an additional element type ant any time while it’s active. Adding any number elements counts as a single bonus action.

Part 3 | Character Classes

 

 

A Wildland Tracker History

Their fable of their school’s history is intertwined with the history of the region, and especially the history of the Dromani.

Ur Khul Nathorvín, Etrío, ed Kareptirah (The Tracker’s School; literally translated: The school [of] Nature, Magic, and Hunting) begins with an ancient tale of forbidden love. A young female Elf, who was a druid, and a slightly younger male Mul, who was a Monk were from clans of their people who were not enemies, but were certainly not friends. The Druid and Monk met in the woods and started a converastion, which ignited regular meetings, and over the course of the next 3 years, eventually turned in to them running away to elope.

They found a Dwarven Priest to marry them, and they stayed with the dwarves for a short time, where he learned to farm mushrooms in caves and dugouts. She helped the Dwarves learn to grow crops, where they carved on steep, narrow terraces on the sides of mountains. Once they had learned all they could from the dwarves, they moved to a mountain city in between a vast stretch of desert, where the mountains got all the rain, and the desert valley below got very little water. There was a miner’s camp in the desert below who struggled to get water from the mountains to the west. With things they learned in the old Dwarven village, they dug a canal and redirected part of the river that came out of the mountains into an old, dry riverbed. By the second season after the canal was complete, there was regular flow, and the riverbed sprung to life once again.

They decided this was where they wanted to live, so they built a cabin and decided to start having children. A season before the Druid became pregnant with the first child, the couple took in a young Drow boy who was found lost, wandering in the desert. Many of the townsfolk in the mountains and the desert thought he was a Bad Omen and that the Underdark would soon spill out from the bowels of the earth. The Druid and Monk took the boy in, and set off to find his parents in the underdark. After a long journey and a harrowing quest for survival (an adventure for another day!) They emerged again with the boy (now about the elven equivalent of a 9 year old human), and a several month old half-elf baby.

They were excited to tell all of the townspeople about all the things they had learned about blending their own skills with survival, and trying to find someone in a Drow City. They first started a basic literacy school, and then later a trade school for teaching the surrounding cities all of the most useful of all the things they had learned to use on their way. There was some magic, some stealth and roguery, some hunting skills, and some basic melee fighting. Their graduates found work all over as overland guides, river guides, bounty hunters, and beat slayers for hire. The Drow boy helped his family grow mushrooms in the caves, and eventually married a half-elf girl from the desert town at the foot of the mountains. Every so often, Drow children would appear, and be adopted by one of the townsfolk. (The story of the randomly appearing Drow children is yet another day’s adventure!)

As the school passed through the generations, the descendants (predominantly Half-Elves abroad, and Dromani locally) went out and began to teach people in the way their parents had, and formed three schools, and their three approches to hunting were expressed in them:

  • Father’s School: mostly martial school who taught combatives, and how to use magic most effectively in combat situations. This school taught 3 major weapons so that anyone could shoot a stringed projectile weapon, handle a staff, and use a set of batons. Ranger martial art “ur Thamesh” (the Damage) Master Siavash abd-Rezai was the first to use the school’s now signature quarterstaff that can be threaded in half to make two batons (aka the Split-Staff).

  • Mother’s School: a unique school of magic and herbalism geared to help a hunter and use nature to enhance the capabilities of the hunter as much as possible. The idea of having only a temporary animal companion was pioneered by the Mother Druid herself, as she thought it was unfair to keep an animal to do your bidding in ways that may put them in danger repeatedly.

  • The School of the Shadow: originally taught by a later adopted Drow child, called the Shadowmaster Drow, not the Father Drow himself. The Shadowmaster was an orphaned thief in the Underdark, and was sent out to the light at 13.

Each of those original ancient schools became the basis for the philosophies of the three subclasses of Ranger there are in the current era. They have guilds and a code speak similar to the way rogues have a Thieves Cant.

Part 3 | Character Classes

 

 

Other things of note about Trackers

The names of the original Mother, Father, Adopted Drow boy, and The Shadowmaster are kept secret; they are used as passwords that allow the Trackers to stay at each other’ schools, homes, or otherwise give them shelter.

The old Drowic dialect from the original two towns, now all-but-dead to the general public, is used as a basis for their Code Speak among Trackers and is referred to by outsiders as “Drowidic”, but internally called Ur Diri (The Speak) “Diriz th’ur Diri?” (“Speak you’the Speak?”, literally in common; “thu”/you is contracted) is the common Tracker to Tracker greeting. The standard response is all-but-unprounounceable to outsiders, and acceptable pronunication is even a requirement to graduate from any of the three schools! Since the response is whispered into the ear of the other, no one has ever been able to successfully break the Ur Diri language.

This Code Speak is something like Cockney Rhyming Slang in a dead language nobody else understands, or can barely pronouce correctly. Even if an outsider learned Ur Diri, the context of the words used in the Rhyming Slang to an outsider would be totally lost, which makes it an effective code.

Wildland Tracker Spells

Cantrips
  • Control Flames
  • Create Bonfire
  • Frostbite
  • Guidance
  • Gust
  • Magic Stone
  • Mending
  • Mold earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shillelagh
  • Thunderclap
Level 1
  • Absorb Elements
  • Alarm (Ritual)
  • Snare
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Hail of Thorns
  • Ice Knife
  • Beast Bond
  • Detect Magic (Ritual)
  • Detect Poison and Disease (Ritual)
  • Hunter’s Mark
  • Speak with Animals (Ritual)
  • Animal Friendship
  • Cure Wounds
  • Healing Word
  • Thunderwave
  • Goodberry
  • Jump
  • Longstrider
  • Purify Food and Drink (Ritual)
  • Zephyr Strike
Level 2
  • Lesser Restoration
  • Pass Without Trace
  • Protection from Poison
  • Beast Sense (Ritual)
  • Find Traps
  • Locate Animals or Plants (Ritual)
  • Locate Object
  • Animal Messenger (Ritual)
  • Hold Person
  • Gust of Wind
  • Warding Wind
  • Barkskin
  • Cordon of Arrows
  • Darkvision
  • Earthbind
  • Enhance Ability
Level 3
  • Nondetection
  • Protection from Energy
  • Call Lightning
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Wall of Water
  • Wind Wall
  • Erupting Earth
  • Flame Arrows
  • Lightning Arrow
  • Plant Growth
  • Water Breathing (Ritual)
  • Water Walk (Ritual)
Level 4
  • Charm Monster
  • Confusion
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Elemental Bane
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Stoneskin
Level 5
  • Awaken
  • Commune with Nature (Ritual)
  • Conjure Volley
  • Geas
  • Greater Restoration
  • Scrying
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
Level 6
  • Bones of the Earth
  • Find the Path
  • Heal
  • Heroes’ Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Primordial Ward
  • Transport via Plants
  • Wall of Thorns
Level 7
  • Whirlwind
  • Regenerate
  • Mirage Arcane
  • Fire Storm
Level 8
  • Animal Shapes
  • Antipathy/Sympathy
  • Feeblemind
Level 9
  • Shapechange
  • Storm of Vengeance
  • Weird
Part 3 | Character Classes

 

 

Ronin

The Wandering Monk


“Only about half of the monks from the High Monasteries choose to leave. While they are welcome to come back, few ever do. The desire to leave is not taken lightly, and few ever return.

Most of these monks crave action. The say that life in the monasteries has become stagnant and too easy. They desire to help people above all else.”

   - Eritrius the Wanderer

Their fists a blur as the mysterious robed personnage in the treeline deflects a volley of arrows aimed at them. As quickly ask they showed up, they are now gone. The Monks of the High Monasteries are as dangerous as they are pious. They have focus second to none, and are where the venn diagram of characters with strength, stealth, and magic collide. However, their Ronin siblings are a somewhat different breed still.

Ki Magic

When they were taught as youung initiates, they had a careful study of the magical energy that flows through all living things. They can push it, pull it, allow it to flow through them, or bend it to their will. They harnes this mastery to perform magical feats much like other mages, but the execution is much differnt. Ronin are not insterested in drawn out rituals, but only the fastest and most convenient magics that help them perform their amazing feats. These feats include pushing themselves beyond their normal limits to move fast, hit harder, and withstand things that would make the most hardened warriors’ knees buckle.

Intense Training and Self-Discipline

The walled cloisters built in seemingly impossible places are as much a proof of anything. As the loactions of their monsateries expand, initiates are required to help build them. That should be enough of tip to any outsider how dedicated to their training they are. The stories of carrying buckets of bricks up a flight of 1000 stairs are all true.

Starting as young as 10, but never older than 15, the young initiates are hardened by martial drills that hone their empty handed strikes to perfection, and allow them to strike with uncanny precision. They are not judgemental of those who are different from their own race because the order accepts all. They are also encouraged to learn the languages of those in their cloister, and most monks speak more than just their common and racial language. Pick one additional language during character creation, and another at level 10.

They tend to refrain from self-indulgence, and rarely consume intoxicating substances or anything that alters their perception, as they are all about keeping their mind as sharp as possible, and awareness unimpaired.

For these former monks, leaving the structured environment of the monastery is not a decision taken lightly. They must trade the communal lifestyle for the unstructured and chaotic life of a wanderer.

They always take their work seriously. They crave little in the way of amterial wealth, but are known for being smart with their money. They view their adventures as spritual and physical tests.

Ronin tend to be kind, and sociable. They are reliable friends, and will defend those they care about without hesitation. They tend to be a bit more outspoken than their monastic counterparts.

Cyber Samurai

Eddie Mendoza

Class Features

As a Ronin, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1.

 

 

Skills and Proficiencies


  • Armor: Armor is an encumberance to a Martial Artist. If a Ronin wears armor they get no Dex bonus, and no proficiency in Dex skills. If you are weariing no armor, or have no shield equipped, your AC = 10 + Dexterity Modifer + Constitution Modifier.

  • Weapons: Katana, Wakizashi, Quarterstaff, Hand Axe, Spear, Polearm, Dagger, throwing knives

  • Tools: Herbalist’s Kit

  • Language: Pick 1 additional language besides common and the race’s language.

  • Saving Throws: Strength, Dexterity

  • Skills: Must take Athletics and Acrobatics, then choose two from the following: Investigation, Insight, Medicine, Perception, Religion, Survival, and Stealth

Katana: 2-Handed; 2D4+2 slashing or 1D6 piercing

Wakizashi: 1-handed, able to dual-wield; 1D6 slashing or piercing

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • An explorer’s pack and 1 weapon from the class list

Class Abilities

Weapon Mastery

Weapons from the class list are treated as finesse weapons.

Exceptional Unarmed Striker

Starting at level 1, Punches and kicks are unarmed strikes, and also treasted as if they are finesse weapons.

  • You may take an unarmed strike as a bonus action if you successfully land a normal attack action.
  • At level 6, unarmed strikes count as magical
  • At level 13, you may add you proficiency bonus to Hit AND damage.
  • At level 18, you may add both strength and dexterity modifiers to the damage dealt by unarmed strikes.

Use the following table for figuring damage from unarmed strikes. All unarmed strikes add proficiency to hit.

Ronin Level Punch Kick Damage Mod
1 1d4 1d6 +0
2 1d4 1d6 +1
6 2d4 2d6 +0
8 2d4 2d6 +1
10 2d4 2d6 +2
14 3d4 3d6 +0
16 3d4 3d6 +1
18 3d4 3d6 +3
20 3d4 3d6 +PB

The Magic of Ki

Starting at Level 2, you have the ability to enhance your attacks and perform extraordinary actions with the help of your ki.

You begin with 3 ki points. Every Ronin level you add, you gain another ki point. Casting with Ki requires no material components, other than possibly a small verbal one.

Ki abilities are bonus actions unless otherwise stated.

**Ki Save DC** = 8 + Wisdom Modifier + Proficiency Bonus.

**Ki to-Hit Modifier** = PB + Wisdom modifier.

Unarmored Movement

At 2nd level, when not wearing armor, you gain +10 speed.

Monastic Pact

At 3rd Level, you acquire an amulet with your deity of choice’s symbol (See Explorer’s Guide to Wildemount pgs 21-33). Your holy symbol may aid you when the need is great. On any d20 roll, if you roll a 1, you may roll a d12 to add to it. You may use this ability once per day. At levels 8, 13, and 18, you may perform this an additional time (for a maximum of 4 times per day at level 18).

If you lose the amulet, you lose the ability to perform your highest belt rank abilities until it is recovered or replaced.

Improved Critical

At 3rd Level, You have critical strikes at 19 or 20.

Ability Score Improvement

When you reach 4th level, you may add 1 point to each of 2 abilities, or 2 points to a single ability, up to a maximum of 20. This is done again at 8th, 12th, 16th, and 19th levels.

Extra Attack

At 5th Level, you may take an extra full action as long as it is an attack action.

Shroud of the Unseen

Starting at 6th level, you can use your holy symbol and ask your god to allow you to hide from those that may do you harm. 2 charges per day, recharges with a long rest.

Any creature that would do you harm or ill can not see you for 1 hour. Any attacks gain advantage, and attacks on you have disadvantage an no bonuses.

Part 3 | Character Classes

 

 

Enhanced Dexterity

Starting at level 7, any time an ability would require you to make a dexterity saving throw, and it would do you damage:

  • On a successful roll, when you would take half damage, you take no damage.
  • On a failed roll, when you would take full damage, you take half damage.

Freerunning Expert

Now that you’re 7th level, you can channel ki within yourself to enhance your running and jumping prowess.

  • You gain the ability to climb at half your speed.
  • Your standing vertical jump distance is 10ft + proficiency + dexterity modifier.
  • A running long jump is 10ft + dexterity score + proficiency.
  • If you would fall a distance that would cause damage, as long as the base damage is non-lethal, you can tuck-and-roll to reduce that damage by half.

Clear Mind and Body

At 9th level, you gain the ability to purge your body of disease and poison. Roll a d20, if that roll is less than your Constitution score, the deleterious effect is ended. Also, you can purge your mind of ill effects. If you would be charmed or frightened, roll a d20. If you roll less than your Wisdom score, the effect is ended.

Mind Over Matter

Once you’re 11th level, You gain the ability to meditate in place of rest. Roll a d20, if you roll under your Constitution score + Proficiency Bonus when you rest, instead you can do one of the following:

  • In place of a long rest, you can meditate for 4 hours for the same effect.
  • In place of a short rest, you can meditate for 30 minutes.

Elemental Resistance

At 11th level, after a long rest (or meditative equivalent) choose two of the following to gain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability taks about a minute to perform, and lasts for 24 hours.

The Gift of Tongues

Starting at level 13, By using your holy amulet, you learn to direct your ki flow from your mind to another and back, so that you can understand any language spoken to you, and can speak back. This ability can be used twice in a day and must recharge with a full rest.

Stalwart Soul

Beginning at 14th level, you gain proficiency on all saving throws.

Superior Critical

Now that you’re 15th level, you now land critical hits at 18, 19, and 20.

Timeless Body

At 15th level, your mastery of the flow of Ki sustains your body so that you no longer suffer frailty of age, and can’t be magically aged. However, you still die of old age at double the time. In addition, you no longer need food or water.

Crushing Blow

Starting at 17th level, you become a master at inflicting large amounts of damage. When you attack a creature that is suprised using either a Ronin weapon or unarmed strike, it must make a Constitution saving throw against your Ki save DC. On a failed roll, it counts as a critical hit, and the target is rendered prone. On a successful roll, the creature is rendered prone if it has less than 25% of its hit points remaining.

Martial Flow

At level 18, As long as your character is not incapacitated, no melee attacks can be dealt to you with advantage. Furthermore, any attacker that would have critical hits on 18 or 19 must roll a 20 for the critical hit effect.

Mastery of Body and Energy

At level 20, if your Ki points are less than half of your maximum, at the start of combat initiative, you regain half of your maximum ki. In addition if you have less than half of your hit points, you gain hit points up to half of your maximum.


Part 3 | Character Classes

 

 

Ki Abilities by Rank

Every even Ronin Level, you may choose abilities from the colored belt list, indicated at each color. Ronin do not care about other martial ranking systems or how they are designated.

White Belt (Choose 3 at Level 2)

  • Martial Combination. If you choose to make an unarmed strike as your primary action, you may spend 1 ki point to add an additional unarmed strike. At levels 6, 10 and 14 you may add one additional strike to the maximum, not to exceed two punches and two kicks.

  • Counter Attack. If an enemy melee attacks, and misses, you may spend 1 ki point to attempt to hit them with a Ronin’s unarmed strike as a reaction.

  • Evade. You may spend 1 ki point to disengage opponents within 5 feet. You must move your full speed distance away from them. These opponents do not get attacks of opportunity.

  • Slow Descent. You may spend 1 ki per character, or on yourself. Each character you phsically touch falls at 60ft per minute (1ft/second or 0.3m/sec). This effect lasts 5 minutes.

  • Charged Elemental Strike. For 1 ki, Ronin weapon attacks or unarmed strikes can be charged with elemental energy. Choose Fire, Lightning, Thunder, Cold, Force or Radiant. Your 4 next successful hits also count as the type you chose.

  • At level 10, add damage equal to the physical damage in the chosen elemental damage to the hit.

  • Tracker’s Brand. You may spend 1 ki per target within 50 ft. As long ast the target creature(s) are above 0 hit points, you know the exact point-to-point- direction and distance they are from you, up to 3 miles. Outside of that range, or after 12 hours, the effect wears off.

Yellow Belt (Choose 3 at Level 4)

  • Densification. If you are using a Ronin weapon or an unarmed strike, you may spend 2 ki to add either your Strength or Dexterity modifier to the damage dealt. At Level 10, you add BOTH modifiers. Cannot be stacked with Martial Combination.

  • Blessed Attack. As a holy man, you ask for help from your gods. For 2 ki, you imbue your Ronin weapon with energy. Your weapon deals an additional amount of damage equal to your wisdom modifier. This magical damage is your choice of one of the following: Fire, Lightning, Force, Radiant, Thunder, or Cold.

  • Restorative Call. For 2 ki, A creature of your choice within 60ft regains hit points equal to 1D6 + your wisdom modifier. In addition, this also removes the condition of poisoned and halts the effects of poison. You may use 2 additional ki at each belt-rank higher for an additional 1D6 worth of hit points.

  • Molten Clod. For 2 ki, you may pick up a rock (no larger than a racquetball) and heat it up with energy. You may throw this rock as a melee attack up to 60 feet. On a successful hit, it deals 2D4 bludgeoning damage + STR mod, AND 1D6 fire damage. Each additional Ki spent charging the same rock adds +1 fire damage.

  • Haymaker. For 2 ki, and a full action, you supercharge either a punch or a kick with extra energy. This attack becomes magical, and deals +10 force damage in addition to the normal punch or kick. If the roll is a critical hit, the target must make a CON roll against the Ronin’s Ki Save DC. On a failed roll, the target creature is knocked unconscious, on a successful roll, the target is knocked prone.

Orange Belt (Choose 3 at Level 6)

  • Water Walk. For 2 Ki, you may walk across a liquid surface as if it were solid. Lasts 5 minutes.

  • Walk as a Gecko. For 2 Ki, you may walk on any surface as if it were normal, flat, level, ground. Lasts 1 hour.

  • Wicked Reflexes. For 2 ki, you may add either your proficiency bonus to your AC, or you may add your proficiency bonus to your attack rolls. Lasts 30 seconds.

  • Electro-locate. For 2 ki, you teleport up to 50 feet. Any creature adjacent to your starting position rolls a DEX save against your Ki save DC. On a failed roll, they take 2D4 lightning damage, on a successful roll, they take half the roll amount. At level 9, the lightning only affects non-friendly creatures.

  • Render Senseless. For 2 ki, you point at a creature and call out a word of curse; a target creature must roll a CON save. On a failed roll, the creature is blinded and deafened for 30 seconds (5 rounds). On a successful roll, the ability has no effect.

Green Belt (Choose 2 at Level 8)

  • Vanish. This lasts for 1 minute per 3 ki spent: you are rendered completely invisible. You can not be seen by magic unless the caster’s spellcasting class level is higher than your Ronin level. Walking makes no noise. You have advantage and proficiency on all attacks as long as this ability is on. Also, you cannot be targeted with ranged attacks and melee attacks lose all bonuses to hit, and are done at disadvantage.
Part 3 | Character Classes

 

 

  • Ki Bomb. Choose an energy type: Fire, Lightning, Force, or Radiant. A flash emanates from your pointed finger to another point you choose within 25-120 ft, and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6D6+10 damage on a failed save, or half as much damage on a successful one.

  • Levitate. You may spend 3 ki per character, or on yourself. Each character you phsically touch can move through the air as if they were moving normally, at half speed. You can not fall, or be hurt by falling in any while this is in effect. This lasts 5 minutes, and can not be stacked for more time.

  • Steel Hide. For 3 ki, this turns the skin of a willing creature you touch as tough as steel. Until the effect ends, the target is immune to nonmagical piercing and slashing damage; they also have resistance to bludgeoning. Lasts 30 minutes.

Blue Belt (Choose 2 at Level 10)

  • Speedy Attack. This ability lasts 1 minute. For 3 ki, as long as the ability is working, you can move to an opponent up to your full speed distance, use an attack action, disengage without an attack of opportunity, and move away at your full speed distance.

  • Holy Radiance. Channeling 3 ki through your holy amulet greates a bright flash of light. Any unfriendly creature within 30 feet of you must make a Constitution saving throw against your Ki save DC. On a failed roll, the creature is blinded and knocked prone. If that creature is a fiend or undead type, it also takes 6d6+10 radiant damage. On a successful roll, the creature is knocked prone, but not blinded, regardless of the type.

  • Banishing Blow. Lasts 1 minute, or the next 4 successful hits, whichever comes first.

    The next time you hit a creature with a Ronin weapon or unarmed strike before this spell ends, the impact crackles with force, and the attack deals an extra 5d10 force damage to the target.

    Additionally, if this attack reduces the target to 25% of its hit points or fewer, you banish it in one of two ways:

    (1) If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane.

    (2) If the target is native to the plane you’re on, the creature is teleported 15 miles away to a random location where the teleportation itself will not otherwise harm the creature.

  • Shadow Walk. For 3 ki, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 100 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage and proficiency on the first attack roll you make before the end of the turn.

Purple Belt (Choose 2 at Level 12)

  • Angelic Transformation. For 4 ki, you channel energy through your holy amulet to transform yourself. You gain the following benefits for 1 minute:

    (1) You sprout wings of force energy and gain a flight speed equal to your base foot speed.

    (2) Your gain +4 to your AC

    (3) You have the effect of Martial Combination turned on for the duration (See white belt abilities) at the appropriate level, and the last blow in the combination is a Haymaker (see Yellow Belt Abilities).

  • Ki Field. For 4 ki, you push a solid sphere of energy that surrounds those near you, with a radius of 20 feet. This field has hit points equal to the sum of your Constitution, Strength, and Widsom scores. This ability requires concentration, and lasts for up to a minute. As long as there are hit points remaining, nothing can pass through the field without you willing it so.

  • Ronin’s Chain Lightning. (Counts as a full action, 80ft range) For 4 ki, You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Up to 3 bolts then leap from that target to as many as 3 other targets, each of which must be within range of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

    A target must make a Dexterity saving throw. The target takes 8D8+12 lightning damage on a failed save, or half as much damage on a successful one.

    Adding Ki: One additional bolt leaps from the first target to another target for each additional 2 ki you expend.

  • Imbue Blindsight. For 4 ki, your character, or someone they touch has the ability of blindsight at 150ft. This lasts 1 hour.

Part 3 | Character Classes

 

 

Red Belt (Choose 1 at Level 14)

  • Thundering Voice of the Gods. (Counts as a full action) For 4 ki, using your holy amulet, you shout “[the name of your god] commands you!” at a target creature. That creature must roll a Constitution save against your Ki save DC. On a failed roll, the following effects occur:

    (1) The target is deafened for 1 minute.

    (2) The target is knocked prone.

    (3) The target is stunned.

    (4) The target takes 6D12+12 Force Damage

    On a successful save, the target takes half as much damage, and is only knocked prone.
  • Dexterous Defense Enhancement. For 4 ki, you imbue your entire party, up to 8 characters within 50 feet, with the ability to perform dexterity saving throws with advantage. Even if the roll fails, they only take half of the damage, and if the roll is a success, they take no damage. Each Character gains +2 AC for the duration. Lasts 30 seconds (5 rounds).

  • Delayed Ki Bomb. Uses 4 ki, and requires concentration to maintain the delay. Choose an energy type: Fire, Lightning, Force, or Radiant. A flash emanates from your pointed finger to a target you choose within 150 ft. The target is tagged with a small faintly glowing noncorporeal sphere that floats above their head. Initiation of this ability is a full action.

    • Base damage is 8D6+8 of the chosen type.
    • For each turn in initiative order that you hold concentration the damage increases by 1D6+1.
    • Once you lose concentration, or willingly let the effect end (can be done as a reaction) the tagged creature takes the total rolled damage +20.
    • Any creature within 30 feet of the target creature rolls a dexterity save against your Ki save DC. On a failed roll, that creature takes all of the rolled damage and is knocked prone. On a successful save, the creature takes half damage.

Brown Belt (Choose at Level 16)

  • Kinetic Unarmed Attacks. For 5 ki, unarmed attacks can also be treated as ranged attacks up to 50 feet. For each additional ki you spend, you may increase the distance 10 feet.

  • Physical Damage Amplifier. for 5 ki, the damage dealt by a Ronin weapon or unarmed strike is increased by your Strength ability score + your proficiency bonus. This lasts for 30 seconds (5 rounds).

  • Blinding Force Aura. For 5 ki, you channel energy through your holy amulet; up to 8 target creatures within 60 feet are now blessed with this aura. If the blessed creature moves more than 60 feet from you, the effect on that creature is terminated.

    If an enemy successfully hits one of these blessed creatures, they must make a constitution saving throw. On a failed roll, the creature is blinded, knocked prone, and takes the equivalent damage they dealt to the blessed creature in Radiant damage. On a successful roll, the attacking creature is knocked back 20 feet for melee attacks, and knocked prone for ranged attacks.

Black Belt (Choose at Level 18)

  • Time Dilation. For 5 ki, You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take an additional 1d4 turns after the current one in a row, during which you can use actions and move as normal. If at any time you roll a 1 for one of your actions, the effect is ended.

    Any creature you contact by physical or magical means is no longer under the effect of the spell, and initiative for the unaffected creatures continues for the remainder of the 1d4 additional turns. However, these other unaffected creatures do not turn off the Time Dilation effect when they contact others.

  • Hammer of the Gods. Channeling 5 ki through your holy amulet, you call upon the power of your god directly. Range = 100ft. A shaft of light comes down from the sky and strikes a target creature. Hammer of the Gods deals 1D4x50 damage that counts as bludgeoning, radiant and force damage. If the damage reduces the target’s hit points to 0 or less, it is dead and can’t roll death saves. If the creature is not killed, it is stunned and prone.

  • Rending of Mind. Using 5 ki, you channel a blast of psionic energy that circles outward from you 40 feet. Any friendly creatures in that range, or creatures with intelligence less than 4 are not affected.

    Each target must make an Intelligence saving throw. On a failed save, a target takes 10d12+10 psychic damage and is stunned. On a successful save, a target takes half as much damage and falls prone instead of being stunned. If a target is killed by this damage, its brain (and head by extension) explodes, assuming it has one.

 

 

Gods of the Ronin

The monasteries usually have chosen two gods that are opposing and in balance from one another. The holy amulets carried by their acolytes and masters have one symbol on one side, and the other symbol on the other. The overarching philosophy of any monastery is balance. Refer to “The Explorer’s Guid to Wildemount” for in-depth information about each of these gods.

Avandra, the Change Bringer
  • Province: Change, Freedom, Luck
Bahamut, the Platinum Dragon
  • Province: Honor, Justice, Order
Corellon, The Arch Heart
  • Province: Art, Beauty, Elves
Erathis, The Law bearer
  • Province: Civilization, Law, Peace
Ioun, the Knowing Mentor
  • Province: Knowledge, Learning, Teaching
Kord, the Storm Lord
  • Province: Battle, Competition, Storms
Melora, the Wild Mother
  • Province: Seas, Wilderness, Exploration
Moradin, The All-Hammer
  • Province: Craft, Creation, Building
Pelor, The Dawn Father
  • Province: Healing, Philanthropy, the Sun
Ra’ei, the Everlight
  • Province: Atonement, Compassion, Life
Sehanine, the Moon Weaver
  • Province: Illusion, Night, Moonlight
Varesje, Matron of Death

Also known as “The Raven Queen”

  • Province: Death, Fate, Winter

Mountain Palace

Eddie Mendoza

Part 3 | Character Classes

 

 

image

Part 4

Attúvian Bestiary

Part 4 | Bestiary

 

 

Ankheg, Sandstone Borers

This unique variety of Ankheg is a rather ferocious beast. They’re a species of Brood Ankheg that calls the desert of Attú home. Some of you may be asking, What’s a Brood Ankheg? They’re a group of species that have hives (or broods, if you will) similar to that of ants or bees. This makes them much more formidable than the garden variety Ankhegs you may be used to for a handful of reasons.

They’re better built than your standard forest or grassland type. They don’t weigh as much, but are more lithe and significantly less “bull in a china shop” than their other counterparts. They have denser, harder exoskeletons, and are significantly more agile.

If you see them, outside of their hive, they’re usually out around dawn and dusk, and hate bright, full sun. The first hint of light they come out and scavenge for carrion. Dead animals and beasts draws them out to collect meat for their queen. They generally avoid live prey unless their hive has been under attack recently, or the food supply in their area is running low. They’re also found in the Underdark, and can pop out from either above or below. The Drow in the region loathe these bastards, but they still manage to propagate below, regardless, likely from dead bodies the Underdark seems to have no shortage of.

There are three different types of Ankheg in a Sandstone Borer brood: The hive queen, her clutch of drones, and the workers.

There is always only one queen to a brood. She’s big, bad, and has some limited psionic abilities, mostly as a means to communicate with her brood. She has wings that allow her limited flight (not unlike chickens or turkeys) and a few other nasty surprises. The queen’s tail is proportionally shortest compared to her body, which nearly negates her ability to use it as a weapon. Under that tail, her rounder body has an ovipositor.

Her eggs are about a meter high, and anchor themselves to the ground with structure that resembles mycelium from a fungus. When a baby queen emerges from a clutch of eggs, it is fed, and nnurtured until it is about two-thirds the size of a normal worker. It is then expelled from the hive, and if there are young drones, they’ll follow the new queen to make a new hive. A pack of these Brood Ankheg younglings is by far the most dangerous and aggressive. They’re trying to survive at all costs to make sure they can grow their own hive.

Next are the drones; they’re larger than the workers, but not as large as a queen. Unlike the females, the drones have a stinger on the end of their longest-of-the-bunch tail, that delivers a rather toxic punch. Drones are usually patrolling the canverns of the hive in between time spent in the nursery. They’re the brutes of the group, literally designed for two things: killing outsiders, and reproduction. They also have a bit of extra juice in their acid spit compared to the workers. There are usually about a half to whole dozen of them in a normal hive. More drones are laid when the hive has been threatened for extensive periods.

Finally, the ones you’re most likely to run in to: The workers. Terrifying in their own right, the Sandstone Borer workers are never found alone. They’re usually in a clutch of 4-8 at a time. The basic attacks of normal Ankegs still persist. Like all of the rest of the hive, their forelegs are weirdly armlike. They have 3-4 fingers, sometimes with prehensile digits, other times without, and generally symmetrical left to right, but not always. They’re not particularly good with their “hands” but will definitely slash at you with them!

Original 2D: Kory Hubbell | 3D Render: Coolnex28

Part 4 | Bestiary

 

 

Ankheg Worker & Drone

Large Monstrosity, moderately aggressive


Armor Class:
16 (Natural Armor, Exoskeleton)
Hit Points:
Worker - 72 (12d10); Drone - 96 (16d10)
Speed:
40ft., Burrow 20ft, Climb 10ft (10ft = 3m)

STR DEX CON INT WIS CHA
17 (+4) 14 (+2) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

Proficiency:
+2
Saving Throws:
STR, DEX
Condition Immunities:
None
Damage Resistances:
Poison, bludgeoning, Slashing
Senses:
Darkvision 150ft, Blindsight 75ft, Tremorsense 150 ft;
Passive Perception:
11
Languages:
None

Drones get +1 to CON and +1 to STR.

Tough Exoskeleton. Their hard exoskelton adds to their base AC. Often, their exoskeleton bits are used for weapons and armor, especially the Lizardfolk and Mul tribes in the region.

Burrowing. Sandstone Borer Ankhegs can burrow through soft earth with a speed of 20, and sandstone with a speed of 10.

Earthen Tunnels. As it burrows through earth, the ankheg leaves a tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of victims, including coins or other treasures scattered about while the creatures fed.

Creatures of Darkness. Sandstone Ankhegs never come out during the daytime and hate direct sunlight. Sunlight effectively blinds them. Less energetic light, like firelight has no effect.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage.

If the target is a large , medium, or small creature, it rolls a DEX save @ DC13; on a failed roll it is grappled.

Grappled creatues roll a new DEX save each turn; the roll DC gets 1 point more difficult each round. Until the target escapes, the scorpion can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray. (Recharge 6) The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Tail Whip. (Worker) Melee Attack: +2 to hit; Reach 10 ft, one target. Hit: 16 (4d6+2) Slashing and bludgeoning damage.

Tail Stinger Attack. (Drone) Melee Attack: +4 to hit, Reach 10 ft, one target. Hit 16 (4d6) Piercing Damage, On a successful hit, the target must also make a CON save @ DC 14 versus poisoning. On a failed roll, the target takes 10 (2d6+2) poison damage each round, starting immediately. This continues until a successful roll or the effect is removed by magic means.

Sandstone Borer Queen

Large Monstrosity, very aggressive


Armor Class:
17 (Natural Armor, Exoskeleton)
Hit Points:
160 (24d10 + 16)
Speed:
40ft., Burrow 20ft, Fly 30ft (flight limited to 500ft “hops”)

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 8 (-1) 14 (+2) 9 (-1)

Proficiency:
+2 (Athletics, Intimidation, Perception)
Saving Throws:
STR, DEX
Condition Immunities:
Poison
Damage Resistances:
Bludgeoning, Slashing
Senses:
Darkvision 150ft, Blindsight 75ft, Tremorsense 150 ft;
Passive Perception:
16
Languages:
None

Differences in Appearance from the worker. Besides being about 1½ times larger, she has a more rounded abdomen with an ovipositor, a shorter tail, and the bony protrusions from the shoulders are much thicker, and wings fold out of them, allowing her to effectively Featherfall at will. Drones look like large workers with brightly colored markings on their exoskeleton to help distract predators from the queen. They also have a scorpion-like stinger on the end of their tail. (See Drone/Worker entry)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 3) slashing damage plus 7 (1d6+3) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray. (Recharge 8) The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Tail Whip. Melee Weapon Attack: +2 to hit; Reach 10 ft, one target. Hit: 16 (4d6+2) Slashing and bludgeoning damage.

Telepathy. (Recharge 4) She can use the spell “Command” as an ability against humanoid creatures; recharged by a short rest. Usually, they just want the humanoids to leave. They speak telepathically to those within the hive readily, and the secretions that help hold the tunnel walls are said to conduct her telepathic energy.

Song of the Queen. If you spend more than a day in her hive tunnels, player must roll a CON save at DC 12 at the beginning of each day (+1 for each additional day). On a failed save, the player heads out toward the surface on their own, and will not return for 1d6 days. At 3 failures in 30 days, a victim will gain permanent fear of caves and tunnels.

Part 4 | Bestiary

 

 

Basilisk, Desert Variant

(Sand Basilisk)

Medium reptile, moderately aggressive


Armor Class:
15
Hit Points:
60(8d8 + 20)
Speed:
35ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 2 (-4) 8 (-1) 6 (-2)

Proficiency:
+1
Saving Throws:
STR, CON
Condition Immunities:
None
Damage Resistances:
Poison
Senses:
Darkvision 60ft
Passive Perception:
12
Languages:
None

Exceptional Climber. Sand Basilisks have the exceptional ability to climb because of their differently evolved forelimbs, and gecko-like micro fibrils on the surfaces of its hands and feet. They can climb stone cliffs and rock faces with a speed of 20.

Tough Hide. Scales and dense skin give Sand Basilisks a boost to their natural AC.

Actions

Bite (Melee Attack). +5 to hit, reach 5 ft., one target. Hit:10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.)

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated.

On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magical means.

A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Part 4 | Bestiary

 

 

Belghoi

Medium humanoid, moderately aggressive


Armor Class:
13
Hit Points:
35(6d8 + 8)
Speed:
30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 10 (+0)

Proficiency:
+1
Saving Throws:
DEX, WIS
Immunities:
Psychic/Psionic/Mind Attacks
Resistances:
None
Senses:
Darkvision 60ft
Passive Perception:
12
Languages:
Common (broken)

Background

Belghoi are a race of ignorant demihumans who dwell in the deepest corners of the deserts. They have a taste for the flesh of intelligent races. Belghoi hosts tend to move in small parties of 4d4 individuals. When they encounter likely-looking prey, the scouting party usually attacks, looking to its own dinner first.

If they stumble across a large group, however, they will fetch other members of their tribe and return to attack with greater numbers.

When a Belghoi pack starts losing a fight, one or two will disengage and fetch replacements for fallen comrades, then return a short time later to attack. Battles with Belgoi often turn into long, running fights that last for hours. The only way to prevent Belghoi from returning time after time is to kill them quickly. Starting with a fight of 4 or 5 may end up a fight of 20!

Mental Defenses. The Belghoi is immune to any effect that would sense its emotions or read its thoughts, including divination spells. Even wishspells and spells or effects of similar power cannot affect the Belgoi’s mind or gain information about it.

Actions

Claws (Multi-attack x2). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 2) slashing damage.

Mindblast (1d4+2 Charges). The Belgoi magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on an INT savng throw @ DC 13 or take 10 (2d8 + 1) psychic damage and be stunned for 1 minute. On a successful throw, a target takes no damage, and is not stunned.

A creature can repeat the saving throw at the end of each of its turns, ending the stun effect on itself on a success.

Psychic Bell (Charm). The Belgoi rings its bell, targeting one creature within 120 feet of it. The target must succeed on a WIS @ DC 14 save or be magically charmed. The Belgoi must use a bonus action on its subsequent turns to continue ringing its bell. The ringing stops if the Belgoi is incapacitated or disarmed of its bell.

While charmed by the Belghoi, a target is incapacitated and deafened; except hearing the bell. If the victim is more than 5 feet away from the Belghoi, the target moves on its turn toward the Belghoi by the most direct route, trying to get within 5 feet.

The target doesn’t avoid opportunity attacks, but before moving over something dangerous, (e.g. lava or a pit), and whenever it takes damage from anything other than the Belghoi, the target can repeat the saving throw. A victim can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends for it.

If a target succeeds on its initial saving throw, every creature within 60 feet of the Belghoi can hear its bell and the Belghoi loses this ability for the next 24 hours. If there are any other victims, the charm is also broken.

Original Dark Sun Artwork from D&D 2E
Part 4 | Bestiary

 

 

B’rohg

Large Giant, very aggressive


Armor Class:
14
Hit Points:
90 (10d12 + 20)
Speed:
35ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+2) 8 (-1) 8 (-1) 10 (+0)

Proficiency:
+2
Saving Throws:
STR, CON
Damage Resistances:
Poison
Senses:
Darkvision 60ft
Passive Perception:
12
Languages:
Giant, Common

Background

B’rohg are tall, thickly built, humanoid giants with four arms and two legs. They have well-tanned skin, the result of having spent their lives on the hot deserts of Attú. They stand 12 to 15 feet in height when fully mature, with sharp, angled features, a flat nose, and pointed ears located towards the backside of their skull. Some B’rohg are bald on top but do have hair.

Their nomadic lifestyle calls for periods of movement followed by periods of rest. While on the move, the adults carry the few belongings they have and their children in simple sleds made from skins or leathers stretched across a triangle of wooden poles. Each adult drags a single sled across the ground to the next temporary settlement. Once in an area fresh for further hunting and gathering, the group settles down, forming small hovels out of their sleds and additional skins.

Sure Feet. Sand and loose gravel are not considered difficult terrain

Brave. The B’rohg has advantage on saving throws against being frightened.

Multiattack. Because they have 4 arms, a B’rohg gets 1d3+1 attacks per round (½d6, where 1&2 = 1; 3&4 = 2; 5&6 = 3)

Armament

Club: +10 to hit, reach 10 ft., x1 target. Hit: (3d4+6) bludgeoning.

Broadsword: +10 to hit, reach 10ft., x1 target. Hit: (3d6+6) slashing or piercing

Bone Spear: (as Melee, 2 handed) +3 to hit, reach 10ft, x1 target. 3d6+6 piercing.

Bone Spear: (as Ranged, 1 hand) +5 to hit, Range: 30-120ft, 3d6+6 piercing.

Boulder Throwing: (as Ranged, rare) +2 to hit, Range: 20-100ft, 6d6 bludgeoning

Boulder Smash: (as Melee, rare) +8 to hit, reach 10 ft. 6d6+12 bludgeoning

Scott Murphy, D&D 4E
Part 4 | Bestiary

 

 

Cloud Ray

Gargantuan, not aggressive unless threatened


Armor Class:
18
Hit Points:
432 (48d10+168)
Speed:
150ft. flying

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 24 (+7) 4 (-3) 14 (+2) 7 (-2)

Proficiency:
+3
Saving Throws:
STR, CON
Immunities:
Psychic/Psionic/Mind Attacks
Resistances:
Bludgeoning
Passive Perception:
12
Languages:
None

Background

The Cloud Ray adult size (50-60ft) is both the wingspan and length, nose to tail. Those measurements on any Cloud Ray are always close to equivalent, within 5 ft. Cloud rays have a broad, flattened body and flap their huge pectoral fins to aid their psionic flight powers. They are speckled-brown on top and drab olive and white underneath.

Sets of ridges protect the creatures’ eyes. They have four jet-black eyes, two mounted on each side of the snout and the other two on each side of the cranial bulge. Down the back from the bulge runs a spine that becomes a long, thin, whip-like tail that ends in an appendage known as a zip. The zip is comprised of razor-sharp, barbed ridges that grow at the tip of the spine. The interior mouth or maw (10-15 feet across) is lined with row upon row of razor-sharp cartilage ridges.

Cloud rays’ preferred diet consists of devouring other flying creatures. They have a special fondness for rocs, pterrax, and flying humanoids. The ray has no true stomach, preferring to swallow prey whole and grind the victim to liquid on its interior jaw ridges to help aid with digestion. After a good meal, cloud rays will sometimes psionically dream travel while their meal digests. Cloud rays have territorial respect for others of their species and, with very few exceptions, do not intrude into another ray’s air space.

They are solitary beings except when they seek a mate. Females have a gestation period which lasts 40 months. They bear live young while airborne. The male catches and supports the young ray on his back for the first year of its life while the female forages. After the young cloud ray learns to fly and becomes self-sufficient, the three go their separate ways.

Although innately psionic, cloud rays become infuriated when a psionicist contacts them. It drives them into a tremendous rage, and they will do anything they can (except land) to capture and devour the offending psionicist. Dragons and Thunderbirds are the only creatures in the world that cloud rays truly fear.

Entire villages have been reported decimated by a single cloud ray on the hunt. The effect of the creature hovering close over buildings and flapping its massive wings has the same effect as the deadliest sandstorm. The tail crack alone can easily destroy most buildings in a few swipes.

Actions

Dive Attack. If the cloud ray is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 36 (8d6) damage to the target

Bite (Melee Attack). +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a huge or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the cloud ray. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ray, and it takes 21 (6d6) acid damage at the start of each of the ray’s turns.

If the ray takes 50 damage or more on a single turn from a creature inside it, the ray must succeed on a CON save @DC 23 at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ray. If the ray dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Crack. The ray whips its tail, whipping it up, then down to make it pop like a bullwhip, creating a massive thunderclap. Each creature in a 100-foot radius sphere originating from the ray’s tail tip must make a CON save @ DC 18. If failed, a creature takes 22 (4d10) thunder damage and is pushed 40 feet away from the ray. If successful, the creature takes half as much damage and doesn’t move.

Any unsecured objects that are within the area of effect are automatically pushed 50 feet away from the ray. The thunderous boom is audible out to half a mile.

Spells At Will. The Cloud Ray can use Levitate, Featherfall, Control Winds, and Shield as cantrips.

Original Dark Sun Artwork by Ben Wootten, D&D 2E

Part 4 | Bestiary

 

 

Darkstalker

Medium humanoid, Fey, mildly aggressive


Armor Class:
15 (Mithral Scale Vest, light outers, and a cloak)
Hit Points:
60 (12d6+12)
Speed:
40ft

STR DEX CON INT WIS CHA
11 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Proficiency:
+3 (Stealth, Perception)
Saving Throws:
DEX, INT
Senses:
Darkvision at full sight distance.
Immunities:
None
Resistances:
Piercing/Slashing
Passive Perception:
15
Languages:
High/Low Drowic Creole, Common, Undercommon

Background

Claiming to be fallout from the magical surge Lolth used to make the Drow, Darkstalkers are a fey type unlike any other. They have adapted and internalized magic that allows them to move in shadow unlike any other creature found anywhere. Darkstalkers openly despise Lolth, the Drow’s most worshipped god.

They creep about out in the more wooded areas at the bottom of canyons and ravines, or at higher elevations (6000-10,000ft) where the pines and aspens provide cover from direct sun. Usually, they are nocturnal, and come out at dusk, and disappear at dawn. They appear to be surrounded by smokey dark wisps and disappear readily in to the shadows from the high level of psychic energy coursing through them.

They generally travel in groups of 2-3. Very little is known about their societies because no one has ever found a Darkstalker settlement. Some believe their settlements are in pocket dimensions to keep them protected from sunlight and likely the Drow. Darkstalkers speak a blended dialect of High and Low Drowic.

They are fond of magical items, and are known for stealing them. Once stolen, the item is never to be seen again. They generally wear very light armor, if any at all. Although those lucky enough to actually land a hit say they do seem to have extraordinarily tough skin.

Darkstalkers are long lived. 800 years is not uncommon.

Shadowblend. They have advantage on stealth rolls not in direct light.

Sunlight Sensitivity. While in sunlight, the Darkstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Poison Resistance. After studying their rival Drow counterparts, they slowly have developed a high tolerance to poisons. All poison damage is reduced by half. Also, poisons only deal initial damage, and do not have sustained effects.

Fey Ancestry. The Darkstalker has advantage on saving throws against being charmed, and magic can’t put them to sleep. They only need short rests to restore.

Tough Hide. Piercing and slashing damage is reduced by half.

Actions

Shadowslide. (At-will) As a bonus action, a Darkstalker can choose to shadowslide. This is a split-second linear movement up to 30ft. They pop in a puff of the black smoke that surrounds them, and leave a trail of it as they move to their destination. This cannot be done while they are attempting to Translocate. This does not count against their total movement.

Stalker’s Blade. (At-will) This is a psionic energy blade that extends 3 feet from the end of a Darkstalker’s partially closed hand. It can be turned off and on at will. It glows with the color of a black light, and has wisps of black smoke as it trails through the air with its characteristic hum. +5 to hit, reach 5ft., 1x target. Deals 14 (3d6+4) Force damage per hit.

Translocate (At-will; Minor ritual, 2 rounds). This is an ability used that takes the Darkstalker to a safe place. They make the same two-finger point as the Stalker’s Blade with both hands, and point their fingers vertically. Black smoke begins to envelop them, and their eyes begin to glow with the same “black light” color as the blade. After a few seconds, they disappear in a puff of black smoke, which sends them to a designated safe place. The Darkstalker can’t take damage, or it disrupts the ritual. Once started, they can only move, not attack.

The ritual timing is as follows:

Round A: The Darkstalker will begin the hand gesture close to their chest, and slowly push outward.

Round B: The Darkstalker completes pushing their arms out to full extension, rotates one wrist to point down, and touches their wrists together, and they vanish.
Legendary Ability
(15% Probability on encounter)

Black Cloud. (5 Charges; restores after short rest). Some high level Darkstalkers have the ability to enshroud large areas with the black smoke that emanates from them up to a 40ft (12m) radius. Darkstalkers can see in the cloud as if there is nothing there. All other non-Darkstalker creatures are blinded within the cloud, and make all attack rolls or other actions with disadvantage and no bonuses, unless they possess Blindsight.

Part 4 | Bestiary

 

 

Sandstone Giant

Huge giant; aberration; somewhat aggressive


Armor Class:
17 (chain mail, shield)
Hit Points:
174 (14d12 + 76)
Speed:
40ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+2) 21 (+5) 11 (+1) 10 (+0) 11 (+1)

Proficiency:
+3 (Insight, Athletics, Perception)
Saving Throws:
STR, CON
Senses:
Darkvision 60ft
Resistances:
Piercing/Slashing
Passive Perception:
15
Languages:
Giant, Common

Background

These Sandstone Giants are an aberrant mix of several species of giant. Because of the warping magic employed by their creator (the Lich King Tengkorak) they also come with strange abilities. They were mashed together to be the servants of King Tengkorak, his siege force in his armies. People haven’t heard much out of the Lich King in a while, and some of these ill-begotten creatures have escaped his control, and wander the region, and even have small nomadic colonies.

They often have extra appendages, (a smaller set of arms, 1d4+1 eyes, etc.) If they have more than 2 eyes, they cannot be ambushed.

Long Reach. Melee weapon attacks made by Sandstone Giants have a reach of 15ft. due to their size.

Keen Smell. Giants have advantage on Perception checks (WIS) that rely on smell.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Climb Stone. Sandstone Giants can climb stone walls with a speed of 20.

Actions

Multiattack. Because they can have up to 4 arms, they get 1d3+1 attacks per round (use 1d6, where 1&2 = 1; 3&4 = 2; 5&6 = 3)

Lithokinesis. Ranged Attack. Hit: +2; Range: 30-90ft; Sandstone Giants can psionically pull up huge chunks of earth and conglomerate it in to large clods and hurl them at opponents. Clods weigh from 50-400lbs. Roll 1d8x50 for the weight; the bludgeoning damage is 25% of the weight.

Punt. The giant tries to kick a Small or Medium creature within 10 feet of it. The target must succeed on a DC 16 Dexterity saving throw or be booted up to 1d8x10 feet in the direction the giant faces and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.

Stonewalk - Sandstone. (4 charges; restores after long rest) Can walk in to sandstone as if they were walking through water. Can remain inside the sandstone for 5 minutes before they need to breathe again. Inside the sandstone, the Giant heals 7 HP/min. Once they need air, the healing component stops, and they lose 25 HP/min.

Legendary Action

Stoneshape. (6 Charges; restores after long rest) Some Sandstone Giants can use Stoneshape as an innate ability 6 times at the default level. It takes a long rest to restore the charges.

Part 4 | Bestiary

 

 

Id Flayer

Beast, Humanoid; moderately aggressive


Armor Class
12
Hit Points
25 (5d6+5)
Speed
25ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 10 (+0) 10 (+0) 14 (+2) 14 (+2)

Proficiency:
+2 (Perception: Expert)
Saving Throws:
WIS, CHA
Damage Resistances:
Poison
Senses:
Darkvision 60ft
Passive Perception:
15
Languages:
Gilani-Draconic.

Background

The Id Flayer is a small toad-like creature. They Travel in pods of 1d4+2. There are usually other pods nearby. (70% Chance)

Danger Sense. The Id Flayer has advantage on initiative rolls. Additionally, if it’s surprised at the beginning of combat and isn’t incapacitated, it can act normally on its first turn, but it must use Fear Wave.

Mental Defenses. The Id Flayer is immune to any effect that would sense its emotions or read its thoughts, including divinations. Even wish spells and similar spells/effects can’t affect the Id Flayer’s mind or gain information from it.

Psychic Shield. (6 charges; recharges with short rest.) Reaction, range: Self. An invisible barrier of psychic force surrounds the Id Flayer. Until its next turn, it adds +5 to AC, including triggered attacks, and it takes no damage from magic missiles while in effect.

Actions

Bite. (Melee Attack): +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Ego Whip (Psionic). (8 charges; recharged by long rest) Ranged Spell Attack: +3 to hit, range 90 ft., 1x target. Hit: 14 (2d6+6) psychic damage. If a creature is hit with this ability more than twice, the target makes a CHA save @ DC 14 for each succussful hit. On a failed roll, they disengage and flee.

Id Nova (Psionic). (6 charges; recharged by long rest). This ability implants horrific images in the minds of its targets. Any creatures within 30 feet of the Id Flayer (except other Id Flayers) make an INT save @DC 14. A failed roll paralyzes. For an action, the frightened creature can make an INT save @DC 14, ending the effect on itself with a success. The Undead and Constructs are immune.

Legendary Action

Psychic Siphon. (2 charges; restored by long rest) This piggy-backs with successful Ego-Whip hits. The total damage dealt by Ego-Whip used is added to the Id Flayer’s hit points. Additional HP above max are added as temporary HP for 1 hour.

Part 4 | Bestiary

 

 

Lethality Cactus

Plant


Armor Class:
10
Hit Points:
10 (2d6+2)
Speed:
Immobile

Background

Lethality cacti can explode in a burst of pulp, spiny seed pods, and thorns at the slightest touch. These plants form roughly circular patches containing 6 - 60 plants, 2½ - 5 feet apart. During long periods of dry weather, they grow very slowly and conserve the limited moisture in their tissues. The Cacti grow in cucumber like units with hard, razor sharp spines. These units sit in wait for rain. Once a rain comes, they absorb large amounts of water, swelling like rain barrels. Large, showy flowers appear within hours and are quickly pollenated by small desert birds that can maneuver safely among the cactus’s numerous thorns. The petals drop after a day, and the fertilized plants begin to swell even more with fast-growing seeds. After about a week, they are ready to scatter their offspring.

A turgid Lethality cactus is extremely sensitive to vibration (Turgid is the plant equivalent of pregnant, so to speak). If a creature chances to brush against it, a strong wind blows up, or a slight tremor shakes the ground, the plant explodes violently. The spray of thorny matter shreds any creatures unfortunate enough to be nearby. Creatures slain by the exploding cactus then conveniently provide fertilizer for the new patch. Seeds from exploded pods lay dormant until the next bit of moisture rolls through.

Lethality cacti basically sit until something wanders into them. Their wickedly sharp thorns protect them from damage when they are not ready to scatter seeds. These plants are easy to avoid if someone knows what to look for. A DC 10 Knowledge (nature) check suffices to recognize the telltale circle of a Klaymore cactus patch. Creatures that are running/charging don’t receive a DC.

Thorns. A Lethality cactus’s thorns tear at any creature that touches it, dealing 1d4 points of piercing damage. Creatures that strike these cacti with natural attacks or unarmed strikes, or that try to grapple the cactus (presumably to pull it out of the ground), are subject to this damage, but creatures striking with melee weapons are not. A creature that is pushed into or falls onto a plant also takes damage from its thorns.

Reactions

Detonate. Merely touching a turgid Lethality cactus causes it to explode violently. The detonation can be triggered by a strong wind (over 20 mph), a sonic spell or effect that produces vibration, a moderate shaking of the ground (such as might be produced by a tunneling beast or the footsteps of a giant), or any amount of damage dealt to the cactus. A single cactus exploding is sufficient to set off a chain reaction of explosions from other cacti in the patch.

One exploding cactus deals 4d4 points of slashing and piercing damage to all creatures within a 10-foot radius. A DEX save @DC 13 reduces the damage to half.

Although the damage from a single Lethality cactus is not usually enough to kill a creature, the explosion causes any other turgid cacti within 10 feet to explode as well. It’s not uncommon to have an entire patch go off almost at once. The resulting area of spiny flesh leaves behind the equivalent of a field of caltrops (see page 126 of the Player’s Handbook) for 2 weeks after an explosion.

Part 4 | Bestiary

 

 

Sandhunter

Small to Medium Monstrosity; Somewhat aggressive as a pack


Armor Class
13
Hit Points
30 (6d6+6)
Speed
45ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 4 (-3) 10 (+0) 10 (+0)

Proficiency:
+2 (Athletics, Acrobatics, Perception)
Saving Throws:
STR, DEX
Damage Resistances:
Poison,
Senses:
Darkvision 90ft
Passive Perception:
10 (As a pack: 16)
Languages:
“Pack-Speak”

Background

Sandhunters are bizarre, intelligent predators that are only found in packs. Each member of the pack has a long, sinuous neck and flexible lips to help it manipulate objects, and the creatures are capable of rudimentary tool use.

Sandhunters share a “pack mind,” allowing the pack to act as one coordinated being. The pack consciousness is established through empathic contact. If a Sandhunter is split off from the others in a pack, or the group is reduced to one or two individuals, the pack mentality breaks down. Isolated Sandhunters become little more than animals, unintelligent and mad. They do not survive alone. Even in pairs, they become little more than smart, but ravenous dogs.

Sandhunters prefer to prey on large herbivores of the high elevation valleys and desert, using their superior group intelligence and coordination to overcome prey much larger than themselves. They are shy in the presence of intruders, often choosing to retreat and hide. However, they have a longstanding good relationship with the Dromani, who call them the “spirit of the desert,” and the two often hunt and work together. Players may run in to unaligned packs of Sandhunters.

The pack mind operates through high-frequency sounds and limited empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.

The collective Intelligence score of a pack of Sandhunters is 12, and their tactics reflect this. Each individual has an Intelligence score of only 3, as given above. A pack must include at least three members to gain the benefit of the higher Intelligence score.

When hunting, Sandhunters spread out to the limit of communication, scouting out prey and acting as beaters to drive creatures ahead of them. The hunters yip back and forth in a series of signals but keep “pack speak” to a minimum to prevent alerting their prey. Once within range of a suitable target, the pack uses its sonic howl attack in an attempt to stun the target. If successful, the pack attacks.

If attacked, a Sandhunter uses its sonic howl to discourage the enemy, then flees to its pack’s hidden den. In combat, Sandhunters leap in and out of melee range, setting up flanks and attempting to pounce and grapple to overcome their foes.

Pack Attack. If a Sandhunter in a pack uses the aid another action to assist another pack member’s attack roll in combat, it grants a +4 bonus on its ally’s next attack roll instead of the usual +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant it a +2 bonus on grapple checks to pin the opponent. Often two or three members enter a grapple, with the remainder aiding their companions.

Pack Mind. As long as a pack contains at least three individuals, none of which is more than 80 feet from any other individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are.

Actions

Multiattack x2. A sandhunter can take a pounce, followed by a bite.

Pounce. If the creature is Large or smaller, they can perform a Pounce action, as long as it is within its normal speed range. The Sandhunter leaps a at the target creature. It must make a STR save @ DC 15. On a failed roll, the creature is knocked backward, and the weight of the Sandhunter on the target when it hits the ground deals bludgeoning damage equal to 3d6+distance, where distance = feet traveled / 5; effectively the number of squares on a battle map. The creature is considered grappled and prone.

If two Sandhunters perform the pounce action together, the target gets disadvantage on the saving throw.

Bite. (Melee Attack) +5 to hit, reach 5 ft., one target. Hit:15 (3d6 + 3) piercing damage plus 3 (1d6) slashing damage.

Sonic Howl. As a standard action, a pack of Sandhunters can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a CON save or be stunned for 1d4 rounds. The save DC of the howl is 10 + the number of Sandhunters in the pack. A pack must include at least three members to activate the sonic howl, and no two contributing pack members can be more than 40 feet apart. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected.

Part 4 | Bestiary

 

 

Skinwalker

Humanoid, Undead, Demonic; Very Aggressive


Armor Class:
18 (Magically Enhanced)
Hit Points:
90 (12d12 + 12)
Speed:
50ft.

STR DEX CON INT WIS CHA
16 (+4) 20 (+5) 20 (+5) 14 (+2) 12 (+1) 14 (+2)

Proficiency:
+3 (Stealth, Deception, Acrobatics, Athletics, Intimidation)
Saving Throws:
WIS, CHA
Immunities:
Poison, Necrotic
Senses:
Darkvision 60ft
Passive Perception:
15
Languages:
Whichever they spoke prior to transformation

Background

A Skinwalker is a humanoid imbued with demonic magics and also undead. They can transform at will among 3 forms: a humanoid form, and an animal-like form, and a demonic form. The Demonic form is the skull of a horned or antlered beast, with the body of their humanoid victim, and the hind legs of their chosen animal, proportioned to roughly their normal size. In their animal and human-like form they are nearly indistinguishable from their chosen animal or original humanoid type. (Elf/Dromani, Half-elf, Human, Mul, or Dwarf) When they are in their humanoid form, they have the eyes of their chosen animal, and in their animal form, they have their humanoid eyes. (Perception @ DC 15 to notice). In their demon form, their eyes are just glowing green points suspended in the eye sockets of the skull.

  The transformation to Skinwalker requires a horrific ritual that must culminate on a full moon. It begins with murdering one’s own blood family. They skin the family member, and then use dark magic to preserve the skin. Next, they kill the animal of whose shape they wish to take, skinning it, and preserving it in the same manner (Choose from Cougar, Bear, Jaguar, Wolf, or Coyote). Then, they behead an animal with antlers or horns to use as a vessel to hold the Skinwalker magic, in some ways, this is similar to a Lich’s phylactery. They must clean and dry the skull of the antlered animal (antelope, deer, stag, ram, goat, elk, bull, and bison are good examples)

At the full moon ceremony, they then wear their family member’s skin, and it is absorbed in to their essence. The do the same with the animal skin. Finally, they take the cleaned and dried skull and imbue it with moon energy, and then the energy of their will.

The Skinwalker acolyte transforms into their demon form, screaming from the pain of the bones breaking and reforming in to the new form. The initiate then is buried alive, and sleeps in the earth preserved by magic until the next full moon, when they awake in their human form. Skinwalkers carry short swords or machetes in pairs to fight in their human form.

Death Resistance. Skinwalkers can only be killed in their demon form, by a blow to the head that breaks their horned/antlered skull as the final blow. If they are not in their demon form, and their HP reaches 0, they transform into their demon form, with all of their HP restored. However, they can’t transform back into any other form until after a long rest. If you reduce a Skinwalker’s HP to 0 in demon form, the Skinwalker is unable to use its special abilities (except Skinwalker’s Shadow), but can continue to fight as normal until the skull is smashed successfully.

Transformation. (Bonus Action, At will) The Skinwalker can transform in to any of their 3 forms at will, with no penalty, unless their hit points have been reduced to zero, which causes them to be stuck in their demon form, until they complete a Burial Rest.

Skinwalker’s Speed. (3 charges; restored by a Burial Rest) A Skinwalker may increase its ability to run for up to 1 hour. This ability increases the Skinwalker’s speed by 5x. This ability can only be used in combat as a Legendary Ability.

Burial Rest. Skinwalkers do not heal or regain ability charges as normal. They must bury themselves for 24 hours + the time to the next dusk to heal. This ritual heals them completely, and restores their ability charges.

Actions

Mind Control. (4 charges; restored by Burial Rest) Accidentally locking eyes with a Skinwalker allows them to take control of the target victim’s mind, and make them do whatever the Skinwalker wants, even if they wouldn’t do it otherwise. The victim must make an INT save @DC16 in order to avoid this effect. This lasts 1 hour, except during combat, where it lasts 3 rounds.

Psychic Pestilence. (6 charges; restored by Burial Rest, Range 50 ft) Skinwalkers can make living things wither and die by pointing at it. Make a ranged spell attack against the target. On a hit, the target takes 15 (3d6+4) necrotic damage and must make a CON save. On a failed save, the target takes an additional 10 (2d6+3) necrotic damage the next round.

Skinwalker’s Shadow. (3 charges; restored by Burial Rest, usable in Demon Form Only) For 3 rounds, black smokey wisps surround the Skinwalker’s body in a radius of 5 feet, and you become obscured to others’ vision. All attacks must be done at disadvantage. The Skinwalker becomes immune to radiant damage. Any creature that attacks the Skinwalker by melee and lands a hit, must do a DEX save, or be dealt 14 (4d4+4) necrotic damage. On a success, they take half that damage.

Legendary Action

The Curse of Black-Eyed Death. (1 charge; restored by Burial Rest) The Skinwalker unleashes a burst of psychic energy in a 40ft radius. Every non-Skinwalker in that radius must make a CON save @ DC 18. On a failed save, every creature within range is blinded, and their eyes turn black. In addition, they take 15 (3d6+3) necrotic damage each round until the Skinwalker is killed.

Skinwalker

background art by Matt Bean

Part 4 | Bestiary

 

 

Slot Scorpion

Large Monstrosity; Very Aggressive


Armor Class:
18 (Tough Exoskeleton)
Hit Points:
118 (16d12 + 12)
Speed:
40ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+1) 15 (+2) 5 (-2) 13 (+1) 7 (-2)

Proficiency:
+2 (Stealth, Athletics, Intimidation)
Saving Throws:
STR, CON
Immunities:
Poison
Resistances:
Cold
Senses:
Tremorsense 100ft, sense2 00ft
Passive Perception:
13
Languages:
lanuage1, language2, language3

Background

Slot scorpions live in and around the vast expanses of canyons that the local Gilafolk haven’t yet cleared for living space. They are generally solitary. Males are slightly smaller than females.

They move with terrifying silence for creatures their size, and often, characters won’t know they’re near until they’re right on top of them.

Slot scorpions are primary predators, and don’t scavenge the way ankhegs do. Ankhegs are known to try to steal their kills, and it is well known among the locals that luring one to the other is a big enough distraction to allow a party to escape. They’re a bit stronger than an Ankheg drone 1 on 1, and can easily overpower 2-3 workers.

Adhesion. Slot Scorpions can walk on walls as it if were the ground. Wall walking speed is 25. However, it it not strong enough for them to walk on ceilings.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 3 (1d6) poison damage. If the target is a large , medium, or small creature, it rolls a DEX save @ DC13; on a failed roll it is grappled.

Grappled creatues roll a new DEX save each turn; the roll DC gets 1 point more difficult each round. Until the target escapes, the scorpion can bite only the grappled creature and has advantage on attack rolls to do so.

Tail Stinger Attack. Melee Weapon Attack: +4 to hit, Reach 10 ft, one target. Hit 16 (4d6) Piercing Damage, On a successful hit, the target must also make a CON save @ DC 14 versus poisoning. On a failed roll, the target takes 10 (2d6+2) poison damage each round ,starting immediately. This continues until a successful roll, or the effect is removed by magic means.

Part 4 | Bestiary

 

 

Thunderbird

Gargantuan Monstrosity, Bird; Aggressive when threatened


Armor Class:
19 (Large, Durable)
Hit Points:
276 (24d12 + 120)
Speed:
20ft.; In flight: 150ft

STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 24 (+7) 10 (+0) 16 (+3) 10 (+0)

Proficiency:
+3 (Intimidate +Adv, Nature, Perception, Survival)
Saving Throws:
STR, CON
Immunities:
Lightning, Thunder, Wind or other Storm Effects
Resistances:
Poison
Passive Perception:
13; Involving sight: 17
Languages:
Common, Auran, Gilani-Draconic

Background

The thunderbird is a fabulous beast that embodies the fury and abundance of nature. It is often worshiped as a nature spirit, particularly by the Bhukas and Bhuk-Bears of the Valley of Goblins, and the Mul Tribes of the wilderness.

A typical thunderbird is 100-120 feet long and has a wingspan of 160-200 feet, although larger individuals have been sighted. The creature is usually difficult to see clearly, since it is surrounded by vapors and clouds.

Though cloud giants and storm giants sometimes tame their slightly larger Roc cousins, Thunderbirds treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. They seldom hunt swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, or an elephant, a Thunderbird dives down to snatch its prey in its massive talons. Coastal varieties are known to feed on orcas, dolphins, and sharks.

A thunderbird is often friendly to humanoids, but is a wild creature with a ferocious appetite and a quick temper if it feels at all threatened. Attuvian Thunderbirds generally nest at the top of giant stone spires, after having dug out a bowl in the top of the spire, and surrounding the rim of the bowl with logs, large sagebrush, and junipers pulled from the ground. A thunderbird does not tolerate intruders to its nest.

If a Perception Check involves hearing or sight, Thunderbirds have advantage.

Tireless. Short rests are equivalent to long rests.

Everflight. The thunderbird never needs to land due to its ability to control storms, wind, and air.

Water Breathing. Thunderbirds can breathe underwater as if they had gills, and cannot be drowned.

Actions

Multiattack x2. The Thunderbird can strike up to twice in a round: One beak strike, and one talon strike.

Beak Strike. Melee Attack: +10 to hit, reach 10ft., one target. Hit: 28 (4d8+10) piercing damage.

Talon Strike. Melee Attack: +10 to hit, reach 10ft., one target. Hit: 22 (4d8+4) slashing damage, and the target is Grappled (escape DC 19). Until this grapple ends, the target is Restrained, and the Thunderbird can’t use its talons on another target.

Charged Attack. (8 Charges; restored by short rest) This can piggy back on one melee attack per round. In addition to the physical damage, the Thunderbird may choose to deal an additional 15 (2d8+6) lightning damage.

Thunderous Wing Beat. (8 Charges; restored by short rest) The Thunderbird beats its wings and creates a massive thunderclap. Each creature within range (300-ft radius sphere originating from the Thunderbird’s chest center) must make a CON save @ DC 18. If failed, a creature takes 25 (4d8+7) thunder damage and is pushed 150 feet away from the giant bird.

If successful, the creature takes half as much damage and doesn’t move.

Any unsecured objects that are within the area of effect are automatically pushed 150 feet away from the Thunderbird. The DM may choose to have these objects take bludgeoning damage from tumbling, equivalent to the thunder damage. The thunderous boom is audible out to 3 miles.

Lightning Strike. (8 Charges; restored by short rest) The Thunderbird can dive and have lightning shoot from its beak as is screeches toward a target. It deals 30 (6d6+9) lightning damage.

Legendary Action

Thunderstorm. (4 charges; restored by short rest) All creatures within range (500-ft radius sphere originating from the Thunderbird’s chest center) must make a CON save @ DC 18; if the creature is smaller than huge, this is also at disadvantage. On a failed save, the combined attack is 30 (4d8+12) Lightning AND 30 (4d8+12) Thunder damage, and is moved 150 feet away from the bird.

If successful, the creature takes half as much damage and doesn’t move. Everything within the area of effect is soaked wet. Fires are extinguished, including magically started ones. This can cause flash flooding within this area, and areas downstream from it.

Any unsecured objects that are within the area of effect are automatically pushed 200 feet away from the Thunderbird. The DM may choose to have these objects take bludgeoning damage from tumbling, equivalent to the thunder damage. The thunderclap from this attack is audible out to 5 miles.

Thunderbird

Joel Akerman

Part 4 | Bestiary

 

 

Yellow Dragon, Adult

Huge Dragon (Chromatic), Somewhat aggressive


Armor Class
21 (Natural Armor)
Hit Points
225 (20d12+85)
Speed
40 ft.; 120ft flying

STR DEX CON INT WIS CHA
20 (+5) 23 (+6) 20 (+5) 18 (+4) 20 (+5) 18 (+4)

Proficiency:
+3 (Perception, Stealth, Insight)
Saving Throws:
DEX, CON, WIS
Immunities
Radiant damage
Resistances:
Poison, fire, piercing
Senses:
Darkvision 120ft; Blindsight 120ft
Passive Perception:
20
Languages:
Common, Draconic, Gilani-Draconic

Background

As their name implies, these dragons are yellow in color. Generally brighter yellow to goldenrod. They often etch designs and patterns in to their scales, much like humanoid tattoos. They do not have wings, but do they have innate psionic ability that allows them to fly. As you will see, their psionic ability extends beyond just flight, as well. For them anything living that’s smaller than they are and of low intelligence, is game for food.

Yellow Dragons like to live in cliff faces, making their hoards notoriously difficult to gain access to. Their favorite types of thinsg to hoard are metallic things. Anything made of metal seems valuable to them. They Dislike gems and jewels. One Yellow Dragon, named Kureval said, “No matter how you cut it, it’s still just a rock, until someone adds magic.” Their hoards almost always have Hoard Scarabs, as they like to use them to keep the unwanted out, and also to mark trespassers. (See FTD page 205 for Hoard Scarab and their Swarms)

While they are technically chromatic, Tiamat does not claim them as her progeny, as she does not have a yellow head. Other Tiamati chromatics dispise yellows, and yellows dispise them equally as much. They tend to get along much better with other non-Tiamati dragons, but rarely make fast friends with any. They do not bow to any gods or masters, which may be another reason that they don’t get along with other types of dragon well. They worship evolving and becoming the most powerful they can be. Yellow Greatwyrms (they prefer the term “Dreadnaught Drake”) are revered as the pinnacle of existence.

Yellow dragons often seek out and collect creatures willing to serve: too smart to eat, too dumb to know they’re being used. Specifically creatures not affected by sunlight sensitivity. It amuses the dragons to be venerated by such creatures, but feels little loyalty to them; treating them well enough to keep them around, but not sacrificing anything for them, unless on a whim.

Psionics as Innate Spellcasting. The can cast the following spells without material components, provided they have sufficient experience to do so. Adults should be treated as though they can use 4th level spells. Guiding Bolt (PHB 248), Moonbeam (PHB 261), Stone Shape (PHB 278), Sickening Radiance (XGE), and any cantrip that has anything to do with manipulating light or fire.

Photonic Sustenance. While in direct sunlight, adult yellow dragons heal 30hp/hour (1 hp / 2 min.)

Actions

Multiattack x2. An adult yellow dragan may use any two of the following: Bite, Claw, or Tail Whip

Bite. Melee Attack: +8 to hit, reach 10 ft, 1 target. Hit: 16 (2d10+5) piercing + 5 (2d4) radiant damage.

Claw. Melee Attack: +8 to hit, reach 5 ft, 1 target. Hit: 12 (1d8+8) slashing damage.

Tail Whip Melee Attack: +4 to hit; Reach 15 ft, one target. Hit: 20 (4d6+6) bludgeoning damage.

Radiant Roar. (breath weapon, 6 charges; recharges with short rest or 1 charge/hour in direct sunlight) The Dragon opens its maw and a beam of bright, hot light shoots forward in a 100-ft beam, 10ft wide. Each creature in that area must make a CON save @ DC 17. On a failed roll, those in the affected area take 40 (8d8) Radiant damage, or half as much on success.

Legendary Actions

Call the Sun. (2 charges, restored by long rest) A beam of searing hot light shoots down from the sky and blasts a creature of its choice within 70 ft. The target must succeed on a DEX save @ DC 18. On a failed roll, the target takes 50 (9d8+5) Radiant damage, or half that on a success. If this ability would kill the target, it is reduced to ash.

Solar Flare. (2 charges, restored by long rest) A wave of searing hot light emanates in a 180 degree arc in front of the dragon for 60 ft. Any dreature caught within range must make a Dex save @ DC 19. On a failed roll, the target takes 50 (9d8+5) Radiant damage, or half on a success. If this ability would kill a target, it is reduced to ash.

Part 4 | Bestiary

 

 

Pulsarian Dragon

Gargantuan Mythical Dragon, Very Aggressive


Armor Class:
24 (Dense hide, Mithral-like scales)
Hit Points:
777 (90d12 + 246)
Speed:
40ft.; 250ft flying

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 30 (+10) 20 (+5) 16 (+3) 10 (+0)

Proficiency:
+4; Athletics (Adv.), Nature, Investigation, Intimidation (Expert)
Saving Throws:
STR, CON, INT
Immunities:
Fire, Lightning, Radiant
Resistances:
Force, Poison; Bludgeoning, Piercing and Slashing from nonmagical items.
Senses:
Darkvision at full sight distance
Passive Perception:
17
Languages:
Draconic, Aurian, Common, Undercommon, Primordial

Background

Only one of these terrifying creatures has ever been spotted in Attú. His name was Azzirok, and last anyone knew, he was the companion of the Lich King Tengkorak. Although it has been nearly a half-century since the Pulsarian was spotted, if you see a one while adventuring, don’t think about it, just run.

Little is known about the origins of Pulsarian dragons, since there’s only ever been the recorded sighting of the one. Centuries-old speculation from an anonymous Alchemist gave the following account:

  • Azzirok was a humanoid sorcerer that desired the power of the sun itself, and body that could contain it. The resulting ritual created magic so complex and so powerful that becoming Azzirok was the result. Unfortunately it erased his memory, so he had no recollection of the mage he once was.

It is also unknown what using Pulsarian scales to fashion armor would even do, since not a single person that’s been close enough to touch the beast has lived to tell about it, and for good reason.

Any villages the Dragon has terrorized have been turned in to ash and glass with no survivors. There is only 1 known survivor of Azzirok’s wrath, an old Dromani in the town of Myllen-Mack Springs, named Rezík Demazil.

Keen Smell. Pulsarian Dragons have extarordinary sense of smell, on any instance of perception or investigation where its sense of smell could be used, it gets both advantage and proficiency.

Legendary Mental Defenses. The dragon is immune to any effect that would sense its emotions or read its thoughts, including divinations. Even wish spells and similar spells/effects can’t affect the dragon’s mind or gain information from it. In addition, attempts to do so cause a psionic reflection that deals 20 (4d6+4) psychic damage to whomever attempted it.

Limited Magic Immunity. The dragon can’t be affected or detected by spells of 5th level or lower unless it wishes to be. It has proficiency on saving throws against all other spells and magical effects.

Actions

Multiattack. The Dragon makes two out of the following: a Bite attack, a Claw attack, and a Tail attack.

Bite. Melee Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12+10) piercing damage plus 22 (4d10) force damage.

Claw. Melee Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The dragon can have only one creature grappled this way at a time.

Tail. Melee Attack: +19 to hit, reach 25 ft., one target. Hit: 23 (2d12+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Plasma Breath. (6 Charges; recharges after short rest) The dragon unleashes a blast of heat and light so intense, that if creatures are looking at it directly, they must make a CON save @DC20. On a failed roll, they are blinded for their next 2 turns. On a successful roll, they we able to avert their eyes in time to avoid retinal damage.

The breath weapon itself unleashes a 10ft wide by 150ft long beam of plasma that deals 70(10d10+10) plasma damage. Creatures within range must roll a DEX save @DC18. On a failed roll, the target takes full damage. On a save, the target takes half. If anything hit by the beam loses all of its Hit Points, it is turned to ash instantly.

Legendary Actions

Magnetic Blast. (1 Charge; recharges after short rest) All metal objects, except those made from Hermithite or Hermesium are repelled away 100ft from the dragon. There is no save from this effect. Characters wearing metal objects may take bludgeoning damage for 1d6 for every 10 feet they were thrown as a result of this effect.

Searing Skin. (2 charges; recharges after short rest) The dragon can heat it’s skin up to 500°C (932°F). It can hold this for 3 rounds. Anyone within 50ft takes 30 (6d6+6) thermal damage each round, if they cannot move out of the range of heat damage. During this time wood, bone, iron, or steel weapons can not inflict damage to the Dragon.

Attempting to hit the dragon with a metallic weapon (except Mithral and Hermithite, which has no additional affect) will burn the wielder’s hands due to the heat conducted through the metal, nearly instantly. If a character does this, their hands take half of the thermal damage dealt by the searing skin itself. Touching the skin directly immediately turns any living creature to ash.

Nova. (2 charges, restored with short rest) A wave of searing hot light emanates in a 360 degree arc around the dragon for 80 ft. Any dreature caught within range must make a Dex save @ DC 20. On a failed roll, the target takes 80 (14d8+10) Radiant damage, or half on a success. If this ability would kill a target, it is reduced to ash.

Part 4 | Bestiary

 

 

Azzirok the Devastator

The only known Pulsarian Dragon

The true Origin of

Azzirok the Devastator

There was once an Elven sorceress name Kurandiel. She befriended an old Yellow Dragon named Shenzamar. Kurandiel was obsessed with the power of the sun. She and Shenzamar often had long talks about harnessing the power of the sun, and what it would be like to have that much power at their disposal.

Yellow Dragons have 7 aging stages, unlike traditional dragons: Wyrmling, Young, Adolescent, Adult, Elder, Ancient, and Dreadnaught Drake. Each stage lasting about 200 years, with the excpetion of the ascension from Ancient to the Dreadnaught. Nobody knows for sure how long Dreadnaughts live after they emerge. The Ancient must encase itself in a stone coccoon and sleep for a century. This is extraorinarily difficult, as being without light for extended periods makes Yellow dragons weak. However, with Kurandiel’s help, Shenzamar timed his Great Hatching so it would be on the Summer Solstice, where the day before had a solar eclipse.

Kurandiel timed it this way with her own devices in mind. She would break open Shenzamar’s coccoon just before the solar eclipse, leaving him completely helpless for 2-3 minutes. During that time she would have a ritual prepared to switch bodies. She would pierce his side, and drink his blood as the final act, just before the final moment of totality. If her ritual was successful, she would become the Dreadnaught Drake, and he would be a feeble old elf woman.

The spell did not work the way Kurandiel intended. Instead of switching bodies, it fused them together into something wild, and well beyond the power of the Dreadnaught she had intended. The thing that emerged had no memory of its past, and was angry that it could not remember. It could only remember that it had awoken a day early… for… something.

The explosion of energy from this incident left a crater a mile wide, as if a meteor had smashed in to the world’s surface. There are old records of storms filled with dust and sand that raged for weeks, up to three hundred miles away in any direction. Many assumed that it was part of the series of impacts that destroyed the Three Empires, but it was definitely not.

Along the Southernmost border of the Attú region, this crater can still be found today.

Azzirok’s story inspired by

Meteor Crater National Landmark

Winslow, Arizona

Part 4 | Bestiary

 

 

Arm Yourself for an Ass Whooping

I hope you enjoyed my creation, inspired by the red rock and sandstone deserts of the 4 corners states, and more. From Valley of Fire, to Mesa Verde, and from Flaming Gorge and Dinosaur to the Bisti Badlands and the Grand Canyon.


Some day, I hope to complete my second book for the region!

Attú: The Lay of the Land & The Mystery of Dark Magic at the Great Stone Barrier Ridge

           Coming eventually, or maybe not at all!

\n\n\n{{footnote Part 1 | Background}}\n\\page\n##### A Fair Warning...\n:\nThe desert region of Attú is not for beginners, and not for low level characters. It has challenges that will make even the most well-seasoned players think twice about charging ahead with reckless abandon. If your style is the sometimes maligned \"murder hobo\", you may want to slow down and reconsider: You'll probably get yourself killed in Attú. This place is for those who prefer to think and plan ahead. If you don't, it can come back to bite you, literally. It is both hell and paradise rolled in to one.\n\n\n{{watercolor4,top:80px,right:90px,width:300px,opacity:40%}}\n\n\n \n \n \n\nIn exchange for the treachery of climate, flora, and fauna, Attú has some of the most stunning landscapes anywhere on the sphere of Ulker-Varun.\n\n\n\n### A Rough Landscape\nInspired by the extreme sandstone desert landscapes, mostly of the American Southwest's 4 Corners region, (Utah, New Mexico, Arizona, Colorado, with a smattering in Nevada) the deserts of Attú are stiflingly hot in the summer, and freezing cold in the winter. The creatures and people that live here are heartier, more resistant to the extreme weather, and have the endurance to match. The sweeping sandstone cliffs and mesas, hoodoos, stone reefs, slot canyons, arches, and natural bridges are only among some of the wonderous features of Attú.\n\nThere are also huge mountains, volcanoes, and at high elevation, pine and deciduous forests. Mountains reach heights of around 27,000ft (8230m). Normal elevations in the area range from 2000-6000ft (610-1830m) in the larger valley floors and flatlands.\n:\n#### Tougher Creatures\nThere are many familar creatures and monsters, local variants of familar creatures, and creatures that can be found nowhere else. Adventuring in Attú requires careful planning of water, rations, and distances. It necessitates being on your guard, and when out in the wilds, sleeping with one eye open. Any creatures that you run into that are already outlined in official literature, add 2 hit die to the creatures' hit points, and 2 points to the creatures' CON score, for anything not specifically laid out in this module.\n\nThe monsters and creatures of the region are hardened by centuries of survival in the the desert. Most of them have evolutionary traits that make them look different, and have additional capabilities compared to their normal counterparts.\n:\n#### Even the People are Different\nThere are a handful of races here in the deserts that are barely known outside the region and adjacent areas. The Dromani, Mul, and a Goblinoid race called Bhuk-Bears. They're all hybrids of known races, but they've existed here for at least a couple of millenia in their current forms. There's a unique variant of Lizardfolk, specially adapted to the deserts here. They call themselves Gilafolk (pron: HEE-La-folk).\n\n#\n\n{{decal\n\n}}\n\n{{arch\n\n}}\n\n\n{{footnote Part 1 | Background}}\n\\page\n\n\n### An Extreme Climate\n In Attú, the day and night cycles are quite important. Some creatures don't tolerate the scorching heat of the full sun well. Others don't tolerate the 30-40°F (17-22°C) difference from day to night during the summer. Some are only shuffling around during the golden hours around dusk and dawn when it's not too cold, and not too hot. Most of the familiar-ish things you encouter are going to have higher CON than their normal counterparts due to the extremes, which means more hit points, and more resistances.\n\nIt isn't just the heat and lack of water that will get you here. Winters can be at or below freezing in many areas, and winter can leave several inches of snow on the ground. Spring is the wettest season, and rainstorms during any season can bring terrifying flash floods. While camping in a dry river cove might be considered safe in some places, in Attú, if a sudden storm pops in it could drown you, or at least sweep your mount and belongings away in the torrent. Seasonal creeks and streams run in late Winter through Spring; most of these seasonals are dry as a bone by the end of Spring except in the wettest years.\n\nSprings are often hidden, and if locals know about them, well protected. Rivers and creeks that flow year-round always have settlements along them somewhere.\n\n### Demographics & Population\n Even the largest cities in the region are usually no more than 5000 residents. The surface population breaks down as follows: 20% human, 15% Dwarf, 15% Half-elf 10% Elf, 10% *Desert* Lizardfolk, 5% Gnome, 5% Dromani, 5% Mul, 5% Goblinoids, and 10% mixed everything else, with a good portion of that last 10% being Tiefling, Half-Dragon, and Darkstalkers. Don't worry about the unfamiliar races, there will be more on those later.\n\nThe high population of Dwarves comes from the rich mineral deposits and semi-precious stones. There is also local deposits of Mithral ores, and another rarer metal still, Hermesium.\n\nHermesium is liquid like mercury but forms an extraordinarily tough amalgam with Mithral. This amalgam is known as Hermithite, and is the most sought after alloy in the region. There is only a single tribe of dwarves that knows how to make use of this rare metal, and they protect the richest cache of it known. They're protective of their mine, and surprise visits will not end well. Also, it is worth noting that Hermesium and Hermithite are not magnetic.\n\n### Influence of the Underdark\n\n Odd alliances are common here, and the influence of the massive network of the tunnels and caverns in the Underdark with its myriad of access points to the surface here in this great expanse make for the strangest of bedfellows.\n\nAt night, it's not uncommon to see traders from the Underdark come to the surface. Since it would be odd anywhere else, most players seeing Duergar and Drow on the surface might be a bit taken aback, but while it's not an everyday occurrence, in Attú, it's by no means rare.\nThe Underdark itself, while the dominant *intelligent* races are Drow (about 25%), Duergar (25%), a subrace of Mul (10%), Darklings (10%), Tieflings (10%), there are goblinoids (10%), assorted lycanthropes (5%), and assorted intelligent demons and devils for the last bit.\n\nThere is one important commodity the Underdark has much more of than the surface: Water. Natural cisterns, and minimal digging for wells or tapping into an aquifer makes having friends on the underside valuable, and even profitable for (as they say in Undercommon parlance) Topsiders or Sunnies.\n\nOften, mining or traveler's camps have traders visit from the underdark with barrels of water to trade for whatever they can. People here don't immediately run at the sight of Underdarkers, nor do they immediately assume the worst. Knowing someone fluent in Undercommon, Low Drowic, or Duervish (the Duergar dialect of Dwarvish) isn't odd either, and could prove to be quite handy.\n\n#\n\n\n{{footnote Part 1 | Background}}\n\\page\n\n\n\n\n{{fullpage\n\n\n}}\n\n\n\n\n\\page\n{{partcover\n\n{{background\n![image](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/198036db-0629-42c0-9566-73dacdfcf216/d1wrjv5-360199cd-1f01-4583-b659-d9e9966661b5.jpg/v1/fill/w_1241,h_644,q_70,strp/dark_sun___salute_by_silverbladete_d1wrjv5-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9Nzg5IiwicGF0aCI6IlwvZlwvMTk4MDM2ZGItMDYyOS00MmMwLTk1NjYtNzNkYWNkZmNmMjE2XC9kMXdyanY1LTM2MDE5OWNkLTFmMDEtNDU4My1iNjU5LWQ5ZTk5NjY2NjFiNS5qcGciLCJ3aWR0aCI6Ijw9MTUyMSJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.w7mHflZaQvUjorUlVrWjZ2uGBMm4Goc27pww_42MhLI){top:-10px;right:-50px}\n}}\n\n#\tPart 2\n\n## Races of Attu\n\n}}\n\n\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n\n## Bhuk-Bear\n\n
\nThe history of the Bhuk-Bears isn't the rosiest of pictures, but neither is any other history from this place. I'm sure at some point, all of the unique races of Attú were traded as slaves or otherwise subjugated at some point.*\n

\n- Elethar the Bold\n
\n
\n\nThe Bhuk-Bears are a hybrid of the Bhuka and Bugbear goblinoid races. They have highly skilled masons and adobe builders among them. They are more intelligent than most of their other goblinoid counterparts. Here is their story, translated to common.\n\n#### A Brief History of Bhuk-Bears\n\nAs told by Brakulo, the Valley of Goblins official historian\n
\n    *Long ago, the king of the Valley of Goblins, a Bhuka named Ademok mourned the kindness of his Bhuka people. His young son, Grobbus, grew angry about how outsiders would wontonly take advantage of them. He saw the strength of the Bugbears, and was jealous that their prople were small and frail compared to them.*
\n    *After his father had passed, he began to rule the Valley of Goblins with an iron fist, which was strange to the Bhuka people. They were always know for being overly kind, and this essentially destoyed the trade between the Bhuka and the nearby towns resulting in Valley of Goblins turning to raiding and theft to maintain itself.*
\n   *Grobbus became known as Grobbus the Tyrant after his reign. His son, Grobbus II, was every bit the tyrant of his father, but also began breeding camps to make \"A stronger Bhuka people\". Grobbus II, also known as Grobbus the Slaver captured Bugbear females, and placed them in breeding dungeons to make half-Bhuka half-Bugbear people.*
\n   *While barbaric, this practice gave a stronger, smarter goblin. As the centuries moved on after, the breed slaving stopped, but the iron rule and raiding didn't.*\n
\n\n### Bhuk-Bear Traits\n\nA Bhuk-Bear has similarities with other goblin types, and a few things unique to them because of their genetics.\n\n***Ability Score Increase.*** An ordinary Goblin would take a penalty to STR and CON, a Bhuk-Bear does not. Add +1 to CON for desert heartiness, and +1 to WIS for the hybrid benefit.\n\n***Age.*** Bhuk-Bears live as long as their Bugbear ancestry, between 80-85 years on average.\n\n***Size.*** Bhuk-Bears are between 5 and 6½ ft. (1.5-2.0 m) tall. Females are on the shorter side; males are on the larger side. Wight ranges from 100 to 250lbs depending on height and musculature.\n\n***Speed.*** Base walking speed is 30 feet. Sand and loose gravel terrain are not considered difficult terrain because of their wide feet.\n\n***Darkvision.*** Due to the centuries of nocturnal living, they have exceptional sight in the darkness. These goblinoids have base range of 90ft.\n\n***Watersense and Burrowing.*** Bhuk-Bears can burrow at a speed of 5, or 10 when digging for water. The ability to sense clean water adds proficiency to their Survival DC. If water is within range, on a successful roll, they will know the distance and depth. Beyond 60 ft deep or 300 ft away, they can’t sense water.\n\n| Feet | Meters | DC |\n|:-------:|:--------:|:--:|\n| Surface | Surface | 8 |\n| 1-10 | 0.3-3.0 | 10 |\n| 10-25 | 3.0-7.6 | 12 |\n| 25-40 | 7.6-12.2 | 14 |\n| 40-60 | 12.2-18.3| 16 |\n\n***Languages.*** Bhuk-Bears speak Bhukalí Goblin, Common, and one of the following: Undercommon, Low Drowic, or Mulian. If another character speaks Goblin, they do not get bonuses or advantage when attempting to understand or eaves-drop on Bhukalí conversations.\n\n***Appearance.*** They retain the sandy skin and tucked ears of the Bhuka, but their hair color is more variant, and does not always have the tight natural curl. They also retain the water-sense ability. Their darker skin around the eyes, and long lashes give them the glare resistance of the Bhuka as well.\n\n***Stonecunning.*** Whenever you make an History check (INT) related to the Attú region stonework, pictographs, or petroglyphs you make the roll with advantage.\n\n\n\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n## Dromani\n#### A Curious Elven Hybrid\n
\n\nSingular and Plural: Dromani (ancient plural is Dromana, but usually only used among their own kind - with non-Dromani usually threatened for using it, if they do)\n\n
\n   The chimeric appearances of Dromani are wild ones, they have sweeps and patches (not unlike a Black and white dairy cow) of the blue-grey to purple-grey skin from their Drow heritage, and all I've ever seen has a sweep that covers an eye, so they all have one Drow-looking eye, and the other is more elf or human looking.
\n   Everywhere on their body the patches and sweeps of Drow-colored skin are, the body hair matches the Drow's silver to white, and the human or elf-like skin matches more standard elf or human lineage. Their own history matches the lore of the legendary Ranger's school of *Ur Khul Nathorvín Etrío ed Kareptirah* located in Myllen-Mack Springs.

\n\t- Eritrius, Wanderer of the Desert
\nFrom The History of the Deserts of Attú, Vol. 1\n
\n\nA Dromani is an interesting mix of Mul (themselves a mix) and Drow. Their ears are less pronounced, more like a half-elf, but their splotchy coloring and single Drow-like eye set them apart in their appearance as truly unique. It is said that the Drow part of the Dromani are descended from the children of the Red Desert Underdark's Drow whose parents were being punished by having their children banished to the light. A practice, it would seem, that has largely been discontinued. Some say it was discontinued because of the emergence of the Dromani, and interbreeding with the surface folk.\n\nIn their home towns of Myllen-Mack Springs, Tabhanna, and Na'worak, they are typically farmers, herbalists, alchemists, and inventors. It is said that they were the first to be able to extract and smelt aluminum in the lands. Education is highly valued.\n\nDromani seem prefer to find their mates either close to the same height, or wildly disparate for some unknown cultural reason. Tall females with a short male is just as common as the other way around. \n\nWhile generally relatively insular to outsiders, they are welcoming to almost anyone who values education, but some times come across as cocky or arrogant to those who aren't educated. They are noticeably kinder to anyone who can speak their language that's not Dromani.\n\nDromani that strike out on their own are often translators or guides in Attú.\n\n##### A Culture of Polyglots\n\n***\"Communication is everything. If we cannot speak to those who are unlike us, we only face conflict.\"*** ::\n\nDromanese (with a soft S, like \"geese\", not hard like \"peas\") is a conglomeration of Elvish, Low Drowic, Common, and even borrowed words from Druidic, often applying one languages rules to roots from another language, which makes it hard to understand for native speakers of any of its roots. \n\nThose fluent in Elvish and Low Drowic have the easiest time picking up Dromanese, because about two-thirds of the language comes from originally being a pidgin of those two. The other parts were added in as time passed.\n\nAll Dromani are fluent in, and read and write Dromanese, Common, and Drow Sign. Most can understand and speak one of the following: Elvish, Low Drowic, or Undercommon. Less common is Druidic, but it's not unheard of. At level 3 you may pick an additional language (from those listed in this subsection) for understanding if your character has been exposed to it, and fluency in the one already chosen.\n\n### Dromani Traits\n **Ability Score Increase.** Dexterity +1, Intelligence +2\n\n**Appearance.** They're slightly more muscular than a normal half-elf due to their Mul genetic background.\n\n**Age.** Childhood to 15, adolescent 15-25 years, Adults live to be 300-350 years. Random: 4d6+25 years for a young adventurer. \n\n**Size.** Start at about 5' 2\", and add 3d6 inches in height. 5'7\" to 6'4\" is most common. Females are generally more slenderly built, but more agile than males. Your size class is Medium, like a human. \n\n**Extra Speed.** Your base speed is 35 feet.\n\n**Darkvision.** Due to their Drow heritage, the Dromani have strong Darkvision. You can see in dim light within 100 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. \n\n**Lesser Sunlight Sensitivity.** Because of their partial Drow heritage, they do suffer some sunlight sensitivity, but not to the extent of full-blooded Drow. They have a -1 to any roll (perception, investigation, etc.) that requires sight in direct sunlight, and their passive perception of visual cues is reduced by 1 in direct sunlight. \n\n**Fey Ancestry.** The Dromani has advantage on saving throws against being charmed, and magic can't put the Dromani to sleep. \n\n**Poison Resistance.** Dromani are resistant to poison, and roll saving throws against poisons with advantage. At level 8, they add their proficiency bonus.\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n\n## Gilafolk\n#### (Desert Lizardfolk Variant)\n
\n\n\n{{artist,top:550px,left:320px\n[freckleF0x](https://www.deviantart.com/frecklef0x)\n}}\n\n:\nGilafolk live in cliff dwellings similar to the Ancient Puebloans (formerly known as Anasazi) of the American Southwest. Above their cliff dwellings are always several guard posts made of stone and adobe to protect the dwellings below. Their dwellings are never at normal ground level.\n\nThey employ trained packs of Sandhunters like guard dogs to protect the dwellings both above and below.\n\nThey have smart farming methods that take advantage of the flash floods. They grow in garden boxes shaped out of the sandstone floor of the alcoves themselves, and take water from below when the canyons flash, and store it in masonry water silos in the cliff dwellings to keep their gardens watered until they can gather water again.\n\nLike their counterparts elsewhere, Gilafolk have the same limited emotional landscape. Representatives of their reptilian family, they mostly are driven by fear, aggression, pleasure, and preservation of their tribe or group. They tend to fight only when necessary out of self- or tribal preservation. Saving their group is the same as their own survival. *(See Volo's Guide pg. 111 for a detailed explanation on the minds of Lizardfolk)*\n\nTraditional weapons are clubs and maces blunt force, and machetes and short swords for slashing and piercing. For ranged weapons they prefer tomahawks and javelins.\n\nUnlike their non-desert counterparts, they do NOT have the Bite Frenzy, as expending energy that way in the Desert isn't a good use of one's stamina.\n
\n\n### Gilafolk Traits\n\n ***Ability Score Adjustments.*** CON increases by +3 points, and your WIS by +1. Your CHA takes a hit by -2.\n\n***Age.*** Gilafolk are heartier than their counterparts, and live to be on average, about 75 years old. They're fully mature by about 16 or so.\n\n***Size.*** Slightly Shorter than their non-desert counterparts, they're about the same size as humans, with a denser/thicker build.\n\n***Speed.*** Base speed for walking is 30, and while they inherit some of their swimming ability from their counterparts, their base is only 20. However, their rock climbing speed is 15.\n\n***Sure Feet.*** Sand and loose gravel are not considered difficult terrain.\n\n***Desert Dweller.*** You automatically succeed on saving throws against extreme heat (See DMG pg. 110) and have advantage + proficiency on saving throws to resist exhaustion caused by lack of water. Survival rolls in desert terrain are also done with advantage.\n\n***Expert Rock Climbers.*** Can climb sandstone walls unaided, athletics checks for rock climbing are done with advantage and double proficiency.\n\n***Melee Experts.*** Gilafolk are tought to dual wield weapons from a very young age, and rarely use shields. From hoeing garden boxes to their martial arts, everything is done with both hands as individual tools. Often, their melee weapons are intentionally mismatched to provide maximum chance against the tough creatures of the desert. They get the equvalent of a Multiattack x3, and they can choose from either hand weapon, and any of their natural weapons, up to 3 attacks.\n\n***Bite.*** Their bite packs a particularly nasty punch at higher levels. +4 to hit, Reach 5ft. 7 (2d4+4) piercing damage.\n- **Level 6+**: The bite victim must roll CON save @[DC 10+STR Mod] against poison. If they fail the roll, they take an additional 2d4+4 poison damage.\n- **Level 10+**: If a creature takes poison damage in this manner, after combat, they take an additional 2d4+4 necrotic damage every hour until the poison is removed either my medicine, herbalism, or magical means.\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n\n\n ***Claw.*** +4 to hit, Reach 5ft. 2d4+(STR bonus) slashing damage.\n\n***Tail Whip.*** +4 to hit, Reach 5ft. 2d4+(STR bonus) damage counts as both piercing and slashing damage.\n\n***Languages.*** Gilafolk speak an even more obscure dialect of Draconic than standard Lizardfolk (called Gilani). If a character speaks standard Draconic, they must roll to understand with no bonuses and disadvantage. \n:\nGilafolk at **Level 12** (and once every level after) may roll a straight DC equal to their level to gain the following ability:\n:\n ***Perfect Camouflage.*** **(1 action)**\nIn Desert terrain, these Gilafolk can camouflage themselves to perfectly blend in to their surroundings. All Stealth rolls are done with advantage. Investigation or perception rolls (@DC 15) to see or find camouflaged Gilafolk are at disadvantage, unless they are spotted while camouflaging. If they are spotted, no bonuses are added to a straight DC check.\n::::::::::::::::::::::::::::::::::::\n\n{{artist,top:400px,right:40px\n##### A Gilafolk Village\nIllustrator Unknown\n}}\n\n\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n## Mul\n#### An Extra-Durable Half-Dwarf\n
\n\nBorn from the unlikely (albeit nearly prehistoric) parentage of dwarves and humans, a Mul combines the height and adaptable nature of humans with the musculature and resilience of dwarves. Muls enjoy traits that are uniquely their own, such as their robust metabolism and almost inexhaustible capacity for work. The word rhymes with “null”, and comes from the dwarven word *mulzhen'nedar* which means “having enduring strength”; “mule” is used as an epithet or slur.\n\nThe Muls have existed as a unique race here on Ulker-Varun for significantly longer than the Dromani or Bhuk-Bears. Their people were generally used as slaves, especially by the Drow in the Underdark and Half-Dragons on the surface. The Underdark variety were bred from Duergar, and called *Myrkmul* and surface dwellers bred from standard dwarves called *Solríkmul*.\n\nThe Mul have only had their freedom for between 800-900 years; the exact timeframe is hazy due to poor record keeping. When the Great Western Imperium collapsed, and the huge civilizations of the Three Empires shattered in to city-states, it was much harder to oppress them as a whole. In a coordinated effort which took nearly 35 years to organize, The Great Mul Uprising freed the Mul from their captors, almost overnight. A lot of Drow and Half-Dragon blood was spilt. It is worth noting that Mul tribes don't finght amongst one another at all. Regardless of the group the Mul comes from, they have a sort of built-in comraderie amongst all of them because of the uprising.\n\nSecond only to the Goliath, the Mul is the strongest of the common humanoid races of the realm. Muls grow as high as seven feet, weighing 250-300 pounds at that height, but carry almost no fat at all on their broad muscular frames. Universal Mul characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the sides of their head.\n\nDue to the Uprising, Drow tend to avoid Mul, and are a bit anxious around them if they are not familiar with the individual. All Mul prefer to avoid the Underdark, as that place is a a reminder of slavery.\n\nMyrkmul live in cliff dwellings, which they learned how to build from the Gilafolk, but they seem to have that extra edge of Dwarven engineering precision to them. Often, they live in enclaves near Gilafolk, and tend to have symbiotic relationships with their cities. The Myrkmuls are the guardians of the night, and right across the canyon the Gilafolk village will be, sharing the same creek or spring, keeping watch during the daytime.\n\nSolríkmuls often live in cities and towns, and sometimes nomadic tribes away from civilization.\n:\n### Mul Traits\n:\n##### Shared Features for Both Subraces\n\n ***Ability Score Adjustments.*** If your CON roll is less than 12, it becomes 12. Due to their genetics, Mul have exceptional constitution. Add +3 to your CON score, not to exceed 20.\n\n***Age.*** They're longer lived than Humans, but not as long as Dwarves. Average is about 180 years wth some as long as 225. They're not fully mature until age 25.\n\n***Speed*** Base speed is 30.\n\n***Poison Resistance.*** You have advantage on saving throws against poison, and you have resistance against poison damage. You also have advantage on constitution saving throws against magic.\n\n***High Endurance.*** A Mul can engage in up to their CON score hours of labor before needing to complete a long rest. You also have advantage on Constitution saves against exhaustion.\n\n***Mul to Mul Telepathy.*** A Mul knows when another is nearby (within 300 feet or 91m), and they can speak to each other without orating aloud within 50 ft (30m).\n\n***Languages.*** They can speak Common, Mulian, and likely one of the following: Dwarven, Duervish, Undercommon, or Dromanese.\n\n:::::::::::::::::::::::::::::::::::::\n\n{{artist,bottom:80px,right:120px\n**Myrkmul High Cleric of Samvinna Sigur**\n}}\n\n\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n\n##### Myrkmul Specific Traits\n\n ***Appearance.*** The Myrkmul has grey to bluish skin like their Duergar ancestry, with silver to white hair. Males don't have any hair on the top of their heads, ever, and females have no body hair other than on their heads.\n\n***Darkvision.*** Myrkmul have exceptional darkvision, but not quite as good as their Duergar ancestors. You can see in dim light within 100 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\n\n***Lesser Sunlight Sensitivity.*** Because of their partial Duergar heritage, they do suffer some sunlight sensitivity, but not to the extent of full-blooded Duergar. They have a -1 to any roll (perception, investigation, etc.) that requires sight in direct sunlight, and their passive perception of visual cues has a -2 penalty in direct sunlight.\n\n***Enlarge*** **(2 charges; Recharges after a short rest).** For 1 minute, the Myrkmul magically tiples in size, along with anything it is wearing or carrying. While enlarged, the Myrkmul counts as Large, doubles its damage dice on all melee attacks, and makes Strength checks and Strength saving throws with advantage.\n\nAfter the timespan, the Myrkmul is drunkenly sleepy, and *all saving throws* are rolled with Disadvantage and no bonuses for the next 90 minutes. At levels 4, 8, 12, 16, and 20 this duration is reduced by 15 minutes each.\n\n##### Solríkmul Specific Traits\n\n ***Appearance.*** Black to dark brown hair that greys out with age starting around 50. They have tan to copper skin and little to no body hair. Solrík males don't go bald, ever. They usually wear their hair with small braids or ponytails, with beaded ends. If they're bald, that's usually a sign they were gladiators or charioteers in the regional games.\n\n***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\n\n***Intuit Height and Depth.*** You can accurately estimate the depth of a hole or cliff by dropping a stone off the edge and timing the sound. This is always correct within ±10% of the actual height. If it's 50 ft or less, it's perfectly accurate. Solríks carry \"poppers\" that make an extra loud noise when they hit the ground for very deep drops.\n\n***Stonewalk (Sandstone).*** (Starts at level 3) The Solrík can walk into sandstone as if user were walking through water. Can remain inside the sandstone for 5 minutes before they need to breathe again. Inside the sandstone, the user heals 10HP/min. Once they need air, the healing component stops, and they lose 25HP/min. \n\nCharges start at 2/day and must be replenished by a long rest. At levels 6, 10, 15, and 20 an additional charge is added.\n\n{{descriptive,wide\n##### Two Primary Mul Deities\nThe first is *Samvinna Sigur*, the goddess of Victory, signified by dark teal and sterling silver. legend has it that she helped lead one of the first Mul regiments to victory, and then after the Great Uprising, she ascended to the heavens near dusk, where the sun was setting, still barely over the horizon, just as the moon was barely ascending on the opposite horizon, also visible.\n:\nThe other is *Eydhimerk Hirdhingja* God of the Wanderers, signified by grey, brown, and black iron. He was the one who guided the Mul out of their captors' hands to safe spaces, and instructed them to keep moving, to make them harder to recapture by their former oppressors. During the first festival for *Samvinna Sigur* where the Sun and Moon were aligned the same as her ascent, she came down and guided him to Himnarikur (basically Valhalla for Mul), and took him as her *Elskadhur* so he could finally rest his weary feet.\n}}\n\n:::::::::::::::::::::::::::::::::::\n{{descriptive,wide\n*A battle-hardened Solrík gladiator, with young Sandstone Ankheg Drone exoskeleton parts fashioned in to a shield, a weapon and a helmet.*\n}}\n\n\n\n\n{{footnote Part 2 | Races of Attú}}\n\\page\n{{partcover\n\n{{background\n![image](https://cdna.artstation.com/p/assets/images/images/018/677/216/large/marishka-kleyman-assa.jpg?1560284258){right:-150px}\n\n}}\n\n# Part 3\n\n## Character Classes\n\n}}\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n## Necrobotanist\n#### A Druid with a dark twist\n
\n
\n\n“I watched this... Druid do the maddest thing I’d ever seen. He raised a skeleton from the ground like a necromancer, but it filled the body out with vines and stalks to create something else entirely.\n\nIt was ghastly, a creature that was both a living plant and undead simultaneously. Its eyes were empty sockets that held a faint green glow. Two from my party immediately turned and ran. \n\nI, too, was scared. But I stood my ground.\n\t\nThe creature’s strength wasn’t like the frail skeletons of a Necromancer, either. It fought with an intensity I’d never encountered from the undead. And… it was much less mechanical; it was more… dare I say… alive. \n\t\nI barely escaped the encounter with my life. A flurry a thorned vines, spore pods, and all manner of things were hurled at me during the fray. Not something I’d like to repeat if I can help it.\n:\n   - **Elethar the Bold**\n
\n:\nThe Druid’s school of Dark Arts is like the Druid’s Anathema archetype taken to the next level. Both Druids and those who claim to practice “proper” Necromancy hate Necrobotanists alike. Druids of Anathema are more friendly, but still often wary. The intent was to blend necromancy, earth magic, and other dark arts to create a new way to bend life and death to the will of the mage. They have their own versions of many spells that seem familiar to Druids, Necromancers or Warlocks of the Undying, twisted to suit their own desires and ends.\n\nThe Necrobotanist forsakes tradition and takes almost a scientific approach to magic. How can I bend this spell? What affect will it have on my target? Those ideas are taught and encouraged in their schools. Necrobotanists give up their mastery of living animals, and trade it for skills in creating that they refer to as “verdant dead”. They only have elemental spells that deal with earth (or stone), poison, and ice.\n\nThey studied all different types of Necromacy, taken from wizards, clerics, and warlocks alike. They did not discriminate – a good piece of magic or alchemy is just that, and not to be cast aside.\n\nSince their magic is so specialized, and requires intense study, they do not have multiple Archetypes. They refer to themselves as “The Green and Black order” and their clothing is generally black, trimmed in shades of dark and/or intense greens. The official symbol of the order is a green skull with a white lotus underneath, usually found embroidered on their clothing, and tattooed somewhere on their back.
\n\n### Class Features\nAs a Necrobotanist, you gain the following class features\n#### Hit Points\n- **Hit Points at 1st Level:** 8 + your Constitution modifier\n- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1.\n\n#### Proficiencies\n___\n- **Armor:** Light Armor, Small shields\n- **Weapons:** Quarterstaff, Batons, Clubs, Maces, Sickles, Daggers, Short Swords.\n- **Tools:** Herbalist's Kit\n- **Language:** Druidic\n\n___\n- **Saving Throws:** Intelligence, Wisdom\n- **Skills:** Must take Arcana and Nature, then choose two from the following: Investigation, Insight, Intimidation, Medicine, Perception, and Survival\n\n#### Equipment\nYou start with the following equipment, in addition to the equipment granted by your background:\n- **An explorer’s pack**\n\nand either one of the following:\n- **(a)** A small shield, and any one-handed weapon from the class list, or\n- **(b)** A quarterstaff with light armor, and a dagger\n\n### Class Abilities\n\n#### Spellcasting\nStarting at Level 1, you have the ability to cast spells.\n:\n**Spell Save DC** = 8 + Proficiency + INT mod.\n:\n**Spell Attack Modifier** = Proficiency + INT mod.\n:\nSpellcasting is generally the same as the standard druid (PHB pg. 65), unless specifically differntiated in this class description. One of your first level spells must be from the Necromancy school. The class spell list is at the end of the section.\n\nThe class-specific spells listed in the \"Class Abilities\" section do not count against your total memorized spell count at any time.\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n#### Grim Siphon\nAt 2nd level, you gain the ability to reap life energy from creatures you kill. Depending on the size of the creature determines the amount of hit points you gain from it. This ability is by touch only, and only for the creature sizes specified.\n\n##### **Creature Size**\n| Size |+HP Die| Able at Level | Extra Die at Levels |\n|:---------:|:-----:|:-----:|:-----:|\n| Tiny | 1d4 | 1 | 5, 9, 13 |\n| Small | 1d6 | 3 | 7, 11, 15 |\n| Medium | 1d8 | 5 | 10, 14, 18 |\n| Large | 1d10 | 8 | 14, 20 |\n\n#### Whip Vines\nAt 3rd level, you gain the ability to raise plants from the ground that can aid you in combat. You can perform this 3x/day, and these uses can be charged after a long rest.\n\nA pair of thorny vines springs from the ground on each side of the character. The pair can target separate enemies during combat for the same bonus action up to (5 feet) × (your druid level) away. The plants last for 2 minutes, then wither away, or can be dispelled by the Druid at will.\n\nAt levels 6, 9, 12, 15 and 18, the Druid can add an additional pair of Whip Vines at each of those levels. At each of these levels, you also get an additional charge.\n\nAt level 9, in addition to the listed damage type, all damage dealt by whip vines becomes Poisonous in additional to its base type. At level 12, all damage also becomes Necrotic.\n\nWhip Vines can be commanded to do the following:\n\n**Whip:** (1 bonus action) Melee attack; Reach: 15 ft; Whip deals 1d8 slashing damage to the target. Add an extra 1d8 each at levels 4, 8, 12, and 16.\n\n**Pull:** (1 bonus action) Reach: 25 ft; The target rolls a DEX save. On a failed save:\n- The target is pulled closer to the Druid by 2d6+3 feet, and take 1d8 piercing damage.\n- Roll for the captured body part: 1 = head or neck, 2 = an arm, 3 or 4 = torso, 5 thigh, 6 = lower leg / foot. If the roll is a 1 or 6, the target is knocked prone.\n\n**Shove:** (1 bonus action) Reach: 15 ft; A target rolls a Dex save. If the roll fails, one vine pushes an enemy away from where it stands, up to the total length of the vine + 5 feet. Each vine can be commanded on the same bonus action separately. If both vines are commanded to shove the same target, the distance becomes up to the total vine length from where the target stands + 10 feet. If the enemy is moved more than a total of 25 feet, they are knocked prone.\n\n**Restrain:** (1 action) Target must roll a Dex save to avoid being restrained by both whip vines. If they fail, they take 1d6 piercing damage. On the target’s turn thereafter, the target rolls a strength save to attempt to escape. If they fail, they take 1d6 piercing damage. At level 6 and above, the piercing damage increases to 1d8, and it adds 1d6 crushing (bludgeoning) damage. At Level 9, it becomes 2d8 piercing, and 2d8 crushing, and at level 15, it becomes 3d8 piercing, and 3d8 crushing.\n\n**Lift:** (1 action) A pair of whip vines can lift a target of your choice up to the total allowed length of the vine. If you choose to drop the target, it saves versus and receives fall damage as normal.\n\n#### Ability Score Improvements\n\nAt 4th level, you can increase one ability score by 2 or increase 2 ability scores by 1 (to a maximum of 20 points).\n\nThis also occurs at 8th, 12th 16th, and 19th levels.\n\n#### Cantrip Flexibility\n\nYou may trade out any memorized cantrip with any other cantrip as a bonus action. You may do this with up to 2 cantrips per day. At every remaining level multiple of 5 (10, 15, 20) add another cantrip that can be swapped out, for a maximum of 5 per day.\n\n#### Fungal Armor\n\nAt Level 7, a necrobotanist has learned how to grow a protective suit of mycelium and hardened fungal matter around their body; it lasts for 1 minute. When this ability is activated, the Necrobotanist has +3 to AC, +3 to STR, and -2 to DEX. At level 14, it changes to +4 AC, +4 STR, with no DEX penalty.\n\n#### Death Strike\n\nAt 9th level, the druid gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the druid's turns when he or she hits a creature with a weapon attack, the druid can cause the attack to deal an extra 1d8 necrotic damage to the target. When the druid reaches 14th level, the extra damage increases to 2d8.\n\n#### The Ever Living\n\nBeginning at 11th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\n\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.\n\n#### Resistance by Exposure\n\nAt 14th level, since you’ve spent so much time dealing with plants, fungi, and death, you’re now resistant to Necrotic and Poison damage. Anytime Necrotic or Poison damage would reduce your hit points to zero, you instead take no damage. At level 19, you gain full immunity.\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n#### Convert Undead\n\nStarting at 17th level, you can use magic to bring undead under your control, even those created by other spellcasters. \nAs an action, you can choose one undead that you can see within 60 feet of you. \n\nThat creature must make an INT save against your spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you, and takes 2 rounds to convert in to a slot-level 8 Verdant Dead.\n\nIntelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour. If the target succeeds, it remains a Verdant Dead, but not under anyone’s control.\n\n#### Necrobotanical Mastery\n\nAt level 20, any time a creature is killed by any spell you cast which deals it poison or necrotic damage, you can cast Verdant Dead as a cantrip on that target.\n\nThe energy of your spells intensifies. When you roll damage for a spell and roll the second highest or highest number possible on any of the dice, add half of the maximum for that die to your damage for each die that comes up this way in addition to your total roll score. (**Example**: You roll 4d6 as 3, 2, 5, 6 = 16; with Mastery Bonus the 5 and 6 add +3 each for a total of 22.)\n\nYou no longer need to memorize cantrips. Any cantrip from the Necrobotanist spell list is available to you, at any time.\n\n### Class-Specific Spells\n\n\n##### Healing Gesture\n*1st-level Evocation*\n___\n- **Casting Time:** 1 Bonus Action\n- **Range:** 40 feet\n- **Components:** A Cactus Spine and Saliva\n- **Duration:** Instantaneous\n\nThe Druid makes a quick gesture with their hand (Player's choice) and the target regains hit points equal to 1d6 + Proficiency + INT mod.\n\nDistance increases by 10 feet per slot level 2 or higher. If used in a Level 3+ spell slot add 1d6. At slot level 6+ add another 1d6.\n
\n\n##### Siphoning Vine\n*2nd-level Necrobotany*\n___\n- **Casting Time:** 1 action\n- **Range:** 40 feet\n- **Components:** A viny weed and an eyelash\n- **Duration:** 1 minute\n\nA vine sprouts forth from your chest that lashes out at your command toward a creature in range. Make a melee spell attack against the target. The target must make a Dex save versus your spell DC to avoid the vine. If they fail, they take 1d6 necrotic damage, and you gain that many hit points (not to exceed your maximum). The target is also *restrained*.
\n\nEvery turn after that, the target must roll a Strength save, or take 1d6 more damage that is siphoned off to the caster's HP. If the target succeeds, the vine releases, and the target is freed.\n
\n***At Higher levels***\n
\nAt slot Level 4: the damage increases to 2d6.\n
\nAt slot Level 6: the damage increases to 4d6. If a creature is killed by the Siphoning Vine, after 1 action’s time it becomes a Verdant Dead equivalent to slot level 6.\n
\nAt slot Level 8: the damage increases to 6d6. If a creature is killed by the Siphoning Vine, after 1 action’s time it becomes a Verdant Dead equivalent to slot level 8.\n
\n\n##### Enhance Speed and Reflexes\n*3rd-level Transmuation*\n___\n- **Casting Time:** 1 Action\n- **Range:** Touch or Self\n- **Components:** A teaspoon of ale and a sprig of Ephedra\n- **Duration:** 1 minute\n\nThe druid touches a target, and bestows magical enhancements which do the following:\n\n•\tThe target gains advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.\n\n•\tWalking, swimming, and climbing are all multiplied by 2\n\n•\tAcrobatics checks are rolled with advantage\n
\n\n##### Grow Verdant Dead\n*3rd-level Necrobotany*\n___\n- **Casting Time:** 1 action\n- **Range:** 50 feet\n- **Components:** A seed pod, a drop of blood, and a tooth\n- **Duration:** 1 day\n- **Does not count against memorized spells for the day.**\n\nThe Verdant Dead created by the spell below appear as though it has no skin, and muscle fiber has been replaced with strong, thin vines. The eye sockets appear empty with a faint green light emanating from them.\n\nChoose a pile of bony remains from a small or medium sized creature within range. It does not matter if it just a skeleton, a fresh corpse, or anything in between. \n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n\n\n{{artist,top:490px,left:80px\n**Brian Valeza** | brian_valeza@yahoo.com\n}}\n:\nVines spring out of the ground, and grow inside the creature, and wrap its bones making a plant-covered and plant-filled beast that vaguely resembles the original. The vines break free from the earth once the creature is complete. The Verdant Dead can then fight on its own. Verdant dead stay alive for 1 day, at which time they quickly wither away. Only Small or Medium creatures can be changed this way. All Verdant Dead are immune to poison and necrotic damage, condition immune to being poisoned.\n\nYou may have 1 small and 1 medium Verdant Dead at a time. You may add 1 additional small Verdant Dead at slot levels 4, 6, and 8. You may add 1 additional medium Verdant Dead at 5, 7, and 9. Small creatures use the Zombie stat block (MM pg 316). Medium Creatures use the Husk Zombie stat block from Explorer's Guide to Wildemount ( pg 293).\n\nAt slot level 5+: the Verdant Dead can transform its arms into Whip Vines with all higher-level abilities engaged, equivalent to your Necrobotanist level. The Verdant Dead now last 5 days. Giving them a pint of water and 2 hours sunlight heals their hit points.\n
\n\nAt slot level 7+: All of level 6 changes, plus The Verdant dead remain alive indefinitely if they can get light daily, water every 4 days and eat flesh every 7 days.\n\n2 hours of sunlight and a pint of water is equivalent to a short rest and heals half their missing hit points, 4 hours of sunlight and a quart of water is equal to a long rest. Without water and only light, (or vice versa) the Verdant Dead survive 7 days. If they don’t get their one flesh meal every 7 days, they begin to wilt and die.
\n\n\n##### Consuming Fungus\n*5th-level Necromycology*\n___\n- **Casting Time:** 1 action\n- **Range:** 50 feet\n- **Components:** A viny weed and an eyelash\n- **Duration:** Instantaneous\n\nThe caster blasts a heavy pod of spores at a target. Upon impact, the pod deals 2d6+3 bludgeoning damage. The pod sticks to the target and begins to grow. Treat this as a standard thrown weapon attack.\n\n1st turn after impact the fungus begins to make the target weak, and all Dex and Str bonuses are eliminated, and they receive 1d6+6 damage (counts as both necrotic and poison).\n\n2nd Turn after impact, the target begins to hallucinate, and all Int and Wis bonuses are eliminated. They receive an 1d6+6 damage (counts as both necrotic and poison).\n\n3rd Turn after impact (and every turn after), the target is incapacitated, and falls to the ground. They must roll a CON save with no bonuses against paralysis. Even if they successfully save, they still take 1d6+6 damage. (counts as both necrotic and poison). Once their hit points are reduced to zero, they succumb consumption by the fungus, and die.\n\nIf used as a 6th level spell slot or higher: The Druid can cast Grow Verdant Dead as a Cantrip on people killed this way.\n::::::::::::::::::::::::::::\n\n\n
\n[Justin Gerard](https://justingerardillustration.artstation.com)\n
\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n##### Necrobotanist’s Storm\n*9th-level Conjuration*\n___\n- **Casting Time:** 1 action\n- **Range:** ¼ Mile\n- **Components:** A drop of water, a seed pod, and a mushroom cap\n- **Duration:** Concentration, up to 1 minute or 5 rounds.\n\nA churning storm centered on a point you can see spreading to a radius of 100 feet. Lightning crackles in green, thunder booms, and winds roar about. Each creature under the storm surface 1000 feet or less must make a STR save. If the creature fails the save, they take 3d6+6 thunder damage, and are knocked prone.\n\nEach round you maintain concentration, it produces a new effect, up to 5 rounds.\n\n**Round 2.** Creatures under the storm cloud effectively become lightning rods. Every creature under the cloud must roll a Perception check. On a failed check, lightning erupts from the cloud, and strikes the creature.\n\n**Round 3.** The winds subside, and the area under the stormcloud becomes inundated with a choking poisonous fog. Each creature under the cloud must roll a STR save. On a failed save, the creature takes 3d6+6 poison damage. Each round thereafter, all who failed the STR save must roll again to see if they take 3d6+6 more poison damage. This continues each reamining round of the storm, or until they save against this poisoning effect.\n\n**Round 4.** Spore pods rain down from the cloud. Each creature under the cloud must roll a Dex save to evade. Upon impact, the pod deals 2d6+3 bludgeoning damage. The pod sticks to the target and begins to grow. See the Necrobotanist spell ***Consuming Fungus*** for the effects after impact.\n\n**Round 5.** The fog rolls in again, this time thick and black. Each creature under the cloud must roll a Con save. If they fail, the fog deals 4d6+3 necrotic damage to the target.\n
\n\n##### Deathwave\n*9th-level Enchantment*\n___\n- **Casting Time:** 1 action\n- **Range:** 100 feet\n- **Components:** A drop of blood, a horse mane hair, and a booger\n- **Duration:** Instantaneous\n\nThe caster makes a 2-handed shoving gesture and sends a crackling wave of death in front of them that is 25 feet wide, and travels 100 feet in a half a second. Any creature in the wave must roll a Con save without bonuses. On a failed save, it deals 100 points of damage instantly. This doesn't damage plants or fungi.\n\n#\n\n\n\n{{artist,bottom:90px,left:80px\n**artursadlos@DeviantArt**\n}}\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n### Necrobotanist Spell List\n::\n#\n\n
\n\n#\n\t\n##### Cantrips \n- Chill Touch\n- Druidcraft\n- Frostbite\n- Guidance\n- Gust\n- Infestation\n- Magic Stone\n- Mending\n- Mold earth\n- Poison Spray\n- Primal Savagery\n- Resistance\n- Spare the Dying\n- Thorn Whip\n- Toll the Dead\n\n##### 1st Level\n- Absorb Elements\n- Animal Friendship\n- Beast Bond\n- Cause Fear\n- Charm Person\n- Cure Wounds\n- Detect Magic (Ritual)\n- Detect Poison and Disease\n- Earth Tremor\n- False Life\n- Fog Cloud\n- Goodberry\n- ***Healing Gesture***\n- Ice Knife\n- Inflict Wounds\n- Purify Food and Drink (Ritual)\n- Ray of Sickness\n- Snare\n\n##### 2nd Level \n- Barkskin\n- Beast Sense (Ritual)\n- Blindness/Deafness\n- Darkvision\n- Dust Devil\n- Earthbind\n- Find Traps\n- Gentle Repose (Ritual)\n- Heat Metal\n- Hold Person\n- Lesser Restoration\n- Locate Animals or Plants (Ritual)\n- Locate Object\n- Pass Without Trace\n- Protection from Poison\n- Ray of Enfeeblement\n- ***Siphoning Vine***\n- Spike Grother\n\n##### 3rd Level \n- Bestow Curse\n- Conjure Animals\n- Dispel Magic\n- ***Enhance Speed and Reflex***\n- Erupting Earth\n- Feign Death (Ritual)\n- ***Grow Verdant Dead***\n- Life Transference\n- Meld into Stone (Ritual)\n- Plant Growth\n- Protection from Energy\n- Revivify\n- Sleet Storm\n- Speak with Dead\n- Speak with Plants\n- Vampiric Touch\n\n##### 4th Level \n- Blight\n- Charm Monster\n- Confusion\n- Conjure Minor Elementals\n- Control Water\n- Elemental Bane\n- Freedom of Movement\n- Giant Insect\n- Grasping Vine\n- Guardian of Nature\n- Ice Storm\n- Locate Creature\n- Polymorph\n- Shadow of Moil\n- Stone Shape\n- Stoneskin\n\n##### 5th Level \n- Antilife Shell\n- Awaken\n- Commune with Nature (Ritual)\n- Conjure Elemental\n- Contagion\n- ***Consuming Fungus***\n- Control Winds\n- Danse Macabre\n- Enervation\n- Geas\n- Greater Restoration\n- Insect Plague\n- Maelstrom\n- Mass Cure Wounds\n- Negative Energy Flood\n- Raise Dead\n- Reincarnate\n- Scrying\n- Tree Stride\n- Wall of Stone\n- Wrath of Nature\n\n##### 6th Level \n- Bones of the Earth\n- Circle of Death\n- Druid Grove\n- Eyebite\n- Find the Path\n- Harm\n- Heal\n- Investiture of Ice\n- Investiture of Stone\n- Magic Jar\n- Move Earth\n- Primordial Ward\n- Soul Cage\n- Transport via Plants\n- Wall of Thorns\n\n##### 7th Level \n- Finger of Death\n- Regenerate\n- Resurrection\n- Reverse Gravity\n- Sequester\n- Symbol\n\n##### 8th Level \n- Abi-Dalzim’s Horrid Wilting\n- Antimagic Field\n- Feeblemind\n- Mind Blank\n- Maddening Darkness\n\n##### 9th Level \n- Astral Projection\n- ***Deathwave***\n- ***Necrobotanists's Storm***\n- True Resurrection\n
\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n## Wildland Tracker\nFrom the ancient school in the town of Myllen-Mack Springs:
\n***Ur Khul Nathorvín Etrío ed Kareptirah***\n\n
\n\n*Stalking silently at the rim of a slot canyon, the Tracker was poised on the edge of their torchlight, high above. She saw her target, and sighted up her bow. She exhaled slowly and loosed an arrow into the unsuspecting Orc prey.*\n\nPLONG! Thsssssssssssssssssss… SHUNK!\n\n*With high precision, a shot landed perfectly at the base of the Orc’s skull, in its spine. The prey collapsed, and its companions yowled and hollered above, shouting in the presumed direction of the arrow strike. “Not in my desert.” The Tracker muttered under their breath. They swiftly left the angry Orc raiding party with little sound through the desert, and entirely without their leader.*\n\t\n*I assume she could have taken out the entire party, but with Orcs, removing their leader is usually sufficient, and all she wanted was to send a message. I think they understood.*\n:\n- Excerpt from ***An Excursion with the Realm's Best Rangers*** written by **Elathia the Wise**\n
\n\n##### Nature's Gifted Warriors\nDefenders of nature, the Wildland Tracker is not only a pathfinding expert, but a defender of the natural world. They despise magics that are used to twist and warp nature to suit one’s purpose. Their use of power allows natural energy to flow through them and enhance themselves, or the flora and fauna around them. A Tracker’s magical ability is forged from traditions that root in both Monk and Druidic schools. It uses their natural internal energy much like a Monk uses Ki. They have some limited martial skills when threatened up close, and the ability to camouflage themselves with light magic, and move with the silence of a thief. Heavier magic aids them as they gather more experience. Their special form of magic uses Ki from themselves and Mana in an entirely unique way. They refer to all of this as Ki, but they refer to is as Ki from within, and Ki from without.\n\n##### Adventurers, Guides, and Hunters\nThough often to sustain themselves in society, they take work as guides and hunters, Trackers generally prefer to strike out on their own. working with others or in a group is generally viewed as a means to a specific end. They can develop anxiety in highly populated areas, but a few lucky souls end up working in cities as Bounty Hunters or Private Investigators. Trackers are expert map makers, and can accurately map terrain, and have an uncanny sense of direction, in any location, terrain type, or even in caves and mines. Someone who effectively can’t get lost makes a formidable opponent.\n\nTrackers are generally free-minded wanderers who patrol the edges of civilized territory, and destroyers of nature who creep in to the natural domain. Even though the normal tradition of Trackers can be thankless work, they never doubt that their work makes the world a better place.\n\n**Urban Anxiety**. Trackers generally get anxiety when they spend long periods of time in urban environments and must retreat to natural outdoor spaces to “recharge” themselves. If they spend more than 3 days in an urban environment, long rests only count as short rests, and short rests are ineffective. Natural spaces can include large public parks where the city is mostly out of sight.\n\nStarting out, the Tracker can be either a ranged attacker, or a melee fighter. Noting that one basically precludes you from being the other. Most Trackers train under a handful of mentors as they develop their basic skill set. Some preferring a more Ki-focused approach resembling druids, some are defenders of nature with a more fighter-like approach, and others still try to blend the two as evenly as possible.\n\nThink about why your Tracker chose their path. Did they allow themselves to become accustomed to civilization? Did they steer toward magic, combat, or try to strike a balance? Do they prefer to confront their prey head-on, or sneak up on them?\n\n### Class Features\nAs a Wildland Tracker, you gain the following class features: \n#### Hit Points\n___\n- **Hit Dice:** 1d8 per new level\n- **Hit Points at 1st Level:** 1d8 (or 5) + your Constitution Score\n- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1st\n\n#### Proficiencies\n___\n- **Armor:** Light and Medium\n- **Weapons:** Ranged Weapons (Strung bow weapons), Quarterstaff, fighting batons\n- **Tools:** (Pick 2) Herbalism kit, Thief's tools, Climber's tools\n\n___\n- **Saving Throws:** Dexterity, Intelligence\n- **Skills:** Must take Nature and Survival. Choose 2 more from: Animal Handling, Athletics, History, Investigation, Medicine, Perception, Sleight of Hand, Stealth.\n\n\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n#### Equipment\nYou start with the following equipment, in addition to the equipment granted by your background:\n- Scale Mail tunic or Hardened Leather Armor (Exclude armor if your race has naturally armored hide like Dragonborn or Lizardfolk)\n- A light, breathable cloak with a hood\n- A ranged weapon (bow, crossbow, spear, javelin, or blowgun) with 30 units of ammunition\n- A Quarterstaff, as their \"walking stick\". Often, these are a *split-staff*, with steel or other metal caps on the end, and threading or a locking mechanism that allows the staff to be separated into two metal-capped batons. A split-staff does the following bludgeoning damage:\n\n-- as a Quarterstaff, 1d8 + STR mod\n\n-- as a pair of Batons 1d6 + DEX Mod (dual wielded)\n\n- A *Tracker's Pack*, which consists of the following:

\nA claw-hammer, 12 pitons, 150 feet of climbing rope (a silk and hemp woven composite), a bedroll, a tinderbox, 50 feet of light cord (similar to paracord), and a mess kit.\n\n### Class Abilities\nAs a Wildland Tracker, you get the following abilities as you gain experience:\n\n#### Martial Defense (Level 1)\n\nAny hand-to-hand or melee attacks can be blocked or parried away instead of using AC; the DC = Attacking creatures DEX score. On a natural 19 or 20 the Ranger gets an attack of opportunity, that either MUST be an empty-handed strike (if their ranged weapon is equipped), or a full-strength blunt strike with their quarterstaff or single baton if it is equipped. At level 14, the defend roll can be 18, 19, or 20 for the attack of opportunity. For Reference, an empty handed strike: 1d4 + Proficiency + DEX mod\n\n#### Targeted Prey (Level 1)\nDuring combat, the Tracker can single out a specific opponent in the fray. On an attack, the ranger gets their proficiency bonus in addition to their normal attack (DEX) bonus. If that opponent dies, then their targeted opponent is gone. They may not choose another target for this ability during that fight. At level 6, Targeted Foe attack rolls go critical at 19 and 20. At Level 14, Targeted Foe Attack rolls go critical at 18, 19, and 20.\n\nIf the selected opponent attempts to flee, the Tracker can exit combat without penalty (no attacks of opportunity) to track them and rolls an investigation check with advantage. If the roll is successful, they track the opponent as needed for up to an hour, before a second *normal* investigation check is required. They can re-engage in combat at any time, but are at the bottom of the initiative order for the remainder of that fight, as long a it is still going.\n\n#### Animal Companion (Level 2)\nWildland Trackers have a choice for animal companions, either a permanent one or a temporary one.\n:\n***CHOOSE ONE.***\n:\n**Permanent Companion.** Select a companion animal as a friend, and it can communicate with you. You can choose from Eagle, Jackal, Blood Hawk, Giant Rat, Frog, Badger, Bat, Cat, Cranium Rat, Hawk, Lizard, Owl, Rat, Raven, or Weasel. It can communicate with you. (Any domestic Dog breed less than 60 lbs is acceptable, at the DM’s discretion)\n\nDuring combat, the Ranger can transform their companion in to a human-sized version of itself, and it can aid in a fight. This transformation requires 1 Action .Its hit points are equal to the Ranger’s Constitution score, +5. At level 6, you add an additional 1d6 worth of hit points. At level 9 add 2d6. At Level 14, the transformation no longer uses a combat action.\n\nIf your companion dies, your Ranger must take a short rest within an hour. Your Ranger can not choose a new companion for 3 days, to mourn their loss. In this same 3 days, your Ranger does not get Wisdom or Intelligence bonuses due to the effect of losing their friend.\n:\n***OR***\n:\n**Temporary Companion.** Find and choose a companion animal as a friend, and it can communicate with you. You can connect minds to see through its eyes, and even direct its movement and travel. \n\nAny animal smaller than 60 lbs (25kg) is acceptable, at the discretion of your DM.\n\nYou may select a new companion once a day, and the effect only lasts for 24 hours, or sooner, if the animal is released by the player. The player may not choose another companion animal until at least 24 hours has passed since the last selection.\n\n#### Spellcasting (Level 2)\n\nYou gain access to 2 Cantrips in the Spell List detailed at the end of this section. Each Spell or Archetype-specific ability uses Ki points. Ranger spells or archetype-specific abilities use a designated amount of Ki each, equal to the spell level. Ki points start at (INT+WIS)/4. You get one additional Ki point each level after level 2.\n\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n\n#### Survivalist & Hunter (Level 3)\nAs an experienced outdoorsman, you generally have a better knowledge of different climate types (desert, forest, jungle, grassland, and so on) than the average person. You can spot common dangerous or poisonous plants as a passive ability.\n\n- Difficult terrain doesn’t slow your group’s normal travel.\n- Your group can’t become lost except by magical means.\n- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger (+2 to passive perception for imminent danger)\n- If you are traveling alone, you can move stealthily at a normal pace. (Additional +1 to Stealth Check when Solo)\n- When you forage, you find twice as much food as you normally would. (Additional +1 to Survival Check when foraging for food)\n- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area (Additional +1 to Investigation Check when tracking a single person, +2 when 2 or more are in the targeted group)\n\n#### Choose your Path! (Level 3)\n\nNow that you’re more familiar with the Tracker’s breadth of possibilities, it’s time to choose a path. The three paths are as follows:\n\n- **Ur Ehjuní** - \"The Evoker\" (OOR eh-zhoo-NEE)

Ki-based magic users\n- **Ur Khalirá** – “The Sentry” (OOR ka-lee-RAH)

More combat-leaning, ranged or melee\n- **Ur Mavuzín** – “The Hidden” (OOR mah-voo-ZEEN)

A stealthy roguish type\n\n#### Ability Score Improvement \n#### (Level 4)\nYour Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.\n\n#### Extra Attack (Level 5)\nBeginning at 5th level, you can attack the same opponent twice, instead of once, whenever you take the Attack action on your turn.\n\n#### Ability Score Improvement \n#### (Level 8)\nYour Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20.\n::\n#### Honed Tracking (Level 10)\nAnytime you roll for Investigation to track a target that is not specifically trying to cover its tracks or evade being found, you roll with advantage. If the target is trying to evade you, you get an additional +1 to your skill check. (And an additional +1 at levels 15 and 20)\n\nBlood spatter will catch the eye of the Tracker. Any single spot that exceeds 0.50\" from 25 feet (13mm from 7.6m) to 1.0\" from 40 feet (25mm from 12.2m) is immediately noticeable by the Ranger. Effectively, a passive perception of 20 for noticing blood spots in this range.\n\nYou can approximate the size and viewable distance by using y = 30x + 10, where x = the blood spot size in inches, and the equation will spit out how close the ranger has to be to notice\n\n#### Ability Score Improvement \n#### (Level 12)\n\nYour Tracker can improve any ONE ability stat by 2 points, or TWO ability stats by 1 point, never to exceed 20. \n\n#### Daring & Dexterous (Level 13)\nYou gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier + proficiency modifier.\n\n#### Uncanny Senses (Level 15)\nYou gain preternatural senses that help you fight creatures you can't see. \n\nWhen you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.\n\nYou are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't obscured from you and/or you aren't blinded and/or deafened.\n\n#### Ability Score Improvement \n#### (Level 18)\nYou have three points to distribute to any ability scores you choose, in any combination. No ability score may exceed 20.\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n### Wildland Tracker Paths\n#### (Subclasses)

\n#### *Ur Khalirá*: \"The Sentry\"\nThis is also known as “The Father’s Way”, utilizing strength, prowess, and weaponry, with enough magic to give them real teeth. \n\n
\n##### Spells for Ur Kalirá\n| Level | Ctrp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|:-----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|\n| 2nd | 2 | • | • | • | • | • | • | • | • | • |\n| 4th | 2 | 1 | • | • | • | • | • | • | • | • |\n| 6th | 2 | 1 | 1 | • | • | • | • | • | • | • |\n| 8th | 2 | 1 | 1 | 1 | • | • | • | • | • | • |\n| 10th | 3 | 2 | 1 | 1 | • | • | • | • | • | • |\n| 12th | 3 | 2 | 1 | 1 | 1 | • | • | • | • | • |\n| 14th | 3 | 2 | 1 | 1 | 1 | • | • | • | • | • |\n| 16th | 3 | 2 | 2 | 1 | 1 | • | • | • | • | • |\n| 18th | 3 | 3 | 2 | 2 | 1 | 1 | • | • | • | • |\n| 20th | 3 | 3 | 2 | 2 | 2 | 1 | 1 | • | • | • |\n
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\n\n##### Attack Enhancement (Level 3)\nProficiency bonus is added to the damage of your preferred weapon type. (Either Quarterstaff, Batons, Bow, or Crossbow)
\n\n***CHOOSE ONE.***\n\n**Ferocity** - Directed at a single opponent, Ferocity allows you to add double your proficiency bonus to the amount of damage you deal with your batons or your quarterstaff in combat, if you’ve been hit during this combat round. This may apply to the next round, if there are no enemies after your turn.
\n***OR***\n\n**Horde Breaker** - When using your ranged weapon, you can target an additional enemy during your standard combat action, but only when you or your party is outnumbered.\n\n##### Primeval Awareness (Level 7)\nYou can now use your action and expend 3 Ki to focus your awareness on the region around you. For 5 minutes, you can sense whether the following types of creatures are present within 2 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number, only the direction they are in.\n\n##### Thunderforce Strike (Level 11)\nTo any attack you make with your ranged weapon, quarterstaff, or batons you can spend 3 Ki and add 1d6+3 thunder damage per 3 Ki spent. This does not use an action. If the Attack is successful, the target must throw a DEX save or be knocked 15 feet away, and prone.\n\n##### Dexterous Defense (Level 17)\nWhen you are subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.\n\n##### *Kojun Khalirá*: Master Sentry (Level 20)\n\n- All Nature and Survival checks are rolled with advantage.\n- If you have a permanent companion, your animal companion can make an additional attack action during its turn in combat.\n- Temporary companions are resistant to magic, and resistant to physical damage of any kind.\n- When an opponent attacks you and misses a melee, for 4 Ki, you can have an attack of opportunity.\n- The Level 3 subclass ability you didn't choose (Ferocity or Horde Breaker) you now have.\n

\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n\n#### *Ur Mavuzín*: \"The Hidden\"\nThis is also called “The Shadow’s Way” utilizing stealth, cover, and ki. At level 3, Mavuzin get an additional Ki point when they choose this path.\n\n
\n##### Spells for *Ur Mavuzín*\n| Level | Ctrp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|:-----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|\n| 2nd | 2 | • | • | • | • | • | • | • | • | • |\n| 4th | 2 | 1 | • | • | • | • | • | • | • | • |\n| 6th | 2 | 1 | 1 | • | • | • | • | • | • | • |\n| 8th | 3 | 2 | 1 | 1 | • | • | • | • | • | • |\n| 10th | 3 | 2 | 2 | 1 | • | • | • | • | • | • |\n| 12th | 3 | 2 | 2 | 1 | 1 | • | • | • | • | • |\n| 14th | 3 | 2 | 2 | 2 | 1 | 1 | • | • | • | • |\n| 16th | 3 | 3 | 2 | 2 | 1 | 1 | 1 | • | • | • |\n| 18th | 3 | 3 | 2 | 2 | 2 | 2 | 1 | • | • | • |\n| 20th | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 1 | • | • |\n
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\n\n##### Camouflage Cloak (Level 3)\nFor 2 Ki, you imbue your cloak with magical energy, and can camouflage yourself with it. All stealth rolls are done with advantage while this ability is in effect. This lasts 10 minutes. At levels 6, 9, 12, 15, and 18, the duration is increased by 10 minutes each. At level 12, if you’re not moving, you’re completely invisible. Also at level 12, for an additional 2 Ki, you can render yourself invisible while moving. Only other Mavuzin can spot you, and they roll to spot you with Perception check @DC = 10 + INT mod + Proficiency.\n\n##### Extra Sensory Awareness (Level 7)\nYour Tracker can sense if they or their group are being followed. All stealth rolls against the Ranger or their group is rolled with Disadvantage, and where you would roll against being surprised or frightened, are done with advantage.\n:\n##### The Drop (Level 11)\nFor 4 Ki (1 action) This ability allows you to temporarily render yourself invisible and completely silent, and then surprise attack an enemy in combat, or, if combat has not yet begun, you can ambush them prior to engagement. If you use this ability to ambush, you automatically gain first in initiative, regardless of the other rolls. If you use this ability mid-fight, your initiative order does not change.\n\nAs soon as you touch your enemy with your melee or the ranged weapon ammunition leaves the implement, you return to visibility. The ranged weapon’s ammunition, however, does not become visible until it hits the target. This can be used twice in one fight, but not to exceed 4 times total in one day. \n\nRolling to dodge or defend is done with disadvantage and no bonuses, unless the defender can see the invisible.\n\n##### Elemental Blessing (Level 17)\nTo any attack you make with your ranged weapon, quarterstaff, or batons you can spend 2 Ki and add 1d6 elemental damage per 2 Ki spent (can be Acid, Cold, Fire, Lightning, or Poison). This does not use an action. You can spend as much Ki as you like on any number of elements you choose, not to exceed 12 Ki.\n\n##### *Kojun sh’ur Mavúzahad*: \n##### “Master of the Unseen” (Level 20)\n\n- All Stealth and Perception checks are done with advantage.\n- Your Camouflage Cloak can hide you while moving for only 2 ki. If you use your Camouflage Cloak in combination with The Drop, you remain entirely invisible for the duration of the cloak's effect.\n- Rolls for surprise or ambush against you are rolled with disadvantage\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n\n\n#### *Ur Ehjuní*: “The Evoker\"\nThis group followed “The Mother’s Way” (more druidic teachings) instead of relying on weapons, physical prowess, or stealth. Ehjuní get 2 additional Ki points when this path is chosen, and an additional ki point beyond the normal 1 at experience levels 6, 9, 12, 15, and 18.\n\n
\n##### Spells for *Ur Ehjuní*\n| Level | Ctrp | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |\n|:-----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|\n| 2nd | 2 | • | • | • | • | • | • | • | • | • |\n| 4th | 3 | 1 | • | • | • | • | • | • | • | • |\n| 6th | 3 | 2 | 1 | • | • | • | • | • | • | • |\n| 8th | 3 | 2 | 2 | 1 | • | • | • | • | • | • |\n| 10th | 3 | 3 | 2 | 2 | 1 | • | • | • | • | • |\n| 12th | 3 | 3 | 2 | 2 | 2 | 1 | • | • | • | • |\n| 14th | 4 | 3 | 2 | 2 | 2 | 2 | 1 | • | • | • |\n| 16th | 4 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | • | • |\n| 18th | 4 | 4 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | • |\n| 20th | 4 | 4 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |\n
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\n\n##### Stalwart Botanist (Level 3)\nYour focus and meditation as rendered you immune to being poisoned or poison damage. In addition, your studies have given you the ability to identify poisonous plants and fungi with perfect recall – no Wisdom or Intelligence checks are required.\n:::::\n##### Circle of Elemental Protection (Level 7)\n(3 Ki, 1 Action; lasts 1 hour) When anyone in your party (up to 7 characters total) would receive elemental damage (Acid, Cold, Fire, Lightning, or Poison) it is reduced by half, rounded up.\n\n##### Elemental Resistance (Level 11)\nAfter a long rest, choose two elements to obtain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability takes about a minute to conjure after a long rest, and lasts for 24 hours. This does not use Ki.\n\n##### Nature’s Ally (Level 17)\nCreatures of the natural world sense your connection to nature, and fight with you, or flee. Roll 1d4. On 2 and 4 they fight alongside, on 1 and 3, they flee. If they fight alongside, any abilities that help your party during combat also help them. If another spell or ability compels the animal to fight against you already, the animal flees.\n\n##### *Kojun Ehjuní*: \"Master Evoker\" (Level 20)\n\n- All spells and Ki-powered abilities cost 1 less Ki to use.\n- Your Elemental Resistance ability now includes all 5 listed elemental types, and is an always-on passive ability.\n- For 1 additional Ki point per type, Circle of Elemental Protection can add an additional element type ant any time while it’s active. Adding any number elements counts as a single bonus action.\n\n#\n\n\n\n\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n### A Wildland Tracker History\n\nTheir fable of their school's history is intertwined with the history of the region, and especially the history of the Dromani.\n\n***Ur Khul Nathorvín, Etrío, ed Kareptirah*** (The Tracker's School; literally translated: The school [of] Nature, Magic, and Hunting) begins with an ancient tale of forbidden love. A young female Elf, who was a druid, and a slightly younger male Mul, who was a Monk were from clans of their people who were not enemies, but were certainly not friends. The Druid and Monk met in the woods and started a converastion, which ignited regular meetings, and over the course of the next 3 years, eventually turned in to them running away to elope.\n\nThey found a Dwarven Priest to marry them, and they stayed with the dwarves for a short time, where he learned to farm mushrooms in caves and dugouts. She helped the Dwarves learn to grow crops, where they carved on steep, narrow terraces on the sides of mountains. Once they had learned all they could from the dwarves, they moved to a mountain city in between a vast stretch of desert, where the mountains got all the rain, and the desert valley below got very little water. There was a miner's camp in the desert below who struggled to get water from the mountains to the west. With things they learned in the old Dwarven village, they dug a canal and redirected part of the river that came out of the mountains into an old, dry riverbed. By the second season after the canal was complete, there was regular flow, and the riverbed sprung to life once again.\n\nThey decided this was where they wanted to live, so they built a cabin and decided to start having children. A season before the Druid became pregnant with the first child, the couple took in a young Drow boy who was found lost, wandering in the desert. Many of the townsfolk in the mountains and the desert thought he was a Bad Omen and that the Underdark would soon spill out from the bowels of the earth. The Druid and Monk took the boy in, and set off to find his parents in the underdark. After a long journey and a harrowing quest for survival (an adventure for another day!) They emerged again with the boy (now about the elven equivalent of a 9 year old human), and a several month old half-elf baby.\n\nThey were excited to tell all of the townspeople about all the things they had learned about blending their own skills with survival, and trying to find someone in a Drow City. They first started a basic literacy school, and then later a trade school for teaching the surrounding cities all of the most useful of all the things they had learned to use on their way. There was some magic, some stealth and roguery, some hunting skills, and some basic melee fighting. Their graduates found work all over as overland guides, river guides, bounty hunters, and beat slayers for hire. The Drow boy helped his family grow mushrooms in the caves, and eventually married a half-elf girl from the desert town at the foot of the mountains. Every so often, Drow children would appear, and be adopted by one of the townsfolk. (The story of the randomly appearing Drow children is yet another day's adventure!)\n\nAs the school passed through the generations, the descendants (predominantly Half-Elves abroad, and Dromani locally) went out and began to teach people in the way their parents had, and formed three schools, and their three approches to hunting were expressed in them:\n\n- Father's School: mostly martial school who taught combatives, and how to use magic most effectively in combat situations. This school taught 3 major weapons so that anyone could shoot a stringed projectile weapon, handle a staff, and use a set of batons. Ranger martial art \"ur Thamesh\" (the Damage) Master Siavash abd-Rezai was the first to use the school's now signature quarterstaff that can be threaded in half to make two batons (aka the Split-Staff).\n\n- Mother's School: a unique school of magic and herbalism geared to help a hunter and use nature to enhance the capabilities of the hunter as much as possible. The idea of having only a temporary animal companion was pioneered by the Mother Druid herself, as she thought it was unfair to keep an animal to do your bidding in ways that may put them in danger repeatedly.\n\n- The School of the Shadow: originally taught by a later adopted Drow child, called the Shadowmaster Drow, not the Father Drow himself. The Shadowmaster was an orphaned thief in the Underdark, and was sent out to the light at 13.\n\nEach of those original ancient schools became the basis for the philosophies of the three subclasses of Ranger there are in the current era. They have guilds and a code speak similar to the way rogues have a Thieves Cant.\n\n\n{{footnote Part 3 | Character Classes}}\n\n\\page\n##### Other things of note about Trackers\nThe names of the original Mother, Father, Adopted Drow boy, and The Shadowmaster are kept secret; they are used as passwords that allow the Trackers to stay at each other' schools, homes, or otherwise give them shelter. \n\nThe old Drowic dialect from the original two towns, now all-but-dead to the general public, is used as a basis for their Code Speak among Trackers and is referred to by outsiders as \"Drowidic\", but internally called Ur Diri (The Speak) \"Diriz th'ur Diri?\" (\"Speak you'the Speak?\", literally in common; \"thu\"/you is contracted) is the common Tracker to Tracker greeting. The standard response is all-but-unprounounceable to outsiders, and acceptable pronunication is even a requirement to graduate from any of the three schools! Since the response is whispered into the ear of the other, no one has ever been able to successfully break the Ur Diri language.\n\nThis Code Speak is something like Cockney Rhyming Slang in a dead language nobody else understands, or can barely pronouce correctly. Even if an outsider learned Ur Diri, the context of the words used in the Rhyming Slang to an outsider would be totally lost, which makes it an effective code.\n\n#\n#\n\n### Wildland Tracker Spells\n\n#\n
\n\n##### Cantrips\n- Control Flames\n- Create Bonfire\n- Frostbite\n- Guidance\n- Gust\n- Magic Stone\n- Mending\n- Mold earth\n- Poison Spray\n- Primal Savagery\n- Produce Flame\n- Resistance\n- Shillelagh\n- Thunderclap\n\n##### Level 1\n- Absorb Elements\n- Alarm (Ritual)\n- Snare\n- Ensnaring Strike\n- Entangle\n- Fog Cloud\n- Hail of Thorns\n- Ice Knife\n- Beast Bond\n- Detect Magic (Ritual)\n- Detect Poison and Disease (Ritual)\n- Hunter’s Mark\n- Speak with Animals (Ritual)\n- Animal Friendship\n- Cure Wounds\n- Healing Word\n- Thunderwave\n- Goodberry\n- Jump\n- Longstrider\n- Purify Food and Drink (Ritual)\n- Zephyr Strike\n\n##### Level 2\n- Lesser Restoration\n- Pass Without Trace\n- Protection from Poison\n- Beast Sense (Ritual)\n- Find Traps\n- Locate Animals or Plants (Ritual)\n- Locate Object\n- Animal Messenger (Ritual)\n- Hold Person\n- Gust of Wind\n- Warding Wind\n- Barkskin\n- Cordon of Arrows\n- Darkvision\n- Earthbind\n- Enhance Ability\n\n##### Level 3\n- Nondetection\n- Protection from Energy\n- Call Lightning\n- Conjure Animals\n- Conjure Barrage\n- Daylight\n- Wall of Water\n- Wind Wall\n- Erupting Earth\n- Flame Arrows\n- Lightning Arrow\n- Plant Growth\n- Water Breathing (Ritual)\n- Water Walk (Ritual)\n\n##### Level 4\n- Charm Monster\n- Confusion\n- Conjure Woodland Beings\n- Control Water\n- Dominate Beast\n- Elemental Bane\n- Freedom of Movement\n- Grasping Vine\n- Guardian of Nature\n- Hallucinatory Terrain\n- Locate Creature\n- Polymorph\n- Stoneskin\n\n##### Level 5\n- Awaken\n- Commune with Nature (Ritual)\n- Conjure Volley\n- Geas\n- Greater Restoration\n- Scrying\n- Steel Wind Strike\n- Swift Quiver\n- Tree Stride\n- Wall of Stone\n- Wrath of Nature\n\n##### Level 6\n- Bones of the Earth\n- Find the Path\n- Heal\n- Heroes’ Feast\n- Investiture of Flame\n- Investiture of Ice\n- Investiture of Stone\n- Investiture of Wind\n- Move Earth\n- Primordial Ward\n- Transport via Plants\n- Wall of Thorns\n\n##### Level 7\n- Whirlwind\n- Regenerate\n- Mirage Arcane\n- Fire Storm\n\n##### Level 8\n- Animal Shapes\n- Antipathy/Sympathy\n- Feeblemind\n\n##### Level 9\n- Shapechange\n- Storm of Vengeance\n- Weird\n
\n\n\n{{footnote Part 3 | Character Classes}}\n\\page\n## Ronin\n#### The Wandering Monk\n
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\n\n“Only about half of the monks from the High Monasteries choose to leave. While they are welcome to come back, few ever do. The desire to leave is not taken lightly, and few ever return.\n\nMost of these monks crave action. The say that life in the monasteries has become stagnant and too easy. They desire to help people above all else.\"\n

\n   - **Eritrius the Wanderer**\n
\n\nTheir fists a blur as the mysterious robed personnage in the treeline deflects a volley of arrows aimed at them. As quickly ask they showed up, they are now gone.\nThe Monks of the High Monasteries are as dangerous as they are pious. They have focus second to none, and are where the venn diagram of characters with strength, stealth, and magic collide. However, their Ronin siblings are a somewhat different breed still.\n\n#### Ki Magic\nWhen they were taught as youung initiates, they had a careful study of the magical energy that flows through all living things. They can push it, pull it, allow it to flow through them, or bend it to their will. They harnes this mastery to perform magical feats much like other mages, but the execution is much differnt. Ronin are not insterested in drawn out rituals, but only the fastest and most convenient magics that help them perform their amazing feats. These feats include pushing themselves beyond their normal limits to move fast, hit harder, and withstand things that would make the most hardened warriors' knees buckle.\n
\n\n#### Intense Training and Self-Discipline\nThe walled cloisters built in seemingly impossible places are as much a proof of anything. As the loactions of their monsateries expand, initiates are required to help build them. That should be enough of tip to any outsider how dedicated to their training they are. The stories of carrying buckets of bricks up a flight of 1000 stairs are all true.\n\nStarting as young as 10, but never older than 15, the young initiates are hardened by martial drills that hone their empty handed strikes to perfection, and allow them to strike with uncanny precision. They are not judgemental of those who are different from their own race because the order accepts all. They are also encouraged to learn the languages of those in their cloister, and most monks speak more than just their common and racial language. Pick one additional language during character creation, and another at level 10.\n\nThey tend to refrain from self-indulgence, and rarely consume intoxicating substances or anything that alters their perception, as they are all about keeping their mind as sharp as possible, and awareness unimpaired.\n\nFor these former monks, leaving the structured environment of the monastery is not a decision taken lightly. They must trade the communal lifestyle for the unstructured and chaotic life of a wanderer.\n\nThey always take their work seriously. They crave little in the way of amterial wealth, but are known for being smart with their money. They view their adventures as spritual and physical tests.\n\nRonin tend to be kind, and sociable. They are reliable friends, and will defend those they care about without hesitation. They tend to be a bit more outspoken than their monastic counterparts.\n

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\n##### Cyber Samurai\n[Eddie Mendoza](https://www.deviantart.com/eddie-mendoza/gallery)\n
\n\n### Class Features\nAs a Ronin, you gain the following class features\n#### Hit Points\n___\n- **Hit Dice:** 1d8 per level\n- **Hit Points at 1st Level:** 10 + your Constitution modifier\n- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1.\n\n
\n\\page\n\n#### Skills and Proficiencies\n___\n- **Armor:** Armor is an encumberance to a Martial Artist. If a Ronin wears armor they get no Dex bonus, and no proficiency in Dex skills. If you are weariing no armor, or have no shield equipped, your AC = 10 + Dexterity Modifer + Constitution Modifier.\n- **Weapons:** Katana, Wakizashi, Quarterstaff, Hand Axe, Spear, Polearm, Dagger, throwing knives\n- **Tools:** Herbalist's Kit\n- **Language:** Pick 1 additional language besides common and the race's language.\n- **Saving Throws:** Strength, Dexterity\n\n- **Skills:** Must take Athletics and Acrobatics, then choose two from the following: Investigation, Insight, Medicine, Perception, Religion, Survival, and Stealth\n\nKatana: 2-Handed; 2D4+2 slashing or 1D6 piercing\n\nWakizashi: 1-handed, able to dual-wield; 1D6 slashing or piercing\n\n#### Equipment\nYou start with the following equipment, in addition to the equipment granted by your background:\n- An explorer’s pack and 1 weapon from the class list\n\n### Class Abilities\n\n#### Weapon Mastery\nWeapons from the class list are treated as finesse weapons.\n\n#### Exceptional Unarmed Striker\nStarting at level 1, Punches and kicks are unarmed strikes, and also treasted as if they are finesse weapons.\n\n- You may take an unarmed strike as a bonus action if you successfully land a normal attack action.\n- At level 6, unarmed strikes count as magical\n- At level 13, you may add you proficiency bonus to Hit AND damage.\n- At level 18, you may add both strength and dexterity modifiers to the damage dealt by unarmed strikes.\n\nUse the following table for figuring damage from unarmed strikes. All unarmed strikes add proficiency to hit.\n\n| Ronin Level | Punch | Kick | Damage Mod |\n|:------:|:-----:|:-----:|:-----:|\n| 1 | 1d4 | 1d6 | +0 |\n| 2 | 1d4 | 1d6 | +1 |\n| 6 | 2d4 | 2d6 | +0 |\n| 8 | 2d4 | 2d6 | +1 |\n| 10 | 2d4 | 2d6 | +2 |\n| 14 | 3d4 | 3d6 | +0 |\n| 16 | 3d4 | 3d6 | +1 |\n| 18 | 3d4 | 3d6 | +3 |\n| 20 | 3d4 | 3d6 | +PB |\n\n#### The Magic of Ki\nStarting at Level 2, you have the ability to enhance your attacks and perform extraordinary actions with the help of your ki. \n\nYou begin with 3 ki points. Every Ronin level you add, you gain another ki point. Casting with Ki requires no material components, other than possibly a small verbal one. \n\nKi abilities are bonus actions unless otherwise stated.\n

\n**Ki Save DC** = 8 + Wisdom Modifier + Proficiency Bonus.\n

\n**Ki to-Hit Modifier** = PB + Wisdom modifier.\n
\n\n#### Unarmored Movement\nAt 2nd level, when not wearing armor, you gain +10 speed.\n\n#### Monastic Pact\nAt 3rd Level, you acquire an amulet with your deity of choice's symbol (See Explorer's Guide to Wildemount pgs 21-33). Your holy symbol may aid you when the need is great. On any d20 roll, if you roll a 1, you may roll a d12 to add to it. You may use this ability once per day. At levels 8, 13, and 18, you may perform this an additional time (for a maximum of 4 times per day at level 18).\n\nIf you lose the amulet, you lose the ability to perform your highest belt rank abilities until it is recovered or replaced.\n\n#### Improved Critical\nAt 3rd Level, You have critical strikes at 19 or 20.\n\n#### Ability Score Improvement\nWhen you reach 4th level, you may add 1 point to each of 2 abilities, or 2 points to a single ability, up to a maximum of 20. This is done again at 8th, 12th, 16th, and 19th levels.\n\n#### Extra Attack\nAt 5th Level, you may take an extra full action as long as it is an attack action.\n\n#### Shroud of the Unseen\nStarting at 6th level, you can use your holy symbol and ask your god to allow you to hide from those that may do you harm. 2 charges per day, recharges with a long rest.\n\nAny creature that would do you harm or ill can not see you for 1 hour. Any attacks gain advantage, and attacks on you have disadvantage an no bonuses.\n\n\n\n
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Part 3 | Character Classes
\n\\page\n\n#### Enhanced Dexterity\nStarting at level 7, any time an ability would require you to make a dexterity saving throw, and it would do you damage:\n- On a successful roll, when you would take half damage, you take no damage.\n- On a failed roll, when you would take full damage, you take half damage.\n\n#### Freerunning Expert\nNow that you're 7th level, you can channel ki within yourself to enhance your running and jumping prowess. \n- You gain the ability to climb at half your speed. \n- Your standing vertical jump distance is 10ft + proficiency + dexterity modifier. \n- A running long jump is 10ft + dexterity score + proficiency.\n- If you would fall a distance that would cause damage, as long as the base damage is non-lethal, you can tuck-and-roll to reduce that damage by half.\n\n#### Clear Mind and Body\nAt 9th level, you gain the ability to purge your body of disease and poison. Roll a d20, if that roll is less than your Constitution score, the deleterious effect is ended. Also, you can purge your mind of ill effects. If you would be charmed or frightened, roll a d20. If you roll less than your Wisdom score, the effect is ended.\n\n#### Mind Over Matter\nOnce you're 11th level, You gain the ability to meditate in place of rest. Roll a d20, if you roll under your Constitution score + Proficiency Bonus when you rest, instead you can do one of the following:\n- In place of a long rest, you can meditate for 4 hours for the same effect. \n- In place of a short rest, you can meditate for 30 minutes.\n\n#### Elemental Resistance\nAt 11th level, after a long rest (or meditative equivalent) choose two of the following to gain resistance from: Acid, Cold, Fire, Lightning, or Poison. This ability taks about a minute to perform, and lasts for 24 hours.\n\n#### The Gift of Tongues\nStarting at level 13, By using your holy amulet, you learn to direct your ki flow from your mind to another and back, so that you can understand any language spoken to you, and can speak back. This ability can be used twice in a day and must recharge with a full rest.\n\n#### Stalwart Soul\nBeginning at 14th level, you gain proficiency on all saving throws.\n\n#### Superior Critical\nNow that you're 15th level, you now land critical hits at 18, 19, and 20.\n\n#### Timeless Body\nAt 15th level, your mastery of the flow of Ki sustains your body so that you no longer suffer frailty of age, and can't be magically aged. However, you still die of old age at double the time. In addition, you no longer need food or water. \n\n#### Crushing Blow\nStarting at 17th level, you become a master at inflicting large amounts of damage. When you attack a creature that is suprised using either a Ronin weapon or unarmed strike, it must make a Constitution saving throw against your Ki save DC. On a failed roll, it counts as a critical hit, and the target is rendered prone. On a successful roll, the creature is rendered prone if it has less than 25% of its hit points remaining.\n\n#### Martial Flow\nAt level 18, As long as your character is not incapacitated, no melee attacks can be dealt to you with advantage. Furthermore, any attacker that would have critical hits on 18 or 19 must roll a 20 for the critical hit effect.\n\n#### Mastery of Body and Energy\nAt level 20, if your Ki points are less than half of your maximum, at the start of combat initiative, you regain half of your maximum ki. In addition if you have less than half of your hit points, you gain hit points up to half of your maximum.\n\n
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Part 3 | Character Classes
\n\\page\n### Ki Abilities by Rank\nEvery even Ronin Level, you may choose abilities from the colored belt list, indicated at each color. Ronin do not care about other martial ranking systems or how they are designated.\n

\n\n#### White Belt (Choose 3 at Level 2)\n\n- Martial Combination. If you choose to make an unarmed strike as your primary action, you may spend 1 ki point to add an additional unarmed strike. At levels 6, 10 and 14 you may add one additional strike to the maximum, not to exceed two punches and two kicks.\n\n- Counter Attack. If an enemy melee attacks, and misses, you may spend 1 ki point to attempt to hit them with a Ronin's unarmed strike as a reaction.\n\n- Evade. You may spend 1 ki point to disengage opponents within 5 feet. You must move your full speed distance away from them. These opponents do not get attacks of opportunity.\n\n- Slow Descent. You may spend 1 ki per character, or on yourself. Each character you phsically touch falls at 60ft per minute (1ft/second or 0.3m/sec). This effect lasts 5 minutes.\n\n- Charged Elemental Strike. For 1 ki, Ronin weapon attacks or unarmed strikes can be charged with elemental energy. Choose Fire, Lightning, Thunder, Cold, Force or Radiant. Your 4 next successful hits also count as the type you chose.\n - At level 10, add damage equal to the physical damage in the chosen elemental damage to the hit.

\n\n- Tracker's Brand. You may spend 1 ki per target within 50 ft. As long ast the target creature(s) are above 0 hit points, you know the exact point-to-point- direction and distance they are from you, up to 3 miles. Outside of that range, or after 12 hours, the effect wears off.\n\n#### Yellow Belt (Choose 3 at Level 4)\n\n- Densification. If you are using a Ronin weapon or an unarmed strike, you may spend 2 ki to add either your Strength or Dexterity modifier to the damage dealt. At Level 10, you add BOTH modifiers. Cannot be stacked with Martial Combination.\n\n- Blessed Attack. As a holy man, you ask for help from your gods. For 2 ki, you imbue your Ronin weapon with energy. Your weapon deals an additional amount of damage equal to your wisdom modifier. This magical damage is your choice of one of the following: Fire, Lightning, Force, Radiant, Thunder, or Cold.\n\n- Restorative Call. For 2 ki, A creature of your choice within 60ft regains hit points equal to 1D6 + your wisdom modifier. In addition, this also removes the condition of poisoned and halts the effects of poison. You may use 2 additional ki at each belt-rank higher for an additional 1D6 worth of hit points.\n\n- Molten Clod. For 2 ki, you may pick up a rock (no larger than a racquetball) and heat it up with energy. You may throw this rock as a melee attack up to 60 feet. On a successful hit, it deals 2D4 bludgeoning damage + STR mod, AND 1D6 fire damage. Each additional Ki spent charging the same rock adds +1 fire damage.\n\n- Haymaker. For 2 ki, and a full action, you supercharge either a punch or a kick with extra energy. This attack becomes magical, and deals +10 force damage in addition to the normal punch or kick. If the roll is a critical hit, the target must make a CON roll against the Ronin's Ki Save DC. On a failed roll, the target creature is knocked unconscious, on a successful roll, the target is knocked prone.\n\n#### Orange Belt (Choose 3 at Level 6)\n- Water Walk. For 2 Ki, you may walk across a liquid surface as if it were solid. Lasts 5 minutes.\n\n- Walk as a Gecko. For 2 Ki, you may walk on any surface as if it were normal, flat, level, ground. Lasts 1 hour.\n\n- Wicked Reflexes. For 2 ki, you may add either your proficiency bonus to your AC, or you may add your proficiency bonus to your attack rolls. Lasts 30 seconds.\n\n- Electro-locate. For 2 ki, you teleport up to 50 feet. Any creature adjacent to your starting position rolls a DEX save against your Ki save DC. On a failed roll, they take 2D4 lightning damage, on a successful roll, they take half the roll amount. At level 9, the lightning only affects non-friendly creatures.\n\n- Render Senseless. For 2 ki, you point at a creature and call out a word of curse; a target creature must roll a CON save. On a failed roll, the creature is blinded and deafened for 30 seconds (5 rounds). On a successful roll, the ability has no effect.\n\n#### Green Belt (Choose 2 at Level 8)\n- Vanish. This lasts for 1 minute per 3 ki spent: you are rendered completely invisible. You can not be seen by magic unless the caster's spellcasting class level is higher than your Ronin level. Walking makes no noise. You have advantage and proficiency on all attacks as long as this ability is on. Also, you cannot be targeted with ranged attacks and melee attacks lose all bonuses to hit, and are done at disadvantage.\n\n\n\n
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Part 3 | Character Classes
\n\\page\n- Ki Bomb. Choose an energy type: Fire, Lightning, Force, or Radiant. A flash emanates from your pointed finger to another point you choose within 25-120 ft, and then blossoms with a low roar into an explosion of energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6D6+10 damage on a failed save, or half as much damage on a successful one.\n\n- Levitate. You may spend 3 ki per character, or on yourself. Each character you phsically touch can move through the air as if they were moving normally, at half speed. You can not fall, or be hurt by falling in any while this is in effect. This lasts 5 minutes, and can not be stacked for more time.\n\n- Steel Hide. For 3 ki, this turns the skin of a willing creature you touch as tough as steel. Until the effect ends, the target is immune to nonmagical piercing and slashing damage; they also have resistance to bludgeoning. Lasts 30 minutes.\n\n#### Blue Belt (Choose 2 at Level 10)\n- Speedy Attack. This ability lasts 1 minute. For 3 ki, as long as the ability is working, you can move to an opponent up to your full speed distance, use an attack action, disengage without an attack of opportunity, and move away at your full speed distance.\n\n- Holy Radiance. Channeling 3 ki through your holy amulet greates a bright flash of light. Any unfriendly creature within 30 feet of you must make a Constitution saving throw against your Ki save DC. On a failed roll, the creature is blinded and knocked prone. If that creature is a fiend or undead type, it also takes 6d6+10 radiant damage. On a successful roll, the creature is knocked prone, but not blinded, regardless of the type.\n\n- Banishing Blow. Lasts 1 minute, or the next 4 successful hits, whichever comes first. \n

The next time you hit a creature with a Ronin weapon or unarmed strike before this spell ends, the impact crackles with force, and the attack deals an extra 5d10 force damage to the target.

Additionally, if this attack reduces the target to 25% of its hit points or fewer, you banish it in one of two ways:

\n

(1) If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane.

\n

(2) If the target is native to the plane you’re on, the creature is teleported 15 miles away to a random location where the teleportation itself will not otherwise harm the creature.

\n\n- Shadow Walk. For 3 ki, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 100 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage and proficiency on the first attack roll you make before the end of the turn.\n\n#### Purple Belt (Choose 2 at Level 12)\n- Angelic Transformation. For 4 ki, you channel energy through your holy amulet to transform yourself. You gain the following benefits for 1 minute:\n

(1) You sprout wings of force energy and gain a flight speed equal to your base foot speed.\n

(2) Your gain +4 to your AC\n

(3) You have the effect of Martial Combination turned on for the duration (See white belt abilities) at the appropriate level, and the last blow in the combination is a Haymaker (see Yellow Belt Abilities).\n\n- Ki Field. For 4 ki, you push a solid sphere of energy that surrounds those near you, with a radius of 20 feet. This field has hit points equal to the sum of your Constitution, Strength, and Widsom scores. This ability requires concentration, and lasts for up to a minute. As long as there are hit points remaining, nothing can pass through the field without you willing it so.\n\n- Ronin's Chain Lightning. (Counts as a full action, 80ft range) For 4 ki, You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Up to 3 bolts then leap from that target to as many as 3 other targets, each of which must be within range of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.\n

A target must make a Dexterity saving throw. The target takes 8D8+12 lightning damage on a failed save, or half as much damage on a successful one.

\n

Adding Ki: One additional bolt leaps from the first target to another target for each additional 2 ki you expend.

\n\n- Imbue Blindsight. For 4 ki, your character, or someone they touch has the ability of blindsight at 150ft. This lasts 1 hour.\n\n\n
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Part 3 | Character Classes
\n\\page\n\n#### Red Belt (Choose 1 at Level 14)\n- Thundering Voice of the Gods. (Counts as a full action) For 4 ki, using your holy amulet, you shout \"[the name of your god] commands you!\" at a target creature. That creature must roll a Constitution save against your Ki save DC. On a failed roll, the following effects occur:\n

(1) The target is deafened for 1 minute.

\n

(2) The target is knocked prone.

\n

(3) The target is stunned.

\n

(4) The target takes 6D12+12 Force Damage

\nOn a successful save, the target takes half as much damage, and is only knocked prone.\n
\n\n- Dexterous Defense Enhancement. For 4 ki, you imbue your entire party, up to 8 characters within 50 feet, with the ability to perform dexterity saving throws with advantage. Even if the roll fails, they only take half of the damage, and if the roll is a success, they take no damage. Each Character gains +2 AC for the duration. Lasts 30 seconds (5 rounds).\n\n- Delayed Ki Bomb. Uses 4 ki, and requires concentration to maintain the delay. Choose an energy type: Fire, Lightning, Force, or Radiant. A flash emanates from your pointed finger to a target you choose within 150 ft. The target is tagged with a small faintly glowing noncorporeal sphere that floats above their head. Initiation of this ability is a full action.\n\t- Base damage is 8D6+8 of the chosen type.\n\t- For each turn in initiative order that you hold concentration the damage increases by 1D6+1.\n\t- Once you lose concentration, or willingly let the effect end (can be done as a reaction) the tagged creature takes the total rolled damage +20. \n\t- Any creature within 30 feet of the target creature rolls a dexterity save against your Ki save DC. On a failed roll, that creature takes all of the rolled damage and is knocked prone. On a successful save, the creature takes half damage.\n\n#### Brown Belt (Choose at Level 16)\n- Kinetic Unarmed Attacks. For 5 ki, unarmed attacks can also be treated as ranged attacks up to 50 feet. For each additional ki you spend, you may increase the distance 10 feet.\n\n- Physical Damage Amplifier. for 5 ki, the damage dealt by a Ronin weapon or unarmed strike is increased by your Strength ability score + your proficiency bonus. This lasts for 30 seconds (5 rounds).\n\n- Blinding Force Aura. For 5 ki, you channel energy through your holy amulet; up to 8 target creatures within 60 feet are now blessed with this aura. If the blessed creature moves more than 60 feet from you, the effect on that creature is terminated.\n

If an enemy successfully hits one of these blessed creatures, they must make a constitution saving throw. On a failed roll, the creature is blinded, knocked prone, and takes the equivalent damage they dealt to the blessed creature in Radiant damage. On a successful roll, the attacking creature is knocked back 20 feet for melee attacks, and knocked prone for ranged attacks.

\n\n\n#### Black Belt (Choose at Level 18)\n\n- Time Dilation. For 5 ki, You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take an additional 1d4 turns after the current one in a row, during which you can use actions and move as normal. If at any time you roll a 1 for one of your actions, the effect is ended. \n

Any creature you contact by physical or magical means is no longer under the effect of the spell, and initiative for the unaffected creatures continues for the remainder of the 1d4 additional turns. However, these other unaffected creatures do not turn off the Time Dilation effect when they contact others.

\n\n- Hammer of the Gods. Channeling 5 ki through your holy amulet, you call upon the power of your god directly. Range = 100ft. A shaft of light comes down from the sky and strikes a target creature. Hammer of the Gods deals 1D4x50 damage that counts as bludgeoning, radiant and force damage. If the damage reduces the target's hit points to 0 or less, it is dead and can't roll death saves. If the creature is not killed, it is stunned and prone.\n\n- Rending of Mind. Using 5 ki, you channel a blast of psionic energy that circles outward from you 40 feet. Any friendly creatures in that range, or creatures with intelligence less than 4 are not affected.\n

Each target must make an Intelligence saving throw. On a failed save, a target takes 10d12+10 psychic damage and is stunned. On a successful save, a target takes half as much damage and falls prone instead of being stunned. If a target is killed by this damage, its brain (and head by extension) explodes, assuming it has one.

\n\n\\page\n\n### Gods of the Ronin\nThe monasteries usually have chosen two gods that are opposing and in balance from one another. The holy amulets carried by their acolytes and masters have one symbol on one side, and the other symbol on the other. The overarching philosophy of any monastery is balance. Refer to \"The Explorer's Guid to Wildemount\" for in-depth information about each of these gods.\n\n##### Avandra, the Change Bringer\n- Province: Change, Freedom, Luck\n\n##### Bahamut, the Platinum Dragon\n- Province: Honor, Justice, Order\n\n##### Corellon, The Arch Heart\n- Province: Art, Beauty, Elves\n\n##### Erathis, The Law bearer\n- Province: Civilization, Law, Peace\n\n##### Ioun, the Knowing Mentor\n- Province: Knowledge, Learning, Teaching\n\n:::::::::::::::::::::::::::::::::::::::::::\n\n\n##### Kord, the Storm Lord\n- Province: Battle, Competition, Storms\n\n##### Melora, the Wild Mother\n- Province: Seas, Wilderness, Exploration\n\n##### Moradin, The All-Hammer\n- Province: Craft, Creation, Building\n\n##### Pelor, The Dawn Father\n- Province: Healing, Philanthropy, the Sun\n\n##### Ra'ei, the Everlight\n- Province: Atonement, Compassion, Life\n\n##### Sehanine, the Moon Weaver\n- Province: Illusion, Night, Moonlight\n\n##### Varesje, Matron of Death\nAlso known as \"The Raven Queen\"\n- Province: Death, Fate, Winter\n\n\n\n
\n##### Mountain Palace\n[Eddie Mendoza](https://www.deviantart.com/eddie-mendoza)\n
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Part 3 | Character Classes
\n\\page\n{{partcover\n\n{{background\n![image](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/62c6e757-0264-4c90-af7e-9a0e81f1cc8f/d1frp99-3f5f2e01-bc0b-442a-b8b6-9cf902125de7.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzYyYzZlNzU3LTAyNjQtNGM5MC1hZjdlLTlhMGU4MWYxY2M4ZlwvZDFmcnA5OS0zZjVmMmUwMS1iYzBiLTQ0MmEtYjhiNi05Y2Y5MDIxMjVkZTcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.EGyHvF_LXUIDJR6rEdeB6P_-sWhFIGYCn4Wvan8HgbA){width:100%}\n}}\n\n# Part 4\n\n## Attúvian Bestiary\n\n}}\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n### Ankheg, Sandstone Borers\n\nThis unique variety of Ankheg is a rather ferocious beast. They're a species of Brood Ankheg that calls the desert of Attú home. Some of you may be asking, What's a Brood Ankheg? They're a group of species that have hives (or broods, if you will) similar to that of ants or bees. This makes them much more formidable than the garden variety Ankhegs you may be used to for a handful of reasons.\n\nThey're better built than your standard forest or grassland type. They don't weigh as much, but are more lithe and significantly less \"bull in a china shop\" than their other counterparts. They have denser, harder exoskeletons, and are significantly more agile.\n\nIf you see them, outside of their hive, they're usually out around dawn and dusk, and hate bright, full sun. The first hint of light they come out and scavenge for carrion. Dead animals and beasts draws them out to collect meat for their queen. They generally avoid live prey unless their hive has been under attack recently, or the food supply in their area is running low. They're also found in the Underdark, and can pop out from either above or below. The Drow in the region loathe these bastards, but they still manage to propagate below, regardless, likely from dead bodies the Underdark seems to have no shortage of.\n\nThere are three different types of Ankheg in a Sandstone Borer brood: The hive queen, her clutch of drones, and the workers. \n\nThere is always only one queen to a brood. She's big, bad, and has some limited psionic abilities, mostly as a means to communicate with her brood. She has wings that allow her limited flight (not unlike chickens or turkeys) and a few other nasty surprises. The queen's tail is proportionally shortest compared to her body, which nearly negates her ability to use it as a weapon. Under that tail, her rounder body has an ovipositor. \n\nHer eggs are about a meter high, and anchor themselves to the ground with structure that resembles mycelium from a fungus. When a baby queen emerges from a clutch of eggs, it is fed, and nnurtured until it is about two-thirds the size of a normal worker. It is then expelled from the hive, and if there are young drones, they'll follow the new queen to make a new hive. A pack of these Brood Ankheg younglings is by far the most dangerous and aggressive. They're trying to survive at all costs to make sure they can grow their own hive.\n\nNext are the drones; they're larger than the workers, but not as large as a queen. Unlike the females, the drones have a stinger on the end of their longest-of-the-bunch tail, that delivers a rather toxic punch. Drones are usually patrolling the canverns of the hive in between time spent in the nursery. They're the brutes of the group, literally designed for two things: killing outsiders, and reproduction. They also have a bit of extra juice in their acid spit compared to the workers. There are usually about a half to whole dozen of them in a normal hive. More drones are laid when the hive has been threatened for extensive periods.\n\nFinally, the ones you're most likely to run in to: The workers. Terrifying in their own right, the Sandstone Borer workers are never found alone. They're usually in a clutch of 4-8 at a time. The basic attacks of normal Ankegs still persist. Like all of the rest of the hive, their forelegs are weirdly armlike. They have 3-4 fingers, sometimes with prehensile digits, other times without, and generally symmetrical left to right, but not always. They're not particularly good with their \"hands\" but will definitely slash at you with them!\n\n#\n\n\n\n{{artist,bottom:70px,right:100px\n**Original 2D: Kory Hubbell | 3D Render: Coolnex28**\n\n}}\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Ankheg Worker & Drone\n\n*Large Monstrosity, moderately aggressive*\n:\n___\n**Armor Class:** :: 16 (Natural Armor, Exoskeleton)\n**Hit Points:** :: Worker - 72 (12d10); Drone - 96 (16d10)\n**Speed:** :: 40ft., Burrow 20ft, Climb 10ft (10ft = 3m)\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|17 (+4)|14 (+2)|13 (+1)| 1 (-5)|13 (+1)| 6 (-2)|\n___\n**Proficiency:** :: +2\n**Saving Throws:** :: STR, DEX\n**Condition Immunities:** :: None\n**Damage Resistances:** :: Poison, bludgeoning, Slashing\n**Senses:** :: Darkvision 150ft, Blindsight 75ft, Tremorsense 150 ft;\n**Passive Perception:** :: 11\n**Languages:** :: None\n___\nDrones get +1 to CON and +1 to STR.\n:\n\n***Tough Exoskeleton.*** Their hard exoskelton adds to their base AC. Often, their exoskeleton bits are used for weapons and armor, especially the Lizardfolk and Mul tribes in the region.\n:\n***Burrowing.*** Sandstone Borer Ankhegs can burrow through soft earth with a speed of 20, and sandstone with a speed of 10.\n:\n***Earthen Tunnels.*** As it burrows through earth, the ankheg leaves a tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of victims, including coins or other treasures scattered about while the creatures fed.\n:\n***Creatures of Darkness.*** Sandstone Ankhegs never come out during the daytime and hate direct sunlight. Sunlight effectively blinds them. Less energetic light, like firelight has no effect.\n:\n### Actions\n\n***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage.\n\nIf the target is a large , medium, or small creature, it rolls a DEX save @ DC13; on a failed roll it is grappled. \n\nGrappled creatues roll a new DEX save each turn; the roll DC gets 1 point more difficult each round. Until the target escapes, the scorpion can bite only the grappled creature and has advantage on attack rolls to do so.\n:\n***Acid Spray.*** **(Recharge 6)** The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.\n:\n***Tail Whip.*** **(Worker)** Melee Attack: +2 to hit; Reach 10 ft, one target. Hit: 16 (4d6+2) Slashing and bludgeoning damage.\n:\n***Tail Stinger Attack.*** **(Drone)** Melee Attack: +4 to hit, Reach 10 ft, one target. Hit 16 (4d6) Piercing Damage, On a successful hit, the target must also make a CON save @ DC 14 versus poisoning. On a failed roll, the target takes 10 (2d6+2) poison damage each round, starting immediately. This continues until a successful roll or the effect is removed by magic means.\n \n}}\n\n{{monster,frame,wide\n## Sandstone Borer Queen\n\n*Large Monstrosity, very aggressive*\n:\n___\n**Armor Class:** :: 17 (Natural Armor, Exoskeleton)\n**Hit Points:** :: 160 (24d10 + 16)\n**Speed:** :: 40ft., Burrow 20ft, Fly 30ft (flight limited to 500ft \"hops\")\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|20 (+5)|12 (+1)|17 (+3)| 8 (-1)|14 (+2)| 9 (-1)|\n___\n**Proficiency:** :: +2 (Athletics, Intimidation, Perception)\n**Saving Throws:** :: STR, DEX\n**Condition Immunities:** :: Poison\n**Damage Resistances:** :: Bludgeoning, Slashing\n**Senses:** :: Darkvision 150ft, Blindsight 75ft, Tremorsense 150 ft;\n**Passive Perception:** :: 16\n**Languages:** :: None\n\n___\n\n***Differences in Appearance from the worker.*** Besides being about 1½ times larger, she has a more rounded abdomen with an ovipositor, a shorter tail, and the bony protrusions from the shoulders are much thicker, and wings fold out of them, allowing her to effectively Featherfall at will. Drones look like large workers with brightly colored markings on their exoskeleton to help distract predators from the queen. They also have a scorpion-like stinger on the end of their tail. (See Drone/Worker entry)\n:\n### Actions\n***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 3) slashing damage plus 7 (1d6+3) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.\n:\n***Acid Spray.*** **(Recharge 8)** The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.\n:\n***Tail Whip.*** Melee Weapon Attack: +2 to hit; Reach 10 ft, one target. Hit: 16 (4d6+2) Slashing and bludgeoning damage.\n:\n***Telepathy.*** **(Recharge 4)** She can use the spell “Command” as an ability against humanoid creatures; recharged by a short rest. Usually, they just want the humanoids to leave. They speak telepathically to those within the hive readily, and the secretions that help hold the tunnel walls are said to conduct her telepathic energy. \n:\n***Song of the Queen.*** If you spend more than a day in her hive tunnels, player must roll a CON save at DC 12 at the beginning of each day (+1 for each additional day). On a failed save, the player heads out toward the surface on their own, and will not return for 1d6 days. At 3 failures in 30 days, a victim will gain permanent fear of caves and tunnels.\n \n}}\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Basilisk, Desert Variant\n#### (Sand Basilisk)\n*Medium reptile, moderately aggressive*\n___\n**Armor Class:** :: 15\n**Hit Points:** :: 60(8d8 + 20)\n**Speed:** :: 35ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|14 (+2)|10 (+0)|15 (+2)|2 (-4) | 8 (-1)| 6 (-2)|\n___\n**Proficiency:** :: +1\n**Saving Throws:** :: STR, CON\n**Condition Immunities:** :: None\n**Damage Resistances:** :: Poison\n**Senses:** :: Darkvision 60ft\n**Passive Perception:** :: 12\n**Languages:** :: None\n\n___\n\n***Exceptional Climber.*** Sand Basilisks have the exceptional ability to climb because of their differently evolved forelimbs, and gecko-like micro fibrils on the surfaces of its hands and feet. They can climb stone cliffs and rock faces with a speed of 20.\n:\n***Tough Hide.*** Scales and dense skin give Sand Basilisks a boost to their natural AC.\n\n### Actions\n\n***Bite*** **(Melee Attack).** +5 to hit, reach 5 ft., one target. Hit:10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.)\n:\n***Petrifying Gaze.*** If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. \n\nOn a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magical means.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. \n\nIf the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.\n\n}}\n\n\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Belghoi\n*Medium humanoid, moderately aggressive*\n___\n**Armor Class:** :: 13\n**Hit Points:** :: 35(6d8 + 8)\n**Speed:** :: 30ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|10 (+0)|16 (+3)|14 (+2)| 9 (-1)|12 (+1)|10 (+0)|\n___\n**Proficiency:** :: +1\n**Saving Throws:** :: DEX, WIS\n**Immunities:** :: Psychic/Psionic/Mind Attacks\n**Resistances:** :: None\n**Senses:** :: Darkvision 60ft\n**Passive Perception:** :: 12\n**Languages:** :: Common (broken)\n\n___\n\n##### Background\n\nBelghoi are a race of ignorant demihumans who dwell in the deepest corners of the deserts. They have a taste for the flesh of intelligent races.\nBelghoi hosts tend to move in small parties of 4d4 individuals. When they encounter likely-looking prey, the scouting party usually attacks, looking to its own dinner first. \n:\nIf they stumble across a large group, however, they will fetch other members of their tribe and return to attack with greater numbers.\n:\nWhen a Belghoi pack starts losing a fight, one or two will disengage and fetch replacements for fallen comrades, then return a short time later to attack. Battles with Belgoi often turn into long, running fights that last for hours. The only way to prevent Belghoi from returning time after time is to kill them quickly. Starting with a fight of 4 or 5 may end up a fight of 20!\n:\n***Mental Defenses.*** The Belghoi is immune to any effect that would sense its emotions or read its thoughts, including divination spells. Even wishspells and spells or effects of similar power cannot affect the Belgoi’s mind or gain information about it.\n:\n\n### Actions\n\n***Claws*** **(Multi-attack x2).** Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 2) slashing damage.\n:\n***Mindblast*** (1d4+2 Charges). The Belgoi magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on an INT savng throw @ DC 13 or take 10 (2d8 + 1) psychic damage and be stunned for 1 minute. On a successful throw, a target takes no damage, and is not stunned. \n\nA creature can repeat the saving throw at the end of each of its turns, ending the stun effect on itself on a success.\n:\n***Psychic Bell*** **(Charm).** The Belgoi rings its bell, targeting one creature within 120 feet of it. The target must succeed on a WIS @ DC 14 save or be magically charmed. The Belgoi must use a bonus action on its subsequent turns to continue ringing its bell. The ringing stops if the Belgoi is incapacitated or disarmed of its bell.\n\nWhile charmed by the Belghoi, a target is incapacitated and deafened; except hearing the bell. If the victim is more than 5 feet away from the Belghoi, the target moves on its turn toward the Belghoi by the most direct route, trying to get within 5 feet. \n\nThe target doesn’t avoid opportunity attacks, but before moving over something dangerous, (e.g. lava or a pit), and whenever it takes damage from anything other than the Belghoi, the target can repeat the saving throw. A victim can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends for it.\n\nIf a target succeeds on its initial saving throw, every creature within 60 feet of the Belghoi can hear its bell and the Belghoi loses this ability for the next 24 hours. If there are any other victims, the charm is also broken.\n\n}}\n\n\n{{artist,bottom:60px,right:230px\n##### Original Dark Sun Artwork from D&D 2E\n\n}}\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame\n## B'rohg\n*Large Giant, very aggressive*\n___\n**Armor Class:** :: 14\n**Hit Points:** :: 90 (10d12 + 20)\n**Speed:** :: 35ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|22 (+6)|16 (+3)|20 (+2)|8 (-1) | 8 (-1)|10 (+0)|\n___\n**Proficiency:** :: +2\n**Saving Throws:** :: STR, CON\n**Damage Resistances:** :: Poison\n**Senses:** :: Darkvision 60ft\n**Passive Perception:** :: 12\n**Languages:** :: Giant, Common\n\n___\n\n##### Background\n\nB’rohg are tall, thickly built, humanoid giants with four arms and two legs. They have well-tanned skin, the result of having spent their lives on the hot deserts of Attú. They stand 12 to 15 feet in height when fully mature, with sharp, angled features, a flat nose, and pointed ears located towards the backside of their skull. Some B’rohg are bald on top but do have hair.\n\nTheir nomadic lifestyle calls for periods of movement followed by periods of rest. While on the move, the adults carry the few belongings they have and their children in simple sleds made from skins or leathers stretched across a triangle of wooden poles. Each adult drags a single sled across the ground to the next temporary settlement. Once in an area fresh for further hunting and gathering, the group settles down, forming small hovels out of their sleds and additional skins.\n:\n***Sure Feet.*** Sand and loose gravel are not considered difficult terrain\n:\n***Brave.*** The B’rohg has advantage on saving throws against being frightened.\n:\n***Multiattack.*** Because they have 4 arms, a B’rohg gets 1d3+1 attacks per round (½d6, where 1&2 = 1; 3&4 = 2; 5&6 = 3)\n:\n\n##### Armament\n\n**Club:** +10 to hit, reach 10 ft., x1 target. Hit: (3d4+6) bludgeoning.\n:\n**Broadsword:** +10 to hit, reach 10ft., x1 target. Hit: (3d6+6) slashing or piercing\n:\n**Bone Spear:** (as Melee, 2 handed) +3 to hit, reach 10ft, x1 target. 3d6+6 piercing.\n:\n**Bone Spear:** (as Ranged, 1 hand) +5 to hit, Range: 30-120ft, 3d6+6 piercing.\n:\n**Boulder Throwing:** (as Ranged, rare) +2 to hit, Range: 20-100ft, 6d6 bludgeoning\n:\n**Boulder Smash:** (as Melee, rare) +8 to hit, reach 10 ft. 6d6+12 bludgeoning\n}}\n\n\n{{artist,bottom:190px,right:100px\n##### Scott Murphy, D&D 4E\n}}\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Cloud Ray\n*Gargantuan, not aggressive unless threatened*\n___\n**Armor Class:** :: 18\n**Hit Points:** :: 432 (48d10+168)\n**Speed:** :: 150ft. flying\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|25 (+7)|18 (+4)|24 (+7)|4 (-3) |14 (+2)| 7 (-2)|\n___\n**Proficiency:** :: +3\n**Saving Throws:** :: STR, CON\n**Immunities:** :: Psychic/Psionic/Mind Attacks\n**Resistances:** :: Bludgeoning\n**Passive Perception:** :: 12\n**Languages:** :: None\n\n___\n\n##### Background\n\nThe Cloud Ray adult size (50-60ft) is both the wingspan and length, nose to tail. Those measurements on any Cloud Ray are always close to equivalent, within 5 ft. Cloud rays have a broad, flattened body and flap their huge pectoral fins to aid their psionic flight powers. They are speckled-brown on top and drab olive and white underneath.\n\nSets of ridges protect the creatures’ eyes. They have four jet-black eyes, two mounted on each side of the snout and the other two on each side of the cranial bulge. Down the back from the bulge runs a spine that becomes a long, thin, whip-like tail that ends in an appendage known as a zip. The zip is comprised of razor-sharp, barbed ridges that grow at the tip of the spine. The interior mouth or maw (10-15 feet across) is lined with row upon row of razor-sharp cartilage ridges.\n\nCloud rays’ preferred diet consists of devouring other flying creatures. They have a special fondness for rocs, pterrax, and flying humanoids. The ray has no true stomach, preferring to swallow prey whole and grind the victim to liquid on its interior jaw ridges to help aid with digestion. After a good meal, cloud rays will sometimes psionically dream travel while their meal digests. Cloud rays have territorial respect for others of their species and, with very few exceptions, do not intrude into another ray’s air space.\n\nThey are solitary beings except when they seek a mate. Females have a gestation period which lasts 40 months. They bear live young while airborne. The male catches and supports the young ray on his back for the first year of its life while the female forages. After the young cloud ray learns to fly and becomes self-sufficient, the three go their separate ways.\n\nAlthough innately psionic, cloud rays become infuriated when a psionicist contacts them. It drives them into a tremendous rage, and they will do anything they can (except land) to capture and devour the offending psionicist. Dragons and Thunderbirds are the only creatures in the world that cloud rays truly fear.\n\nEntire villages have been reported decimated by a single cloud ray on the hunt. The effect of the creature hovering close over buildings and flapping its massive wings has the same effect as the deadliest sandstorm. The tail crack alone can easily destroy most buildings in a few swipes.\n:\n### Actions\n***Dive Attack.*** If the cloud ray is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 36 (8d6) damage to the target\n:\n***Bite (Melee Attack).*** +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a huge or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the cloud ray. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ray, and it takes 21 (6d6) acid damage at the start of each of the ray’s turns.\n\nIf the ray takes 50 damage or more on a single turn from a creature inside it, the ray must succeed on a CON save @DC 23 at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ray. If the ray dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.\n:\n***Tail Crack.*** The ray whips its tail, whipping it up, then down to make it pop like a bullwhip, creating a massive thunderclap. Each creature in a 100-foot radius sphere originating from the ray’s tail tip must make a CON save @ DC 18. If failed, a creature takes 22 (4d10) thunder damage and is pushed 40 feet away from the ray. If successful, the creature takes half as much damage and doesn’t move. \n\nAny unsecured objects that are within the area of effect are automatically pushed 50 feet away from the ray. The thunderous boom is audible out to half a mile.\n:\n***Spells At Will.*** The Cloud Ray can use Levitate, Featherfall, Control Winds, and Shield as cantrips.\n\n}}\n\n\n\n{{artist,bottom:60px,right:250px\n\n\n**Original Dark Sun Artwork by Ben Wootten, D&D 2E**\n\n}}\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,wide,fullpagedark\n## Darkstalker \n*Medium humanoid, Fey, mildly aggressive* \n___\n **Armor Class:** :: 15 (Mithral Scale Vest, light outers, and a cloak)\n**Hit Points:** :: 60 (12d6+12)\n**Speed:** :: 40ft \n___\n\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|11 (+1)|18 (+4)|14 (+2)|16 (+3)|12 (+1)|10 (+0)|\n\n___\n**Proficiency:** :: +3 (Stealth, Perception)\n**Saving Throws:** :: DEX, INT\n**Senses:** :: Darkvision at full sight distance.\n**Immunities:** :: None\n**Resistances:** :: Piercing/Slashing\n**Passive Perception:** :: 15\n\t**Languages:** :: High/Low Drowic Creole, Common, Undercommon \n___\n\n##### Background \nClaiming to be fallout from the magical surge Lolth used to make the Drow, Darkstalkers are a fey type unlike any other. They have adapted and internalized magic that allows them to move in shadow unlike any other creature found anywhere. Darkstalkers openly despise Lolth, the Drow's most worshipped god.\n\t\nThey creep about out in the more wooded areas at the bottom of canyons and ravines, or at higher elevations (6000-10,000ft) where the pines and aspens provide cover from direct sun. Usually, they are nocturnal, and come out at dusk, and disappear at dawn. They appear to be surrounded by smokey dark wisps and disappear readily in to the shadows from the high level of psychic energy coursing through them.\n\nThey generally travel in groups of 2-3. Very little is known about their societies because no one has ever found a Darkstalker settlement. Some believe their settlements are in pocket dimensions to keep them protected from sunlight and likely the Drow. Darkstalkers speak a blended dialect of High and Low Drowic.\n\nThey are fond of magical items, and are known for stealing them. Once stolen, the item is never to be seen again. They generally wear very light armor, if any at all. Although those lucky enough to actually land a hit say they do seem to have extraordinarily tough skin.\n:\nDarkstalkers are long lived. 800 years is not uncommon.\n:\n***Shadowblend.*** They have advantage on stealth rolls not in direct light.\n:\n***Sunlight Sensitivity.*** While in sunlight, the Darkstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\n:\n***Poison Resistance.*** After studying their rival Drow counterparts, they slowly have developed a high tolerance to poisons. All poison damage is reduced by half. Also, poisons only deal initial damage, and do not have sustained effects.\n:\n***Fey Ancestry.*** The Darkstalker has advantage on saving throws against being charmed, and magic can’t put them to sleep. They only need short rests to restore.\n:\n***Tough Hide.*** Piercing and slashing damage is reduced by half.\n:\n### Actions \n***Shadowslide.*** **(At-will)** As a bonus action, a Darkstalker can choose to shadowslide. This is a split-second linear movement up to 30ft. They pop in a puff of the black smoke that surrounds them, and leave a trail of it as they move to their destination. This cannot be done while they are attempting to Translocate. This does not count against their total movement.\n:\n***Stalker’s Blade.*** **(At-will)** This is a psionic energy blade that extends 3 feet from the end of a Darkstalker’s partially closed hand. It can be turned off and on at will. It glows with the color of a black light, and has wisps of black smoke as it trails through the air with its characteristic hum. +5 to hit, reach 5ft., 1x target. Deals 14 (3d6+4) Force damage per hit.\n:\n***Translocate*** **(At-will; Minor ritual, 2 rounds).** This is an ability used that takes the Darkstalker to a safe place. They make the same two-finger point as the Stalker’s Blade with both hands, and point their fingers vertically. Black smoke begins to envelop them, and their eyes begin to glow with the same “black light” color as the blade. After a few seconds, they disappear in a puff of black smoke, which sends them to a designated safe place. The Darkstalker can’t take damage, or it disrupts the ritual. Once started, they can only move, not attack.\n:\nThe ritual timing is as follows:\n

\nRound A: The Darkstalker will begin the hand gesture close to their chest, and slowly push outward.\n

Round B: The Darkstalker completes pushing their arms out to full extension, rotates one wrist to point down, and touches their wrists together, and they vanish.\n:\n##### Legendary Ability\n(15% Probability on encounter)::\n***Black Cloud.*** **(5 Charges; restores after short rest).** Some high level Darkstalkers have the ability to enshroud large areas with the black smoke that emanates from them up to a 40ft (12m) radius. Darkstalkers can see in the cloud as if there is nothing there. All other non-Darkstalker creatures are blinded within the cloud, and make all attack rolls or other actions with disadvantage and no bonuses, unless they possess Blindsight.\n\n
\n\t\n}}\n\n\n\n{{artist,bottom:70px,right:70px\n**Min Guen** | https://min.artstation.com/\n\n}}\n\t\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Sandstone Giant\n*Huge giant; aberration; somewhat aggressive*\n___\n**Armor Class:** :: 17 (chain mail, shield)\n**Hit Points:** :: 174 (14d12 + 76) \n**Speed:** :: 40ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|25 (+7)|13 (+2)|21 (+5)|11 (+1)|10 (+0)|11 (+1)|\n___\n**Proficiency:** :: +3 (Insight, Athletics, Perception)\n**Saving Throws:** :: STR, CON\n**Senses:** :: Darkvision 60ft\n**Resistances:** :: Piercing/Slashing\n**Passive Perception:** :: 15\n**Languages:** :: Giant, Common\n___\n\n##### Background\nThese Sandstone Giants are an aberrant mix of several species of giant. Because of the warping magic employed by their creator (the Lich King Tengkorak) they also come with strange abilities. They were mashed together to be the servants of King Tengkorak, his siege force in his armies. People haven't heard much out of the Lich King in a while, and some of these ill-begotten creatures have escaped his control, and wander the region, and even have small nomadic colonies.\n:\nThey often have extra appendages, (a smaller set of arms, 1d4+1 eyes, etc.) If they have more than 2 eyes, they cannot be ambushed.\n:\n***Long Reach.*** Melee weapon attacks made by Sandstone Giants have a reach of 15ft. due to their size.\n:\n***Keen Smell.*** Giants have advantage on Perception checks (WIS) that rely on smell.\n:\n***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\n:\n***Climb Stone.*** Sandstone Giants can climb stone walls with a speed of 20.\n### Actions\n***Multiattack.*** Because they can have up to 4 arms, they get 1d3+1 attacks per round (use 1d6, where 1&2 = 1; 3&4 = 2; 5&6 = 3)\n:\n***Lithokinesis.*** Ranged Attack. Hit: +2; Range: 30-90ft; Sandstone Giants can psionically pull up huge chunks of earth and conglomerate it in to large clods and hurl them at opponents. Clods weigh from 50-400lbs. Roll 1d8x50 for the weight; the bludgeoning damage is 25% of the weight. \n:\n***Punt.*** The giant tries to kick a Small or Medium creature within 10 feet of it. The target must succeed on a DC 16 Dexterity saving throw or be booted up to 1d8x10 feet in the direction the giant faces and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.\n:\n***Stonewalk - Sandstone.*** **(4 charges; restores after long rest)** Can walk in to sandstone as if they were walking through water. Can remain inside the sandstone for 5 minutes before they need to breathe again. Inside the sandstone, the Giant heals 7 HP/min. Once they need air, the healing component stops, and they lose 25 HP/min.\n\n##### Legendary Action\n***Stoneshape.*** **(6 Charges; restores after long rest)** Some Sandstone Giants can use Stoneshape as an innate ability 6 times at the default level. It takes a long rest to restore the charges.\n\n}}\n\n \n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n\n\n{{monster,frame,left:360px\n## Id Flayer\n*Beast, Humanoid; moderately aggressive*\n___\n**Armor Class** :: 12\n**Hit Points** :: 25 (5d6+5)\n**Speed** :: 25ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|10 (+0)| 8 (-1)|10 (+0)|10 (+0)|14 (+2)|14 (+2)|\n___\n**Proficiency:** :: +2 (Perception: Expert)\n**Saving Throws:** :: WIS, CHA\n**Damage Resistances:** :: Poison\n**Senses:** :: Darkvision 60ft\n**Passive Perception:** :: 15\n**Languages:** :: Gilani-Draconic.\n___\n##### Background\nThe Id Flayer is a small toad-like creature. They Travel in pods of 1d4+2. There are usually other pods nearby. (70% Chance)\n:\n***Danger Sense.*** The Id Flayer has advantage on initiative rolls. Additionally, if it's surprised at the beginning of combat and isn’t incapacitated, it can act normally on its first turn, but it must use Fear Wave.\n:\n***Mental Defenses.*** The Id Flayer is immune to any effect that would sense its emotions or read its thoughts, including divinations. Even wish spells and similar spells/effects can't affect the Id Flayer’s mind or gain information from it.\n:\n***Psychic Shield.*** **(6 charges; recharges with short rest.)** *Reaction*, range: Self. An invisible barrier of psychic force surrounds the Id Flayer. Until its next turn, it adds +5 to AC, including triggered attacks, and it takes no damage from magic missiles while in effect.\n\n### Actions\n***Bite.*** (Melee Attack): +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.\n:\n***Ego Whip (Psionic).*** **(8 charges; recharged by long rest)** Ranged Spell Attack: +3 to hit, range 90 ft., 1x target. Hit: 14 (2d6+6) psychic damage. If a creature is hit with this ability more than twice, the target makes a CHA save @ DC 14 for each succussful hit. On a failed roll, they disengage and flee.\n:\n***Id Nova (Psionic).*** **(6 charges; recharged by long rest).** This ability implants horrific images in the minds of its targets. Any creatures within 30 feet of the Id Flayer (except other Id Flayers) make an INT save @DC 14. A failed roll paralyzes. For an action, the frightened creature can make an INT save @DC 14, ending the effect on itself with a success. The Undead and Constructs are immune.\n\n##### Legendary Action\n***Psychic Siphon.*** **(2 charges; restored by long rest)** This piggy-backs with successful Ego-Whip hits. The total damage dealt by Ego-Whip used is added to the Id Flayer’s hit points. Additional HP above max are added as temporary HP for 1 hour.\n\t\n}}\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,wide\n## Lethality Cactus\n*Plant*\n___\n**Armor Class:** :: 10\n**Hit Points:** :: 10 (2d6+2)\n**Speed:** :: Immobile\n___\n##### Background\n\nLethality cacti can explode in a burst of pulp, spiny seed pods, and thorns at the slightest touch. These plants form roughly circular patches containing 6 - 60 plants, 2½ - 5 feet apart. During long periods of dry weather, they grow very slowly and conserve the limited moisture in their tissues. The Cacti grow in cucumber like units with hard, razor sharp spines. These units sit in wait for rain. Once a rain comes, they absorb large amounts of water, swelling like rain barrels. Large, showy flowers appear within hours and are quickly pollenated by small desert birds that can maneuver safely among the cactus’s numerous thorns. The petals drop after a day, and the fertilized plants begin to swell even more with fast-growing seeds. After about a week, they are ready to scatter their offspring.\n\t\nA turgid Lethality cactus is extremely sensitive to vibration (Turgid is the plant equivalent of pregnant, so to speak). If a creature chances to brush against it, a strong wind blows up, or a slight tremor shakes the ground, the plant explodes violently. The spray of thorny matter shreds any creatures unfortunate enough to be nearby. Creatures slain by the exploding cactus then conveniently provide fertilizer for the new patch. Seeds from exploded pods lay dormant until the next bit of moisture rolls through. \n:\nLethality cacti basically sit until something wanders into them. Their wickedly sharp thorns protect them from damage when they are not ready to scatter seeds.\nThese plants are easy to avoid if someone knows what to look for. A DC 10 Knowledge (nature) check suffices to recognize the telltale circle of a Klaymore cactus patch. Creatures that are running/charging don’t receive a DC.\n:\n***Thorns.*** A Lethality cactus’s thorns tear at any creature that touches it, dealing 1d4 points of piercing damage. Creatures that strike these cacti with natural attacks or unarmed strikes, or that try to grapple the cactus (presumably to pull it out of the ground), are subject to this damage, but creatures striking with melee weapons are not. A creature that is pushed into or falls onto a plant also takes damage from its thorns.\n\n### Reactions\n***Detonate.*** Merely touching a *turgid* Lethality cactus causes it to explode violently. The detonation can be triggered by a strong wind (over 20 mph), a sonic spell or effect that produces vibration, a moderate shaking of the ground (such as might be produced by a tunneling beast or the footsteps of a giant), or any amount of damage dealt to the cactus. A single cactus exploding is sufficient to set off a chain reaction of explosions from other cacti in the patch.\n\t\nOne exploding cactus deals 4d4 points of slashing and piercing damage to all creatures within a 10-foot radius. A DEX save @DC 13 reduces the damage to half.\n\t\nAlthough the damage from a single Lethality cactus is not usually enough to kill a creature, the explosion causes any other turgid cacti within 10 feet to explode as well. It’s not uncommon to have an entire patch go off almost at once. The resulting area of spiny flesh leaves behind the equivalent of a field of caltrops (see page 126 of the Player’s Handbook) for 2 weeks after an explosion.\n \n}}\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n{{monster,wide\n## Sandhunter\n*Small to Medium Monstrosity; Somewhat aggressive as a pack*\n___\n**Armor Class** :: 13\n**Hit Points** :: 30 (6d6+6)\n**Speed** :: 45ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|15 (+2)|18 (+4)|14 (+2)| 4 (-3)|10 (+0)|10 (+0)|\n___\n**Proficiency:** :: +2 (Athletics, Acrobatics, Perception)\n**Saving Throws:** :: STR, DEX\n**Damage Resistances:** :: Poison, \n**Senses:** :: Darkvision 90ft\n**Passive Perception:** :: 10 (As a pack: 16)\n**Languages:** :: \"Pack-Speak\"\n___\n##### Background\nSandhunters are bizarre, intelligent predators that are only found in packs. Each member of the pack has a long, sinuous neck and flexible lips to help it manipulate objects, and the creatures are capable of rudimentary tool use.\n\nSandhunters share a “pack mind,” allowing the pack to act as one coordinated being. The pack consciousness is established through empathic contact. If a Sandhunter is split off from the others in a pack, or the group is reduced to one or two individuals, the pack mentality breaks down. Isolated Sandhunters become little more than animals, unintelligent and mad. They do not survive alone. Even in pairs, they become little more than smart, but ravenous dogs.\n\nSandhunters prefer to prey on large herbivores of the high elevation valleys and desert, using their superior group intelligence and coordination to overcome prey much larger than themselves. They are shy in the presence of intruders, often choosing to retreat and hide. However, they have a longstanding good relationship with the Dromani, who call them the “spirit of the desert,” and the two often hunt and work together. Players may run in to unaligned packs of Sandhunters.\n\nThe pack mind operates through high-frequency sounds and limited empathy. As long as the pack members remain within range, they all enjoy the benefits of Alertness. They can communicate empathically with one another, as well as with a sentient being within range, much as a familiar does with its master.\n\nThe collective Intelligence score of a pack of Sandhunters is 12, and their tactics reflect this. Each individual has an Intelligence score of only 3, as given above. A pack must include at least three members to gain the benefit of the higher Intelligence score.\n\nWhen hunting, Sandhunters spread out to the limit of communication, scouting out prey and acting as beaters to drive creatures ahead of them. The hunters yip back and forth in a series of signals but keep “pack speak” to a minimum to prevent alerting their prey. Once within range of a suitable target, the pack uses its sonic howl attack in an attempt to stun the target. If successful, the pack attacks.\n\nIf attacked, a Sandhunter uses its sonic howl to discourage the enemy, then flees to its pack’s hidden den. In combat, Sandhunters leap in and out of melee range, setting up flanks and attempting to pounce and grapple to overcome their foes.\n:\n***Pack Attack.*** If a Sandhunter in a pack uses the aid another action to assist another pack member’s attack roll in combat, it grants a +4 bonus on its ally’s next attack roll instead of the usual +2. If any member of a pack enters a grapple, each other member can use the aid another action to grant it a +2 bonus on grapple checks to pin the opponent. Often two or three members enter a grapple, with the remainder aiding their companions.\n:\n***Pack Mind.*** As long as a pack contains at least three individuals, none of which is more than 80 feet from any other individual, all its members share a group consciousness. If one is aware of a particular danger, they all are. If one in the pack is not flat-footed, none of them are. No member of the pack is considered flanked unless all of them are.\n\n### Actions\n***Multiattack x2.*** A sandhunter can take a pounce, followed by a bite.\n:\n***Pounce.*** If the creature is Large or smaller, they can perform a Pounce action, as long as it is within its normal speed range. The Sandhunter leaps a at the target creature. It must make a STR save @ DC 15. On a failed roll, the creature is knocked backward, and the weight of the Sandhunter on the target when it hits the ground deals bludgeoning damage equal to 3d6+distance, where distance = feet traveled / 5; effectively the number of squares on a battle map. The creature is considered grappled and prone. \n\nIf two Sandhunters perform the *pounce* action together, the target gets disadvantage on the saving throw.\n:\n***Bite.*** (Melee Attack) +5 to hit, reach 5 ft., one target. Hit:15 (3d6 + 3) piercing damage plus 3 (1d6) slashing damage.\n\n:\n***Sonic Howl.*** As a standard action, a pack of Sandhunters can lower the frequency of their communication sounds to produce a sonic attack. Any creature within 60 feet of any pack member producing the howl must succeed on a CON save or be stunned for 1d4 rounds. The save DC of the howl is 10 + the number of Sandhunters in the pack. A pack must include at least three members to activate the sonic howl, and no two contributing pack members can be more than 40 feet apart. Creatures with immunity to sonic energy attacks do not have immunity to the sonic howl, although creatures that can’t hear the howl (such as deaf creatures or those within the area of a silence spell) are not affected. \n::::::::::::::::::::::::\n}}\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,wide,fullpagedark\n## Skinwalker\n*Humanoid, Undead, Demonic; Very Aggressive*\n___\n**Armor Class:** :: 18 (Magically Enhanced)\n**Hit Points:** :: 90 (12d12 + 12)\n\t**Speed:** :: 50ft. \n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|16 (+4)|20 (+5)|20 (+5)|14 (+2)|12 (+1)|14 (+2)|\n___\n**Proficiency:** :: +3 (Stealth, Deception, Acrobatics, Athletics, Intimidation)\n**Saving Throws:** :: WIS, CHA\n**Immunities:** \t\t\t :: Poison, Necrotic\n**Senses:** :: Darkvision 60ft\n**Passive Perception:** :: 15\n\t**Languages:** :: Whichever they spoke prior to transformation \n___\n\n##### Background\nA Skinwalker is a humanoid imbued with demonic magics and also undead. They can transform at will among 3 forms: a humanoid form, and an animal-like form, and a demonic form. The Demonic form is the skull of a horned or antlered beast, with the body of their humanoid victim, and the hind legs of their chosen animal, proportioned to roughly their normal size. In their animal and human-like form they are nearly indistinguishable from their chosen animal or original humanoid type. (Elf/Dromani, Half-elf, Human, Mul, or Dwarf) When they are in their humanoid form, they have the eyes of their chosen animal, and in their animal form, they have their humanoid eyes. (Perception @ DC 15 to notice). In their demon form, their eyes are just glowing green points suspended in the eye sockets of the skull.\n:\n  The transformation to Skinwalker requires a horrific ritual that must culminate on a full moon. It begins with murdering one’s own blood family. They skin the family member, and then use dark magic to preserve the skin. Next, they kill the animal of whose shape they wish to take, skinning it, and preserving it in the same manner (Choose from Cougar, Bear, Jaguar, Wolf, or Coyote). Then, they behead an animal with antlers or horns to use as a vessel to hold the Skinwalker magic, in some ways, this is similar to a Lich’s phylactery. They must clean and dry the skull of the antlered animal (antelope, deer, stag, ram, goat, elk, bull, and bison are good examples)\n\nAt the full moon ceremony, they then wear their family member’s skin, and it is absorbed in to their essence. The do the same with the animal skin. Finally, they take the cleaned and dried skull and imbue it with moon energy, and then the energy of their will.\n\nThe Skinwalker acolyte transforms into their demon form, screaming from the pain of the bones breaking and reforming in to the new form. The initiate then is buried alive, and sleeps in the earth preserved by magic until the next full moon, when they awake in their human form. \nSkinwalkers carry short swords or machetes in pairs to fight in their human form.\n:::\n***Death Resistance.*** Skinwalkers can only be killed in their demon form, by a blow to the head that breaks their horned/antlered skull as the final blow. If they are not in their demon form, and their HP reaches 0, they transform into their demon form, with all of their HP restored. However, they can’t transform back into any other form until after a long rest. If you reduce a Skinwalker’s HP to 0 in demon form, the Skinwalker is unable to use its special abilities (except *Skinwalker's Shadow*), but can continue to fight as normal until the skull is smashed successfully.\n:\n***Transformation.*** **(Bonus Action, At will)** The Skinwalker can transform in to any of their 3 forms at will, with no penalty, unless their hit points have been reduced to zero, which causes them to be stuck in their demon form, until they complete a Burial Rest.\n:\n***Skinwalker’s Speed.*** **(3 charges; restored by a Burial Rest)** A Skinwalker may increase its ability to run for up to 1 hour. This ability increases the Skinwalker’s speed by 5x. This ability can only be used in combat as a Legendary Ability.\n:\n***Burial Rest.*** Skinwalkers do not heal or regain ability charges as normal. They must bury themselves for 24 hours + the time to the next dusk to heal. This ritual heals them completely, and restores their ability charges.\n\n### Actions\n***Mind Control.*** **(4 charges; restored by Burial Rest)** Accidentally locking eyes with a Skinwalker allows them to take control of the target victim’s mind, and make them do whatever the Skinwalker wants, even if they wouldn’t do it otherwise. The victim must make an INT save @DC16 in order to avoid this effect. This lasts 1 hour, except during combat, where it lasts 3 rounds.\n:\n***Psychic Pestilence.*** **(6 charges; restored by Burial Rest, Range 50 ft)** Skinwalkers can make living things wither and die by pointing at it. Make a ranged spell attack against the target. On a hit, the target takes 15 (3d6+4) necrotic damage and must make a CON save. On a failed save, the target takes an additional 10 (2d6+3) necrotic damage the next round.\n:\n***Skinwalker’s Shadow.*** **(3 charges; restored by Burial Rest, usable in Demon Form Only)** For 3 rounds, black smokey wisps surround the Skinwalker’s body in a radius of 5 feet, and you become obscured to others’ vision. All attacks must be done at disadvantage. The Skinwalker becomes immune to radiant damage. Any creature that attacks the Skinwalker by melee and lands a hit, must do a DEX save, or be dealt 14 (4d4+4) necrotic damage. On a success, they take half that damage.\n\n##### Legendary Action\n***The Curse of Black-Eyed Death.*** **(1 charge; restored by Burial Rest)** The Skinwalker unleashes a burst of psychic energy in a 40ft radius. Every non-Skinwalker in that radius must make a CON save @ DC 18. On a failed save, every creature within range is blinded, and their eyes turn black. In addition, they take 15 (3d6+3) necrotic damage each round until the Skinwalker is killed.\n\n
\n}}\n\n{{artist,bottom:70px,right:30px\n##### Skinwalker\nbackground art by [Matt Bean](https://www.artstation.com/artwork/1Kmmo)\n}}\n\n\n:::::::::\n\n\n\n\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,frame,wide\n## Slot Scorpion\n*Large Monstrosity; Very Aggressive*\n___\n**Armor Class:** :: 18 (Tough Exoskeleton)\n**Hit Points:** :: 118 (16d12 + 12)\n**Speed:** :: 40ft.\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|18 (+4)|16 (+1)|15 (+2)| 5 (-2)|13 (+1)| 7 (-2)|\n___\n**Proficiency:** :: +2 (Stealth, Athletics, Intimidation)\n**Saving Throws:** :: STR, CON\n**Immunities:** :: Poison\n**Resistances:** :: Cold\n**Senses:** :: Tremorsense 100ft, sense2 00ft\n**Passive Perception:** :: 13\n**Languages:** :: lanuage1, language2, language3\n___\n##### Background\nSlot scorpions live in and around the vast expanses of canyons that the local Gilafolk haven't yet cleared for living space. They are generally solitary. Males are slightly smaller than females.\n\nThey move with terrifying silence for creatures their size, and often, characters won't know they're near until they're right on top of them.\n\nSlot scorpions are primary predators, and don't scavenge the way ankhegs do. Ankhegs are known to try to steal their kills, and it is well known among the locals that luring one to the other is a big enough distraction to allow a party to escape. They're a bit stronger than an Ankheg drone 1 on 1, and can easily overpower 2-3 workers.\n:\n***Adhesion.*** Slot Scorpions can walk on walls as it if were the ground. Wall walking speed is 25. However, it it not strong enough for them to walk on ceilings.\n\n### Actions\n\n***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 3 (1d6) poison damage. If the target is a large , medium, or small creature, it rolls a DEX save @ DC13; on a failed roll it is grappled. \n\t\nGrappled creatues roll a new DEX save each turn; the roll DC gets 1 point more difficult each round. Until the target escapes, the scorpion can bite only the grappled creature and has advantage on attack rolls to do so.\n:\n***Tail Stinger Attack.*** Melee Weapon Attack: +4 to hit, Reach 10 ft, one target. Hit 16 (4d6) Piercing Damage, On a successful hit, the target must also make a CON save @ DC 14 versus poisoning. On a failed roll, the target takes 10 (2d6+2) poison damage each round ,starting immediately. This continues until a successful roll, or the effect is removed by magic means.\n}}\n\n\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n{{monster,wide,fullpagedark\n## Thunderbird\n*Gargantuan Monstrosity, Bird; Aggressive when threatened*\n___\n**Armor Class:** :: 19 (Large, Durable)\n**Hit Points:** :: 276 (24d12 + 120)\n**Speed:** :: 20ft.; In flight: 150ft\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|28 (+9)|18 (+4)|24 (+7)|10 (+0)|16 (+3)|10 (+0)|\n___\n**Proficiency:** :: +3 (Intimidate +Adv, Nature, Perception, Survival)\n**Saving Throws:** :: STR, CON\n**Immunities:** :: Lightning, Thunder, Wind or other Storm Effects\n**Resistances:** :: Poison\n**Passive Perception:** :: 13; Involving sight: 17\n**Languages:** :: Common, Auran, Gilani-Draconic\n___\n##### Background\nThe thunderbird is a fabulous beast that embodies the fury and abundance of nature. It is often worshiped as a nature spirit, particularly by the Bhukas and Bhuk-Bears of the Valley of Goblins, and the Mul Tribes of the wilderness.\n\nA typical thunderbird is 100-120 feet long and has a wingspan of 160-200 feet, although larger individuals have been sighted. The creature is usually difficult to see clearly, since it is surrounded by vapors and clouds.\n\t\nThough cloud giants and storm giants sometimes tame their slightly larger Roc cousins, Thunderbirds treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. They seldom hunt swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, or an elephant, a Thunderbird dives down to snatch its prey in its massive talons. Coastal varieties are known to feed on orcas, dolphins, and sharks.\n\nA thunderbird is often friendly to humanoids, but is a wild creature with a ferocious appetite and a quick temper if it feels at all threatened. Attuvian Thunderbirds generally nest at the top of giant stone spires, after having dug out a bowl in the top of the spire, and surrounding the rim of the bowl with logs, large sagebrush, and junipers pulled from the ground. A thunderbird does not tolerate intruders to its nest.\n:\nIf a Perception Check involves hearing or sight, Thunderbirds have advantage.\n:\n***Tireless.*** Short rests are equivalent to long rests.\n:\n***Everflight.*** The thunderbird never needs to land due to its ability to control storms, wind, and air.\n:\n***Water Breathing.*** Thunderbirds can breathe underwater as if they had gills, and cannot be drowned.\n::::\n### Actions\n:\n***Multiattack x2.*** The Thunderbird can strike up to twice in a round: One beak strike, and one talon strike.\n:\n***Beak Strike.*** Melee Attack: +10 to hit, reach 10ft., one target. Hit: 28 (4d8+10) piercing damage.\n:\n***Talon Strike.*** Melee Attack: +10 to hit, reach 10ft., one target. Hit: 22 (4d8+4) slashing damage, and the target is Grappled (escape DC 19). Until this grapple ends, the target is Restrained, and the Thunderbird can't use its talons on another target.\n:\n***Charged Attack.*** **(8 Charges; restored by short rest)** This can piggy back on one melee attack per round. In addition to the physical damage, the Thunderbird may choose to deal an additional 15 (2d8+6) lightning damage.\n:\n***Thunderous Wing Beat.*** **(8 Charges; restored by short rest)** The Thunderbird beats its wings and creates a massive thunderclap. Each creature within range (300-ft radius sphere originating from the Thunderbird’s chest center) must make a CON save @ DC 18. If failed, a creature takes 25 (4d8+7) thunder damage and is pushed 150 feet away from the giant bird. \n\nIf successful, the creature takes half as much damage and doesn’t move. \n\t\nAny unsecured objects that are within the area of effect are automatically pushed 150 feet away from the Thunderbird. The DM may choose to have these objects take bludgeoning damage from tumbling, equivalent to the thunder damage. The thunderous boom is audible out to 3 miles.\n:\n***Lightning Strike.*** **(8 Charges; restored by short rest)** The Thunderbird can dive and have lightning shoot from its beak as is screeches toward a target. It deals 30 (6d6+9) lightning damage.\n\n##### Legendary Action\n***Thunderstorm.*** **(4 charges; restored by short rest)** All creatures within range (500-ft radius sphere originating from the Thunderbird’s chest center) must make a CON save @ DC 18; if the creature is smaller than huge, this is also at disadvantage. On a failed save, the combined attack is 30 (4d8+12) Lightning AND 30 (4d8+12) Thunder damage, and is moved 150 feet away from the bird. \n\t\nIf successful, the creature takes half as much damage and doesn’t move. Everything within the area of effect is soaked wet. Fires are extinguished, including magically started ones. This can cause flash flooding within this area, and areas downstream from it.\n\t\nAny unsecured objects that are within the area of effect are automatically pushed 200 feet away from the Thunderbird. The DM may choose to have these objects take bludgeoning damage from tumbling, equivalent to the thunder damage. The thunderclap from this attack is audible out to 5 miles.\n\n\n}}\n\n\n\n{{artist,bottom:90px,right:60px\n##### Thunderbird\n[Joel Akerman](https://www.deviantart.com/joelakerman/art/Thunderbird-289612822)\n}}\n\n{{footnote Part 4 | Bestiary}}\n\n\\page\n{{monster,wide\n## Yellow Dragon, Adult\n*Huge Dragon (Chromatic), Somewhat aggressive*\n___\n**Armor Class** :: 21 (Natural Armor)\n**Hit Points** :: 225 (20d12+85)\n**Speed** :: 40 ft.; 120ft flying\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|20 (+5)|23 (+6)|20 (+5)|18 (+4)|20 (+5)|18 (+4)|\n___\n**Proficiency:** :: +3 (Perception, Stealth, Insight)\n**Saving Throws:** :: DEX, CON, WIS\n**Immunities**\t\t\t\t\t\t:: Radiant damage\n**Resistances:** :: Poison, fire, piercing\n**Senses:** :: Darkvision 120ft; Blindsight 120ft\n**Passive Perception:** :: 20\n**Languages:** :: Common, Draconic, Gilani-Draconic\n___\n##### Background\nAs their name implies, these dragons are yellow in color. Generally brighter yellow to goldenrod. They often etch designs and patterns in to their scales, much like humanoid tattoos. They do not have wings, but do they have innate psionic ability that allows them to fly. As you will see, their psionic ability extends beyond just flight, as well. For them anything living that's smaller than they are and of low intelligence, is game for food.\n\nYellow Dragons like to live in cliff faces, making their hoards notoriously difficult to gain access to. Their favorite types of thinsg to hoard are metallic things. Anything made of metal seems valuable to them. They Dislike gems and jewels. One Yellow Dragon, named Kureval said, \"No matter how you cut it, it's still just a rock, until someone adds magic.\" Their hoards almost always have Hoard Scarabs, as they like to use them to keep the unwanted out, and also to mark trespassers. *(See FTD page 205 for Hoard Scarab and their Swarms)*\n\nWhile they are technically chromatic, Tiamat does not claim them as her progeny, as she does not have a yellow head. Other Tiamati chromatics dispise yellows, and yellows dispise them equally as much. They tend to get along much better with other non-Tiamati dragons, but rarely make fast friends with any. They do not bow to any gods or masters, which may be another reason that they don't get along with other types of dragon well. They worship evolving and becoming the most powerful they can be. Yellow Greatwyrms (they prefer the term \"Dreadnaught Drake\") are revered as the pinnacle of existence.\n\nYellow dragons often seek out and collect creatures willing to serve: too smart to eat, too dumb to know they're being used. Specifically creatures not affected by sunlight sensitivity. It amuses the dragons to be venerated by such creatures, but feels little loyalty to them; treating them well enough to keep them around, but not sacrificing anything for them, unless on a whim.\n:\n***Psionics as Innate Spellcasting.*** The can cast the following spells without material components, provided they have sufficient experience to do so. Adults should be treated as though they can use 4th level spells. *Guiding Bolt (PHB 248), Moonbeam (PHB 261), Stone Shape (PHB 278), Sickening Radiance (XGE)*, and any cantrip that has anything to do with manipulating light or fire.\n:\n***Photonic Sustenance.*** While in direct sunlight, adult yellow dragons heal 30hp/hour (1 hp / 2 min.)\n\n### Actions\n***Multiattack x2.*** An adult yellow dragan may use any two of the following: *Bite, Claw, or Tail Whip*\n:\n***Bite.*** Melee Attack: +8 to hit, reach 10 ft, 1 target. Hit: 16 (2d10+5) piercing + 5 (2d4) radiant damage.\n:\n***Claw.*** Melee Attack: +8 to hit, reach 5 ft, 1 target. Hit: 12 (1d8+8) slashing damage.\n:\n***Tail Whip*** Melee Attack: +4 to hit; Reach 15 ft, one target. Hit: 20 (4d6+6) bludgeoning damage.\n:\n***Radiant Roar.*** **(breath weapon, 6 charges; recharges with short rest or 1 charge/hour in direct sunlight)** The Dragon opens its maw and a beam of bright, hot light shoots forward in a 100-ft beam, 10ft wide. Each creature in that area must make a CON save @ DC 17. On a failed roll, those in the affected area take 40 (8d8) Radiant damage, or half as much on success.\n:\n##### Legendary Actions\n***Call the Sun.*** **(2 charges, restored by long rest)** A beam of searing hot light shoots down from the sky and blasts a creature of its choice within 70 ft. The target must succeed on a DEX save @ DC 18. On a failed roll, the target takes 50 (9d8+5) Radiant damage, or half that on a success. If this ability would kill the target, it is reduced to ash.\n:\n***Solar Flare.*** **(2 charges, restored by long rest)** A wave of searing hot light emanates in a 180 degree arc in front of the dragon for 60 ft. Any dreature caught within range must make a Dex save @ DC 19. On a failed roll, the target takes 50 (9d8+5) Radiant damage, or half on a success. If this ability would kill a target, it is reduced to ash.\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n:\n\n}}\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n{{monster,wide,frame,top:-10px\n## Pulsarian Dragon
\n\n*Gargantuan Mythical Dragon, Very Aggressive*\n___\n**Armor Class:** :: 24 (Dense hide, Mithral-like scales)\n**Hit Points:** :: 777 (90d12 + 246)\n**Speed:** :: 40ft.; 250ft flying\n___\n| STR | DEX | CON | INT | WIS | CHA |\n|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|\n|30 (+10)|16 (+3)|30 (+10)|20 (+5)|16 (+3)|10 (+0)|\n___\n**Proficiency:** :: +4; Athletics (Adv.), Nature, Investigation, Intimidation (Expert)\n**Saving Throws:** :: STR, CON, INT\n**Immunities:** :: Fire, Lightning, Radiant\n**Resistances:** :: Force, Poison; Bludgeoning, Piercing and Slashing from nonmagical items.\n**Senses:** :: Darkvision at full sight distance\n**Passive Perception:** :: 17\n**Languages:** :: Draconic, Aurian, Common, Undercommon, Primordial\n___\n##### Background\nOnly one of these terrifying creatures has ever been spotted in Attú. His name was Azzirok, and last anyone knew, he was the companion of the Lich King Tengkorak. Although it has been nearly a half-century since the Pulsarian was spotted, if you see a one while adventuring, don't think about it, just run.\n\nLittle is known about the origins of Pulsarian dragons, since there's only ever been the recorded sighting of the one. Centuries-old speculation from an anonymous Alchemist gave the following account:\n\n- *Azzirok was a humanoid sorcerer that desired the power of the sun itself, and body that could contain it. The resulting ritual created magic so complex and so powerful that becoming Azzirok was the result. Unfortunately it erased his memory, so he had no recollection of the mage he once was.*
\n\nIt is also unknown what using Pulsarian scales to fashion armor would even do, since not a single person that's been close enough to touch the beast has lived to tell about it, and for good reason.\n\nAny villages the Dragon has terrorized have been turned in to ash and glass with no survivors. There is only 1 known survivor of Azzirok's wrath, an old Dromani in the town of Myllen-Mack Springs, named Rezík Demazil.\n:\n***Keen Smell.*** Pulsarian Dragons have extarordinary sense of smell, on any instance of perception or investigation where its sense of smell could be used, it gets both advantage and proficiency.\n:\n***Legendary Mental Defenses.*** The dragon is immune to any effect that would sense its emotions or read its thoughts, including divinations. Even wish spells and similar spells/effects can't affect the dragon’s mind or gain information from it. In addition, attempts to do so cause a psionic reflection that deals 20 (4d6+4) psychic damage to whomever attempted it.\n:\n***Limited Magic Immunity.*** The dragon can’t be affected or detected by spells of 5th level or lower unless it wishes to be. It has proficiency on saving throws against all other spells and magical effects.\n:\n### Actions\n***Multiattack.*** The Dragon makes two out of the following: a Bite attack, a Claw attack, and a Tail attack.\n:\n***Bite.*** Melee Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12+10) piercing damage plus 22 (4d10) force damage.\n:\n**Claw.** Melee Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The dragon can have only one creature grappled this way at a time.\n:\n**Tail.** Melee Attack: +19 to hit, reach 25 ft., one target. Hit: 23 (2d12+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.\n:\n***Plasma Breath.*** **(6 Charges; recharges after short rest)** The dragon unleashes a blast of heat and light so intense, that if creatures are looking at it directly, they must make a CON save @DC20. On a failed roll, they are blinded for their next 2 turns. On a successful roll, they we able to avert their eyes in time to avoid retinal damage.\n\nThe breath weapon itself unleashes a 10ft wide by 150ft long beam of plasma that deals 70(10d10+10) plasma damage. Creatures within range must roll a DEX save @DC18. On a failed roll, the target takes full damage. On a save, the target takes half. If anything hit by the beam loses all of its Hit Points, it is turned to ash instantly.\n:\n##### Legendary Actions\n***Magnetic Blast.*** **(1 Charge; recharges after short rest)** All metal objects, except those made from Hermithite or Hermesium are repelled away 100ft from the dragon. There is no save from this effect. Characters wearing metal objects may take bludgeoning damage for 1d6 for every 10 feet they were thrown as a result of this effect.\n:\n***Searing Skin.*** **(2 charges; recharges after short rest)** The dragon can heat it's skin up to 500°C (932°F). It can hold this for 3 rounds. Anyone within 50ft takes 30 (6d6+6) thermal damage each round, if they cannot move out of the range of heat damage. During this time wood, bone, iron, or steel weapons can not inflict damage to the Dragon. \n\nAttempting to hit the dragon with a metallic weapon (except Mithral and Hermithite, which has no additional affect) will burn the wielder's hands due to the heat conducted through the metal, nearly instantly. If a character does this, their hands take half of the thermal damage dealt by the searing skin itself. Touching the skin directly immediately turns any living creature to ash.\n:\n***Nova.*** **(2 charges, restored with short rest)** A wave of searing hot light emanates in a 360 degree arc around the dragon for 80 ft. Any dreature caught within range must make a Dex save @ DC 20. On a failed roll, the target takes 80 (14d8+10) Radiant damage, or half on a success. If this ability would kill a target, it is reduced to ash.\n:\n:\n:\n:\n:\n\n}}\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n\n\n{{artist,top:455px,Right:70px\n##### Azzirok the Devastator\n**The only known Pulsarian Dragon**\n}}\n\n{{monster,frame,wide,top:470px\n##### The true Origin of \n### Azzirok the Devastator\n\nThere was once an Elven sorceress name Kurandiel. She befriended an old Yellow Dragon named Shenzamar. Kurandiel was obsessed with the power of the sun. She and Shenzamar often had long talks about harnessing the power of the sun, and what it would be like to have that much power at their disposal. \n\nYellow Dragons have 7 aging stages, unlike traditional dragons: Wyrmling, Young, Adolescent, Adult, Elder, Ancient, and Dreadnaught Drake. Each stage lasting about 200 years, with the excpetion of the ascension from Ancient to the Dreadnaught. Nobody knows for sure how long Dreadnaughts live after they emerge. The Ancient must encase itself in a stone coccoon and sleep for a century. This is extraorinarily difficult, as being without light for extended periods makes Yellow dragons weak. However, with Kurandiel's help, Shenzamar timed his Great Hatching so it would be on the Summer Solstice, where the day before had a solar eclipse. \n\nKurandiel timed it this way with her own devices in mind. She would break open Shenzamar's coccoon just before the solar eclipse, leaving him completely helpless for 2-3 minutes. During that time she would have a ritual prepared to switch bodies. She would pierce his side, and drink his blood as the final act, just before the final moment of totality. If her ritual was successful, she would become the Dreadnaught Drake, and he would be a feeble old elf woman. \n\nThe spell did not work the way Kurandiel intended. Instead of switching bodies, it fused them together into something wild, and well beyond the power of the Dreadnaught she had intended. The thing that emerged had no memory of its past, and was angry that it could not remember. It could only remember that it had awoken a day early... for... something.\n\nThe explosion of energy from this incident left a crater a mile wide, as if a meteor had smashed in to the world's surface. There are old records of storms filled with dust and sand that raged for weeks, up to three hundred miles away in any direction. Many assumed that it was part of the series of impacts that destroyed the Three Empires, but it was definitely not.\n\nAlong the Southernmost border of the Attú region, this crater can still be found today.\n\n}}\n\n{{artist,bottom:105px,Right:260px\n\n\t\n**Azzirok's story inspired by**\n##### Meteor Crater National Landmark\n[Winslow, Arizona](https://meteorcrater.com/)\n\n}}\n\n\n\n\n\n\n\n{{arch\n\n}}\n\n\n\n\n{{footnote Part 4 | Bestiary}}\n\\page\n\n\t\n\n\n{{backcover\n\n# Arm Yourself for an Ass Whooping\n\n{{Covertext \nI hope you enjoyed my creation, inspired by the red rock and sandstone deserts of the 4 corners states, and more. From Valley of Fire, to Mesa Verde, and from Flaming Gorge and Dinosaur to the Bisti Badlands and the Grand Canyon.\n___\n\n:\nSome day, I hope to complete my second book for the region!\n\nAttú: The Lay of the Land \n& \nThe Mystery of Dark Magic at the Great Stone Barrier Ridge\n\n}}\n::\n           Coming eventually, or maybe not at all!\n\n{{logo,words\n\n}}\n\n