The Hooded Ravens

We are a society of lycanthropes, cursed with the ability to morph into giant ravens. For centuries we have existed in isolation. we have no desire to spread our curse, nor to inflict our prescence on the general populus.

Moving in the shadows, staying out of sight, we began to learn forbidden knowledge of weapons and artefacts of great power. many of these are wonderous, and could do great good. Many more are, we beleive, the embodiment of evil.

The Greater Good

Learning of these more malignant items, and the damage they could impose, we have taken it upon ourselves to remove them from the world. We have born the burden of a curse, and we wish no ill of that sort should be thrust upon anyone else. this is our small effort to improve the world.

The Immortal Wing, our benevolent leader as sent us out to the furthest corners of the world, where we uphold the values of the Hooded Ravens, and at the risk of our own lives, retrieve the cursed items in our regions.

Goals

The list of items and artifacts here have been noted as being somewhere on the continent of Almennt. What background is known has been captured, along with the mechanics of how and why they should be kept away from others.


I, Hugh Gunnis of the Order of the Hooded Ravens intend to retrieve all of these, and then attempt to destroy them, or completely remove all magical effects, making them intert and safe.

Evil in Many Forms

Sometimes the ability of the item to inflict malice upon others makes it clear as to why it should be considered 'evil'. In other instances, it is the damage the item can do to the wielder. There is no greater tempation than power, and we aim to remove that temptation.

Hugh Gunnis

Hugh is the Hooded Raven tasked with exploring Almennt for cursed items, and the author of this tome. He has spent years travelling the continent, and researching the items detailed.

A dark, feathered cloak covers his leather armour, and his face is shaded by a wide brimmed hat. His face is scarred, and he wears an eye patch, revealing the many battles he has fought on his pursuit to remove evil artefacts from the world. Hanging losely at his waste is a lithe looking axe that has a pattern of peculiar runes carved long the edge of the blade, giving it a finely serrated edge.

He has a calm, warm demeanour, and his natural curiosity is very prevalent in his day to day conversations.

If he comes across anyone who is in possession of a cursed item, his first approach will always be to try and take it through stealth and discretion. Hugh beleives that being tempted by the power of an item does not indicate the nature of the tempted, and wants to believe in the good in all.



Hugh Gunnis

Medium humanoid, Chaotic Good


  • Armor Class 16 (leather armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft., fly 40 ft. (hover)

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

  • Saving Throws Dex +8, Wis +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Auran, Common
  • Challenge 8 (3,900 XP)

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Flyby. The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Mimcry. The wereraven can mimic simple sounds it has heard, such as whispering, screams of pain, or the cries of a wild animal. A creature that hears the sounds can identify them as imitations with a successful DC 13 Wisdom (Insight) check.

Plunging Attack. If the wereraven is flying, and dives at least 30 feet straight toward a creature and then hits it with a talons attack, the target must succeed on a DC 10 Dexterity saving throw, or become blinded for 1 minute. Any effect that restores hit points also removes this blindness.

Spellcasting. The Hugh is a spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Hugh has the following ??? spells prepared:

Cantrips (at will): Sword Burst (Feathers), Eldritch Blast, Prestidigitation
1st level (4 slots): Arms of Hadar (ravens), Illusory Script, Charm Person

Actions

Multiattack (Humanoid or Hybrid Form Only).. Hugh makes two weapon attacks

Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Piercing damage.

Talons (Raven or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Slashing damage.

Hugh's Axe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) Slashing damage.

    Hugh's axe is magical, and bypasses non-magical resistances.

Tools of War

Hunter's Bane

Martial Weapon, Unique Sword, Very Rare, Requires Attunement

This sword may once have been a mastercraft of golden glory; With twin blades winding together to produce a wicked point, It bears the length of a great sword, but is surprisingly light in the hand. In its current state, the gold has corroded to a dark rust, and parts of it have fallen away, belying the danger that this sword bears. The twin blades change slowly in appearance from the patinated metal to a translucent blue mist that is strangely still sharp to the touch.


You have a +2 bonus to attack and damage rolls made with this magic weapon. The sword holds 6 charges, and regains 1d4+2 charges at dawn.

Ethereal Assassin: Your connection to the Hunter's Bane allows you to strike from empty air. You may expend 3 charges as a bonus action to teleport to the ethereal plane until the start of your next turn as if by the effect of the etherealness spell. While under this effect you may attack targets in the ethereal plane as normal and those attacks are made with advantage

Misty Retreat: Wielding the hunter's bane gives you a bond with the ethereal, allowing you to step into the ethereal plane and wait for your turn to strik. As a bonus action, you can expend 3 charges to cast blink.


Awakened: After you have spent a total of 20 charges, wielding this sword becomes almost instinctual. When you are hit with an attack, you may spend a charge to step into the ethereal plane until the start of your next turn as if by the effect of the etherealness spell to avoid the attack. Make a wisdom saving throw (DC half the total number of charges spent, rounded down). On a failed save you must use this ability, and you do not take any damage from the attack.


Curse of Dedication

When you attune to The Hunter's Bane, There is a Wisdom Save (DC Total charges used / 2 rounded down) required to remove the attunement. Once the weapon is awakened, you may begin to feel pulls and desires from it, it actively aids you in avoiding damage, and it has been documented that in some battles, the owner of this bane feels an almost barbaric rage from the weapon as they slay their foes.

No previous wielder of this sword has been found; The previously mentioned of emotions being felt when attuned indicates that the sword may absorb souls of individuals who wield it.

Some tales have been recorded of being hunted while on the ethereal plane and in possession of this weapon. We have been unable to find any mention of who or what is stalking them however.

Curse Culmination Theories

based on all of the information we have gathered on this weapon, the logical course to follow is that the wielder of this is bound to fight with whatever is hunting them on the Ethereal plane.

Due to the wide variety of emotional responses from the sword that have been reported, it would be reasonable to assume that those that fail in this quest are bound to the sword until the destiny is fulfilled.

The Legend of Trymon

In the dust bowl south of the central mountains lies the town of Vannkilde. Prior to their invention of their unique method of commerce, Vannkilde was little more than a oasis village. Some of the elder dwarves there still tell tale of a dwarf called Trymon. He was a fierce hunter of the desert creatures, and protected his village with a devout loyalty. Wielding his two longswords, he was finally bested by a gargantuan beast that appeared as if from nowhere. it ravaged the village, killing most, before dissapearing again.


Not wishing to let his people down, he saught a master blacksmith to help improve his swords, and hunt this beast. He swore that he would not rest until the beast was felled. Trymon was never seen after leaving the village, and many assume his quest was not successful, despite the beast not being seen again.



Foo Purple Worm (Grung)

Gargantuan Monstrosity, Chaotic Neutral


  • Armor Class 18 (Natural Armour)
  • Hit Points 297 (18d20 + 108)
  • Speed 50ft, 30ft (Burrow)

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 8 (-1) 12(+1) 12(+1)

  • Saving Throws CON +11, WIS +6
  • Skills Athletics, Insight
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Saving Throws vs Magic
  • Senses Tremorsense(60ft)
  • Languages Celestial
  • Challenge CR13

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Magic Weapons. The Worm's attacks are considered magical weapons for the purpose of negating restances and immunities Ethereal Touch. The Worm's weapon attacks deal an extra 1d8 radiant damage when fighting on the Ethereal Plane

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm 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 Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Legendary Actions

Foo Purple Worm can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. They regain spent legendary actions at the start of their turn.

Burrow. If the worm takes more than 30 damage on a single creature's turn, they immediately burrow into the ground, move the maximum distance available to them, then resurface before the next creature's turn

Gut Instinct. The worm spews acidic bile in a 15 foot radius about itself. the acid deals 3d6 acid damage to any creature in the radius at the start of their turn. the floor is coated in this acid for 3 rounds

Phase. The worm can phase between the current plane and the ethereal plane at will. use of the Phase action transports the creature to either the etheral plane, or back again.

Cowl of Vengance

Wonderous Item, Very Rare, Requires Attunement

A hooded cloak that is layered with leather pieces in various shades of grey and black. They are cold to the touch, as if metallic, but as soft as the finest silk. The cloak itself billows in the lightest of breezes, but makes no noise


This cloak provides a +1 to your AC while you are attuned and wearing it.


While attuned to this item, you gain advantage on all stealth and intimidation (Cha) checks. you are also able to take the Hide action at when in dim light and not moving to become invisible.


Night Token. The clasp of the cloak is a dark, winged creature made of a dull, black metal. As a Bonus action, the clasp can be removed, and either thrown at your feet, or at a target (clasp acts as a finesse thrown weapon with a range of 30/60). On impact, the clasp explodes in a puff of black smoke with a 10ft radius that dissapates at the end of your turn.

Target Self. If you throw the clasp at your feet, you may immediatley take the hide action and move 30ft in any direction to a hiding spot of your choice

Target Other. If you succesfully throw the clasp at a target, you immediatley move to an adjacent space to the target, and make an intimidation check. On a succesful check, the target is under the effects of the fear spell.


When you remove the token, it cannot be reattached, and will evaporate in your hands if not immediately used. when the clasp is removed, your charisma score is reduced by 2, to a minimum of 1. If your charisma score is reduced in this way, you gain a +2 bonus to your intimidation skill (in addition to your charisma modifier & any other bonuses). The changes are permanent while you are attuned to the cowl, and the clasp reappears at the end of a short or long rest.


Vengance in the Night

While attuned to this item, a Constitution save (DC 10 + your Intimdation score) is required to unattune. When taking a long rest, you must also make a Wisdom Save (DC8 + your Intimidation score). On a succesful save, nothing happens. If you fail the save, you do not get the benefits of a long rest and you are compelled to stay awake for the duration of the long rest, hunting any evil aligned creatures within 1 mile of you.

Dance with the Devil in the Pale Moonlight

Legends tell of a unnamed adventurer who wore this cowl. He was no more than a shadow in the alleys of Port Ciuin, or a hint of movement across the rooftops. Vendors and shopkeeps would whisper in hushed tones of the Night's Justice, a force with stopping power to rival Tyr himself. The city watch would find bandits and muggers tied up on the steps of the watch house with broken bones and bloodied faces, gibbering about a monster that would disappear in the shadows then strike with a ferocity that would not listen to reason or justification for their nightime activities, however legitimate.

_ The Night's Justice was intially met with admiration and positivity, as the streets became safer to walk at night. it did not take long, however, for the ne'erdowells to rise to the challenge, hiring mages and investing in better armour, magical weapons. This caused a gang war of the one versus the many.

_ There was a night that many people still speak of, when fighting could be heard in the docks for hours, and the sky was alight with spells. In the morning, the pontoons were littered with bodies of the criminal underworld, but after that night, there were no more reports of Night's Justice

Exhaurire

Quarterstaff, Very Rare, Requires Attunement (Druid)

A sleek wooden staff with highly detailed, organic looking, engravings up the shaft that in some light look like smoke, others fire, and even at points like climbing vines


You have a +1 bonus to attack and damage rolls made with this magic weapon. The staff holds 12 charges, and regains 1d8+4 charges at dawn, and can operate as your spell focus when you are attuned.


When casting a spell, you can choose to expend charges in place of your spell slots as per the below table.

Spell Level Charges Expended
1 2
2 3
3 5
4 8

Once per day (renewing at Dawn),you are able to cast Fireball as an action without expending any charges.


This Planet as my Vessel

Capillus Albus was a druid from a distant land. It has been said that as an adult, he learned that he had been bought into the grove as a small child, that the people he considered his family had in fact slaughtered his original family, a royal line who delighted in hunting for sport, then adopted him in a moment of remorse.


Filled with a uncontrollable rage, he brutally murdered his parents, and left the grove. The venom inside him, the hatred channeled through his staff and tainted his connection to the weave. He felt that the druids had taken from him his birth right, what was rightfully his. He set out to reclaim this right, and used his malignant connection to the natural order to take from his duid grove, just like they took from him. for every vine he throttled a unsuspected solider with, a vine would wither and die in the grove, when he immolated a village that was between him and his destination, trees would turn to ash. He pulled on the very life force of his grove through the vitriolic loathing he had for what they had done to im

The Price of Power

It is well known that all magic within the world pulls on the Weave. The staff appears to bypass this almost symbiotic relationship, and draws directly on life force itself. When you attune to this item, it latches onto a place of meaning for you, normally your Grove. Everytime a charge is expended, or the staffs use of fireball is used, it draws directly on the essence of that place of meaning. After travelling the world with Exhaurire, you may return to find your woodland friends sickened, trees dead and hollow, grass burnt dry.


Once all life force of the place of meaning has been sapped, the curse will begin to reach out and infect the surrounding areas.

Rate of Decay

The place of meaning will be devoid of life after 30 charges have been expended. using the staff to cast fireball is the equivalent of 3 charges.

once the place of meaning is spent, the radius of effect grows at a rate of 1/2 mile radius per charge.

Crown of Balance

Wonderous Item, Very Rare, Requires Attunement

A mask bisected, one half depicting a skull in a dark, matte metal, and the other half a goldon visage of a long dead king, exemplifying his beauty.

While attuned to this item, you gain +2 Intelligence. the crown holds 6 Charges which recharge 1d4+2 at dawn.


Benevolent Ruler. You can spend 2 charges and cast Life Transference, which you can upcast by spending additional an additonal charge per level of upcast.

Pledge of life. you can expend 2 charges to cast Life Drain on a targt. Intelligence is your spell casting modifier for this spell. when the target is damaged, you regain half the damage dealt, rounded down, as Hit points.

Feality To the King. you can spend 3 charges to cause a deceased creature to disintegrate. The creature must have died within 24 hours for this feature to work. When you perform this feature, a rune in an unknown language appears around the circlet that holds the mask in place, and remains all the while attuned. The runes glow with a dull red that emits a dim light in a 5ft radius


Long Live the King. Wearing the crown grants you a feeling of power and vigor upon each morning. At the end of a long rest, you are granted temporary HP equal to 5 x the number of runes that are lit on the crown.

Fear of Death

The crown is rumoured to be the mask of a king long since left to the sands of time. As the wearer begins to pull on the power latent within the mask, whispers can be heard guiding and urging them to feed on the souls of the dead to bolster their own life.


When there are at least 5 runes alight on the crown, the whispers are more agressive, and pressing. if you fall to 0HP, you must immediately make a wisdom save (DC 10 + total runes lit). on a failed save, you regain conciousness with 1 HP as King Lugid's Ghost appears in front of you, coelescing with a sinister smile.


If 10 Runes are lit, there is a 5% chance that Lugid the Coward appears at the start of a long rest. this increases by 5% for every additional rune. If Lugid the Coward defeats the creature attuned to the crown, they assume control of the creatures body as per the possession action listed in the King Lugid's Ghost stat block

Lugid the Coward

When Lugid appears, either in ghost form (King Lugid's Ghost) or his more corporeal form, he is a sight to behold. His skin is sallow, and in places deteriorated to the point that bone is visible. almost half of his face has decomposed with the sinews of his jaw tensing with the seething rage he holds for the new owner of the crown.


His robes hang in tatters around him, a subtle glint here and there suggesting the gold embroidery that once adorned the hems and seams. He wears a belt of twisted knots, revealing his ancient royal lineage as one of the kings that once bisected the continent of Almennt, and his hands are bound in leather wraps, showing only the decaying fingers as they clench and twitch with fury.


The Ghost

King Lugid's Ghost bears the ethereal, non-coporeal appearance expected of a ghost, but he flickers between his original glory, flesh unsundered, and hsi decayed, skeletal form.

The Coward

When King Lugid appears before you in his stronger form, he appears as if corporeal, and wields the Axe of his family. The oversized Great Axe is engraved with gold filigree detailing heroic tales of Lugid's bravery. The weapon is his spell focus, and glows with a green flame whenever he casts a spell.


King Lugid's Ghost

Medium undead, any alignment


  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 20 (+5) 15 (+2) 16 (+3)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any languages it knew in life
  • Challenge 4 (1,100 XP)

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

If King Lugid's ghost possess the creature attuned to the crown of Balance, a constitution save (DC10 + Runes lit) must be made, or they lose permant control of their body.


Lugid the Coward

Medium humanoid (any race), any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 99 (18d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistances damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Perception 12
  • Languages any six languages
  • Challenge 12 (8,400 XP)

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

Spellcasting. The coward is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, chill touch, mage hand, poison spray, ray of frost
1st level (4 slots): false life, mage armor, ray of sickness
2nd level (3 slots): blindness/deafness
, ray of enfeeblement
3rd level (3 slots): animate dead, dispel magic, fear, vampiric touch

4th level (3 slots): blight, ice storm, stoneskin
5th level (2 slots): cloudkill, cone of cold, wall of force_
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): _mind blank
_
9th level (1 slot): time stop

Actions

Lugid's Greataxe (+3 Greataxe). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 4) slashing damage.