Temerous Statblocks

Tallybrass

Lord Tallybrass is a stern and commanding presence in his castle, who tolerates no disrespect nor disagreement. But to guests who mind their manners, there was never a more courteous host. He speaks with a booming voice that echoes through the castle, and he can be heard always counting his many treasures. His treasures are his great joy in life, and the Golden Goose his greatest treasure of all.

Before coming to his present station in life, Tallybrass was a master thief, renowned for his cunning and skill amongst cloud giants. He still has a keen eye and a quick hand, and delights in shows of skill and contests of wit.

Tallybrass is a cloud giant of advanced age, twenty feet tall with a beard of silver-white that trails upon the floor. His skin is pale and wrinkled, his eyes a cloudy blue, but he has lost none of his prodigious strength. He is famous for his armour, a magnificent suit of the finest brazen mail, which jingles with tiny brass coins unless its owner demands silence. He also carries at all times a golden sceptre topped with a goose’s head, the symbol of his authority over the domain.

Alignment: Chaotic Neutral

Personality Trait: Nothing gives me more joy than the Golden Goose and the Treasures of Castle Tallybrass.

Ideal: Wit should be rewarded. Anyone who can outsmart me is deserving of my boon, but those who try and fail deserve no mercy.

Bond: I guard Temerous, I guard Castle Tallybrass, and most importantly of all I guard my Golden Goose.

Flaw: If thieves are successful, I am disappointed in myself. If they are unsuccessful, I am disappointed in them.

Golden Sceptre

Rod, very rare (requires attunement by a creature that has successfully stolen a golden egg.)

The head of this rod is shaped like a sharp-beaked goose. It has the following properties:

Magic Weapon. In the hands of one who is attuned to it, the sceptre can be wielded as a magic morning star that deals an extra 2d8 force damage on a hit.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.

The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Tallybrass

Tallybrass

[lebiro]

 

 

Lord Tallybrass

Huge Fey (Giant), Chaotic Neutral


Armor Class
16 (chain mail)
Hit Points
256 (19d12 + 133)
Speed
40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 24 (+7) 12 (+1) 16 (+3) 22 (+6)

Saving Throws
Con +12, Wis +8, Cha +11
Skills
Insight +8, Perception +8, Stealth +12, Sleight of Hand +7
Condition Immunities
Charmed
Senses
Blindsight 20 ft., passive Perception 17
Languages
Common, Giant, Sylvan
Challenge
13 (10,000 XP)
Proficiency Bonus
+5

Special Equipment. Tallybrass’ brazen chain mail does not impose disadvantage on his Stealth checks. In addition, he carries and is attuned to the golden sceptre.

Fey Rebirth. If Tallybrass dies in Temerous while the Golden Goose is alive, he revives with all his hit points 1d4 days later in a safe location in that domain.

Innate Spellcasting. Tallybrass’ innate spellcasting ability is Charisma (Spell save DC 19). He can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light, misty step

3/day each: feather fall, fly, levitate, major image, telekinesis

1/day each: control weather, creation, gaseous form, wind walk

Keen Smell. Tallybrass has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). If Tallybrass fails a saving throw, he can choose to succeed instead.

Prince of Mist Tallybrass can try to hide when he is lightly obscured from the creature from which he is hiding.

Actions

Multiattack. Tallybrass makes two Golden Sceptre or Slam attacks.

Golden Sceptre. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 21 (3d8 + 8) piercing damage plus 9 (2d8) force damage.

Eldritch Bolt. Ranged Spell Attack: +11 to hit, range 60/240 ft., one target. Hit 41 (6d10 + 8) bludgeoning damage. If the target is a creature, it must make a DC 19 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.

Slam. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 19 (3d6 + 8) bludgeoning damage.

Superior Invisibility. Tallybrass magically turns invisible, along with any equipment he is wearing or carrying, until his concentration ends (as if concentrating on a spell).

Bonus Actions

Cunning Action. Tallybrass takes the Dash, Disengage, or Hide action

Misty Step (2nd Level Spell) Tallybrass casts misty step, teleporting 30 feet to an unoccupied space he can see.

Reactions

Misty Escape (Recharge 4-6). In response to taking damage, Tallybrass turns invisible and teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. He remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Legendary Actions

Tallybrass can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Tallybrass regains spent legendary actions at the start of his turn.

Attack. Tallybrass makes a melee attack.

Conjure Wall. Tallybrass creates a wall of stone on a solid surface he can see within 120 feet of him. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space (Tallybrass chooses which side). Each 10-foot section of the wall has AC 5, 30 hit points, and immunity to poison and psychic damage. The wall lasts for 1 minute or until Tallybrass dismisses it (no action required).

Trickery. Tallybrass casts a spell or uses Superior Invisibility.

Lair Actions

On initiative count 20 (losing initiative ties), Tallybrass takes a lair action to cause one of the following effects as long as he is holding the golden sceptre; Tallybrass can’t use the same effect two rounds in a row:

  • The room momentarily fills with fog. Creatures other than Tallybrass in the room must make a DC 19 Charisma saving throw. If half or more of the creatures fail, every creature in the room is teleported to one other room in Castle Tallybrass of his choosing. All creatures appear in safe, unoccupied spaces on the ground in the new room.
  • Three 20-foot radius clouds of mist appear centered on points Tallybrass can see within 120 feet of him and remain until initiative count 20 on the next round. The spheres spread around corners and their area is lightly obscured.
  • Tallybrass targets any number of doors and windows that he can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 19 Strength check to force open) until he chooses to make them unlocked, or until he uses this lair action again to open them.

 

 

The Golden Goose

The Golden Goose is a simple creature with simple desires. She nests deep within Castle Tallybrass and feasts on the cloud’s milk and honey the giant brings her daily. To Tallybrass she is as sweet and tame as an old lady’s lap cat, but to strangers she can be somewhat ornery.

She is seldom encountered except by daring thieves who reach the vault of Castle Tallybrass. There, amongst a hoard of glittering treasures, she broods massively on a nest of branches and cloud’s wool, constantly alert to any threat to her golden eggs.

Alignment: Neutral

Personality Trait: It’s easy to assume I’m just a simple beast, and that’s fine by me.

Ideal: I enjoy my comfy nest and regular meals. I don’t need to worry about much else.

Bond: Tallybrass. He is my caretaker and his vault is my nest.

Flaw: I have a mean streak a mile wide when I encounter someone unfamiliar. Honk.

Golden Goose

The Golden Goose

[lebiro]

 

 

The Golden Goose

Gargantuan Fey, Neutral


Armor Class
18 (20 while sitting on her nest) (natural armour)
Hit Points
212 (17d12 + 102)
Speed
30 ft., fly 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 8 (-1) 15 (+2) 19 (+4)

Saving Throws
Dex +5, Con +11, Wis +7, Cha +9

Skills Perception +12

Condition Immunities
Charmed, Frightened
Senses
blindsight 60 ft., darkvision 60 ft., passive Perception 22
Languages
Understands Common, Giant, and Sylvan, but can’t speak
Challenge
15 (1,300 XP)
Proficiency Bonus
+5

Broody. While sitting on her nest, the Goose has advantage on initiative rolls and gains a +2 bonus to her AC.

Fey Rebirth. If the Golden Goose dies in Temerous, she revives with all her hit points 1d4 days later in a safe location in that domain.

Legendary Resistance (3/Day). If the Goose fails a saving throw, she can choose to succeed instead.

Magic Resistance. The Goose has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Goose can use her Terrible Honk or Unnerving Hiss. She then makes three attacks: one with her Beak and two with her Wings.

Beak. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 18 (2d10 + 7) bludgeoning damage. If the target is a creature of the Goose’s size or smaller, it is grappled (escape DC 20). While the Goose has a creature grappled in this way, it cannot make beak attacks.

Wing. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 14 (2d6 + 7) bludgeoning damage. If the target is a creature, it must make a DC 20 Strength saving throw or be knocked prone.

Terrible Honk. The Goose unleashes a discordant bellow. Each creature within 120 feet of the Goose that can hear her must succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 14 (4d6) thunder damage and its speed is reduced by 10 feet until the end of its next turn. On a successful save a creature takes half as much damage and its speed is not reduced.

Unnerving Hiss. The Goose hisses menacingly. Each creature of the Goose’s choise within 120 feet of her that can hear must make a DC 17 Wisdom saving throw or become frightened of the Goose for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Goose’s Unnerving Hiss for the next 24 hours.

Bonus Actions

Stash Victim. The Goose attempts to pin a grappled creature underfoot. The creature can use its reaction to attempt to escape grapple. If it fails, it is grappled under the Goose’s foot, freeing her beak. While grappled in this way, a creature is restrained.

While she has a creature pinned in this way, the Goose cannot move more than 5 ft. without releasing the creature. The Goose has two feet and can pin one creature beneath each foot.

Reactions

Defensive Offence. When a creature moves more than 5 feet within her reach.

Deflect Spell. When the Goose succeeds on a saving throw against a spell that affects only her (not an area of effect) or a creature misses her with a spell attack, she can use her action to cause the spell or spell attack to target the caster instead.

Legendary Actions

The Goose can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Goose regains spent legendary actions at the start of her turn.

Detect. The Goose makes a Wisdom (Perception) check.

Peck. The Goose makes a beak attack.

Wing Attack (Costs 2 Actions). The Goose beats her wings. Each creature within 10 feet of the Goose must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The Goose can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the Goose takes a lair action to cause one of the following effects:

  • The Goose causes one object of her choice within 60 feet of her (other than a golden egg) to glint enticingly. Each creature of her choice that can see the object must make a DC 17 Wisdom saving throw or use their reaction to move as far as its speed allows towards the object.
  • The treasure in the loot begins to rattle and shake. Until initiative count 20 on the next round, the ground within 30 feet of the Goose is difficult terrain.
  • Any golden eggs become red hot until initiative count 20 on the next round. Any creature other than the Goose that is touching the egg at the start of its turn takes 11 (3d8) fire damage and must succeed on a DC 17 Constitution saving throw or drop the egg. If it doesn’t drop the egg, it has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures must also make this saving throw if they attempt to touch or pick up the egg.