Into a Copper Hell

Ul'Dah and the Copperbell Mines

I t would seem that a horde of hecatonchires has been wreaking havoc within Copperbell Mines. So that mining operations may resume, Papashan bids you subdue these hulking creatures. As part of your preparations for the mission, the stationmaster suggests that you speak with Painted Mesa, an employee of Amajina & Sons Mineral Concern.

"Abandoned once purged of ore, Copperbell Mines lay untouched for nigh on three centuries until Amajina & Sons Mineral Concern reclaimed the shafts─the guild's sights set on expanding the mines downward in an attempt to tap yet undiscovered veins of valuable metal. Unfortunately, it was not riches the powder kegs uncovered, but sheer terror, for when the smoke cleared, out poured an army of raging giants from the darkest recesses of the mines. The hecatoncheires─thralls of the lost Thorne Dynasty─were, at last, free from their lightless prison, three hundred years of hate fueling their madness."

Before Leaving for the Mines

Credit: Vanity Ruins


It is assumed the party has already spoken with Momodi and Papashan on being assigned the task of clearing the mines. However, this being Ul'dah, a few things should have happened. Momodi, being a citizen of Ul'Dah, will be awfully dissapointed in the party if they take the reward at base value. The initial reward is higher than anything the party has been given before, at a good 1500 gil, at start and another 1500 gil at completion, though any negotiation to up the reward can be done through a successful DC 14 pursuasion check, with advantage, should the party learn about and bring up the fact that another failed group of adventurers had already fatally attempted to clear the mines.


Should this prove successful, the reward will increase to 2000 gil at start, and 2000 gil at completion.


Once negotiations are complete, and the party has spoken with Painted Mesa about the situation in the mines, the party is free to gather the supplies they need to set out for Western Thanalan, leaving through the Gate of the Sultana.

Western Thanalan

Western Thanalan is mostly dry arid with sparse vegetation growing in clusters. Ladybugs are very common here, and marmots occasionally poke their heads out of the ground but mostly stay reclusive. Even the occasional Giant Tortoise can be seen wandering about. While there are many cacti strewn about outside the city gates, 3d6 Cactuar hidden among them. Only 2 can be spotted in groups at a time should players investigate the cacti.


Players will have to pass through Scorpion crossing on their way to Copperbell mines. From the East Aldenard Trading Company to the independent merchants of the Seventy-Seven Caravans, shopkeeps of all kinds send their wares through Scorpion Crossing. Here, goods unloaded at Vesper Bay are sorted by quality: the best sent to Ul'dah, and the remaining to the Silver Bazaar.


A few merchants at Scorpion Crossing may attempt to flag down the PCs to ask for their aid. Feel free to come up with little sidequests based on suggestions from this list with eperience and rewards awarded at your discretion:

  • A Merchant named Oswell cannot locate 3 crates from Vesper Bay bound for the East Aldenard Trading Company. He will pay a sum of 100 gold fro the return of all three crates
  • A Male Hyur named Guntram has misplaced his Radz-at-han Skin tonic and asks you to bring back 4 bottles of cactuar blood, his reasoning being wealthy Ul'dahn ladies wouldn't be able to tell the difference.

  • Oswell asks you to deliver a letter to a lalafellin lady named Kikipu in the Silver Bazaar, along with Axebeak feathers, as a gift in the hopes of convincing her to leave the Bazaar. (She refuses to leave, no matter the reason)


After passing through Scorpion Crossing, players will have to cross a bridge over Nophica's Wells, natural basin created by the recent cave-in of a massive network of underground caverns. Many Giant Toads reside, waiting for some hapless lalafell to fall and become the toads' next meal. The first thing players will see upon crossing the bridge is a wall of rock formations leading to Horizon Station. Up until now, most creatures on the way here have been relatively harmless, but that changes, as the area between Nophica's Well, and Horizon is natorious for it's population of desert Peistes; cousins of the more well known Basilisk.

1

There is a 50% chance of an encounter with 1d3 peistes upon entering the area.

Horizon

Horizon is a waypoint for all traffic between Ul'dah and Vesper Bay. Everything loaded and unloaded at the docks passes through the station. Due to the constant stream of merchants, Horizon station boasts a sizeable population, and is an ideal resting spot for travelers. While Horizon is a small detour from Copperbell, it is still recommended that players visit the station to attune to the local aetheryte,refuel and stock up on supplies before delving into the mines. due to this being a waypoint station, many basic potions of healing and sometimes ethers can be purchased here. Depending on your campaign style, common to uncommon magic items can be bought here occasionally as well.


Horizon has no shortage of sidejobs for players to fulfull should they feel the need.

  • A Lalafell named Fuflupa requests you set bear traps near the gate to horizon and the various storehouses around the station to catch a roaming thief, then report to his Brass Blades friend Chechezan. (for extra comedic affect, have someone innocent get caught in the trap before or after reporting back to ChecheZan.)

  • A lalafellin merchant named Zuzutyro is offering a reward to any adventurer who can bring him Peiste eyes, which he uses to make jewelry. 100 gil per eye.

  • Similarly, the Brass Blade Chechezan is offering a similar reward of gil to anyone who brings him blood from the local animals, used to ward off minor beasties.

Outside Copperbell Mines

Up to 2d4 Bombs and 2d4 Coblyns can be found here, and are unnagressive unless provoked into combat. Outside the entrance, Alliane and Isildure can be seen carrying a covered body on a stretcher out of the mines, and placing them next to 2 other bodies. Inquring reveals these bodies to be that of Dalorous Bear, and his two adventuring comrades, who in their overconfidence, tried fighting too many at once, and were killed in combat. After the party confirms their intentions with Stone Torch, the Hellsguard Roegadyn in charge of guarding the place, he unlocks the gate and allows the players to enter the mines.

Copperbell Mines: Shaft a1

The entrance follows a narrow passageway into a round room, with half the floor dipping lower than the rest into a mineshaft closed off with a large steel grate fencing and roof that goes up to ground level allowing players to walk on top of it. Abandoned mining equipment litters the area, from carts, to rope, and still lit lanterns. A northern entrance leads to another room with three closed off mineshafts barred by a simple "No Entry" sign on each. This room appeared to be a resting area for miners on break, as makeshift tables from wooden panels placed on two crates. Further passage is blocked by a large sealed blasting door.

Credit: Vanity Ruins

This room appeared to be a resting area for miners on break, as makeshift tables from wooden panels placed on two crates. Further passage is blocked by a large sealed blasting door.


Here a pair of Coblyns and a White Stone Spriggan named Pliggy rifle through the scattered remnants of miner's goods, and a dead Hecatoncheir. The spriggan finds a key that the players can either attempt to take from him, or negotiate to retrieve (DC 15 Intimidation or Pursuasion). The coblyns are his "friends" and will attack if the spriggan feels threatened. Behind the blasting door is an elevator lift that leads deeper underground into shaft B1.

Shaft B1

This elevator leads onto a fenced off pathway overlooking various mineshafts sealed off with steel grating, and two natural pillars supporting abandoned cranes. White Stone Spriggans and Coblyns can be seen wandering in pairs every 40-60 feet, and will scatter about, preffering not to disturb the adventurers, though the spriggans may attempt to steal any shiny metal items the adventurers may be carrying around in the open. A branching path off to the side leading south reveals more collapsed mine shafts labled the Maneater Rip. Here a pair of spriggans are fighting over a Potion of Healing that they found among abandoned equipment in the shaft. Neither are willing to part with it, but can be intimidated into giving it to the party, with a failed intimidation check leading to combat, back on the main path, a short wooden bridge crosses a chasm. Once the first player has crossed, players with a high passive perception will notice a heavy hammering noise against the wall, 10 feet from the bridge. a Hecatoncheir Stonehauler will burst from the wall forcing a DC 12 dexterity saving throw to any creatures standing withn 10 feet of the location of the hammering noise, or take 2d4 bludgeoning damage, and falling prone, before starting combat prone.


The wall that the Hecatoncheir burst from is lined with Lapis Lazuli crystals in a short tunnel. The hecatoncheir was reckless in it's tunneling, and any attempt to follow the tunnel down causes the bridge to collapse about 20 feet down the tunnel. Continuing further along the main pathway leads over the chasm to two pillar islands linked by a bridge.

2

Floating over the darkness below is an Elemental Sprite of the lightning variant. which has a 75% chance of leaving behind a lightning aspected crystals worth 10 gold. The bridges lead towards the north end of the chasm where an abandoned wooden bridge lining the wall across out of reach can be seen, while the current path curves into a tunnel at the north easter side of the chasm onto a wall, with a pair of abandoned mining tunnels sealed off along the bridge. At the end of pathway is a raised crane with a small box of firesand used to blast down the tunnels in the mines. Players will need this firesand and the firesand in shaft B4 at the end of the path in the cave, ahead to progress further.

Shaft B4.

This shaft was used as a storage area for the various carts and crates of ore to be sorted through, though now the materials lie abandoned, while broken mine tracks running the length of the room. A closed off gate leads to another mineshaft further along, but cannot be accessed at this time. In the next room is a collapsed wall the miners used to seal behind them when escaping the Hecatoncheirs. More blasting sand can be found here, as well as a powder chamber that will detonate the wall using the detonater plunger located in the room, though players will only find enough to effectively detonate the wall and nothing else.

The Screaming Dark

The screaming dark is a room that has a far drop, blocked by a small gate to keep miners falling off the edge, a privy, and an unreachable mine shaft and cart tracks run another level above the room. Halfway into the room, the a trench is dug into the floor and covered with a steel grating, which has a cart track leading to a sealed blasting door blocks access to the rest of the dungeon, but can be located among Kottos's loot above. The sound of the blasting sand has sent several White Stone Spriggans and a pair of Grenades into a panic, and attack whoever caused the noise, along with one of the Hecatoncheir leaders, Kottos, a Hecatoncheir Stonebreaker. Once slain or subdued, if players investigate the mineshaft above, they find a room full of the hecatoncheirs plunder, mostly just mining equipment, 2d4 random trinkets, and a +1 Dagger, as well as an ether, and the key to the sealed blasting door. Beyond the sealed door, the floor drops into darkness below, but a steel grate is affices to the walls allowing players to safely walk across without fear of falling. is a pair of ghosts of dead miners that remain hidden will ambush the party desperate to escape the mines, and will attempt to escape, while possessing one of the players. Should they be stopped the ghosts will attack. There is a door that leads to the otherside of the chasm in the sealed room where a pair of miners bodies can be found in mineshafts. Each carried a healing potion and 10 gold each. At the end of The Screaming Dark is an elevator liftthat will lower the players down into Shaft E1.

Shaft E1

To the right of the lift is a sealed off tunnel of the mines, But to the south of the lift is a room that opens up into a central chamber with two branching chambers off to the east and west, and a weak looking wall that miners also sealed behind them before fleeing.


Firesand can be located in the eastern and western rooms, leaving enough for a Powderhorn if players keep some for themselves if they decide to keep some. Another ghost wanders this area staying near it's body, and is more aggressive than the others, mistaking the party for it's killers. The eastern room is a storage room for mining gear, and other related objects, with a pair of privys, and a smaller side room with a sealed door. In the room, a Grenade can be seen excitedly consuming vast amounts of firesand, as well as another White Stone spriggan rifling through the gear.


The western room is a room where water has been discovered, and was in the process of being pumped to the surface before mining operations were halted. A ghost,this one rather passive, flits about, while another Grenade is gorging itself on firesand. In order to proceed, the players must first gather the firesand and set it in a powder chamber which can be packed into nooks in the wall and blasted with the detonator pump located in the room. An abandoned sack of firesand next to a miner's corpse can be found on the curving path beyond the wall, leading into a room beyond called the Crying Dark.

Crying Dark

It is here that the miners first discovered the giants, and thus were forced to flee. Here an ooze called Ichorous Ire has formed from the humours of the slain miners, and ambient earth aether, and formed into a massive slime. There is a blasting device which lies broken due to it's inhabitance by a grenade currently feasting on the loaded firesand blocking the device from working. If players attempt to use the device, the bomb will angrily jump out of it's nest and attack the nearest creature. if players are clever, they can use the grenade to seriously injure the ooze. More firesand can be found in this room near a , and used to find weak foundation to blast apart the wall and delve into the unexplored parts of the mines.

Shaft E2

Shaft E2, as this shaft would have been called had miners made their way here, opens into a small cavern with walls covered in dark blue lapis crystals, and clean underground spring water flowing through the center from a small tunnel, with an alternate wider tunnel runnng alongside the stream. deeper in the cavern is a wide water covered cavern with a great waterfall crashing down from the southern wall, and many Crabs and some underground colony of 1d6 Eorzean Hippogryphs can be seen wandering about. These creatures are highly aggressive and will attack the players should they be spotted. The cave is unlit, and the water ends towards the western wall. When players reach this area, another hecatoncheir Stonebreaker bursts from the northern wall, and attacks the party. From the western wall a downward sloping path leads from beyond into a great open cavern where the leader of the Hecatoncheirs, Gygas the Great, bursts from the wall.

3

The Cold Throne

The Cold Throne is where the Hecatoncheirs made their final stand before Sultan Baldric Thorne had the mines collapsed on them. There is a rather regal double doorway that lies twisted and broken on the north end against the wall with collapsed rock and crystal spilling forth from between the doors. Gygas the Great is rather insane, and cannot be reasoned with. Gyges will first attack the players. After being reduced below 80 hp, a Hecatoncheir Stonehauler bursts from the wall on the western side, and begins attempting to break the wall on the opposing side, attempting to free two more Stonehaulers. This action takes two rounds to finish. After Gygas is defeated, any giants that joined the fray that are still alive will flee into the mineshafts they burst forth from, allowing the players to leave the mines in peace in exchange for their lives. One of the shafts here appears to have been cleared for hours and leads up to the surface into the wetlands west of Horizon. A DC 12 investigation check reveals that some hecatoncheirs may have escaped to the surface, though that is a tale for another day.

Return to Ul'Dah

Painted Mesa awaits the adventurers, and thanks them for allowing the miners to be able to return to their work, and is about to suggest you report to Momodi when a woman's scream from outside the Quicksand cuts the conversation short, and Painted rushes outside to see what the commotion is about.


Outside, a wealthy merchant named Ungust and his hired trio of Thugs are harrassing a poor midlander hyur woman who he is falsely accusing of stealing Dodo meat from his stalls. She'd actually managed to save up enough gil to purchase the meat from an independant merchant in a stall outside the city, though He's willing to overlook the whole matter in exchange for her service in whatever "Capacity" he requires. Should the players be outside when this affair is happening, she'll beg them for help, swearing on her life she didn't steal anything.


Ungust will use his thugs to intimidate the players into walking away. should they refuse, he has them attack. The thugs have no loyalty to the merchant, and will flee with a successful DC 14 Intimidation check, or flee when at a third of their health. Either way, Ungust will start shouting at them, and the poor woman thanks the adventuers. As she is doing so, an echo vision overtakes the players, and they find themselves uncontrollably walking alongside a pair of Ul'Dahn citizens, returning from Scorpion Crossing to the city.


The merchants are having a discussion on why so many immigrants from neighboring ul'dahn and ala mhigan settlments were finding their way to the capital. Even though it had been five years since the Calamity, many had been unable to recover their way of lives due to the massive destruction to the land, and due to Ul'Dah's reputation as a prosperous city, had immigrated there. They both agree that while other nations have had similar results, Ul'dah's was more concentrated.

The citizens are also concerne about an uptick in crime rates due to this mass migration, but agree that not all are bad. It is at the conclusion of this discussion that the woman who was being harrassed by Ungust can be spotted purchasing Dodo meat from a street vendor. Upon witnessing these events, the echo vision end.


The woman asks if they adventurers are alright. Ungust is still shouting at the thugs as they are fleeing, suggesting it had only been a few seconds since the vision started. The players can choose to vouch for the woman, but if not, someone else in the crowd will vouch for her instead, forcing Ungust to leave.


This is when Yda and Papalymo show up and declare the adventurers are the kind of people they are looking for, and that they can help explain The Echo, and help them in their adventuring exploits. Should they players take them up on their offer, they should speak to Momodi and she'll tell them more, though the players will still need to collect the rest of their payment anyway.


Momodi thanks the adventurers for their help in stopping the giants, and pays the rest of the reward up front. As she does this, she tells one of the adventurers (specifically one of the more heavily armored PCs, or any melee character in the party first) that someone is there to see them.


The woman is Edda, from the adventuring party that almost met their end in the Tam Tara Deepcroft. She introduces herself and tells the adventerur of what happened to her adventuring party. She explains she and Avere were to be wed in the spring. She explains that even though Avere never spoke directly to the PC at the Sastasha den, the PC had left a lasting impression on him as something to live up to. But he'd died in the deepcroft and never made that dream a reality. But she'd recently heard of their exploits in the Deepcroft and Copperbell mines and was inspired to take up adventuring again. She asks the adventurer for their name, than leaves saying she hopes to meet them again.


Momodi laments about adventuring being a cruel business, and almost turned down the offer to run the Sands. She also warns the party that the Scions aren't ordinary folk, and their work is more dangerous than the standard adventuring, but she'll help if she can.

4

Bombs

A bomb's temper is as hot as the arid lands which they tend to inhabit. Upon seeing an enemy, they will indiscriminately start belching out flames. While a bomb may start out around 1 fulm – not much bigger than a Hyur's head – witnesses have claimed to see them grow to the size of a small mountain in their rage. Legend even tells of a town completely blown away by a single Bomb!


Bomb

Small elemental (Voidsent), neutral evil


  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Ignited Illumination : As a bonus action, the bomb can set itself ablaze or extinguish its flames. While ablaze, the bomb sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The bomb erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Bombs are the weakest of the genus of bombs native to the void, and also the least dangerous to deal with. They resemble little floating balls of fire, as if about to explode at any moment.


Grenade

Small elemental (Voidsent), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 37(6d8 + 1)
  • Speed fly 30 ft. (Hover)

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 7 (-2) 10 (+0) 10 (+0)

  • Damage Vulnerabilities cold
  • Damage Immunities fire,
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages --
  • Challenge 2 (450 XP)

Ignited Illumination : As a bonus action, the Grenade can set itself ablaze or extinguish its flames. While ablaze, the grenade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Self Destruct When an attack drops a Grenade down to below 5 hit points or lower but not 0, the bomb begins to swell in size. On its next turn, it explodes in a fiery death. All creatures within a 20-foot radius of the Grenade must succeed on a DC 14 Dexterity Saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 2 (1d4) fire damage.

Detonator (Recharge 6) : The Grenade erupts in a 15-foot radius of fire centered on it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.



Cactuar

Small plant, unalaigned


  • Armor Class 14
  • Hit Points 8 (2d6 + 2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
7 (-1) 14 (+2) 11 (+1) 5 (-3) 8 (-1) 4 (-3)

  • Skills Stealth +4
  • Senses Blindsight 60 ft. (blind beyond this radius)
  • Languages --
  • Challenge 1/2 (100 XP)

False Appearance. While the cactuar reamins motionless, it is indistinguishable from a small cactus.

Actions

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

100 Needles (Recharges after a Short or Long Rest). The cactuar releases a spray of needles from it's body. Each creature within 10 feet of the cactuar must make a DC 10 Dexterity Saving throw taking 5d4 piercing damage on a failed save, or half as much on a successful one

5

Found exclusively in arid regions, cactuars are known for their ability to survive extended periods under the scorching sun on naught but the moisture stored within their bodies. Conditioned by the brutal nature of their surroundings, cactuars are quick to defend themselves, launching a barrage of needle-like projectiles at potential predators—and the occasional unwary traveler.


Coblyn

Small elemental, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 9(2d6 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Damage Immunities Poison
  • Condition Immunities exhuastion, paralyzed, poisoned, petrified
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages --
  • Challenge 1 (200 XP)

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

Innate Spellcasting The Coblyn's innate spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring no material components:

1/day : Shatter

Actions

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

The coblyn is a creature of startling appearance that skitters around on it's tentacle-like appendages in search of ore. Gridanian scholars claim that a coblyn is an animal that fuses minirals to it's body, to create a defensive shell. Ul'dahn scholars dispute this theory, stating that these soulkin are, in fact, sentient clumps of geological matter that have adopted biological organs in order to facilitate propagation.


Eorzean Hippogryph

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 25(1d4 + 5)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Pounce. If the hippogryph moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the hippogryph can make one beak attack against it as a bonus action.

Actions

Multiattack The hippogriff makes two attacks: one with its beak and one with its claws.

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

Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) Slashing damage.

These sleek, wiry creatures are most often to be seen prowling the slopes of hills and mountains. Though their wings are unable to bear them aloft, they nevertheless serve to assist in propelling them across the ground with a swiftness astonishing to their prey. Hippogryph sinews boast surpassing toughness and elasticity, qualities which make them ideally suited for use in the construction of a variety of tools.

6



Elemental Sprite

Small elemental, unaligned


  • Armor Class 11
  • Hit Points 12 (6d4)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 4 (-3) 12 (+1) 11 (+0)

  • Damage Resistances Respective of it's Elemental infusion type
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

  • Senses darkvision 60 ft., passive Perception 12
  • Languages --
  • Challenge 1/4 (50 XP)

Elemental Infusion The Elemental Sprite has damage resistance equal to it's respective type, and it's slam attack deals an additional 2 points damage depending on it's type:

Earth Sprite: Force Damage

Fire Sprite: Fire Damage

Ice Sprite: Cold damage

Lightning Sprite: Lightning Damage

Water Sprite: Acid Damage

Wind Sprite: Thunder Damage

Innate Spellcasting. : The Elemental Sprite can innately cast the following spells, depending on it's type, requiring no material components. Its innate spellcasting ability is Wisdom (spell save DC 11).

Earth Sprite, 2/day: Earth Tremor

Fire Sprite, 2/day: Chromatic Orb (fire)

Ice Sprite, 2/day: Chromatic Orb (cold)

Lightning Sprite, 2/day: Chromatic Orb (Lightning)

Water Sprite, 2/day: Chromatic Orb (Acid)

Wind Sprite, 2/day: Chromatic Orb (Thunder)

Actions

Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) + 2 Elemental Infusion damage.

Elementals are essentially spirits by another name and appear to be made of pure aether. They are found across Eorzea but are most prominent in The Black Shroud, a forest said to be created for them specifically by Nophica. They are revered by the citizenry of Gridania and it is by their grace that the city-state continues to exist. The seedseers maintain communication to them to this effect.

Some elementals may appear corrupt and others appear as mischievous sprites. It is these forms of lesser elementals that are most commonly engaged in combat.



Giant Tortoise

Large beast, unalaigned


  • Armor Class 17 Natural Armor, 12 While Prone
  • Hit Points 75 (10d10 + 20)
  • Speed 20ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Senses Passive Perception 11
  • Languages --
  • Challenge 3 (700 XP)

Hold Breath. The tortoise can hold its breath for 1 hour.

Stable. Whenever an effect knocks the tortoise prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone tortoise is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 4) slashing damage

The mighty giant tortoise is a placid creature of immense strength and hardiness. Growing to the size of a small elephant and protected by a sturdy shell, it slowly roams and munches on greens. A giant tortoise can be ridden or used as a draft animal. They are occasionally trained as cargo haulers or hitched to caravans for a "steady" pace. However they are difficult to breed and train for anything more complex than hauling and following.

7


Hecatoncheir Stonebreaker

Large giant, Neutral Evil


  • Armor Class 12 (hide armor)
  • Hit Points 68 (6d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 6 (-2) 9 (-1) 8 (-1)

  • Saving Throws Constitution +6, Wisdom +1
  • Skills Athletics +8, Perception +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Giant
  • Challenge 3 (700 XP)

Slaves no Longer The Hecatoncheir has advantage on Wisdom Saving throws

Actions

Battleaxe : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage, or 16 (2d10 + 4) slashing damage if used with two hands.

Rock : Ranged Weapon Attack: +6 to hit, range 60/2120 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.

Berserk (Recharges after a long rest):. The Hecatoncheir enters a berserk state of mind, for a number of rounds equal to it's constitution modifier. For the duration, the Hecatoncheir gains the following benefits:

  • The Hecatoncheir has advantage on Strength checks and saving throws.
  • The Hecaconcheir gains a +2 damage bonus to melee attacks.
  • When the Hecatoncheir takes slashing, piercing or bludgeoning damage, it reduces the damage by half it's Constitution modifier rounded up.

Hecatoncheirs are the lowest caste of giants in the Gigant heirarchy and were thought to be extinct until their recent discovery in the Copperbell Mines caused many to escape into the land above. What makes them particularly dangerous is their insanity, and resistance to mind altering effects, having built up an immunity during their mental enslavement a few centuries ago.


Hecatoncheir Stonehauler

Large giant, Neutral Evil


  • Armor Class 12 (hide armor)
  • Hit Points 55 (6d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 6 (-2) 9 (-1) 8 (-1)

  • Saving Throws Wisdom +1
  • Skills Athletics +6, Perception +3
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Slaves no Longer The Hecatoncheir has advantage on Wisdom Saving throws

Actions

War Pick : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Piercing damage.

Rock : Ranged Weapon Attack: +6 to hit, range 60/2120 ft., one target. Hit: 16 (2d8 + 4) bludgeoning damage.

8


Ichourous Ire

Large ooze, unaligned


  • Armor Class 8
  • Hit Points 51 (6d10 + 18)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Resistances acid
  • Damage Immunities slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages ---
  • Challenge 2 (450 XP)

Amorphous : The ire can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb : The ire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions

Split : When a ire that is Medium or larger is subjected to fire or slashing damage, it splits into two new ires if it has at least 10 hit points. Each new ire has hit points equal to half the original jelly's, rounded down. New ires are one size smaller than the original ire.

While much about these highly toxic amorphous beings remains veiled in mystery, naturalists have determined that slies are most likely formed when humours, recently voided from a corpse, are left to fester on soil where they draw upon ambient earth aether. This gathered energy claims the congaling humours as a vessel, and accesses minute traces of aether left by the deceased to serve as a means of basic control over the vessel.


Peiste

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages ---
  • Challenge 3 (700 XP)

Cold Gaze : If a creature starts its turn within 30 feet of the peiste and the two of them can see each other, the peiste can force the creature to make a DC 12 Constitution saving throw if the peiste isn't incapacitated. On a failed save, the creature is paralyzed for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

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

The peiste and it's cousin the basilisk is a large scalekin common to most regions of Aldenard. As is the case with many others in the scalekin family, peistes are swift to respond to any percieved intrusion of their territory with unrestrained ferocity. Doubtless owing to their size and savagery, these creatures are oft depicted in religious allegory as the incarnation of evil, most notably in the famous tale, "Saint Daniffen and the Basilisk."

9



White Stone Spriggan

Medium Fey, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 15(2d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+3) 10 (+0) 9 (-1) 15 (+2)

  • Skills Stealth +7
  • Senses Darkvision 120 ft., passive Perception 9
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

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

Innate Spellcasting. The spriggan’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

2/day : haste

Soulstone All spriggans carry around a crystal or stone which varies from spriggan to spriggan. If a spriggan is seperated from it's stone, it always knows the location of it's soulstone, and will do everything within it's power to retrieve the stone. A spriggan that takes a long rest while seperated from it's stone suffers one level of exhaustion. The only way to cure itself of 1 level of exhaustion is to take a long rest while reunited with it's stone.

Actions

Multiattack The spriggan makes two stone attacks

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

Spriggans are neither sprites nor faeries, but share similarities with both. They are known to inhabit rocky regions and the deep recesses of mines. These black-furred soulkin are famous for carrying a gem or chunk of ore about with them at all times—a custom which may explain the popularly held belief within the mining fraternity that they are bringers of good fortune. Their classification as soulkin is based on a theory expounded in the Codex of Stone, which asserts that the creatures are naught but vessels for the will of the earth.

Although these creatures are spread across many lands areas of Eorzea, their overall population is rather small. The abilities and characteristics of each Spriggan can determined by the colored stone they bear - a magical battery from which they draw their strength. Like other soulkin, Spriggans seem to have lost their will to live without these stones and live controlled by that attachment. However, despite this power, most Spriggans prefer avoid fighting unless necessary.



Gyges the Great

Large giant, neutral evil


  • Armor Class 12 (hide armor)
  • Hit Points 117 (13d10 + 52)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20(+5) 11 (+0) 19 (+4) 8 (-1) 12(+1) 10 (+0)

  • Saving Throws Constitution +7, Wisdom +3
  • Skills Athletics +8, Perception +3
  • Senses passive Perception 10
  • Languages common, giant
  • Challenge 6 (2,300 XP)

Slaves no Longer Gyges has advantage on Wisdom Saving throws

Crusher. Whenever Gyges scores a critical hit against a creature, attack rolls against that creature are made with advantage until the start of his next turn.

Actions

Multiattack. Gyges makes two maul attacks, or two rock attacks.

Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 19 (4d6 + 5) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 15 Strength check or be pushed away from Gyges by 5 ft., and be knocked prone.

Rock : Ranged Weapon Attack: +7 to hit, range 60/2120 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.

Bonus Actions

Master's must pay! One ally Gyges can see within range can make one additional attack action on it's next turn.

10