The Binding of Isaac Basement Bestiary

This is an ongoing project, all art, designs and lore created by Oli Smith. Support me at :

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http://olismithart.net/jarviskjir

What is the Basement Bestiary?

This project is reimagining the bosses and enemies of The Binding of Isaac for use in your Dungeons and Dragons 5th Edition campaigns.

We take inspiration from the designs, lore and mechanics and build something new. This means that not every ability or bit of lore will be exactly the same as the game, rather we'll often be creating new stories that are meant to inspire Game Masters in their own campaigns.

The Homebrew in this document is designed for Roleplay rich and Dynamic Combats. While we build these creatures to fit within any campaign and campaign setting we will sometimes reference concepts unique to Oli's setting of Jarviskjir, which you are free to change or adapt yourself!


Duke of Flies

A maddening buzzing echos endlessly around a Duke of Flies. These regal corpsekin are bloated and swollen with parasitic flies that they command to do their precise will. Dukes hover high above the ground free from the grasp of lesser creatures while they vomit up black clouds of biting and scratching insects.


Duke of Flies

Medium undead, lawful evil


  • Armor Class 12
  • Hit Points 76 (12d8 + 22)
  • Speed 10ft. fly 25ft. (hover)

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

  • Skills Persuasion +5, Intimidate +5
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Common, Infernal
  • Challenge 4 (1,100 XP)

Death Burst. When a Duke of Flies dies, it explodes releasing the swarms inside it. 1d4 Swarms of Flies are created within unoccupied spaces within 10 feet of the Dukes death.

Fiendish Undead. The Duke of Flies is immune to the regular effects of Turn Undead and similar abilities. However, if they fail the saving throw against a Turn Undead ability all Swarms of Flies they have spawned are instantly destroyed.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 2) bludgeoning damage

Spew Swarms (Recharge 4,5,6) The Duke of Flies spawns a Swarm of Flies in an unoccupied space within 10 feet of it. The Swarm of Flies uses the rules for a Swarm of Wasps described on pg 338 of the 5e Monster Manual. Swarms have their own space in the turn order and act following the Duke's commands.

Command Swarm The Duke of Flies commands all Swarms of Flies within 120 feet of itself, allowing each one to make one movement or one attack against a target within range.

While they might resemble undead, the Dukes of Flies are infact fiendish mercenaries who dwell within the lower planes. Unlike many fiends a Duke of Flies is a polite and obedient servant to the dark magicians who may summon them. The Dukes are well suited for guarding dungeons and magical objects. They also gladly take work as bodyguards, protecting Necromancers and cult leaders. Dukes will often engage in energetic discussion and debate with their wards and even adventurers that stumble upon them before they inevitably must fight. While they are not the strongest of such Sellsouls their loyalty and dedication to get the job done makes them an excellent choice for most jobs.

In most cases a Duke of Flies will work alone. The endless churning wellspring of insects among them gives them enough company and the ability to summon all the allies they need. In some situations a Duke of Flies will lead a group of lesser undead, or will be second in command to a stronger demon or devil. Duke of Flies can sometimes be found in pairs, but adventurers should beware this sight for it means the Dukes are acting of their own accord and not on summons. Dukes will travel the planes in pairs when seeking the essence of their lost brothers, seeking to return them to their foul fetid halls in the lower planes where they can be rejuvinated.

Dukes make willing servitors for summoners but they can also be found in the employ of powerful fiends of pestilence, famine and vermine. In service to some masters such as Hags or high-class necromancers a Duke may disguise their appearance with fine cloaks to almost pass as a human.

Polite and well mannered when summoned, a Duke of Flies is very different to those who trespass within their personal barony. Those that find their homes in the lower planes might at first be gifted a grand feast and entertainment only to soon be force fed parsitic eggsacks which feed on the host from within eventually transforming them into a new Duke all together.

Monstro


Monstro

Large monstrosity, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 80 (10d8 + 35)
  • Speed 20ft.

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

  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Undercommon, Goblin
  • Challenge 4 (1,100 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage

Blood Bile (Recharge 5-6). Monstro spews toxic blood in a 30 foot cone. All creatures in the area must make a DC 14 Dexterity Saving Throw, taking (4d6) poison damage on a failed save, or half as much on a successful one. A creature that fails this save also has their speed reduced by 10, and can make a Constitution Saving Throw at the end of each of their turns to recover from this effect.


Reactions

Leap. Monstro leaps into the air, landing in an unoccupied space within 30 feet. All creatures within 10 feet of Monstro's landing space must make a DC 14 Strength Saving Trhow or take (2d8) bludgeoning damage and are knocked 5 feet away from Monstro. When Monstro moves in this way, it does not trigger attacks of opportunity.

The existance of giant hungry heads that live deep within cave systems sounds outlandish to most but the stuff of ghost stories is no ghost at all, but a Monstro. Monstro are massive creatures that dwell within dark and gloomy caves, that are essentially only a head. Monstro can flex the strong muscles in their 'neck' to hop short distances and even to make massive leaps between cavernous areas.

These creatures are definitely horrifying but they are not evil or even particullarly cruel. Monstro live very simple lives in their caves, only being able to thrive within large caverns with their own ecosystems and fresh water. They live solitary or in groups of 2-4 and spend most of their time resting or hunting. Monstro are hungry creatures who eat eagerly. They do not feast to the point of gluttony, but are not picky eaters. They will eat humanoids without a second thought, sometimes spitting out their bones and armour after their massive gullet digests them. When fighting larger groups Monstro are able to spit up a poisonous spray of the blood that wells in their mouths. Their bloody bile is so thick and sticky that it almost glues their prey to the ground allowing Monstro to lazily get in place for feasting.

When not fighting and hunting Monstro usually laze around in their lairs. They typically live in high up places that they can reach with their 30 foot leap, and can fall down on any creature that may pass. Contrarily to common belief Monstro are perfectly intelligent beings who can hold a conversation and may do so with travellers that they find interesting. Be warned however sharing a conversation with a Monstro does not mean they won't try to eat you when your back is turned.

Monstro are known to ally with creatures like Goblins and Kobolds out of convenience. Even when fighting together with such creatures Monstro are absolutely chaotic forces on the battlefield that are just as much a danger to their allies as their enemies. Monstro and Goblins have a lot of similarities, leading to a common belief that they are somehow distant cousins.

Monstro's Tooth

Monstro's teeth grow throughout their lives but often fall out especially during battle. A Monstro only ever has one large tooth at a time, which it uses to crush the shells of giant snails and armoured prey, while its other teeth are still growing. Monstro's Tooth can be forged by a skilled craftsmen into a weapon, a magical Hammer that gives a fraction of Monstro's leaping ability.

Monstro's Tooth Hammer

Weapon (warhammer, maul), uncommon (requires attunement)

Monstro's Tooth Hammer allows the user to leap into the air like a Monstro would. A character attuned to this hammer may use an action to Leap, jumping up at landing at an occupied space within 30 feet. When they land, all creatures within 5 feet must make a Strength Saving Throw, the DC equaling 10 + the wielders STR Mod. On failure the targets take (1d8 + STR) Damage, and are pushed 5 feet away. The Hammer cannot use this ability again until you complete a short rest.

A creature can only use a Leap Ability if they have enough headroom above them equal to their height. If a ceiling is closer to them than that height, they cannot leap as they do not have the space to get up into the air and travel.

Gapers

Hunched in the dark bloodied bones stretch into grasping clawed fingers ready to grasp any unwise adventurer and pull them to their doom.

Gapers are born from a pathogenic curse that spread among Halflings. When a Halfling is scratched by a Gaper they will inevitably become one themselves. All of their personality and ideals are stripped away and replaced with low bubbling rage and a feral feasting mentality. Their bodies shift and morph, all of their hair coming out in clumps and any sexual charateristics receeding until they are just like any other Gaper, a naked feral beast with claws like daggers. One of their most haunting features are their blood filled eyes that constantly bubble and bleed.

Gaper infestations are a great source of shame and sorrow for the Halflings for the curse spreads rapidly among Halfling villages. Shunning light due to photophobia the Gapers naturally gather within basements and caves, sometimes in numbers up to 60. In large groups Gapers enter a kind of hibernation only awaking when they sense prey nearby. Gapers see anything with fresh blood as prey, even attacking creatures much larger and more powerful than themselves. These Gapers can hibernate for years, sometimes even decades, living off of rats and vermin alone.

Luckily for most adventurers the curse of the Gaper has very little effect on Humans, Dwarves and Elves. However, any small humanoid is at risk, even children can be transformed into Gapers. Once someone has been transformed it's very hard to for their life to be saved. Temporary Halfling temples are often set up near large Gaper infestations dedicated to curing those who are afflicted. These temples are quick to bring in the aid of travellers to try and wrangle the infected into their church for purification. With the divine intervention of the Halfling Gods, Gapers can be completely cured returning to their original selves. However even those who are saved sometimes feel a hunger deep in their gut for something they tasted long before. The clerics of these temples are quick to dismiss and hush any rumours about the curses origins, it must be linked to some terrible past of Halfling culture that they would rather not admit.


Gaper

Small monstrosity, chaotic evil


  • Armor Class 11
  • Hit Points 7 (2d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 6 (-2) 6 (-2) 6 (-2)

  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands any languages they knew before being cursed but can't speak
  • Challenge 1/4 (50 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) slashing damage.

Pathogenic Curse

When a humanoid is struck by a Gaper's Claw attack (or other attacks and interactions of the DM discresion) they have a chance to catch the Gapers Pathogenic Curse. At their next Short or Long Rest, that creature must make a DC 11 Constitution saving throw. If this creature was reduced to 0 HP by a Gaper in the last 12 hours, the DC is instead 14. On failure they catch the curse.

For medium or larger humanoid, the curse lowers their Constitution Ability Score by 2 for 1d4 days.

For Small Size humanoids the pathogen truly takes hold. For the first 24 hours, any time they take damage their eyes will begin to bleed and their limbs begin to ache terribly. In the next 24 hours following, their eyes fill with blood and constantly bleed removing any Darkvision they have. Furthermore they consider Bright Light as Dim, and Dim Light as darkness. After 1d4 days the transformation completes with the creature transforming into a Gaper.

The Curse can be removed at any time before the transformation completes. This can be done using the Lesser Restoration Spell, the Remove Curse Spell or any greater spells of similar effect. Once the transformation is complete the cursed indivdual can only be returned to their original form by use of the Wish Spell or other Divine Intervention.

Cyclopia

The pathogenic curse afflicting Gapers can affect other small humanoids as well as Halflings. For Gnomes who catch this disease their fate is far worse, for they become Cyclopia. Swifter and fairer than the other cursed, Cyclopia do not just mindlessly swarm their prey. Their faces shift and morph once the curse sets in, their eyes merging into one single eyeball pulsing with decayed blood. Cyclopia are able to fire jets of blood from their eye and do so while uttering out shrill screams at their prey.

Hordes of Gapers will often have 1 or 2 Cyclopia within them, who stay to the back while the horde fights and feasts. Unfortionately for the infected, Cyclopia are not as well healed by the Halfling Pantheon's graces. The Gnomes may live and regain their mind, but their eyes are perminantly damaged leaving them with just one or blind evermore.


Cyclopia

Small monstrosity, chaotic evil


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 35ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

  • Skills perception +1
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands any languages they knew before being cursed but can't speak
  • Challenge 1/2 (100 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) slashing damage.

Blood Shot. Ranged Weapon Attack: +4 to hit, reach 20/60ft., one target. Hit (1d6 + 2) poison damage.


Gurgle

The Gaper pathogenic strain spreads virulently within jungles, especially among the Jungle Goblins that live within them. When a goblin is infected with the curse their stomach acids quickly transform into an endless supply of explosive bile which they can fire from their mouths much like mortar. Goblins are not merciful to their infected comrades. They hunt down Gurgles viciously. When a jungle gets infected there seems no end to how many Gurgles will crawl up from the undergrowth and Goblins set up all manner of traps to deal with the infestation.

It's rumoured that Halflings caught this disease from Goblins long ago, or at the very least Gurgles transmit the disease as they wander between dark jungles at night. Gurgles can be encountered alone or in large groups of up to 12 members. After firing their explosive bile they stalk forward to attack with their claws, but they are slower and more clumsy than Halfling Gapers are when on the hunt.


Gurgle

Small monstrosity, chaotic evil


  • Armor Class 10
  • Hit Points 16 (3d6 +6)
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 6 (-2) 6 (-2) 6 (-2)

  • Damage Immunity poison
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands any languages they knew before being cursed but can't speak
  • Challenge 1 (200 XP)

Death Burst. When the Gurgle dies, it explodes in a burst of poison and bile. Each creature within 5ft radius must make a DC 11 Constitution Saving throw, taking 2d6 Poison Damage on a failed save or half as much on a successful one. If the Gurgle had not used its Bile Bomb ability, the damage is increased by 2d6 to a total of 4d6.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) slashing damage plus (1d6) poison damage.

Bile Bomb. The Gurgle targets a spot within 30 feet of it, firing a Bile Bomb that explodes in a 5 ft. radius sphere. All creatures within the sphere must succeed on a DC 11 Constitution Save or take 2d6 Poison Damage, taking half damage on a successful save. The Gurgle does not need to be able to see the spot it is shooting at and can fire over walls and terrain. Once a Gurgle uses this ability they cannot use it again until they finish a Short or Long Rest.

Crackle


Crackle

Small elemental, true neutral


  • Armor Class 14 (natural armour)
  • Hit Points 28 (5d8 +6)
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

  • Damage Immunities fire, poison
  • Damage Vulnerability cold
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Ignan but can't speak
  • Challenge 2 (450 XP)

Death Burst. When the Crackle dies, it explodes in a burst of magma. Each creature within 5ft radius must make a DC 13 Dexterity Saving throw, taking 2d6 Fire Damage on a failed save or half as much on a successful one. If the Gurgle had not used its Crossflame ability, the damage is increased by 2d6 to a total of 4d6. If the Crackle took Cold damage in the round before its death, its Death Burst doesn't occur but the Crackle returns to life with 1 HP after 1d4 hours.

Molten Core. When the Crackle takes damage from a nonmagical Slashing or Piercing weapon that weapon begins to melt. After dealing damage the weapon takes a permant and cumulative -1 penalty to damage rolls. If the weapon drops to -5, it is destroyed.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 2) slashing damage plus (1d6) fire damage.

Crossflame. The Crackle targets two points it can see within 60 feet of it. Between these points a 15 foot long, 2 foot wide and 4 foot tall opaque lines of fire are created. Any creature caught in the line must make a DC 13 Dexterity Save or take 2d8 Fire Damage, or half as much on a successful save. These walls of flame remain in place until the start of the Crackles next turn. Once a Crackle uses this ability it cannot do so again until it finishes a Short or Long rest.


Whispered Halfling legends tell of an age when the Gaper affliction ran rampant. In a grand display of holy power the infected were transported to a far plane, to cure the disease for all time. This did not work, of course. Not only did the Gaper infection live on, but those sent away did not die either. The Elemental Plane of Fire became their new home and over thousands of years they became transformed.

The Crackle have very few links to their old lineage now. They are truly transformed into beings of elemental fire and earth, drawn to magma vents and volcanic eruptions. While their skin has become as hard as rock and impervious to bladed weapons, their insides are bubbling and boiling as pitch. This hot magma that makes up their organs and guts bubbles out of their mouth, eyes and open ribcage. When struck hard enough their hollow outer shell collapses and the energy within them has no choice but to explode violently.

In the Elemental Plane of Fire they have returned to somewhat of their own lives. Crackle live very simple existances, making crude cave shelters where they live simple lives. Occasionally they are found being used as labour by Efriit and other Elemental beings, for they are easy to keep and manage as long as care is taken to avoid explosive outbursts. Two Crackle are able to share and merge some of their boiling essence in order to create young which they do so without love or affection.

As they are weak elementals they are some of the few that can stumble through the bonds of reality into the material plane, as well as fiendish planes. In the material plane they nestle nearby areas of geothermal activity and are generally nonviolent unless provoked. They are slow to fight, prefering not to due to their clumsy steps on hobbled legs, but grow more violent as the heat within them grows. When empowered by heat and flame a Crackle can fire a ball of fire from their mouths that erupts into a cross of fire and magma that lingers where it explodes, allowing the Crackle to somewhat tactfully split apart its targets. Regardless if allowed to grow they do so exponentially and large swarms can be incrediably dangerous.

Sewer Elementals

Dingle

Alt Name: Lesser Sewer Elemental

Few Adventurers admit to tussling with Sewer Elementals. It's a shameful job but someone has to do it. Most can be quite troublesome, espeically a cluster of Lesser Elementals like the Dingle.

Like all Sewer Elementals, Dingle spawn from unkept sewers and waterways. A tell-tale sign of a Dingle infestation is their laughter. While they do not speak these elementals are gleeful as they glide around sewerpipes.

These sludge monsters look simple but play dirty, spitting gobules of filth at their enemies and sliding away often forcing adventurers into a wading chase through the sewers. Dingle aren't too much of a threat to life, but they're problematic enough that towns will hire young adventurers to take care of the growing infestation, and have single-handedly caused many an embarressing end to an adventurer's career.



Dingle

Medium elemental, unalligned


  • Armor Class 13
  • Hit Points 49 (8d10 + 8)
  • Speed 20ft. swim 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 12 (+1)

  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
  • Senses darkvision 60 ft.,passive Perception 9
  • Languages ---
  • Challenge 3 (700 XP)

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d4 + 3) bludgeoning damage.

Spit. Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit (1d6 + 3) poison damage. A target hit by this attack must make a DC 12 Constitution Save or rolls on the Sewer Elemental Disease Table, the disease taking effect after 1d4 hours pass.

Slippery Charge. The Dingle Charges to an unoccupied space it can see within 30 feet. It can also charge upwards or downwards through liquid. As it charges it ignores the effects of all terrain. If the Dingle begins or ends its Charge within 5 feet of an enemy it may make a Spit or Slam attack, rolling an extra (1d8) damage on hit.


Dangle

Dingle are a man made problem. Dangle more so. When a towns sewers are cluttered with thrown out trash and garbage the Sewer Elementals growing within can grow clogged up and bloated. The chunks of wood, stone and bones that are lodged up in a Dangle make them more aggressive and dangerous than the other Lesser Elementals. This causes the slime that constitutes a Dangle to be more volatile, often leaving parts of itself behind when charging which can be greatly dangerous to adventurers.


Dangle

Medium elemental, chaotic evil


  • Armor Class 14 (natural armour)
  • Hit Points 49 (8d10 + 8)
  • Speed 20ft. swim 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 12 (+1)

  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
  • Senses darkvision 60 ft.,passive Perception 9
  • Languages ---
  • Challenge 4 (1,100 XP)

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d8 + 3) bludgeoning damage.

Spit. Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit (1d6 + 3) poison damage. A target hit by this attack must make a DC 12 Constitution Save or rolls on the Sewer Elemental Disease Table, the disease taking effect after 1d4 hours pass.

Volatile Charge. The Dangle Charges to an unoccupied space it can see within 30 feet. It can also charge upwards or downwards through liquid. As it charges it ignores the effects of all terrain. The Dangle cannot charge less than 15 feet. All creatures within a 5 foot radius of the begining and end of Dangles Charge must make a 13 DC Strength Saving Throw, taking (2d8) bludgeoning damage on failure and being knocked prone.


Tarred Dingle

In waterways polluted by tar and oil the Sewer Elementals also become saturated in those flamable liquids. Tarred Dingles are extremely aggressive, able to set themselves ablaze as they charge at their enemies. Tarred Dingles can be very dangerous but are also generally more lathargic, as they act very quickly when spooked but usually spend their time puddled together in a tarry soup.


Tarred Dingle

Medium elemental, chaotic evil


  • Armor Class 13
  • Hit Points 54 (8d10 + 13)
  • Speed 25ft. swim 35ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 8 (-1) 8 (-1) 12 (+1)

  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconcious
  • Senses darkvision 60 ft.,passive Perception 9
  • Languages ---
  • Challenge 4 (1,100 XP)

Oil Body. When the Tarred Dingle takes Fire or Lightning damage it errupts into flame. Every creature within 5 feet of it must make a DC 13 Dexterity Saving Throw, on failure a creature is covered in oil and gains Vulnerability to Fire damage until it is removed. If you deal Fire Damage in any way while covered in Oil, you take half of the damage dealt yourself. The Oil is removed when the creatures armour is, otherwise Oil must be cleaned over a Short Rest.

Innate Spellcasting. The Tarred Dingle's innate spellcasting ability is Charisma, spell save DC 12, it can cast the following spells without components,

(3/day Each) searing smite

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 3) bludgeoning damage.

Spit. Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit (1d8 + 3) fire damage.

Slippery Charge. The Dingle Charges to an unoccupied space it can see within 30 feet. It can also charge upwards or downwards through liquid. As it charges it ignores the effects of all terrain. If the Dingle begins or ends its Charge within 5 feet of an enemy it may make a Spit or Slam attack, rolling an extra (1d8) damage on hit.

Sewer Elemental Disease Table

1d6 Disease Description
1 Eyesore A creature afflicted by this disease suffers the Blindness Condition until this disease is removed.
2 Brain Fog A creature afflicted by this disease suffers disadvantage on all Wisdom checks until this disease is removed.
3 Tongue Twist A creature afflicted by this disease temporarily forgets how to read, write, speak and understand one language they know, rolled randomly, until this disease is removed.
4 Volatile Gut A creature afflicted with this disease is vulnerable to fire damage until this disease is removed.
5 Boilers Lung A creature afflicted with this disease has nonharmful steam pour constantly from their nose and mountil until this disease is removed.
6 Lantern Flight A creature afflicted by this disease suffers the Frightened condition whenever only lit by torch or lantern light.

The Horsemen

Famine

Followed by the everpresent sound of hungry howling hounds, the Horsemen of Famine are a terrible sight to behold. The Horsemen of Famine travel to the mortal plane as the witnesses of foul happenstance. They wander through starved out villages, stalk desolate and dying swamps and occasionally even act as mouthpieces of the fiendish Domain of Famine.

As with all Horsemen, Famine are very powerful fiends often with their own servents in tow. The servents of Famine are generally weak toadies at best, a Famine commonly travelling either alone or with a retinue of undead and low-powered demons and devils. Their agency is their own. While Horsemen often operate as messengers and agents of higher fiendish powers, Famine are also drawn to the mortal plane to places currently suffering disaster. In some cases a Famine may even be the route cause, either summoned by a foul cult or acting out of it's own unknowable agenda. As such travellers should be weary when they see a lonely horseman in a malnourished kingdom.



Famine

Medium Fiend, neutral evil


  • Armor Class 14 (natural armour)
  • Hit Points 81 (14d8 + 18)
  • Speed 30ft.

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

  • Damage Immunity poison
  • Damage Resistances necrotic; bludgeoning piercing and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 30ft., darkvision 120 ft., passive Perception 12
  • Languages Abyssal, Infernal, Common
  • Challenge 6 (2,100 XP)

Spellcasting. Famine is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 on spell attacks). Famine has the following spells prepared:

Cantrips (at will): acid splash, poison spray, spare the dying, toll the dead

1st level (4 slots): command, detect poison and disease, fog cloud, ray of sickness

2nd level (3 slots): blindness/deafness, gentle repose, silence

Beyond Death. When Famine reaches 0 HP his body explodes, as well as his Mount if he has one at the time. He becomes a Famine's Head taking up the same space as he did before.

Actions

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise the reduction lasts until the target finishes a short or long rest.



Famine's Head

Tiny Fiend, neutral evil


  • Armor Class 12 (natural armour)
  • Hit Points 35 (5d8)
  • Speed 0ft. fly (hover) 20 ft.,

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

  • Damage Immunity poison
  • Damage Resistances necrotic; bludgeoning piercing and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 30ft., darkvision 120 ft., passive Perception 12
  • Languages Abyssal, Infernal, Common
  • Challenge 3 (700 XP)

Horsemen Regeneration. After 6 days, a Famine's Head returns to a Famine with full health, and can summon Famine's Horse in an occupied space it can see.

Actions

Multiattack. Famine's Head makes one Bite attack followed by 1 Spit attack, or two Spit attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 2) piercing damage plus (1d8) poison damage.

Spit. Ranged Weapon Attack: +6 to hit, reach 20/60., one target. Hit (1d8 + 2) poison damage.

Famine are cruel and cunning in combat. Rarely will they attack directly until they have the upper hand. They can draw power directly from the Hells themselves using sickening magic from the Domain of Famine, softening up targets for them to make strong final attacks. They wield no weapons or armour as they ride into battle, often hunched over the back of their horses like gargoyles. Each Horseman always travels with their own fiendish steed. The horses of famine are weathered and skeletal, draped in a sturdy layer of flayed skin. A Famine only travels without its steed if it is weakened and injured or overly cocky.

Much like it's portents, Famine are extremely hard to truly defeat. When overwhelmed in battle their heads snap off of their bodies and start spitting up brackish bile at their foes. At this point the horseman becomes a growing and biting creature, incrediably simple and lacking strategy. In some more prolonged combats Famine Heads are summoned alone without their bodies where they can be used by cults as horrifying floating guards and turrets.

Horsemen's Horses


Famine's Horse

Large Fiend, neutral evil


  • Armor Class 14 (natural armour)
  • Hit Points 46 (6d10 +12)
  • Speed 60ft. fly (hover) 20 ft.,

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Damage Immunity poison
  • Damage Resistances necrotic; bludgeoning piercing and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 30ft., darkvision 120 ft., passive Perception 12
  • Languages Telepathy 30 ft. (with its rider only)
  • Challenge 4 (1,100 XP)

Low Hover. Famine's Horse can only hover a maximum of 10 feet above the ground. It can use this to fly over dangerous terrain and water.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d6 + 3) bludgeoning damage

Charge. Famine's Horse charges in a straight line up to 40 feet, and no less than 10 feet. When Famine's Horse reaches a target it immediately makes a Hooves attack against the target, dealing (2d8) bonus bludgeoning damage on hit. If a creature is mounted on Famine's Horse as they charge they may make their first attack next turn with advantage.

The Seven Deadly Sins

Wrath

Sloth

Pin


Pin

Large monstrosity, unalligned


  • Armor Class 12 (natural armour)
  • Hit Points 44 (8d10)
  • Speed 30ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 6 (-2) 12 (+1) 8 (-1)

  • Senses tremorsense 30 ft., passive Perception 11
  • Languages ---
  • Challenge 2 (450 XP)

Earthworm. Every time Pin travels 30 feet in or ontop of soil they may roll to see if their spent Recharge abilities recharge.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d8 + 1) bludgeoning damage.

Shaking Soil. (Recharge 4,5,6) Pin shakes the ground around it, causing all creatures that are not flying within 10 feet to make a DC 12 Dexterity Saving Throw. On a failed save the target is knocked prone and takes 4d4 force damage, targets still take half damage on a successful save. Pin must be burrowed underground to use this ability and must stop burrowing after using it.

Reaction

Submerge (Recharge 5,6) In reaction to taking damage Pin may bury themselves half in the ground. Even when they are not burrowing, as long as they are not forced into the air, they gain resistance to all damage types but force and acid until the start of their next turn.


Alternate Names: Farmtremor Worm

These gigantic stiff-skinned worms are the bane of fertile farmland. Pin thrive in soft and arable soil. They can duck and swim through the ground like a dolphin through water. Luckily Pin dislike the vibrations and disruptions of society and keep away from most towns and settlements. When they do pop up it tends to be very distant farms who often need the help of adventurers to get rid of them or risk losing all their crops.

Pin aren't very aggressive creatures. They fight to keep predators away relying on their burrowing abilities and rough skin. Usually a group of 4 or 5 adventurers can scare a Pin away and they will rarely return.

The origins of these worms are a mystery. Their compassionate eyes speak of a deeper ancestory, and some say they are merely nymphs of a much larger and unknown earth-dwelling creature.

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Gemini

Seldom seen and only told of through whispers is a way for two individuals to become one. Through the Gemini ritual two souls are bound together by a fleshy Cord of Fate that shares vital essence between them. One becomes a paragon of martial skill with strength that easily rivals ogres and great warriors while the other becomes blessed with brilliant magic potential.

The ritual to create Gemini is not evil by nature. This obscure 'Fate Magic' binds two people together to make them stronger together than they ever could be apart. The ritual requires two individuals with greatly linked souls. Almost always this is a pair of twins. In some cases however it's been siblings or even mother and son. Often Gemini are made to save the life of the pair, resisting disease or mortal wounds. However, now fused Gemini are doomed to die if their bond is ever broken. Gemini have been noted to be created among many cultures, human for sure but also dwarven, orcish, merfolk and far more.

Freshly bound together many Gemini seek a place in the world. For most it their place is as bodyguards, usually protectors of the faction who created them. The creators of Gemini are typically obscure churches or occasionally surgeons dabbling in magic.


Contusion

Medium abberation, chaotic neutral


  • Armor Class 13 (hide armour)
  • Hit Points 63 (7d10 + 24 )
  • Speed 30ft.,

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 6 (-2) 6 (-2) 6 (-2)

  • Senses passive Perception 8
  • Languages common, undercommon
  • Challenge 3 (700 XP)

Gemini. Contusion and Suture together make up one Gemini, both creatures acting together on the same initiative value.

Cord of Fate. Continusion and Suture are bound together by a 30 foot cord. If Contusion travels more than 30 feet away from Suture, Suture is dragged along at the end of the 30 foot cord, spending Movement as they do so. The cord travels around corners and obsticles but cannot travel through walls.

Conjoined Regeneration. While Contusion and Suture are connected by the Binding Cord, they each heal 8 HP at the start of their turn.

Rampage. When the Suture bound to Contusion dies, or their Cord of Fate is severed, Contusion enters a rampage. Their speed increases by 10 feet, their AC increases by 2 and they charge at the nearest enemy attacking them with Greatclub attacks. The first time they hit a target with an attack on their turn that target must make a DC 14 Strength Saving throw or be knocked prone.

Actions

Multiattack. Contusion makes two Greatclub attacks.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d8 + 3) bludgeoning damage.

Binding Cords

It's possible to target Gemini's binding cord in combat. The cord has an AC of 12 and 20 HP. If the cord is broken Contusion and Suture enter into their Rampage states early. The cord can also be broken by spells like Wall of Force being cast cutting it in half. If one of the pair dies, or the cord is broken, the Gemini dies after a peroid of 12 hours.


Suture

Small abberation, lawful neutral


  • Armor Class 12 (natural armour)
  • Hit Points 44 (8d10)
  • Speed 10ft., fly (hover) 30 ft.,

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 8 (-1) 18 (+4) 16 (+3) 12 (+1)

  • Senses truesight 15 ft., passive Perception 11
  • Languages ---
  • Challenge 3 (700 XP)

Gemini. Contusion and Suture together make up one Gemini, both creatures acting together on the same initiative value.

Cord of Fate. Continusion and Suture are bound together by a 30 foot cord. If Contusion travels more than 30 feet away from Suture, Suture is dragged along at the end of the 30 foot cord, spending Movement as they do so. The cord travels around corners and obsticles but cannot travel through walls.

Conjoined Regeneration. While Contusion and Suture are connected by the Binding Cord, they each heal 8 HP at the start of their turn.

Spellcasting. The Suture is a 2nd level spellcaster. Its spellcasting ability is Inteligence (spell save DC 14, +6 to spell attacks) They have the following spells prepared.

Cantrips (at will): chill touch, mage hand, shocking grasp

1st level (4 slots): false life, ray of sickness, grease, mage armour

Rampage. When the Contusion bound to Suture dies, or their Cord of Fate is severed, Suture enters a Rampage. It can no longer cast spells and flies at the nearest enemy attempting to make Slam Attacks. While Rampaging, Suture's slam attack deals a bonus (2d4) force damage.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 1) bludgeoning damage.

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Steven

Vacuum Entity

These far travellers come from a place in the darkest void behind the stars. Their intentions are unknown. When they come to the material world or even other planes such as the plane of shadow they do so through rifts between the realms, particularly rifts to the astral sea or places beyond the natural order. These slimey star creatures luimber and lurk in those spaces for reason unknown. Do they make these rifts worse, or do they repair them? Why do they collect seemingly pointless objects like rocks and small trinkets. None know, for their actions are too alien to catalogue. Adventurers beware, the stare from their nebulous eyes can cause mortals to enter a gibbering madness.

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Steven

Medium abberation, chaotic neutral


  • Armor Class 13 (hide armour)
  • Hit Points 117 (14d10 + 40 )
  • Speed 30ft.,

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0)

  • Skills Arcana +5, Perception +4
  • Damage Immunity psychic
  • Damage Resistances necrotic, poison, radiant, bludgeoning, piercing, and slashing from nonmagical weapons.
  • Senses truesight 30ft., darkvision 120 ft., passive Perception 14
  • Languages Celestial, Deep Speech, Telepathy 60 ft,
  • Challenge 6 (2,100 XP)

Death Burst. When the Little Steven dies it explodes in a blast of dark void energy. Each creature within 10 feet of it must make a DC 12 Intelligence saving throw, taking (6d6) psychic damage on a failed save or half as much on a successful one.

Eldrich Aura. Any creature, other than Stevens and Little Stevens, that can see Steven and that start its turn within 5 feet of Steven take (2d4) psychic damage.

Actions

Multiattack. Steven makes two Psuedopod attacks.

Psuedopod. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit (1d12 + 3) bludgeoning damage.

Reactions

Osmosis. When Steven takes 20 or more damage from a single turn, a Little Steven is spawned in an unocciupied space within 5 feet, sharing Steven's initiative order.


Little Steven

Tiny abberation, chaotic neutral


  • Armor Class 12
  • Hit Points 26 (4d8 + 8 )
  • Speed 10ft., fly (hover) 35 ft.,

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 6 (-2) 8 (-1)

  • Senses passive Perception 8
  • Languages understands Celestial and Deep Speech but cant speak, Telepathy 30 ft.,
  • Challenge 1 (100 XP)

Death Burst. When the Little Steven dies it explodes in a blast of dark void energy. Each creature within 10 feet of it must make a DC 12 Intelligence saving throw, taking (2d6) psychic damage on a failed save or half as much on a successful one.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (1d4 + 2) bludgeoning damage.

Scream. Ranged Weapon Attack: +6 to hit, reach 20/60., one target. Hit (1d4 + 2) pyschic damage.

Little Horn

A Little Horn is not the most high rank of Demons but does have a very specific purpose within the complex demonic heirarchy. Despite their small size these trickster Demons are dained to be masters of defending a location. Little Horn are placed at strategic locations within fiendish Dungeons, areas they get to know intimately as they set up their magical pitfall traps.

Little Horns are masters of a magic called Dark Pits. These black spots on the ground can be used by Little Horn to instantly translocate themselves. They also can use this magic to drain an enemies life force or rapidly send a friendly fire bomb directly into the face of their enemy. A Little Horn's greatest weakness is their attention span and their mischieviousness. Little Horns love games and playing with their prey. Even without using their Dark Pits a Little Horn is a speedy combatant who slinks around the battlefield often hiding and attempting to get the upper hand on their enemy. Little Horn are not high enough in rank however to ever command any kind of demonic legion or minions. In fact they are usually subservient to a stronger fiend, but are trusted to take care of their affairs without much oversight. Occasionally a Little Horn will train their own minions in the form of a gaggle of Mephits or Giant Beetles, anything it can wrangle and train.


Little Horn

Small fiend (demon), chaotic evil


  • Armor Class 13 (natural armour)
  • Hit Points 66 (8d8 + 12)
  • Speed 25ft., fly (hover) 35 ft.,

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 14 (+2)

  • Saving Throws Dex +3, Int, +4
  • Skill Stealth +3
  • Damage Resistances cold, fire, poison; bludgeoning, piercing and slashing from nonmagical weapons
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Fiendish (Abyssal)
  • Challenge 5 (1,500 XP)

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d6 + 1) slashing damage.

Fire Bomb. (Recharge 4,5,6). Little Horn throws a demonic Fire Bomb into a Dark Pit it can see within 30 feet. This Fire Bomb can then pop out of any other Dark Pit Little Horn has made of his choosing. Every creature within 20 feet of that Dark Pit must make a DC 14 Dexterity Saving Throw or take (4d10) fire damage, or half as much on a successful choose.

Legendary Actions

Little Horn can take 2 legendary actions, choosing from the options below. One Legendary action can be used at a time at the end of another creatures turn. It spents all regain legendary actions at the start of its turn.

Sneaky Fiend. Little Horn makes either a Perception Check, or a Stealth Check.

Pit Jump. If Little Horn is within 10 feet of one of his Dark Pits, he can teleport to any other Dark Pit he controls of his choosing appearing in an unoccipied space within 10 feet of it.

Tail Slam. Little Horn targets a creature within 5 feet of Medium Size or smaller. That target must succeed a DC 14 Strength Saving throw or be knocked prone. If Little Horn knocks someone prone in thsi way, he immediately moves 10 feet.

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Little Horn's Lair

Little Horn make their lairs in dungeons and labyrinths, specifically ones with twisting corridors and walkways that the Little Horn are deeply familiar with.

Lair Actions

On Initiative count 20 (losing initiative ties), Little Horn takes a lair action to cause one of the following effects. It cannot use the same effect two turns in a row.

  • Little Horn makes 1d4+1 Dark Pits on any unoccupied space within a 120 foot range of Little Horn. Little Horn does not need vision of where he is creating a Dark Pit, but it does need to be aware of that location (it cannot make Pits in areas it has never been to before). A Dark Pit is a 5 foot radius circle on the ground of dark magic that Little Horn can interact with. Dark Pits remain in play for 1 minute or until Little Horn dies or they are dispelled with Dispel Magic. If Little Horn uses this ability again while they are still up he must instead move his existing Dark Pits rather than creating a new ones, unless he rolls higher than he previously did.
  • Little Horn creates an even larger pit of dark magic in an area it can see within 60 feet. This Pit has a 10 foot radius, and all creatures within that radius must make a DC 14 Constitution Saving Throw or take (8d6) Necrotic Damage.
  • Little Horn spits out a Grey Orb within an unoccupied space within 5 feet of it. This Grey Orb will hunt down one creature of the Little Horns choice, following it and attacking it either until that creature reacheds 0 HP or the Grey Orb is destroyed. The Grey Orb has a fly (hover) speed of 20 feet, acts on Iniative 20 and will follow the target by the shortest route possible, even going through hazards. When it is within 5 feet of its target, the target takes 1d12 Necrotic Damage each time it starts its turn.

Baby Plum

Alt Name: Ruby Plum / Ruby Fly

The dazzling and beautiful Ruby Plums are the patient and caring protectors of the innocent in the Fey Realm. As these large intelligent fey insects grow to their massive size they fill up with all kinds of fey energies, responsible for their brilliant coloured shell too. This energy can be released in protecting others or even be fed to the hungry as a syrupy sap.

The Fey Realm is a dangerous and wild place, but not a place without love and compassion. Similar to the Court of the Mother, Ruby Plums are loving fey that take others into their care. Ruby Plums prefer to avoid battle and prefer to calmly talk through issues, but when pushed can use many abilities to protect their charges. Not only can these giant fey flies project the magical fey energy within them out as blasts of energy, but they can use the sticky syrup that gathers at their mouth as a projectile weapon. For mortals that encounter a Ruby Plum, they are more likely to be set to sleep and awake lost and confused with barely a memory of their attacker.

The syrup that Ruby Plums passively generate out of fey energy has healitive and protective qualities and can be used in their magic spells. A single globule can feed a being for a day, and Ruby Plums happily feed Fey who have trouble gathering enough food themselves. Outside of raising fey Ruby Plums also take care of their immediate area usually living in blooming caves or forests. Despite their bright coloured shell they tend to prefer gloomier areas to rest, perhaps to not attract too much attention to themselves.

Among some Fey attacking a Ruby Fly is a great tabboo. Of course, whoever slays a Ruby Plum gets access to the motherload of fey essence within them which if properly captured has great magical potential or could feed an entity for centuries.


Ruby Plum

Large fey, neutral good


  • Armor Class 13
  • Hit Points 136 (18d8 + 55)
  • Speed 10ft., fly 40 ft.,

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 20 (+5) 18 (+4)

  • Damage Resistances radiant, poison
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Sylvan
  • Challenge 5 (1,500 XP)

Innate Spellcasting. Ruby Plum is a natural Spellcaster, her spellcasting ability is Wisdom (DC 16 Spellsave DC, +8 to Spell attacks) and can cast the following spells:

At will; light,

3/day each; sleep, cure wounds, color spray, goodberry

Death Burst. When a Ruby Plum dies, all creatures within 15 feet must make a DC 14 Dexterity Saving throw or take (4d6) radiant damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d4 + 3) slashing damage and (1d8) poison damage.

Syrup Spew. Ruby Plum targets an area and fires a line of syrupy fey essence in any direction she wishes. The first creature in this line must make a DC 14 Constitution Saving Throw or take 2d6 poison damage. Ruby Plum is then pushed 20 feet in the direct opposite direction of the line she fireds. If she hits a creature while being pushed in this way that creature must make a DC 14 Strength Saving throw or be knocked prone.

Energy Burst. (Recharge 5,6). Ruby Plum releases a cascade of fey energy that strikes all creatures within 10 feet of her. All creatures within that aura, other than up to 5 creatures of her choice, must make a DC 14 Dexterity Saving Throw or take (4d8) Radiant damage, or half as much on a successful saving throw.


Tiny Plum

Tiny fey, neutral good


  • Armor Class 13
  • Hit Points 136 (18d8 + 55)
  • Speed 10ft., fly 40 ft.,

STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 12 (+1)

  • Damage Resistances radiant
  • Senses darkvision 15 ft., passive Perception 11
  • Languages Sylvan
  • Challenge 1 (100 XP)

Innate Spellcasting. Ruby Plum is a natural Spellcaster, her spellcasting ability is Wisdom (DC 11 Spellsave DC, +3 to Spell attacks) and can cast the following spells:

At will; light,

1/day each; cure wounds, color spray

Death Burst. When a Ruby Plum dies, all creatures within 5 feet must make a DC 11 Dexterity Saving throw or take (2d4) radiant damage.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d4 + 1) bludgeoning damage.


Tiny Plum

It takes a long time to grow into a fully formed Ruby Plum. In the 200 years or so they grow like most young fey they are prey to all kinds of creatures that hunt the Fey Realm. In this time a Tiny Plum might find it prudent to find the protection of a spellcaster, perhaps even accepting summons from a mortal one via sharing their name.

Familiar

A Spellcaster with Fey influence may take a Tiny Plum as a familiar.

Larry Jr

Alt Name: Splitworm

Splitworms are foul disgusting dungeon dwelling creatures with few redeeming qualities. Their entire dull existance is spent blindly sloughing around caves and corridors searching for things that fall into its cavernous mouth. Being such simple creatures, Splitworms have grown quite useful to the eyes of dungeon creatures.

Many species from Mind Flayers to Kobolds have started keeping Splitworms in their dungeon-like homes. The creatures fill a niche similar to a Gelatenous Cube, they are allowed to slowly wander halls and eat vermin and waste they come across. Splitworms are carrion feeders and will eat anything they can, but are very poor hunters. Additionally the worms leave an unpleasant trail especially when they have freshly killed or split; but some people think they are worth the mess. Undergoblins who live in the Underrealm have even taken to keeping Splitworms as cattle. They eat the Goblins trash and can be carved up into meat and useful leather. Splitworms taste absolutely foul but their meat is rich in fats which are hard to get in cavernous environments. Keeping Splitworms is not easy, accidents where lives are lost are common but a worthy risk.

The trick that gives these worms their namesake is their ability to split in half when in danger. Splitworms reproduce in this way, when they are in the maw of a hunter they will split across the middle of their body, the new worm quickly squirming away. This can easily take unprepared adventurers off guard, but is very useful for those keeping the creatures as livestock.


Larry Jr

Large monstrosity, unalligned


  • Armor Class 12 (natural armour)
  • Hit Points 69 (8d10 + 25)
  • Speed 25ft.,

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 14 (+2) 2 (-4) 4 (-3) 2 (-4)

  • Senses tremorsense 30 ft. (blind beyond this radius), passive Perception 11
  • Languages ---
  • Challenge 3 (700 XP)

Icky Trail. The Larry Jr leaves a trail behind it as it moves. After it makes a Move action the entire path it moved, a width equal to its size, is covered in a trail of blood and grime. A creature that is not Larry Jr entering this trail must make a DC 12 Dexterity Saving Throw or fall Prone and take (2d4) poison damage. This trail is removed at the start of its next turn.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d10 + 1) piercing damage.

Reactions

Splitting Body. When a Larry Jr that is Medium or larger takes 20 or more damage in a single turn, it splits into two new Larry Jr. Each new Larry Jr has hit points equal to half the original, rounded down and are one size smaller than the original.

Gurglings


Gurgling

Small abberation, neutral evil


  • Armor Class 12
  • Hit Points 22 (4d8 + 4)
  • Speed 35ft.,

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

  • Senses tremorsense 30 ft. (blind beyond this radius), passive Perception 11
  • Languages Common,
  • Challenge 1 (100 XP)

Death Burst. When a Gurgling is reduced to 0 HP it explodes in a burst of raw blood magic. All creatures within 10 feet of the Gurgling must make a DC 12 Constitution Saving Throw or take (2d8) necrotic damage, or half as much on a successful save.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (1d6 + 2) bludgeoning damage. If the Gurgling had advantage on this attack, it deals an additional (1d6) poison damage.

They say Blood Magic can be transformative. Many seek to master Blood Magic for strength, power and eventually immortality. Not all can handle raw Blood Magic. For many who attempt to master this eldrich art the arcane force of it is overwhelming and a hideous transformation takes place.

Gurglings are the weakest of such unbound Blood Magic transformations. Blood Cultists who cannot handle the power they weild are twisted into this curled up form, little more than a crawling torso remaining. Raw Blood Magic whirls around their husk-like body settling in bloated gelatenous blood-sacks. The transformation is so swift and perfect many believe that the key to this transformation has laid dormant in the blood of humanity and the other races just waiting to be used; as Gurglings are the true new form of immortality.

While often the transformation into a Gurgling is accidental, many willingly allow themselves to be transformed by stronger members of the Blood Cult. Some come seeking a cure to disease or perhaps higher purpose, while some blindly follow the command of Blood Hierophants. Their transformed bodies are free from pain and suffering. They need not sleep or eat and can focus on the will of the cult. Gurglings are not hive-creatures they retain much of their sense of self, although often twisted by the transformation. They can be witnessed laughing and playing, often almost childlike in nature. Gurglings eagerly accept the orders of higher ranked cultists and monsters, eager to please and hunt down enemies of the cult.

Spells

Succulent Pestilence

2nd level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, V, M (a dead fly)
  • Duration: 1 minute

You summon a bulbous fly filled with magical energy ready to burst. The tiny-size fly spawns in an unoccupied space within 5 feet of you. Immidiately and on later turns as a bonus action you may speak a command word to move the fly, with it having a 30 foot fly speed. At any time you may make the fly explode in 5 foot radius sphere. All creatures within that radius must make a Dexterity Saving Throw or take 6d4 Necrotic damage, taking half as much on a successful save. When it's duration is up the fly explodes regardless of your command.

Higher Level Casting When you cast this spell using a Spell Slot 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Brimstone

2nd level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V
  • Duration: 1 hour

You open your maw and vomit forth a beam of foul magic. The beam strikes every creature within a 90 foot line, each one making a Constitution Saving Throw against your Spell Save DC. On failure they take 2d12 necrotic or poison damage, a type you determine when you learn this spell, or half as much on a successful save.

Higher Level Casting When you cast this spell using a Spell Slot 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.