Faux’s Fantastical Fauna

A Fanatics Guide to Fantastic and Formidible Foes


Nicholas Young

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Faux’s Fantastical Fauna

A Fanatics Guide to Fantastic and Formidible Foes

Frost Giant

Frost Giant

Dean Spencer

 

 

Contents

 

 

Introduction

About the Author

I am an IT professional by day, Game Master by night.

I have a passion for documentation, design, and detail. I’ve been living with ADHD for what amounts to near the whole of my life, so I often find myself obsessing over subjects, pouring my heart into them, and then filling in every detail I can until I have nothing more to say.

I love fantacy books, such as “The Sword of Truth”, “Wheel of Time”, “Game of Thrones”, and science fiction shows like “Star Trek”, “Sliders”, and “Quantum Leap.”

I often find myself as wanting to lash out with creativity, but being locked in a small box where I don;t have the time, energy, or resources to succed at doing so. My hope is that this book, being about something I love so very much can help me to finally put the words to the pages and give some amount of joy and excitement to others.

About The Book

Over my many years as a DM I have had the pleasure of observing players as they tackle the many creatures that exist in the worlds of D&D. There has been no greater joy durring these experiences then watching along as players tackle new creatures and new challenges together.

But I, like many who have played the game before have watched as those very same players tackle bosses in predictible ways, use prior knowlege to solve combat scenerios, and in general not get very much out of these amazing creatures.

So I set out to solve these issues for my players, to entice them, push their knowlege, and ask them to think not in terms of what they have seen before, but rather what they must now knowto survive with their very life. this book is the fruits of that labor, the payoff at the end, the hopeful answer to the problem. Is it the answer to everything, no. But it does try and take a bite out of the problem and present DMs with the tools they need to make combat not just fun, but dynamic and fufilling for every player.

Credits

Artist

Content

Nicholas Young - Author

 

 

Creatures

Creatures

 

 

Plants

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Blights

Blights are plants that have been corrupted by an evil force. Blights were origionally created when powerful vampiric creatures where staked into the ground releasing their corrupt energy into the plants.

Twig Blights

Twig Blights are concidered to be the least powerful of all the blights. They are small, fragile creatures that are easily destroyed. They are formed by the corruption of small piles of twigs and sticks.

Elder Twig Blights

Elder Twig Blights are Twig Blights that have either been formed by the corruption of small trees, or have survived long enough for their corruption to pull in more materials from the landscape around them.

Rotting Twig Blights

Rotting Twig Blights are elders who have survived long enough for their bodies to begin rotting away. They lurch around slowly, and are often found vommiting putrid material uponunsuspecting victims.

Gulthias Blight

When a Rotting Twig Blight eventually collapses it may occasioally find home in soil containing the remains of many dark and anguished souls. When it does it may find enough purcahse to grow into a full tree, it’s power multiplying several times.

Elder Twig Blight

Medium plant, Neutral Evil


Armor Class
14 (natural armor)
Hit Points
34 (4d10 + 12)
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 3 (-4)

Saving Throws
Str +4, Con +5
Damage Vulnerabilities
fire
Condition Immunities
blinded, deafened
Senses
blindsight 60 ft., passive Perception 10
Languages
understands Common but can’t speak
Challenge
1/2 (100 XP)

False Appearance. While the Elder Twig Blight remains motionless, it is indistinguishable from a pile of rotting logs.

Actions

Multiattack. The Elder Twig Blight makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Rotting Twig Blight

Medium plant, Neutral Evil


Armor Class
12 (natural armor)
Hit Points
68 (8d10)
Speed
10 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 16 (+3) 4 (-3) 10 (+0) 3 (-4)

Saving Throws
Str +5
Damage Vulnerabilities
fire
Damage Resistances
necrotic
Condition Immunities
blinded, deafened
Senses
blindsight 60 ft., passive Perception 10
Languages
understands Common but can’t speak
Challenge
3 (700 XP)

False Appearance. While the Rotting Twig Blight remains motionless, it is indistinguishable from a pile of rotting logs.

Regeneration. The Rotting Twig Blight regains 10 hit points at the start of its turn. If the Rotting Twig Blight takes fire damage, this trait doesn’t function at the start of the Rotting Twig Blight’s next turn. The Rotting Twig Blight dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The Rotting Twig Blight makes three attacks, two pseudopod attacks, and one breath weapon attack. If it’s breath weapon is unavailable it makes a pseudopod attack instead.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Breath Weapon (Recharge 4-6). The Rotting Twig Blight exhales rotting wood in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Creatures | Blights

 

 

Gulthias Blight

Huge plant (Blight), Neutral Evil


Armor Class
17 (natural armor)
Hit Points
252 (24d12 + 96)
Speed
0 ft.

STR DEX CON INT WIS CHA
22 (+6) 2 (-4) 18 (+4) 4 (-3) 10 (+0) 3 (-4)

Saving Throws
Str +10, Con +8
Damage Vulnerabilities
fire
Damage Resistances
necrotic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses
blindsight 60 ft., tremorsense 60 ft., passive Perception 10
Languages
understands Common but can’t speak
Challenge
12 (8,400 XP)

False Appearance. While the Gulthias Blight remains motionless, it is indistinguishable from a rotting tree.

Immobile. The Gulthias Blight is incapable of moving. It can not be moved by any force.

Regeneration. The Gulthias Blight regains 10 hit points at the start of its turn. If the Gulthias Blight takes fire damage, this trait doesn’t function at the start of the Gulthias Blight’s next turn. The Gulthias Blight dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Reactive. The Gulthias Blight can take one reaction on every turn in a combat.

Corrupting Presence. At the beginning of each turn create 1d4 Twig Blights. These creatures appear in the brush and trees around the Gulthias Blight.

Long Limbed. Gulthias Blight can make opportunity attacks on any creature moving within it’s range. It uses it’s Slam attack to do so.

Actions

Multiattack. The Gulthias Blight makes four attacks, up to one of them with it’s breath weapon.

Breath Weapon (Recharge 4-6). The Gulthias Blight exhales rotting wood in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Slam. Melee Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The target is knocked prone.

Constrict. Melee Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 10 (2d8 + 2) bludgeoning damage. The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained and suffocating. Each time the grappled creature fail’s it’s escape attempt, it’s remaining air is cut in half.

Bonus Actions

Life Drain. Melee Spell Attack: +5 to hit, reach 60 ft., one grappled creature. Hit: 15 (2d10 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Legendary Actions

The monster can take 3 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. The monster regains spent legendary actions at the start of its turn.

Quake (3 actions). The Gulthias Blight shakes the ground knocking all hostile creatures prone.

Breath Weapon (2 actions). The Gulthias Blight uses it’s Breath Weapon attack.

Slam. The Gulthias Blight uses it’s Slam attack.

Constrict. The Gulthias Blight uses it’s Constrict attack.

Where they are found

Blights can be present anywhere you might find both trees and a corrupting force. This means they can be found in small numbers almost anywhere, and in large numbers when the plot demands. Graveyards, battlefields, and similar areas are ripe for corruption and thus blights.

Although not nessisarily always true, blights and especially the bigger blights, tend to stay clear of settled areas where they might run into other creatures.

How They Attack

Although it is common for a few blights to attack a lone person on the roads, blights will take every opportunity to attack in large numbers, attempting to overwhelm their victims.

When attacking this way the twigs will pile up onto the creature forcing it onto the ground, they will then begin suffocating the creature by filling its nose and mouth with leaves, limbs, and even small clobs of dirt. The victim is often left immobilized by the weight of the blights and quicky succumbs to suffication.

Creatures | Blights

 

 

Improving Blights

Blights are a pretty weak creature type overall. Sure there are more powerful riffs on the Blight, but overall they are small fragile things that you burn up and move on from. But they really don’t have to be, here are a few tips for improving blights so they can challenge your players just a little more.

Less Health, More Blights

One of the benefits of using weak creatures is that they don’t take very much to take down. It’s very liekly your players can one shot a blight in a single hit, and that their AC is not posing much of an issue at all.

Twig Blights are pretty weak creatures, the basic rules list a health pool of 1d6 + 1, which averages out to only 4 hit points. We can probably simply ignore the amount of damage and say that any player who can deal even a single point of damage to a blight probably kills it.

Now that the blights are even easier to kill, let’s give our players more of them to kill. We can double, triple, or even quadrupal the number of Twig Blights we use, in addition we can give our blights some special abilities to help those numbers really count.

Pack Tactics

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Swarming Mass

You can occupy the same space with up to 4 other allies who aslo have this feature.

When you hit a creature, if at least two allies are within 5 feet of that creature, and neither is incapacitated, the creature becomes prone.

When Twig Blight deals combat damage to a prone creature, you deal an additional hit die for every ally within 5 feet who also has this ability.

This will quickly force your players to take mitigating steps to secure their personal space. Because the creatures have such low health now, simple spells like magic missle, AoE effects, and even caltrops can help them manage the space and succeed in the battle. At the same time, parties who fail to do this will quickly realize how dangerous these 1 hit point creatures can become.

Corrupting Touch

Blights by their very nature are the results of corruption on living material. It makes sense that some fo them would be capable of spreading that corruption between themselves and other living things.

You may choose to have creatures that are damaged by the blights make a CON save to resit the effects of the touch. On a failed save they may suffer various negative effects. A few examples are listed below:

Tiring Touch

When this creature deals damage to another creature, the target must succeed on a DC 15 Consitution save or gain one level of exuastion.

Draining Touch

When this creature deals damage to another creature, the target must succeed on a DC 15 Consitution save or have their maximum hit points reduced by 1d4 (4) until the next long rest.

Sapping Touch

When this creature deals damage to another creature, the target must succeed on a DC 15 Consitution save or take 1d6 necrotic damage. When a creature is dealth damage this way, the creature that created this blight gains half the damage as hit points.

These effects can force players to deal with the blights, wasting valuble attack rolls, spells, and other actions that could be directed at more deserving targets.

Regenration

Gulthias Blight has a form of regeneration but there is no reason why you can not also give a version to the lower tier blights.

I recomend a similar wording to that of trolls, this would allow the blights to sprout back up the turn after theya re taken down, forcing players to find more permenant ways to deal with them such as with torches, fire damage spells, or similar effects.

Regeneration

The twig blight regains 1 hit points at the start of its turn. If the twig blight takes fire damage, this trait doesn’t function at the start of the troll’s next turn. The twig blight dies only if it starts its turn with 0 hit points and doesn’t regenerate

Creatures | Blights

 

 

Necrotic by Nature

Blights are by their very nature corrupted. So it makes sense that their dmage might be of a corruped nature as well. Almost all the attacks that the listed blights can perform are some kind of bludgoning damage, but many adventurers would come prepared for this, and many classes, armors, and features help mitigate damage from these types of attacks.

We can instead use necrotic damage to help reduce the effectvness of these damage reduing effects, making sure our players are taking the full force of the blights damage dealing potential.

We can add addional necrotic damage die.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, plus an additional 3 (1d6) necrotic damage.

Or replace all the damage with necrotic damage.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage.

Or we can simply give the lower tier blights access to a low power version of the Life Drain. ability that Gulthias Blight has.

Life Drain. Melee Spell Attack: +2 to hit, reach 5 ft., one target creature. Hit: 15 (1d4 + 1) necrotic damage. The target must succeed on a DC 8 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Poision Ivy, Thorns, Needles

Blights are made of many kinds of plant material. This can range from trees and branches to moss and leaves. Your blights don’t just have to be made of a bunch of twigs, even if they are mostly twigs. You can mix in materials that might make fighting them uncomfortable or lead to unfortunate situations later on.

Material: Thorns. When this creature is delt damage by a melee attack, it deals 2 (1d4) damage to the creature attacking it. If that attack is instead an unarmed strike it deals twice that damage instead.

Material: Poision Ivy. This creature is made of itchy leaves that leave anyone touching them uncomfortable. When a creature makes an unarmed strike against you, or you hit with a physical attack against them they must make a DC 10 consitution save or take 1 poioson damage, any creature who takes damage this way becomes itchy and takes -1 to all saves. That creature may remake their consitution save at the begining of each turn, on a success they lose all levels of this negative effect. This ability stacks. Effects that would remove the effects of posion remove all levels of this effect.

Material: Needles. Whenevr this creature deals damage, the target gets one needle (After damage). Attacks this creature make deal an additional 1 damage for every needle the creature has. At the begining of each creatures turn they may pull a number of needles equal to 1 plus their consitution modifer from their body.

Wild Growth

Blights are made up of various bits of materials. It makes sense that they would be capable of adding additional material to their bodies. You may want to use a system to allow blights to grow orupgrade from one version to another. For example you may allow a Gulthias Blight to upgrade a blight once per turn as bonus action, or you may allow a twig blight to aquire additional amterials as an action to try and become an elder.

Legendary Actions

Infuse. The Gulthias Blight infuses a twig blight with additional materials and energy transforming it into an elder blight. It starts with a number of lost hit points equal to the amount the twig blight had lost.

  cat warrior

Gulthias Blight

Dean Spencer

Creatures | Blights

 

 

Looting Blights

Rare Items

The most common rare item you’ll find on a blight is anything resembling natural materials. Wands, staffs, and anything made of wood or similar materials is very common.

Corruption

The nature of the blight corrupts and drains magic items of their power. Items that are left within the blight too long will be destined to lose their potency, powers, or become cursed in unpredictible ways.

Wands

It’s a pretty common occourance for a wand to get stuck in the body of a twig blight, usually pulled into it’s body as it walks around going about it’s normal business. These items occassionally go off durring it’s day to day activites which can result in some very unexpected situations.

Staffs

Similar to wands, staffs are very common, but mostly limited to larger elder blights.

Potions

Blights tend to collect materials from all the places they have been. This creates a melting pot seen in few other places. for this reason it’s somewhat common to have most of if not all the meterials needed for creating a potion on a single blight. Although the common loot table contains potions of healing any potion with simple, or even uncommon ingredients might be found in the blights body with enough attention and luck.

Junk

By their nature twig blights will collect some miscellaneous materials jumbled in their bodies. Below is a non-exhaustive list of items you might find within the blight.

D20 Item
1 Chair leg
2 Wooden banister
3 Small wooden box
4 Scraps of green cloth
5 A tattered shirt
6 A clump of rotting leaves
7 Bones
8 A broken cane
9 A pair of worn boots
10 Tangled string
11 A foot of rope
12 Three caltrops
13 A wooden mask, painted like an animal
14 Sheets of ripped paper
15 A vials worth of green muck
16 A small leather satchel
17 A book
18 1d4 good Berries
19 A wooden practice sword
20 A wooden club

Twig Blight

Twigs blights will mostly leave behind twigs, leaves, and other materials. However on occassion it may drop things of higher value, either that became tangeled in it’s body or are part of it’s normal materials.

Normal Loot Table
Checks Item
Nature or Survival
  1-13 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  14-18 Corrupted Core*
  19+ Herbs equivilent to a Potion of Healing.
Arcana or Religion
  1-13 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  14-18 Corrupted Wood*
  19+ A blight saproling*
Medecine
  1-13 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  14-18 Herbs equivilent to a Potion of Healing.
  19+ Herbs equivilent to a Potion of Greater Healing.
Other
  1-20+ Tinder for your Tinderbox, Firewood, Sticks for Arrows.

Creatures | Blights

 

 

Elder Twig Blight

Elder twigs blights will mostly leave behind twigs, leaves, and other materials. However on occassion it may drop things of higher value, either that became tangeled in it’s body or are part of it’s normal materials. Unlike it’s lower tier brethren elder twif blights are more leafy and more likely to have valuble herbs and other natural materials.

Normal Loot Table
Checks Item
Nature or Survival
  1-13 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  10-15 Corrupted Core*
  15-20+ Herbs equivilent to a Potion Greater of Healing.
Arcana or Religion
  1-10 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  10-15 Corrupted Wood*
  19+ A blight saproling*
Medecine
  1-10 Tinder for your Tinderbox, Firewood, Sticks for Arrows.
  10-15 Herbs equivilent to a Potion of Greater Healing.
  19+ Herbs equivilent to a Potion of Superior Healing.
Other
  1-20+ Tinder for your Tinderbox, Firewood, Sticks for Arrows.

Rotting Twig Blight

Rotting Twig Blight

Nicholas Young

cat warrior

Elder Twig Blight

Nicholas Young

Rotting Twig Blight

Rotting twig blights bodies are messes of rotting materials and muck. Creatures trying to loot them have disadvantage on the roll unless they pass a DC10 constitution saving throw to resist the smell.

Normal Loot Table
Checks Item
Nature or Survival
  1-13 Fertilizer
  14-18 Enough muck for 2 vials of poison
  19+ Ring of Blight*
Arcana or Religion
  1-13 A useless pile of rotting sticks.
  10-15 Enough muck for 2 vials of poison
  19+ A Blight Saproling*
Other
  1-20+ A useless pile of rotting sticks.

Creatures | Blights

 

 

Gulthias Blight

Twigs blights will mostly leave behind twigs, leaves, and other materials. However on occassion it may drop things of higher value, either that became tangeled in it’s body or are part of it’s normal materials.

Normal Loot Table
Checks Item
Nature or Survival
  1-20+ A Blight Saproling.
Arcana or Religion
  1-13 A Blight Saproling.
  10-15 Mace of Disruption
  19+ Branch of Gulthias*
Medecine
  1-13 Herbs equivilent to a Potion of Greater Healing.
  14-18 Herbs equivilent to a Potion of Superior Healing.
  19+ Herbs equivilent to a Potion of Supreme Healing.
Other
  1-20+ Tinder for your Tinderbox, Firewood, Sticks for Arrows.

Cleansing Blights

Blights are the result of the corruption of the natural order. Although sometimes it might be simple to walk in, kill everything, and leave; In other cases it might be required to keep the blight alive. You can use these rules for common ways to cleanse blights and remove their corruption without killing them.

Ritual of Cleansing

Your players may decide (or be told) that the best course of action is to try and heal the blight via magic. Players can use a Ritual of Cleansing to try and heal the land, and the blight.

Ritual of Cleansing

9th-level evocation

Casting Time:
1 action
Range:
80 ft.
Components:
S
Duration:
Instantaneous

This spell heals the land, and cleanses any blights that occupy it. This spell can be cast using a lower level spell slot, but requires an additional action per level below the required spell slot. Use concentration rules to handle any damage you recieve.

This should put your players in an interesting position against a force of blights. One player will need to focus on trying to heal the blight, while the rest of the players hold back any forces it might be using to try and disrupt that casting. The Gulthias Blight has an effective range of 60 ft, so the 80 ft. range ensures the caster can stay just out of range. This will force the Gulthias Blight to use other means such as spawning blights, or using other forces to locate and stop the casting. The players will have the difficult job of protecting the caster from damage while they cast the spell.

Note: It’s recomended to use an NPC to cast the Ritual of Cleansing This eliminates the need for a player to have the spell,enables you to better set the timeline for casting, and does not tie up a player for several turns doing nothing durring what can become long or complex combat encounters.

Powerful Healing Magic

It’s reasonable that a powerful healing spell might be capable of removing the dark corruption infesting a blight. Spells like Power Word Heal, Aura of Vitality (Over several turns), or Greater Restoration are likely to do the job.

Special Items

You may also decide that an existing or custom magic item is appropriate for rooting out the corrupting energy and healing the blight. Dawnbringer, Holy Avenger, or similar weapons may work. You could also create a small item that holds the hopes and dreams of the local people to deal with the corruption and the blights.

Jar of Wishes

Wonderous Item, Rare

You can use an action to dump the contents of the jar out in a 30 ft. radius. When you do you you cleanse the area within from any corruption, and clease any blights present within.

Creatures | Blights

 

 

Blight NPCs

Blights are not a common creature type for NPCs, this is due to multiple factors:

  • They usually have low charisma, intelligence, and wisdom.
  • They can understand common, but can not speak.
  • They are often are creatures of corruption and darkness. This means even once a blight has been cleansed they are unlikely to get close enough to a village, town, or city to really interact with the players.
  • For the same reasons above players are likely to kill them before getting close enough to ask questions.

However; Blights can make interesting NPCs, with complex motivations, both before and after being cleansed. This guide attempts to cover a few examples of how you might use blights as NPCs within your campaign. Just be prepared for your PCs and other NPCs to not ask too many questions before wacking their heads off with the nearest sharp object.

Twigly

Twigly is a cleansed blight who is rather on the small side, even for twig blights. Players may find him hopping between trees, or among branches searching for new things to play with. He is also small enough players might find him hidden in a town.

Twigly

Tiny plant (blight), neutral


Armor Class
13 (natural armor)
Hit Points
1 (1d4 - 1)
Speed
30 ft.

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

Saving Throws
Cha +4, Dex +5
Skills
Acrobatics +7, Investigation +3, Sleight of Hand +5
Condition Immunities
deafened
Senses
blindsight 60 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 11
Languages
understands Common but can’t speak
Challenge
1/4 (50 XP)

Cleansed. Twigly has been cleansed of corruption.

Spry. Twigly is quite active and capable when it comes to acrobatics. They always have advantage on checks involving movement or to dodge effects they can see.

Actions

Smack. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage.

Roleplaying Twigly

Twigly can’t speak, but he is full of positive energy. Players will often hear him smacking sticks onto nearby tree trunks to a lively beat. Twigly has higher then normal inteligence and wisdom for his species, which enables him to communicate simple ideas via crude drawings, made by dragging his limbs, or another stick through dry dirt or mud.

Twigly is also very aware of how people feel about him. It’s an almost daily occourance that someone will throw a rock at him, or try and throw him in a fire, he has become very good at slipping away when this happens.

Quests

Twigly desperately wants to grow larger. It’s likely that he has an idea about how to make that happen. For example he might propose one of the following:

Twigly wants to visit an ancient oak he belives may have once been grown from a seedling using magic. He knows the location of the tree but needs help reaching it.

Twigly heard of a magic spring that produces water capable of enhancing the growth of plants and trees. He wants the players to bring him a bottle of the water.

Twigly has been searching the area around his cleansing for some time, desprete to find a way to grow himself to the size of a normal twig blight. he has failed to locate anything in the area, but would like to travel along with the players in hopes of finding his answer.

Twigly will be very happy if any create can solve his size problem. He will reward whatever creature helps with a wand he has been keeping in his body for quite some time. You may choose to use a flavorful items such as a wand of reduce person (3 charges.)

Reduce Person

2nd-level transmutation

Casting Time:
1 action
Range:
30 ft.
Components:
V, S, M
Duration:
1 Minute

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

Creatures | Blights

 

 

Undead

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Wraiths

Wraiths are malevolent undead spirits that have been twisted by dark forces, consumed by hatred and malice. These terrifying beings seek to drain the life essence of the living, turning their victims into fellow wraiths.

Common Wraith

Common Wraiths are formed when a soul is twisted by anger, hatred, or jelousy into a form that seeks almost constant revenge against it’s former enemies. Although uncommon compared to other types of creatures they are the most plentiful form wraiths take.

Twisted Wraith

From time to time a wraith goes beyond even the darkest hatred for it’s enemies. When this happens a wraith ceases to be what it once was and takes on a dark shadowy appearance. Twisted wraiths spend their time coing up with new and more innhumane ways to bring pain and suffering upon their victims.

Soul Reaper

Soul Reapers are darkly twisted, horribly powerful, and insanely vengeful in their actions. It is not uncommon for a single soul reaper to flay the flesh off of a hundred men in a single day.

Soul Gorger

Soul Gorgers are immensely powerful wraiths who weild almost limitless ability in their lairs. Adventurers who run into one are almost surely not leaving it’s sight alive.

Soul Gorgers enslave Soul Reapers using dark magics to do their bidding. A single Soul Gorger can have hundreds of reapers feeding it an almost constant stream of souls.

Twisted Wraith

Twisted Wraith

Nick Young

Twisted Wraith

Medium undead, neutral evil


Armor Class
13
Hit Points
135 (18d8 + 54)
Speed
0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 12
Languages
the languages it knew in life
Challenge
8 (3,900 XP)

Incorporeal Movement. The wraith 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.

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

Actions

Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 30 (6d8 + 3) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.

Bonus Actions

Flay. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage. The target must succeed on a DC 12 Constitution saving throw or its AC is reduced by an amount equal to the damage taken. This reduction lasts until the target spends one or more short rests repairing their armor, and can not increase more then half their normal AC per short rest. If this attack hits a creature with 0 AC, that creature instead gains a level of bleeding.

 

 

Where they are found

A wraith can form anywhere that a creature experiences immense suffering or hatred as they die. This means you can include wraiths almost anywhere someone is likely to have died, especially in a violent way. Good locations to include wraiths are graveyards, battlefields, mass grave sites, and prisons or areas of execution.

How they attack

Wraiths attack by draining the life from their enemies. Common wraiths can drain the life force from creatures leaving them with long lived scars and black necrotic legions on their victims skin.

More powerful wraiths can flay the skin from their enemies, pulling the very flesh along with their life force. This is common among Twisted Wraiths and Soul Reapers.

Finally, the most powerful of wraiths can violently rip the soul from their enemies, leaving behind unfeeling golems known as soul husks.

 

 

Miscellaneous

background image

 

 

Mimics

Mimics are dangerous creatures capable of changing shape to lure unsuspecting victims to their doom. As soon as a creature touches the mimic it is fastened securely by the mimics sticky coating and unable to escape.

Mimic

These Mimics, often known as lesser mimics, are the kind most commonly encountered by adventuring parties. They change shape to mimic a valuble items, chest, or common objects then attack when a creature interacts with them. These mimics are of little inteligence, and do not plan beyond their next meal.

Greater Mimics

Greater Mimics unlike their lesser brethren are inteligent, cunning, and excelent strategists and planners. Beyond just physical changes, greater mimics use arcane powers to further the illusions that creature observe.

Superior Mimics

When a greater mimic gains enough arcane power, they enter the realm of superior mimics. Superior mimics are cunning, violent, and usually many moves ahead of their opponents. They have mastered sugestion so much that they can often look like diffrent objects to diffrent people, and maintain the illusion even as they devour their enemies alive.

Despite their increased power, they are much more intelligent then their brethren and thus much easier to negotiate with. Where a lesser mimic would kill you no matter what you said, a superior mimic will take concideration of what you have to offer, then likely eat you anyways unless it’s to it’s benefit.

Objects

A mimics favorite object is the treasure chest. It’s quite common for mimics in the form of treausre chests to suprise unwary adventurers. But mimics can come in many diffrent shapes and sizes.

Common Items
D12 Roll Object
1 Chair
2 Dresser
3 Rope
4 Book
5 Barrel
6 Door
7 Wagon
8 Rock
9 Sword
10 Shield
11 Lantern
12 Sandwich

Mimic (Greater)

Small monstrosity (shapechanger), neutral


Armor Class
12 (natural armor)
Hit Points
75 (10d10 + 20)
Speed
15 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

Skills
Stealth +5
Damage Immunities
acid
Condition Immunities
prone
Senses
darkvision 60 ft., passive Perception 11
Languages
Challenge
3 (700 XP)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Spellcasting. The Mimic (Greater) is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 9, +1 to hit with spell attacks). The Mimic (Greater) has the following 3 spells prepared:

Cantrips (at will): Minor Illusion, Prestidigitation
1st level (1 slots): Disguise Self

Actions

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 3) piercing damage plus 4 (1d10) acid damage.

Bonus Actions

Scheme. Target creature the mimic can see must make a DC15 wisdom save. On a failed save the creature has disadvantage on all attack rolls against the mimic, and can’t use reactions in responce to the mimics actions.

Creatures | Mimics

 

 

Mimic (Superior)

Tiny monstrosity (shapechanger), neutral


Armor Class
15 (natural armor)
Hit Points
142 (15d10 + 60)
Speed
30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 5 (-3) 13 (+1) 16 (+3)

Saving Throws
Con +7, Cha +6
Skills
Deception +6, Persuasion +6, Stealth +6
Damage Immunities
acid
Condition Immunities
prone
Senses
darkvision 60 ft., passive Perception 11
Languages
Common
Challenge
6 (2,300 XP)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Spellcasting. The Mimic (Superior) is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Mimic (Superior) has the following 5 spells prepared:

Cantrips (at will): Minor Illusion, Prestidigitation, Mage Hand
1st level (4 slots): Disguise Self, Tasha’s Hideous Laughter
2nd level (2 slots): Enlarge/Reduce

Actions

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d10 + 3) piercing damage plus 4 (1d10) acid damage.

Bonus Actions

Scheme. Two target creatures the mimic can see must make a DC15 wisdom save. On a failed save the creature has disadvantage on all attack rolls against the mimic, and can’t use reactions in response to the mimics actions.

Nightmarish Look. Target creature the mimic can see must make a DC15 Wisdom save or be frightened. A creature that becomes frightened this way can repeat the save at the start of each of it’s turns, when a creature fails this save at the begining of their turn takes 2 (1d4) psychic damage.

Where they are found

Mimics are found just about everywhere. That chest? Mimic. That dresser? Mimic. That rogue in the corner looking through your stuff? Alright, that one is probably not a mimic. But the fact remains that mimics are a pretty flexible creature type to use through your campaigns.

They can be found in abandoned fortresses, towns, castles, and pretty much anywhere there are objects for them to mimic. If your looking to add a little danger to your games you might even concider rolling a D100 from time to time to see if an everyday object like a book, scrolls or rope is actually secretly a mimic. Or you may use the table under objects to secretly add a mimic or two to an otherwise normal scene.

Territory

Mimics are very solitary creatures. It’s extremely rare for more then one mimic to be in any particular area. They however very commonly share regions with other predetors. These predetors tend to avoid the mimics, learning their location and giving them a wide berth.

Diet

A single human body can feed an average mimic for several months. If the mimic needs food between encounters with adventurers it may take on a form more appealing to small animals, or position itself in an area with higher wild animal traffic.

Mimics can be picky about the parts of adventurers they eat first, so it’s common for other animals to pick off the left overs when mimics finish feeding sessions.

How they attack

Mimics enjoy the benefits of suprise. They will often wait to attack until their victim is stuck to them and hopeless in any real escape. Once a victim is stuck, the mimic will attempt to use it’s pseudopod to beat the creature unconcious.

Once the creature is unconcious the mimic will often drag it into a corner to slowly consume part of it over several hours. Mimics will normally start with the head first, slowly working their way down the victim until it is fully consumed. This can take a matter of days for smaller creatures, or weeks for larger ones.

Creatures | Mimics

 

 

Improving Mimics

Mimics are a much beloved, but seldom used creature. They have that classic feeling and nostalgia, but can feel dificult to place or used for balancing or mechanical reasons. Here are a few tips for improving mimics in your next game:

Use more of them

Mimics are at their best when they add risk to what might be otherwise a pretty bland room or situation. If your only using mimics in the occassional encounter then your missing out on some of their best benefits.

Try inserting mimics throught your campaign, use secret rolls to determine when items might actually be mimics, place mimics in shops or homes as a form of protection against theft, maybe even add a mimic as a pet for an NPC.

One key to making this successful is to make sure when you do use mimics they are easily destroyed. You want your players worrying about a mimic hurting them badly, not actually being hurt badly.

Let them take center stage

An extension of the prior point, but mimics can make an excelent quest line. A little girl’s cat has gone missing, or a few members of the town guard went missing after a night drinking. Even a senile old man who claims he absolutly saw a statue eat a passerby just last night.

Less Sticky

One of the defining qualities of mimics is their adhesive trait. But nothing says that you need to use this, or that it can’t be optional at the creatures discretion. A non-sticky mimic is far more likely to go undetected, and thus more likly to get it’s victim in the exact position it wants.

Improved spell lists

The mimics in the PHB don’t have the ability to cast spells, but the greater and superior mimics in this book do. These spells are from the bard spell list and mostly revolve around utility seplls the mimic can use to hide or trick creatures. You may want to review the spell lists and pick more combat oriented spells.

Cantrips (0 Level)
  • Shatter
  • Mage Hand
  • Thunderclap
  • Vicious Mockery
1st Level
  • Bane
  • Dissonant Whispers
  • Unseen Servant
2nd Level
  • Shatter
  • Invisibility
3rd Level
  • Bestow Curse

Mimic

Tranformational chests

A great way to use mimics is to turn them into transorming chest. Transforming chests are when a chest acts like a normal chest under most circustances, but doing certain actions to it such as forcing it open, using the wrong key, or trying to smash it open, triggers the chest to enter it’s mimic state.

Heliophobia

Mimics hate sunlight, and in fact are not fans of any bright light. This lore seems to have lost its way durring the many years since 1st edition. I say it seems like an excelent time to bring it back. There are several ways that we can break out its heliophobia to make the game more enjoyable.

Heliophobia

ability: This creature hates bright lights and especially sunlight. This creature has disadvantage on ability checks, saving throws, and attack rolls it makes when exposed to bright lights.

If this creature begins its turn in the precense of sunlight it takes 5 (1d10) damage and can take only an action or a bonus action this turn. In addition is must use all its movement to move out of sunlight if possible.

Creatures | Mimics

 

 

Looting Mimics

Mimic Death

When a mimic dies it loses its defined shape and becomes a gray or brown amorphous blob. This transformation occours very rapidly durring the creatures death throes and is concidered by many to be one of the most beautifully violent acts of nature they ever witness. You should take this new form, and the previous rapid transformation into concideration when players are looting the body of the mimic. Players are not looking through a treasure chest, they are digging though thick, slimey, disgusting goop that is spread across the ground.

Rare Items

Mimics exist at an odd intersection. They both kill adventurers and use corrosive acid in their digestion of those adventurers. This means that anything that would be disolved in acid will not last very long inside the mimics body. This will result in two things you will need to be concious of. First, your players will usually not find much loot on a mimics body. Second, when those players do find loot it will most often be higher level magical gear that can resist the corrosive nature of the mimic for longer.

Concider items that are both common on the body of adventurers and would be difficult for the acid to disolve. Potions, vials, magic items, and anything magically protected is probably a safe bet. You may also find a few coins scattered around its hunting grounds.

Rare Items
D20 Item
1-10 Nothing
11 Potion of healing
12 1d100 silver coins
13 1d10 gold coins
14 Potion of waterbreathing
15 Eversmoking Bottle
16 Ring of protection
17 Potion of greater healing
18 1d4 Vials of Poison
19 Potion of flying
20 Sword of Mimic*

Sword of Mimic

Weapon (any), Artifact (requires attunement)

This sword is always exactly what you need. As a bonus action you can speak the swords command word to have it become any simple or martial weapon. (Players Handbook, Chapter 5, Equipment)

cat warrior

Broken Sword

Daniel Comerci

Junk

The mimic is most likely to have a collection of half disolved, badly damaged, and torn apart items that are almost entirely useless to the players. Scattered around its hunting ground your likely to find the remnants of past adventurers equipment such as a tattered backpack, a half eaten spell book, or a single shoe.

D20 Item
1-4 1d8 scraps of paper
5 A single shoe
6 A torn backpack
7 A spellbook with a bite in it
8 1d4 broken candles
9 1d8 marbles
10 1d4 ripped tunics
11 1d6 broken vials
12 A single caltrop
13 A lucky clover
14 A smashed compass
15 A map of some unknown dungeon
16 A blood soaked pair of boots
17 1d12 + 1 teeth, varying sizes
18 1d4 finger nails
19 A feathered hat
20 1d4 copper pieces

Creatures | Mimics

 

 

Lesser Mimic

Lesser mimics are big, dumb, and hyper agressive. They are the ruthless killers of the species and will jump at any chance for a quick meal. They eat their victims whole, and do not collect trinkets or hoards of items like some higher functioning mimics do.

Normal Loot Table
Checks Item
Nature
  1-13 Glue
  14-19 1d4 vials of poison
  20+ Potion of mimicry*
Investigation
  1-13 Glue
  14-19 1d8 gold pieces
  20+ An item from the rare loot table
Investigation
  1-13 Glue
  14-19 1d8 gold pieces
  20+ An item from the rare loot table
Other
  1-20+ Glue

Greater Mimics

Greater mimics are the smart cousins of lesser mimics. You will often see greater mimics hoarding small troves of items in an attempt to lure adventurers into their territory.

Normal Loot Table
Checks Item
Arcana
  1-13 Nothing
  14-19 One item from the rare items list
  20+ Two items from the rare items list
Investigation
  1-13 Glue
  14-19 1d20 gold pieces
  20+ An item from the rare loot table
Other
  1-20+ Glue

Potion of Mimicry

Potion, Uncommon (requires attunement)

After drinking this potion, you can mimic the sounds of any creature or object you have heard within the last day. When you use this ability against another creature, you have advantage on deception checks against that creature, and that creature has disadvantage on perception checks to realize your deciet. The effect ends after 1 hour has passed.

Mimic Tooth

Superior Mimic

Superior mimics are the smallest and most inteligent of all the mimics. They have the required inteligence to carefully plan and execute complex plans, including the use of highly powerful magic items to lure in greedy adventurers. For non-arcana checks, use the list for the greater mimic.

Normal Loot Table
Checks Item
Arcana
  1 Potion of Healing
  3 Ring of Protection
  4 Wand of Magic Missiles
  5 Wand of Secrets
  6 Wand of Web
  7 Wand of Wonder
  8 Staff of Power
  9 Staff of Striking
  10 Rod of the Pact Keeper
  11 Rod of Absorption
  12 Bag of Holding
  13 Immovable Rod
  14 Ring of Jumping
  15 Ring of Mind Shielding
  16 Ring of Swimming
  17 Alchemy Jug
  18 Pipes of Haunting
  19 Boots of Elvenkind
  20 Cloak of Elvenkind
  21-25 Dwarven Thrower
  26+ Belt of Dwarvenkind
Mimic Tooth

Nicholas Young

Creatures | Mimics

 

 

Creating Mimics

Mimics were created by powerful magic, often centuries ago. This means that their numbers would have been dwindeling over this time without some source of new mimics. This section aims to ask the question “How are mimics created?” and also give hints to the question “How do my players create mimics?”

Where are mimics from

Rules as written there does no appear to be any defiend source for where all the mimics in the world have come from. It is hinted in several places that they were created by powerful wizards, but timelines, methods, and details of any kind are not given for the exact spells or source.

This gives you ultimate power in determining how mimics are showing up in your world, or the campaigns you run. It is posible that some powerful wizard has discovered the methods used in the past. It is plausible that a powerful artifact has been set loose and is now creating an army of mimics. Finally iy’s possible the mimics have simply found a way to reproduce either physically or magically and are now popualting the world themselves.

Created by a wizard

One of the simplest ways you can say mimics have been made is by simply stating someone magical made them. It is a common understanding that at least the mimics of old were made by powerful wizards, often with the goal of protecting powerful magical items.

Wizard Creating a Mimic

Wizard creating a mimic

Nicholas Young

It’s possible these wizards are kidnapping innocent people and running them through vile experiments to create these mimics. All in a hope to protect their powerful treasure from cunning adventurers.

Powerful Artifact

Mimics might be the result of a powerful artifact that is corrupting otherwise peaceful creatures. You could add a story elements about how local pets have gone missing, finally revealing that these common housepts have been corrupted into treasure hoarding monstrocities.

A mimic could also be the result of a powerful portal or gateway pulling these creatures from a dark plane of existence. This lets you add story elements where mimics can show up anywhere, even randomly in the middle of otherwise peaceful settings or ordinary combat encounters.

Reproduction

It is very possible that over time mimics have learned how to reproduce, either by themselves through a system of mitosis, or with other mimics.

Mimics by their nature can change shape and take on forms that are not their own. Although they can not normally take on a form of another living object, this is not always the case. There have been types of mimics in the past that can take on the form of simple creatures such as animated statues, or even pets.

A mimic would not need to fully transoform for breeding to occour, as they could simply transition parts of their body to allow the exchanging of meterials. Once material has been exchanged, both mimics could begin the process of meiosis to produce children of the combined mimics DNA. Below you will find a brief table listing dominant and recessive genes for mimics:

Mimic genes
Gene Recessive (1-2) Normal (3-6) Dominant (7+)
Type Superior Greater Lesser
Size Small Medium Large
Chaotic/Lawful Lawful Chaotic Neutral
Good/Evil Good Evil Neutral
Aggression Low High Very High
Intelligence Very high High Very Low
Tongue Length None Short Long
Tongue Color Black Red Purple
Skin Color White Pale Gray Brown
Tooth Style Straight Curved Jagged
Tooth Count Low High Medium

Creatures | Mimics

 

 

Player created mimics

It is very possible that your players may have intrest in creating mimics, or that you may have intrest in giving them a means to create an army to protect their treasure or other intrests. This brief guide aims to give you basic rules for player created mimics.

Materials

The first thing players will need in an ordinary everyday object. This can be a treasure chest but it can also be a chair, vase, or any other simple every day object (See above for examples.)

Once players have the simple object they wish to convert they will need several items to complete the spell or brewing process, you can randomly roll for the items in the following list to determine the items your players will need.

Mimic ingredients
D12 Description
1 1d100 teeth
2 Slime from an ooze
3 A pseudopod
4 Four eyes
5 Very strong glue
6 Dragon scales
7 Chameleon heart
8 Ant-Eater tongue
9 Aboleth skin
10 1d20 slugs
11 Banshee ooze
12 Dopplegangers Hand

Mimic ritual

Players with a focus on the arcane can use their abilities to combine the ingredients and create the mimic. Creating the mimic will take some level of magical proficiency and you’ll want to apply a moderate cost to the attempt. You may wish to have the player make an arcana check and expend a spell slot to make the attempt at combining the ingredients.

Once the ingredients have been formed together it takes 1d4 days for the mimic to form. Previous to that the mimic is simply a ball of goo with no true form and no signs of life beyond occasional movement.

Mimic ritual

You know the arcane requirements to forge a mimic into the world. Once per day you can attempt to form the required materials into a mimic. Make an arcana check and review with the required DC of the mimic you are crafting.

Mimic Brewer

Mimic Brewer

Nicholas Young

Mimic Brewer

Not every party will have someone dedicated to the arcane arts. If your players have chosen a more martial, or support oriented style for their characters you can provide them access to the Mimic Brewer so they can still join in on the fun.

The Mimic Brewer is unique item that might be found in a lost foretress or deep in a forgotten dungeon. Your players may also find schematics for it in an old tome or be taught it by a wise NPC.

In either case players can use the Mimic Brewer to make the required arcana checks for them even if they do not have the prowess to normally make them on their own. The mimic brewer however has no arcane experience and makes straight D20 rolls with no additional bonuses. You can use the below table to express what happens each day when the brewer rolls for itself.

Brewing status
D20 Event
1 The brewer sputters off and dies.
2-3 A puff of putrid smoke fills the air
4-5 The brewer seems to shake wildly
6-7 The brewer puts off the smell of rotting eggs
8-9 The brewer seems to shake slower, then faster
10-11 A black ooze seeps from the spigot
12-13 The brewer hums with a quiet buzz
14-15 The brewer shakes occasionally
16-17 The brewer runs almost silently
18-20 A strange goop oozes out into a small ball

Creatures | Mimics

 

 

Mimic NPCs

Mimics are not often used for NPCs, probably because of their association with brutal killings of adventurers. But these types of attacks are only really encountered when dealing with larger lesser mimics, most superior, and even many greater mimics are much more cautious and reserved. For this reason your players may encounter intelligent mimics in the world who may be a little more willing to help.

Limric

Limric is the star of the show at a local tavern. He has been traveling the area disguised as a large piano, and using his charm person spell to maintain control of a vagrant he found left for dead.

Interaction with the law

It is likely that the head of the local law (captain of the guard, sherrif, etc) has already discovered several missing people and determined the cause is Limric. It’s very possible that they have made a deal with Limric to dispose of “undesirables” such as criminals and the enemies of the law. This arrangment seems to work out well for Limric and they would rather it not change.

Music

Limric has previously used their enchanting melodies to put drunken listeners to sleep, often disgusing them from other listeners and consuming them following the tavern closing.

cat warrior

Limric

Nicholas Young

Limric

Large monstrosity (Shapechanger), Neutral


Armor Class
16 (natural armor)
Hit Points
90 (12d10 + 24)
Speed
10 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 18 (+4)

Saving Throws
Cha +7
Skills
Deception +10, Intimidation +10, Persuasion +10, Stealth +4
Damage Immunities
acid
Condition Immunities
prone
Senses
passive Perception 11
Languages
Common
Challenge
6 (2,300 XP)

Shapechanger. The Limric can use its action to polymorph into a piano, or back into its true form. 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.

Adhesive (Object Form Only). The Limric adheres to anything that touches it. A Huge or smaller creature adhered to the Limric is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance. While the Limric remains motionless, it is indistinguishable from piano.

Grappler. The Limric has advantage on attack rolls against any creature grappled by it.

Spellcasting. The Limric is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Limric has the following 11 spells prepared:

Cantrips (at will): Vicious Mockery, Mage Hand, Prestidigitation
1st level (4 slots): Charm Person, Disguise Self, Command, Identify
2nd level (3 slots): Suggestion, Zone of Truth_
3rd level (2 slots): Nondetection, Major Image_

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 1) bludgeoning damage. If the Limric is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (1d4 + 3) acid damage.

Legendary Actions

The monster can take 3 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. The monster regains spent legendary actions at the start of its turn.

Lullaby. The Limric casts the sleep spell.

Cantrip. The Limric casts one of it’s cantrips.

1st Level Spell (2 Actions). The Limric casts one of it’s 1st level spells.

2nd Level Spell (3 Actions). The Limric casts one of it’s 2nd level spells.

Creatures | Mimics

 

 

Roleplaying Limric

Limric is a little bit of an oddity. He is intelligent and cunning, which would put him into the superior category of mimics. Despite his intelligence however he is much more similar in size to a lesser mimic.

Limric is far more likely to use his cunning and spellcasting to handle situations then his size. Given the chance between making a bite attack and putting his victim to sleep he almost always will choose to put them to sleep.

However Limric is not directly opposed to using his physical size when absolutly nessisary. You may see him lash out at an attacker, or pin a victim down while he deals with another threat.

Quests

Limric has recently discovered that their ability to put victims to sleep has been getting less and less effective. In reality the citizens of the town are becoming desensitized to their lullaby. Limric will send the party on varying missions attempting to either discover the source of, or obtain proposed solutions to the problem.

Wrong tune

Limric belives that the source of his problem is the amount of time he has been a piano. He want’s to try switching to other insturments but needs help locating exceptional versions of them. He wants you to find a violin, a large drum, and a harp.

Pack the house

Limric belives that he can compensate for the lower performance of his lullaby by just having more patrons. He wants you to design, produce, and distribute a flyer that will hopefully draw customers in, so he can eat them.

Something in the water

Limric is convinced that the source of all his problems is the local well. He asks the party to investigate the well water, the bartenders supply, or both. He recomends that the party use a pack of rats he was saving for a snack in the back room.

Moonlighting

Limric has a hunch that the whole problem is being caused by bad lighting, in this care from the moon. He wants the party to find the best possible way to block out the lighting from the moon in the main hall of the tavern. He tells the party he has a large amount of fabric in the back room. Upon investigation it is scraps of blood soaked clothing from past victims.

Treble Clef

Creatures | Mimics